📄 mycanvas.java
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} else if (fightCount < 30) {
if (fightCount == 29) {
effectPoint++;
}
hero_battleX += 2;
} else if (fightCount < 32) {
if (fightCount == 31) {
effectPoint++;
}
hero_battleX -= 2;
} else if (fightCount < 34) {
if (fightCount == 33) {
effectPoint++;
}
hero_battleX += 2;
} else if (fightCount == 36) { //英雄歸位 敵人歸位
emenyFightState = false; //敵人攻擊結束
emeny_battleX = 20;
hero_battleX = 120;
effectPoint = 0;
heroHpVeriable = emeny.npc_attack;
emenyHpVeriable = hero.attack;
} else if (fightCount == 40) {
sufferNumState = true;
HpVariableY = 35;
HeroVariableX = 120;
EmenyVariableX = 20;
}
else if (fightCount == 42) {
HpVariableY -= 4;
} else if (fightCount == 44) {
HpVariableY -= 4;
hero.hp -= heroHpVeriable;
emeny.hp -= emenyHpVeriable;
} else if (fightCount == 50) {
sufferNumState = false; //數字顯示結束
fightCount = 0; //戰斗計時器清零
fightState = false; //夲回合结束結束
if (emeny.hp <= 0) {
if (emeny == boss1) {
mapID = 1;
}
switch (mapID) { //战斗胡后回到哪个地图
case 0:
map.readmap(0);
break;
case 1:
map.readmap(1);
break;
}
gameState = this.GAME_START;
}
; //敌人死亡
}
}
break;
}
}
public void setWindow() { //屏幕移動到邊緣不再移動
this.viewX = hero.x - this.screenWidth / 2;
this.viewY = hero.y - this.screenHeight / 2;
if (this.viewX < 0) {
this.viewX = 0;
}
if (this.viewX + this.screenWidth >= this.map.mapWidth) {
this.viewX = this.map.mapWidth - this.screenWidth;
}
if (this.viewY < 0) {
this.viewY = 0;
}
if (this.viewY + this.screenHeight >= this.map.mapHeight) {
this.viewY = this.map.mapHeight - this.screenHeight;
}
}
int countKey;
public void keyRepeated() { //重復按鍵。。。。。。。。。。
if (gameState == GAME_START) {
switch (this.key) {
case UP:
case KEY_NUM2:
this.hero.walk_UP();
break;
/**
* 左走
*/
case LEFT:
case KEY_NUM4:
this.hero.walk_LEFT();
break;
/**
* 右走
*/
case RIGHT:
case KEY_NUM6:
this.hero.walk_RIGHT();
break;
case DOWN:
case KEY_NUM8:
this.hero.walk_DOWN();
break;
}
this.pingmu();
if (hero.collidsMap()) {
hero.backMove();
this.pingmu();
}
}
}
////////////////////////////////////////////////////////////////////
/**
switch(key){
case KEY_NUM8:
case DOWN:
break;
case KEY_NUM2:
case UP:
break;
case KEY_NUM4:
case LEFT:
break;
case KEY_NUM6:
case RIGHT:
break;
case FIRE:
break;
}
*/
//////////////////////////////////////////////////////////////////////
//按键的所有方法
public void AUTO() {
if (gameState == GAME_AUTORUN) {
if (key == FIRE) {
map.readmap(0);
gameState = GAME_AUTORUN1;
boss1.setpostion(80, 50);
hero.walk_UP();
hero.x = 80;
hero.y = 100;
talk = boss1.wenchou_talk;
talkState = true;
}
}
}
public void AUTO1() {
if (gameState == GAME_AUTORUN1) {
if (key == FIRE) {
if (this.talkState) {
this.talk_index++;
if (this.talk_index > this.talk.length - 1) {
this.talkState = false;
this.talk_index = 0 - 1;
gameState = PLAY_FIGHT;
emeny = boss1;
img_emenyBattle = image.boss1_fight;
img_Eeffect = image.effect45;
map.readmap( -1);
key = 0;
}
}
}
}
}
public void F_SKILL() {
if (gameState == FIGHT_SKILL) {
switch (key) {
case KEY_NUM8:
case DOWN:
skillPoint++;
if (skillPoint == 4) {
skillPoint = 3;
}
break;
case KEY_NUM2:
case UP:
skillPoint--;
if (skillPoint == -1) {
skillPoint = 0;
}
break;
case FIRE:
heroFightState = true;
gameState = PLAY_FIGHT;
fightState = true;
break;
}
}
}
public void P_FIGHT() {
if (gameState == PLAY_FIGHT) {
switch (key) {
case KEY_NUM8:
case DOWN:
battleMenuPoint++;
if (battleMenuPoint == 4) {
battleMenuPoint = 3;
}
break;
case KEY_NUM2:
case UP:
battleMenuPoint--;
if (battleMenuPoint == -1) {
battleMenuPoint = 0;
}
break;
case FIRE:
switch (battleMenuPoint) {
case 0:
fightState = true;
break;
case 1:
gameState = FIGHT_SKILL;
break;
case 2:
break;
case 3:
map.readmap(1);
gameState = GAME_START;
break;
}
break;
}
}
}
public void MENU() {
if (gameState == GAME_MENU) {
switch (key) {
case KEY_NUM2:
case UP:
mainMenuPoint--;
if (mainMenuPoint > 4) {
mainMenuPoint = 0;
}
break;
case KEY_NUM8:
case DOWN:
mainMenuPoint++;
if (mainMenuPoint < 0) {
mainMenuPoint = 4;
}
break;
case FIRE:
switch (mainMenuPoint) {
case 0:
gameState = GAME_AUTORUN;
break;
case 1:
this.dr.readFile();
map.readmap(mapID);
gameState=GAME_START;
break;
case 2:
gameState = GAME_HELP;
break;
case 3:
gameState = GAME_SET;
break;
case 4:
gameState = GAME_STOP;
break;
}
break;
}
}
} //游戲主目錄下的選擇
/////////////////////////////////////////////////////////////////////
public void keyPressed(int keyCode) {
this.key = keyCode;
switch (gameState) {
case GAME_HELP:
switch (key) {
case DOWN:
helpPoint = true;
break;
case UP:
helpPoint = false;
break;
case RIGHT_KEY:
gameState = GAME_MENU;
break;
}
break;
case GAME_AUTORUN:
this.AUTO();
break;
case GAME_AUTORUN1:
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