📄 fighter.java
字号:
if(weapon == 41)
{
if(fighterCtr % 3 == 0)
fr++;
if(fr > 4)
{
fr = 0;
action = 13;
}
}
if(weapon != 35 && weapon != 33)
{
isWeapon = true;
if(y == maxY)
jt = 0;
}
if(weapon == 34)
if(weaponPicked)
{
isWeapon = true;
if(Armor[ArmorCount] == 127)
isWeapon = false;
} else
{
isWeapon = false;
}
} else
if(action == 17)
if(!isWeapon)
{
if(fighterCtr % 5 == 0)
action = 13;
} else
if(weapon == 39 && isWeapon)
{
if(fighterCtr % 3 == 0)
{
fr++;
if(face == 26)
x += 2;
else
x -= 2;
}
if(fr > 2)
{
fr = 0;
action = 13;
}
} else
if(weapon == 41 && isWeapon)
{
if(fighterCtr % 3 == 0)
fr++;
if(fr > 1)
{
fr = 0;
action = 13;
}
}
reduceHealth();
try
{
if(backAttack && weaponPicked)
{
if(x > 50 && x <= 400)
if(face == 26)
game.RoadArms.addElement(new Arms(weapon, (short)(x - 5), (short)192));
else
game.RoadArms.addElement(new Arms(weapon, (short)(x + 5), (short)192));
weaponPicked = false;
isWeapon = false;
game.weapon2 = weapon;
Armor[0] = 127;
weapon = 35;
action = 13;
fr = 0;
}
}
catch(Exception exception)
{
System.out.println("--------------hey here is exception-----------" + exception);
}
if(hit)
{
hitCtr++;
if(weapon == 34 && isWeapon)
weapon = Armor[ArmorCount];
} else
{
hitCtr = 0;
}
if(!backAttack && hitCtr != 0)
if(face == 26)
{
x += 5;
if(x > 400)
hit = false;
} else
{
x -= 5;
if(x < 50)
hit = false;
}
checkBound();
}
public void pickUpWeapon()
{
try
{
for(Enumeration enumeration = game.RoadArms.elements(); enumeration.hasMoreElements();)
{
Arms arms = (Arms)enumeration.nextElement();
if(!weaponPicked && game.weapon2 != 35 && game.weapon2 != 127)
{
switch(game.weapon2)
{
case 41: // ')'
armLyingDist = 40;
break;
case 39: // '\''
armLyingDist = 55;
break;
}
if(Math.abs(x - arms.x) <= 12 && y == maxY)
{
weaponPicked = true;
Armor[ArmorCount] = game.weapon2;
weapon = Armor[ArmorCount];
action = 13;
isWeapon = true;
game.weapon2 = 127;
game.RoadArms.removeElement(arms);
}
}
}
}
catch(Exception exception)
{
System.out.println("@@@@@@@@@@----weapon picking exception-----@@@@@@" + exception);
}
}
public void dropWeapon()
{
try
{
if(weaponPicked)
{
if(x > 50 && x <= 400)
if(face == 26)
game.RoadArms.addElement(new Arms(weapon, (short)(x - 5), (short)192));
else
game.RoadArms.addElement(new Arms(weapon, (short)(x + 5), (short)192));
weaponPicked = false;
isWeapon = false;
game.weapon2 = weapon;
Armor[0] = 127;
weapon = 35;
action = 13;
fr = 0;
}
}
catch(Exception exception)
{
System.out.println("--------------hey here is exception-----------" + exception);
}
}
public void checkBound()
{
if(x < 50)
{
x = 50;
face = 27;
} else
if(x > 400)
{
x = 400;
face = 26;
}
}
public void DoAction(Graphics g)
{
if(!hit)
switch(action)
{
case 18: // '\022'
default:
break;
case 13: // '\r'
drawStand(g);
break;
case 14: // '\016'
if(!isWeapon)
{
drawWalk(g);
break;
}
if(weapon == 39)
{
axeWalk(g);
break;
}
if(weapon == 41)
chainWalk(g);
break;
case 15: // '\017'
if(weapon == 34 && (isWeapon || !isWeapon))
{
kickAttack(g);
break;
}
if(!isWeapon)
{
switch(weapon)
{
case 35: // '#'
Attack(g);
break;
case 33: // '!'
crouchAttack(g);
break;
}
break;
}
switch(weapon)
{
case 39: // '\''
axeAttack(g);
break;
case 41: // ')'
chainAttack(g);
break;
}
break;
case 16: // '\020'
if(isWeapon)
{
if(weapon == 39)
{
axeJump(g);
break;
}
if(weapon == 41)
chainJump(g);
} else
{
drawJump(g);
}
break;
case 17: // '\021'
switch(weapon)
{
case 39: // '\''
axeAttack(g);
break;
case 41: // ')'
chainAttack(g);
break;
}
break;
case 19: // '\023'
drawSumersalt(g);
break;
}
update();
}
public void getMotion(byte byte0)
{
switch(byte0)
{
case 18: // '\022'
case 19: // '\023'
case 20: // '\024'
case 21: // '\025'
case 24: // '\030'
case 29: // '\035'
case 30: // '\036'
case 31: // '\037'
case 32: // ' '
case 33: // '!'
default:
break;
case 22: // '\026'
if(hit || backAttack)
break;
if(y >= maxY)
jt = 0;
if(y >= maxY)
{
axeJumpCtr = 0;
chainJumpCtr = 0;
}
if(jt == 0 && !isWeapon)
action = 16;
else
if(weapon == 39 && axeJumpCtr == 0)
action = 16;
if(weapon == 41 && chainJumpCtr == 0)
action = 16;
break;
case 23: // '\027'
if(!hit && !backAttack && !isWeapon)
{
weapon = 33;
action = 15;
}
break;
case 25: // '\031'
if(y != maxY)
break;
if(!weaponPicked)
pickUpWeapon();
else
dropWeapon();
weapon = Armor[ArmorCount];
if(weapon != 127)
{
isWeapon = true;
break;
}
if(weapon == 127)
{
isWeapon = false;
weapon = 35;
}
break;
case 27: // '\033'
if(hit || backAttack)
break;
x += 5;
checkBound();
if(jt > 0 && y < maxY && !isWeapon && !sumerSaltPerformed)
{
action = 19;
fr = 0;
sumerSaltPerformed = true;
} else
if(y >= maxY)
action = 14;
else
if(sumerSaltPerformed)
jt = 13;
face = 27;
break;
case 26: // '\032'
if(hit || backAttack)
break;
x -= 5;
checkBound();
if(jt > 0 && y < maxY && !isWeapon && !sumerSaltPerformed)
{
action = 19;
fr = 0;
sumerSaltPerformed = true;
} else
if(y >= maxY)
action = 14;
else
if(sumerSaltPerformed)
jt = 13;
face = 26;
break;
case 28: // '\034'
if(hit || backAttack)
break;
if(!isWeapon)
weapon = 35;
if(isWeapon)
weapon = Armor[ArmorCount];
action = 15;
break;
case 34: // '"'
if(hit || backAttack || isWeapon && !isWeapon)
break;
weapon = 34;
if(face == 27)
x++;
else
if(face == 26)
x--;
action = 15;
break;
case 17: // '\021'
if(isWeapon)
action = 17;
break;
}
}
short x;
short y;
byte fr;
byte action;
short health;
byte face;
boolean isWeapon;
byte weapon;
byte Armor[];
byte ArmorCount;
byte ArmsCount;
boolean hit;
boolean backAttack;
Game game;
short fighterCtr;
short hitCtr;
boolean weaponPicked;
short maxY;
boolean sumerSaltPerformed;
long f_lag;
byte jt;
byte axeJumpCtr;
byte chainJumpCtr;
byte armLyingDist;
}
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