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📄 m_float.java

📁 Jake2是一个Java 3D游戏引擎.
💻 JAVA
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    public final static int FRAME_stand141 = 184;    public final static int FRAME_stand142 = 185;    public final static int FRAME_stand143 = 186;    public final static int FRAME_stand144 = 187;    public final static int FRAME_stand145 = 188;    public final static int FRAME_stand146 = 189;    public final static int FRAME_stand147 = 190;    public final static int FRAME_stand148 = 191;    public final static int FRAME_stand149 = 192;    public final static int FRAME_stand150 = 193;    public final static int FRAME_stand151 = 194;    public final static int FRAME_stand152 = 195;    public final static int FRAME_stand201 = 196;    public final static int FRAME_stand202 = 197;    public final static int FRAME_stand203 = 198;    public final static int FRAME_stand204 = 199;    public final static int FRAME_stand205 = 200;    public final static int FRAME_stand206 = 201;    public final static int FRAME_stand207 = 202;    public final static int FRAME_stand208 = 203;    public final static int FRAME_stand209 = 204;    public final static int FRAME_stand210 = 205;    public final static int FRAME_stand211 = 206;    public final static int FRAME_stand212 = 207;    public final static int FRAME_stand213 = 208;    public final static int FRAME_stand214 = 209;    public final static int FRAME_stand215 = 210;    public final static int FRAME_stand216 = 211;    public final static int FRAME_stand217 = 212;    public final static int FRAME_stand218 = 213;    public final static int FRAME_stand219 = 214;    public final static int FRAME_stand220 = 215;    public final static int FRAME_stand221 = 216;    public final static int FRAME_stand222 = 217;    public final static int FRAME_stand223 = 218;    public final static int FRAME_stand224 = 219;    public final static int FRAME_stand225 = 220;    public final static int FRAME_stand226 = 221;    public final static int FRAME_stand227 = 222;    public final static int FRAME_stand228 = 223;    public final static int FRAME_stand229 = 224;    public final static int FRAME_stand230 = 225;    public final static int FRAME_stand231 = 226;    public final static int FRAME_stand232 = 227;    public final static int FRAME_stand233 = 228;    public final static int FRAME_stand234 = 229;    public final static int FRAME_stand235 = 230;    public final static int FRAME_stand236 = 231;    public final static int FRAME_stand237 = 232;    public final static int FRAME_stand238 = 233;    public final static int FRAME_stand239 = 234;    public final static int FRAME_stand240 = 235;    public final static int FRAME_stand241 = 236;    public final static int FRAME_stand242 = 237;    public final static int FRAME_stand243 = 238;    public final static int FRAME_stand244 = 239;    public final static int FRAME_stand245 = 240;    public final static int FRAME_stand246 = 241;    public final static int FRAME_stand247 = 242;    public final static int FRAME_stand248 = 243;    public final static int FRAME_stand249 = 244;    public final static int FRAME_stand250 = 245;    public final static int FRAME_stand251 = 246;    public final static int FRAME_stand252 = 247;    public final static float MODEL_SCALE = 1.000000f;    static int sound_attack2;    static int sound_attack3;    static int sound_death1;    static int sound_idle;    static int sound_pain1;    static int sound_pain2;    static int sound_sight;    static EntInteractAdapter floater_sight = new EntInteractAdapter() {    	public String getID() { return "floater_sight"; }        public boolean interact(edict_t self, edict_t other) {            GameBase.gi.sound(self, Defines.CHAN_VOICE, sound_sight, 1,                    Defines.ATTN_NORM, 0);            return true;        }    };    static EntThinkAdapter floater_idle = new EntThinkAdapter() {    	public String getID() { return "floater_idle"; }        public boolean think(edict_t self) {            GameBase.gi.sound(self, Defines.CHAN_VOICE, sound_idle, 1,                    Defines.ATTN_IDLE, 0);            return true;        }    };    static EntThinkAdapter floater_fire_blaster = new EntThinkAdapter() {    	public String getID() { return "floater_fire_blaster"; }        public boolean think(edict_t self) {            float[] start = { 0, 0, 0 };            float[] forward = { 0, 0, 0 }, right = { 0, 0, 0 };            float[] end = { 0, 0, 0 };            float[] dir = { 0, 0, 0 };            int effect;            if ((self.s.frame == FRAME_attak104)                    || (self.s.frame == FRAME_attak107))                effect = Defines.EF_HYPERBLASTER;            else                effect = 0;            Math3D.AngleVectors(self.s.angles, forward, right, null);            Math3D.G_ProjectSource(self.s.origin,                    M_Flash.monster_flash_offset[Defines.MZ2_FLOAT_BLASTER_1],                    forward, right, start);            Math3D.VectorCopy(self.enemy.s.origin, end);            end[2] += self.enemy.viewheight;            Math3D.VectorSubtract(end, start, dir);            Monster.monster_fire_blaster(self, start, dir, 1, 1000,                    Defines.MZ2_FLOAT_BLASTER_1, effect);            return true;        }    };    static mframe_t floater_frames_stand1[] = new mframe_t[] {            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, 0, null) };    static mmove_t floater_move_stand1 = new mmove_t(FRAME_stand101,            FRAME_stand152, floater_frames_stand1, null);    static mframe_t floater_frames_stand2[] = new mframe_t[] {            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, 0, null),            new mframe_t(GameAI.ai_stand, 0, null) };    static mmove_t floater_move_stand2 = new mmove_t(FRAME_stand201,            FRAME_stand252, floater_frames_stand2, null);    static EntThinkAdapter floater_stand = new EntThinkAdapter() {    	public String getID() { return "floater_stand"; }        public boolean think(edict_t self) {            if (Lib.random() <= 0.5)                self.monsterinfo.currentmove = floater_move_stand1;            else                self.monsterinfo.currentmove = floater_move_stand2;            return true;        }    };    static mframe_t floater_frames_activate[] = new mframe_t[] {            new mframe_t(GameAI.ai_move, 0, null),            new mframe_t(GameAI.ai_move, 0, null),            new mframe_t(GameAI.ai_move, 0, null),            new mframe_t(GameAI.ai_move, 0, null),            new mframe_t(GameAI.ai_move, 0, null),            new mframe_t(GameAI.ai_move, 0, null),            new mframe_t(GameAI.ai_move, 0, null),            new mframe_t(GameAI.ai_move, 0, null),            new mframe_t(GameAI.ai_move, 0, null),            new mframe_t(GameAI.ai_move, 0, null),            new mframe_t(GameAI.ai_move, 0, null),            new mframe_t(GameAI.ai_move, 0, null),            new mframe_t(GameAI.ai_move, 0, null),            new mframe_t(GameAI.ai_move, 0, null),            new mframe_t(GameAI.ai_move, 0, null),            new mframe_t(GameAI.ai_move, 0, null),            new mframe_t(GameAI.ai_move, 0, null),            new mframe_t(GameAI.ai_move, 0, null),            new mframe_t(GameAI.ai_move, 0, null),            new mframe_t(GameAI.ai_move, 0, null),            new mframe_t(GameAI.ai_move, 0, null),            new mframe_t(GameAI.ai_move, 0, null),            new mframe_t(GameAI.ai_move, 0, null),            new mframe_t(GameAI.ai_move, 0, null),            new mframe_t(GameAI.ai_move, 0, null),            new mframe_t(GameAI.ai_move, 0, null),            new mframe_t(GameAI.ai_move, 0, null),            new mframe_t(GameAI.ai_move, 0, null),            new mframe_t(GameAI.ai_move, 0, null),            new mframe_t(GameAI.ai_move, 0, null) };    static mmove_t floater_move_activate = new mmove_t(FRAME_actvat01,            FRAME_actvat31, floater_frames_activate, null);    static EntThinkAdapter floater_run = new EntThinkAdapter() {    	public String getID() { return "floater_run"; }        public boolean think(edict_t self) {            if ((self.monsterinfo.aiflags & Defines.AI_STAND_GROUND) != 0)                self.monsterinfo.currentmove = floater_move_stand1;            else                self.monsterinfo.currentmove = floater_move_run;            return true;        }    };    static mframe_t floater_frames_attack1[] = new mframe_t[] {            new mframe_t(GameAI.ai_charge, 0, null), // Blaster attack)            new mframe_t(GameAI.ai_charge, 0, null),            new mframe_t(GameAI.ai_charge, 0, null),            new mframe_t(GameAI.ai_charge, 0, floater_fire_blaster),            // BOOM (0, -25.8, 32.5) -- LOOP Starts            new mframe_t(GameAI.ai_charge, 0, floater_fire_blaster),            new mframe_t(GameAI.ai_charge, 0, floater_fire_blaster),            new mframe_t(GameAI.ai_charge, 0, floater_fire_blaster),            new mframe_t(GameAI.ai_charge, 0, floater_fire_blaster),            new mframe_t(GameAI.ai_charge, 0, floater_fire_blaster),            new mframe_t(GameAI.ai_charge, 0, floater_fire_blaster),            new mframe_t(GameAI.ai_charge, 0, null),            new mframe_t(GameAI.ai_charge, 0, null),            new mframe_t(GameAI.ai_charge, 0, null),            new mframe_t(GameAI.ai_charge, 0, null)    // -- LOOP Ends    };    static mmove_t floater_move_attack1 = new mmove_t(FRAME_attak101,            FRAME_attak114, floater_frames_attack1, floater_run);    static float[] aim = { Defines.MELEE_DISTANCE, 0, 0 };    static EntThinkAdapter floater_wham = new EntThinkAdapter() {    	public String getID() { return "floater_wham"; }        public boolean think(edict_t self) {            GameBase.gi.sound(self, Defines.CHAN_WEAPON, sound_attack3, 1,                    Defines.ATTN_NORM, 0);            GameWeapon.fire_hit(self, aim, 5 + Lib.rand() % 6, -50);            return true;        }    };    static mframe_t floater_frames_attack2[] = new mframe_t[] {            new mframe_t(GameAI.ai_charge, 0, null), // Claws            new mframe_t(GameAI.ai_charge, 0, null),            new mframe_t(GameAI.ai_charge, 0, null),            new mframe_t(GameAI.ai_charge, 0, null),            new mframe_t(GameAI.ai_charge, 0, null),            new mframe_t(GameAI.ai_charge, 0, null),            new mframe_t(GameAI.ai_charge, 0, null),            new mframe_t(GameAI.ai_charge, 0, null),            new mframe_t(GameAI.ai_charge, 0, null),            new mframe_t(GameAI.ai_charge, 0, null),            new mframe_t(GameAI.ai_charge, 0, null),            new mframe_t(GameAI.ai_charge, 0, floater_wham),

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