📄 maincanvas.java
字号:
case 1: // '\001'
LogoCount++;
if(LogoCount >= 20)
ChangeMain(2);
break;
case 7: // '\007'
Object obj1 = null;
int ai[] = {
1, 1, 1, 1, 2, 2, 2, 2, 2, 2,
3, 3, 3, 3, 3, 3, 4, 4, 4, 4,
5, 5
};
try
{
if(ReadCount != 0)
if(ReadCount >= 1 && ReadCount < 11)
{
if(ReadCount == 1)
is = getClass().getResourceAsStream("tboss1");
int j = ReadCount - 1;
if(ai[ReadCount - 1] == Stage)
{
byte abyte1[] = new byte[BOSS_SIZE1[j]];
is.read(abyte1);
imgBoss[j] = Image.createImage(abyte1, 0, abyte1.length);
abyte1 = null;
System.gc();
} else
{
is.skip(BOSS_SIZE1[j]);
}
if(ReadCount == 10)
is.close();
} else
if(ReadCount >= 11 && ReadCount < 23)
{
if(ReadCount == 11)
is = getClass().getResourceAsStream("tboss2");
int k = ReadCount - 11;
if(ai[ReadCount - 1] == Stage)
{
byte abyte2[] = new byte[BOSS_SIZE2[k]];
is.read(abyte2);
imgBoss[k + 10] = Image.createImage(abyte2, 0, abyte2.length);
abyte2 = null;
System.gc();
} else
{
is.skip(BOSS_SIZE2[k]);
}
if(ReadCount == 22)
is.close();
} else
{
ChangeMain(8);
}
ReadCount++;
}
catch(Exception exception1) { }
break;
case 8: // '\b'
if(FlgBoss != 0);
if(!PlayerAlive)
{
PlayerBomb++;
if(PlayerBomb > 20)
if(Rest > 0)
{
PlayerAlive = true;
PlayerBomb = 0;
PlayerXSp = 0;
PlayerYSp = 0;
Muteki = 10;
MyLife = 6;
Rest--;
} else
{
FlgGameOver = true;
}
}
for(int k11 = 0; k11 < 5; k11++)
BossDamage[k11] = false;
if(MySpecialCount > 0)
MySpecialCount--;
if(Muteki > 0)
Muteki--;
if(StartCount > 0)
StartCount--;
if(ExtendCount > 0)
ExtendCount--;
for(int l11 = 0; l11 < 10; l11++)
if(StarY[l11] >= SCREEN_H + 10)
{
StarType[l11] = l11 & 3;
StarX[l11] = Math.abs(god.nextInt() % SCREEN_W);
StarY[l11] = -Math.abs(god.nextInt() % 100) - 10;
} else
{
StarY[l11] += (l11 >> 2) + 5;
}
for(int i23 = 0; i23 < 2; i23++)
{
for(int i12 = 0; i12 < 30; i12++)
if(MyShotAlive[i12])
{
MyShotX[i12] += MyShotMX[i12];
MyShotY[i12] += MyShotMY[i12];
if(MyShotX[i12] < -10)
MyShotAlive[i12] = false;
if(MyShotX[i12] > SCREEN_W + 10)
MyShotAlive[i12] = false;
if(MyShotY[i12] < 0)
MyShotAlive[i12] = false;
if(MyShotY[i12] > SCREEN_H + 10)
MyShotAlive[i12] = false;
if(FlgBoss == 2)
{
for(int j14 = 0; j14 < 5; j14++)
if(BossType[j14] != 0 && BossAlive[j14] && Math.abs(BossX[j14] - MyShotX[i12]) <= BossXSize[j14] >> 1 && Math.abs(BossY[j14] - MyShotY[i12]) <= BossYSize[j14] >> 1)
{
MyShotAlive[i12] = false;
BossDamage[j14] = true;
BossLife[j14]--;
if(BossLife[j14] <= 0)
{
BossAlive[j14] = false;
PlusScore(BossPoint[j14]);
}
}
} else
{
for(int k14 = 0; k14 < 20; k14++)
if(EnemyType[k14] != 0 && EnemyAlive[k14] && Math.abs(EnemyX[k14] - MyShotX[i12]) <= (EnemyXSize[k14] >> 1) + 4 && Math.abs(EnemyY[k14] - MyShotY[i12]) <= (EnemyYSize[k14] >> 1) + 4)
{
MyShotAlive[i12] = false;
EnemyLife[k14]--;
if(EnemyLife[k14] <= 0)
{
EnemyAlive[k14] = false;
PlusScore(EnemyPoint[k14]);
}
}
}
}
}
if(PlayerAlive)
if(PAttackMode == 0)
{
ShotWait--;
if(ShotWait <= 0)
{
if(MyChar == 0)
{
CreateMyShot(0, 0, -8);
CreateMyShot(0, -2, -7);
CreateMyShot(0, 2, -7);
} else
{
CreateMyShot(0, 0, -8);
CreateMyShot(0, -2, -7);
CreateMyShot(0, 2, -7);
CreateMyShot(1, -4, -6);
CreateMyShot(2, 4, -6);
}
ShotWait = 3;
}
} else
{
AnimMyLazer = 1 - AnimMyLazer;
MyLazerLength = 0;
boolean flag2 = false;
byte byte4 = 0;
if(MyChar == 0)
byte4 = 20;
else
byte4 = 16;
for(int j12 = 0; j12 < 15; j12++)
{
MyLazerLength += byte4;
if(FlgBoss == 2)
{
for(int l14 = 0; l14 < 5; l14++)
if(BossType[l14] != 0 && BossAlive[l14] && BossY[l14] <= PlayerY && BossY[l14] >= PlayerY - MyLazerLength && Math.abs(BossX[l14] - PlayerX) <= (BossXSize[l14] >> 1) + 4)
{
BossDamage[l14] = true;
if(MyChar == 0)
BossLife[l14] -= 4;
else
BossLife[l14] -= 3;
if(BossLife[l14] <= 0)
{
BossAlive[l14] = false;
PlusScore(BossPoint[l14]);
} else
{
flag2 = true;
}
}
} else
{
for(int i15 = 0; i15 < 20; i15++)
if(EnemyType[i15] != 0 && EnemyAlive[i15] && EnemyY[i15] <= PlayerY && EnemyY[i15] >= PlayerY - MyLazerLength && Math.abs(EnemyX[i15] - PlayerX) <= EnemyXSize[i15] >> 1)
{
if(MyChar == 0)
EnemyLife[i15] -= 5;
else
EnemyLife[i15] -= 3;
if(EnemyLife[i15] <= 0)
{
EnemyAlive[i15] = false;
PlusScore(EnemyPoint[i15]);
} else
{
flag2 = true;
}
}
}
if(flag2)
break;
}
}
for(int k12 = 0; k12 < 100; k12++)
if(EShotAlive[k12])
switch(EShotType[k12])
{
default:
break;
case 0: // '\0'
case 1: // '\001'
case 2: // '\002'
case 3: // '\003'
case 4: // '\004'
case 5: // '\005'
case 9: // '\t'
EShotX[k12] += EShotMX[k12];
EShotY[k12] += EShotMY[k12];
if(EShotX[k12] <= -100)
EShotAlive[k12] = false;
if(EShotX[k12] >= (SCREEN_W + 10) * 10)
EShotAlive[k12] = false;
if(EShotY[k12] <= -100)
EShotAlive[k12] = false;
if(EShotY[k12] >= (SCREEN_H + 10) * 10)
EShotAlive[k12] = false;
break;
case 6: // '\006'
EShotX[k12] += EShotMX[k12];
EShotY[k12] += EShotMY[k12];
EShotMY[k12]++;
if(EShotX[k12] <= -100)
EShotAlive[k12] = false;
if(EShotX[k12] >= (SCREEN_W + 10) * 10)
EShotAlive[k12] = false;
if(EShotY[k12] <= -100)
EShotAlive[k12] = false;
if(EShotY[k12] >= (SCREEN_H + 10) * 10)
EShotAlive[k12] = false;
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