📄 fighter.java
字号:
fr++;
break label0;
case 1: // '\001'
y = 176;
g.setClip((x - 28) + game.x1, y - 24, 56, 48);
g.clipRect((x - 28) + game.x1, y - 24, 56, 48);
g.drawRegion(game.dieIm, 56, 0, 56, 48, 2, (x - 28) + game.x1, y - 24, 0x10 | 4);
fr++;
break label0;
case 2: // '\002'
char c1 = '\310';
g.setClip((x - 28) + game.x1, c1 - 24, 56, 48);
g.clipRect((x - 28) + game.x1, c1 - 24, 56, 48);
g.drawRegion(game.dieIm, 0, 0, 56, 48, 2, (x - 28) + game.x1, c1 - 24, 0x10 | 4);
break;
}
if(System.currentTimeMillis() % 5L == 0L)
{
fr = 0;
backAttack = false;
hit = false;
face = 27;
}
break;
}
g.setClip(0, 0, game.WIDTH, game.HEIGHT);
}
public int enemyFighting()
{
for(Enumeration enumeration = game.enemyMan.elements(); enumeration.hasMoreElements();)
{
Enemy enemy = (Enemy)enumeration.nextElement();
if(enemy.Dist <= 35 || enemy.Dist <= 20 || enemy.isWeapon && enemy.Dist <= 20)
return game.enemyMan.indexOf(enemy);
}
return -1;
}
public void reduceHealth()
{
int i = enemyFighting();
if(i != -1)
{
Enemy enemy = (Enemy)game.enemyMan.elementAt(i);
if(enemy.health > 0 && enemy.Dist <= 20)
if(enemy.weapon == 35 && enemy.action == 15 && action != 17 && y == enemy.y)
{
health -= 2;
hit = true;
game.gameEffects("punch");
if(face == enemy.face)
backAttack = true;
} else
if(enemy.weapon == 34 && enemy.action == 15 && y >= enemy.y - 5)
{
health -= 3;
hit = true;
game.gameEffects("hit");
if(face == enemy.face)
backAttack = true;
} else
if(enemy.weapon == 33 && enemy.action == 15 && y >= enemy.y - 5)
{
hit = true;
game.gameEffects("hit");
if(face == enemy.face)
backAttack = true;
}
if(enemy.health > 0 && enemy.Dist <= 35 && enemy.isWeapon)
if(enemy.weapon == 41 && enemy.action == 15 && enemy.fr == 1 && y >= enemy.y - 5 && action != 17)
{
health -= 3;
hit = true;
game.gameEffects("hit");
if(face == enemy.face)
backAttack = true;
} else
if(enemy.weapon == 39 && enemy.action == 15 && enemy.fr == 1 && y >= enemy.y - 5 && action != 17)
{
health -= 5;
hit = true;
game.gameEffects("hit");
if(face == enemy.face)
backAttack = true;
}
}
}
public void drawSumersalt(Graphics g)
{
switch(face)
{
default:
break;
case 26: // '\032'
switch(fr)
{
case 2: // '\002'
g.setClip((x - 31) + game.x1, y - 31, 62, 62);
g.clipRect((x - 31) + game.x1, y - 31, 62, 62);
g.drawRegion(game.playerIm, 120, 0, 60, 60, 5, (x - 31) + game.x1, y - 31, 0x10 | 4);
face = 27;
action = 13;
break;
case 1: // '\001'
g.setClip((x - 31) + game.x1, y - 31, 62, 62);
g.clipRect((x - 31) + game.x1, y - 31, 62, 62);
g.drawRegion(game.playerIm, 120, 0, 60, 60, 3, (x - 31) + game.x1, y - 31, 0x10 | 4);
x -= 15;
break;
case 0: // '\0'
g.setClip((x - 31) + game.x1, y - 31, 62, 62);
g.clipRect((x - 31) + game.x1, y - 31, 62, 62);
g.drawRegion(game.playerIm, 120, 0, 60, 60, 6, (x - 31) + game.x1, y - 31, 0x10 | 4);
x -= 15;
break;
}
break;
case 27: // '\033'
switch(fr)
{
case 0: // '\0'
g.setClip((x - 31) + game.x1, y - 31, 62, 62);
g.clipRect((x - 31) + game.x1, y - 31, 62, 62);
g.drawRegion(game.playerIm, 120, 0, 60, 60, 5, (x - 31) + game.x1, y - 31, 0x10 | 4);
x += 15;
break;
case 1: // '\001'
g.setClip((x - 31) + game.x1, y - 31, 62, 62);
g.clipRect((x - 31) + game.x1, y - 31, 62, 62);
g.drawRegion(game.playerIm, 120, 0, 60, 60, 3, (x - 31) + game.x1, y - 31, 0x10 | 4);
x += 15;
break;
case 2: // '\002'
g.setClip((x - 31) + game.x1, y - 31, 62, 62);
g.clipRect((x - 31) + game.x1, y - 31, 62, 62);
g.drawRegion(game.playerIm, 120, 0, 60, 60, 6, (x - 31) + game.x1, y - 31, 0x10 | 4);
face = 26;
action = 13;
break;
}
break;
}
g.setClip(0, 0, game.WIDTH, game.HEIGHT);
}
public void update()
{
if(y < maxY)
{
if(!isWeapon && (action == 13 || action == 16 || action == 15 || action == 14))
switch(jt)
{
case 0: // '\0'
y -= 25;
jt++;
break;
case 1: // '\001'
y -= 20;
jt++;
break;
case 2: // '\002'
jt++;
break;
case 3: // '\003'
y -= 7;
jt++;
break;
case 4: // '\004'
jt++;
break;
case 5: // '\005'
y -= 5;
jt++;
break;
case 6: // '\006'
jt++;
break;
case 7: // '\007'
y -= 2;
jt++;
break;
case 8: // '\b'
jt++;
break;
case 9: // '\t'
y += 2;
jt++;
break;
case 10: // '\n'
jt++;
break;
case 11: // '\013'
y += 5;
jt++;
break;
case 12: // '\f'
jt++;
break;
case 13: // '\r'
y += 7;
jt++;
break;
case 14: // '\016'
y += 20;
jt++;
break;
case 15: // '\017'
y += 25;
jt = 0;
action = 13;
break;
}
if(weapon == 39 && isWeapon && (action == 16 || action == 13 || action == 15))
switch(axeJumpCtr)
{
case 0: // '\0'
y -= 25;
axeJumpCtr++;
break;
case 1: // '\001'
y -= 20;
axeJumpCtr++;
break;
case 2: // '\002'
y -= 7;
axeJumpCtr++;
break;
case 3: // '\003'
y -= 5;
axeJumpCtr++;
break;
case 4: // '\004'
y -= 2;
axeJumpCtr++;
break;
case 5: // '\005'
y += 2;
axeJumpCtr++;
break;
case 6: // '\006'
y += 5;
axeJumpCtr++;
break;
case 7: // '\007'
y += 7;
axeJumpCtr++;
break;
case 8: // '\b'
y += 20;
axeJumpCtr++;
break;
case 9: // '\t'
y += 25;
axeJumpCtr = 0;
action = 13;
break;
}
if(weapon == 41 && isWeapon && (action == 16 || action == 13 || action == 15))
switch(chainJumpCtr)
{
case 0: // '\0'
y -= 25;
chainJumpCtr++;
break;
case 1: // '\001'
y -= 20;
chainJumpCtr++;
break;
case 2: // '\002'
y -= 7;
chainJumpCtr++;
break;
case 3: // '\003'
y -= 5;
chainJumpCtr++;
break;
case 4: // '\004'
y -= 2;
chainJumpCtr++;
break;
case 5: // '\005'
y += 2;
chainJumpCtr++;
break;
case 6: // '\006'
y += 5;
chainJumpCtr++;
break;
case 7: // '\007'
y += 7;
chainJumpCtr++;
break;
case 8: // '\b'
y += 20;
chainJumpCtr++;
break;
case 9: // '\t'
y += 25;
chainJumpCtr = 0;
action = 13;
break;
}
}
fighterCtr++;
if(fighterCtr == 50)
fighterCtr = 0;
if(y >= maxY)
{
sumerSaltPerformed = false;
jt = 0;
}
if(action == 19)
fr++;
if(action == 13 && jt == 0)
{
y = maxY;
if(!backAttack)
fr = 0;
} else
if(action == 16)
{
if(jt == 0 && y >= maxY && !isWeapon)
{
y -= 25;
jt = 1;
action = 13;
}
if(axeJumpCtr == 0 && y >= maxY && weapon == 39)
{
y -= 25;
axeJumpCtr = 1;
}
if(chainJumpCtr == 0 && y >= maxY && weapon == 41)
{
y -= 25;
chainJumpCtr = 1;
}
} else
if(action == 14)
{
if(System.currentTimeMillis() - f_lag >= 2000L)
fr++;
if(fr > 1)
{
fr = 0;
action = 13;
y = maxY;
}
} else
if(action == 15)
{
if((isWeapon || !isWeapon) && weapon == 34)
{
fr++;
if(face == 26)
x -= 2;
else
x += 2;
if(fr > 1)
{
fr = 0;
if(isWeapon)
weapon = Armor[ArmorCount];
action = 13;
}
}
if(!isWeapon)
{
if(weapon == 35)
{
fr = 0;
if(fighterCtr % 2 == 0)
{
action = 13;
if(face == 26)
x -= 2;
else
x += 2;
}
} else
if(weapon == 33)
{
fr = 0;
if(fighterCtr % 3 == 0)
action = 13;
}
} else
if(weapon == 39)
{
fr++;
if(fr > 2)
{
fr = 0;
action = 13;
}
} else
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