public void updateDS(int delayTime) { if (stateDS == 1) { if (_screen.itemUi.idItem1 == 0 && _screen.itemUi.state == 1 && (state == 1 || state == 2)) { if (!isLeft) { if (x >= xStartRight && x <= xEndRight + deltaDS) { stateDS = 2; timeStep *= mulStep; ani.TIME_PER_FRAME *= mulFPS; } } else if (isLeft) { if (x <= xEndLeft && x >= xStartLeft - deltaDS) { stateDS = 2; timeStep *= mulStep; ani.TIME_PER_FRAME *= mulFPS; } } } } else if (stateDS == 2) { if ((_screen.itemUi.idItem1 == 0 && _screen.itemUi.state != 1) || state == 3) { if (state == 1) { stateDS = 1; timeStep = TIME_STEP; ani.TIME_PER_FRAME = timeFrameNor; } else if (state == 2) { stateDS = 1; timeStep = TIME_STEP; ani.TIME_PER_FRAME = timeFrameAttack; } else if (state == 3) { stateDS = 1; timeStep = TIME_STEP; ani.TIME_PER_FRAME = timeFrameKick; } } } }
@Override public void start() { // TODO Auto-generated method stub ani.setInfo(frameStartNor, frameEndNor, timeFrameNor); if (!isLeft) { x = game.X(839); y = game.Y(50); } else { x = game.X(0) - game.X(250); y = game.Y(50); } state = 1; xStartLeft = (int) (_screen.nvc.x + _screen.nvc.wiLeftAT + game.X((20 - 180) * 1f)); xEndLeft = _screen.nvc.x + _screen.nvc.wi; xStartRight = _screen.nvc.x; xEndRight = (int) (_screen.nvc.x + _screen.nvc.wi - _screen.nvc.wiRightAT - game.X(20 * 1f)); if (isLeft) deltaBloodX = game.X(80 - 100); else { deltaBloodX = game.X(80 - 100); } deltaBloodY = game.Y(-180); deltaX = game.X(20); xStartAttackLeft = (int) (_screen.nvc.x + _screen.nvc.wi * _screen.nvc.legL + game.X((-180 + 10) * 1f)); xStartAttackRight = (int) (_screen.nvc.x + _screen.nvc.wi * _screen.nvc.legR + game.X(-10f)); bloodX = _screen.nvc.x + _screen.nvc.wi / 2 - Asset.blood.frames[0].wi / 2; bloodY = _screen.nvc.y; totalVang = game.X(70); vang = game.X(35); vangPlus = game.X(20); deltaDS = game.X(50); deltaX *= _screen.enemyManager.scale; deltaY *= _screen.enemyManager.scale; }
public void explode() { if (state == 1) { state = 2; ani.setInfo(frameStartKick, frameEndKick, timeFrameKick); brokenXY(); } }
public void explode() { if (state == 1 || state == 2) { state = 3; ani.setInfo(frameStartKick, frameEndKick, timeFrameKick); isDrawEnd = false; tickDraw = 0; deltaVang = 0; } }
@Override public void start() { // TODO Auto-generated method stub state = 1; float xCPy; if (type == 1) { x = game.X(839 - 100 / 2); y = game.Y(490 - 100 / 2); xCPy = ((float) ((x + game.X(100 / 2)) - (_screen.nvc.x + _screen.nvc.xHead)) / (float) ((y + game.Y(100 / 2)) - (_screen.nvc.y + _screen.nvc.yHead))); deltaX = game.X(9); deltaY = (int) game.Y(9 / xCPy); } else if (type == 4) { x = game.X(0 - 100 / 2); y = game.Y(490 - 100 / 2); xCPy = ((float) (-(x + game.X(100 / 2)) + (_screen.nvc.x + _screen.nvc.xHead)) / (float) ((y + game.Y(100 / 2)) - (_screen.nvc.y + _screen.nvc.yHead))); deltaX = game.X(9); deltaY = (int) game.Y(9 / xCPy); } else if (type == 2) { x = game.X(839); y = game.Y(120); deltaX = game.X(9); } else if (type == 5) { x = game.X(0 - 80); y = game.Y(120); deltaX = game.X(9); } ani.setInfo(frameStartNor, frameEndNor, timeFrameNor); yStartConner = _screen.nvc.y; yEndConner = (int) (_screen.nvc.y + _screen.nvc.hiConner); xStartRight = _screen.nvc.x; xEndRight = _screen.nvc.x + _screen.nvc.wi; xStartLeft = (int) (_screen.nvc.x - game.X(100)); xEndLeft = _screen.nvc.x + _screen.nvc.wi; yStartAttackConner = _screen.nvc.y; yEndAttackConner = (int) (_screen.nvc.y + _screen.nvc.yHead); bloodX = _screen.nvc.x + _screen.nvc.wi / 2 - Asset.blood.frames[0].wi / 2; bloodY = _screen.nvc.y; xStartAttackRight = _screen.nvc.x + _screen.nvc.wi / 2; // xEndAttackRight = _screen.nvc.x+_screen.nvc.wi/2-game.X(50); xStartAttackLeft = (int) (_screen.nvc.x + _screen.nvc.wi / 2 + game.X((50 - 100))); // xEndAttackLeft=_screen.nvc.x + _screen.nvc.wi; deltaDS = game.X(50); deltaX *= _screen.enemyManager.scale; deltaY *= _screen.enemyManager.scale; }
public void brokenXY() { x = x + Asset.bua.frames[0].wi / 2; y = y + Asset.bua.frames[0].hi / 2; x = x - Asset.bua.frames[9].wi / 2; y = y - Asset.bua.frames[9].hi / 2; xBlood3 = x + Asset.bua.frames[9].wi / 2; yBlood3 = y + Asset.bua.frames[9].wi / 2; xBlood3 = xBlood3 - Asset.blood3.frames[0].wi / 2; yBlood3 = yBlood3 - Asset.blood3.frames[1].hi / 2; bloodAnimation.setInfo(0, 3, 100); }
public void updateDS(int delayTime) { if (stateDS == 1) { if (_screen.itemUi.idItem1 == 0 && _screen.itemUi.state == 1 && state == 1) { if (type == 1 || type == 4) { if (y >= yStartConner && y <= yEndConner + deltaDS) { stateDS = 2; timeStep *= mulStep; ani.TIME_PER_FRAME *= mulFPS; } } else if (type == 2) { if (x >= xStartRight && x <= xEndRight + deltaDS) { stateDS = 2; timeStep *= mulStep; ani.TIME_PER_FRAME *= mulFPS; } } else if (type == 5) { if (x <= xEndLeft && x >= xStartLeft - deltaDS) { stateDS = 2; timeStep *= mulStep; ani.TIME_PER_FRAME *= mulFPS; } } } } else if (stateDS == 2) { if ((_screen.itemUi.idItem1 == 0 && _screen.itemUi.state != 1) || state == 2) { if (state == 1) { stateDS = 1; timeStep = TIME_STEP; ani.TIME_PER_FRAME = timeFrameNor; } else { stateDS = 1; timeStep = TIME_STEP; ani.TIME_PER_FRAME = timeFrameKick; } } } }
@Override public void update(int delayTime) { // TODO Auto-generated method stub updateDS(delayTime); if (state != 3 && (((((((_screen.nvc.frame == 14 && _screen.nvc.isFlip == false && _screen.nvc.isUsed) || (_screen.nvc.frame == 6 && _screen.nvc.isFlip == true && _screen.nvc.isUsed) || (_screen.nvc.frame == 8 && _screen.nvc.isFlip == false && _screen.nvc.isUsed) || (_screen.nvc.frame == 13 && _screen.nvc.isFlip == true && _screen.nvc.isUsed)) && !isLeft) || (((_screen.nvc.frame == 4 && _screen.nvc.isFlip == false && _screen.nvc.isUsed) || (_screen.nvc.frame == 6 && _screen.nvc.isFlip == false && _screen.nvc.isUsed) || (_screen.nvc.frame == 8 && _screen.nvc.isFlip == false && _screen.nvc.isUsed) || (_screen.nvc.frame == 13 && _screen.nvc.isFlip == false && _screen.nvc.isUsed)) && isLeft))) && _screen.nvc.id == 1) || (((((_screen.nvc.frame == 13 && _screen.nvc.isFlip == false && _screen.nvc.isUsed) || (_screen.nvc.frame == 6 && _screen.nvc.isFlip == false && _screen.nvc.isUsed) || (_screen.nvc.frame == 8 && _screen.nvc.isFlip == false && _screen.nvc.isUsed) || (_screen.nvc.frame == 4 && _screen.nvc.isFlip == false && _screen.nvc.isUsed)) && !isLeft) || (((_screen.nvc.frame == 4 && _screen.nvc.isFlip == true && _screen.nvc.isUsed) || (_screen.nvc.frame == 6 && _screen.nvc.isFlip == true && _screen.nvc.isUsed) || (_screen.nvc.frame == 8 && _screen.nvc.isFlip == false && _screen.nvc.isUsed) || (_screen.nvc.frame == 13 && _screen.nvc.isFlip == true && _screen.nvc.isUsed)) && isLeft)) && (_screen.nvc.id == 2 || _screen.nvc.id == 3)))) { if (isLeft) { if (x >= xStartLeft && x <= xEndLeft) { state = 3; ani.setInfo(frameStartKick, frameEndKick, timeFrameKick); isDrawEnd = false; tickDraw = 0; deltaVang = 0; _screen.score.addScore(score, money); commentXY(); Blood blood = new Blood(game, screen); blood.set(new Random().nextInt(2), x + deltaBloodX, y + deltaBloodY); _screen.enemyManager.add(blood); Asset.chuong.play(game.dataSave.sound ? 1f : 0f); } } else { if (x >= xStartRight && x <= xEndRight) { state = 3; ani.setInfo(frameStartKick, frameEndKick, timeFrameKick); isDrawEnd = false; tickDraw = 0; deltaVang = 0; _screen.score.addScore(score, money); commentXY(); Blood blood = new Blood(game, screen); blood.set(new Random().nextInt(2), x + deltaBloodX, y + deltaBloodY); _screen.enemyManager.add(blood); Asset.chuong.play(game.dataSave.sound ? 1f : 0f); } } } if (state == 1) { ani.update(delayTime); if (tick >= timeStep) { tick = 0; if (isLeft) { x += deltaX; if (x >= xStartAttackLeft) { state = 2; ani.setInfo(frameStartAttack, frameEndAttack, timeFrameAttack); } } else { x -= deltaX; if (x <= xStartAttackRight) { state = 2; ani.setInfo(frameStartAttack, frameEndAttack, timeFrameAttack); } } } else { tick += delayTime; } } else if (state == 2) { ani.update(delayTime); if (ani.current == frameEndAttack) { if (frame != frameEndAttack) { _screen.score.subHP(); frame = frameEndAttack; Asset.chuong.play(game.dataSave.sound ? 1f : 0f); } Blood blood = new Blood(game, screen); blood.set(new Random().nextInt(2), bloodX, bloodY); _screen.enemyManager.add(blood); } else { frame = ani.current; } } else if (state == 3) { if (deltaVang <= totalVang) { if (tickVang >= timeStepVang) { tickVang = 0; if (isLeft) { x -= vang; } else x += vang; deltaVang += vangPlus; } else { tickVang += delayTime; } return; } if (ani.current == frameEndKick) { if (!isDrawEnd) { isDrawEnd = true; } else { if (tickDraw >= timeWaitKick) { // start(); isDie = true; } else { tickDraw += delayTime; } } } else { ani.update(delayTime); } } }
@Override public void update(int delayTime) { // TODO Auto-generated method stub updateDS(delayTime); if ((((((state == 1 && _screen.nvc.frame == 11 && _screen.nvc.isFlip == false && _screen.nvc.isUsed) || (state == 1 && _screen.nvc.frame == 5 && _screen.nvc.isFlip == false && _screen.nvc.isUsed) || (state == 1 && _screen.nvc.frame == 6 && _screen.nvc.isFlip == false && _screen.nvc.isUsed) || (state == 1 && _screen.nvc.frame == 10 && _screen.nvc.isFlip == true && _screen.nvc.isUsed)) && type == 1) || (((state == 1 && _screen.nvc.frame == 11 && _screen.nvc.isFlip == true && _screen.nvc.isUsed) || (state == 1 && _screen.nvc.frame == 5 && _screen.nvc.isFlip == false && _screen.nvc.isUsed) || (state == 1 && _screen.nvc.frame == 6 && _screen.nvc.isFlip == true && _screen.nvc.isUsed) || (state == 1 && _screen.nvc.frame == 10 && _screen.nvc.isFlip == false && _screen.nvc.isUsed)) && type == 4) || (((state == 1 && _screen.nvc.frame == 1 && _screen.nvc.isFlip == false && _screen.nvc.isUsed) || (state == 1 && _screen.nvc.frame == 10 && _screen.nvc.isFlip == false && _screen.nvc.isUsed) || (state == 1 && _screen.nvc.frame == 7 && _screen.nvc.isFlip == false && _screen.nvc.isUsed) || (state == 1 && _screen.nvc.frame == 13 && _screen.nvc.isFlip == false && _screen.nvc.isUsed)) && type == 2) || (((state == 1 && _screen.nvc.frame == 12 && _screen.nvc.isFlip == true && _screen.nvc.isUsed) || (state == 1 && _screen.nvc.frame == 10 && _screen.nvc.isFlip == true && _screen.nvc.isUsed) || (state == 1 && _screen.nvc.frame == 7 && _screen.nvc.isFlip == false && _screen.nvc.isUsed) || (state == 1 && _screen.nvc.frame == 13 && _screen.nvc.isFlip == true && _screen.nvc.isUsed)) && type == 5)) && (_screen.nvc.id == 1)) || (((((state == 1 && _screen.nvc.frame == 3 && _screen.nvc.isFlip == false && _screen.nvc.isUsed) || (state == 1 && _screen.nvc.frame == 5 && _screen.nvc.isFlip == false && _screen.nvc.isUsed) || (state == 1 && _screen.nvc.frame == 6 && _screen.nvc.isFlip == true && _screen.nvc.isUsed) || (state == 1 && _screen.nvc.frame == 10 && _screen.nvc.isFlip == true && _screen.nvc.isUsed)) && type == 1) || (((state == 1 && _screen.nvc.frame == 3 && _screen.nvc.isFlip == true && _screen.nvc.isUsed) || (state == 1 && _screen.nvc.frame == 5 && _screen.nvc.isFlip == false && _screen.nvc.isUsed) || (state == 1 && _screen.nvc.frame == 6 && _screen.nvc.isFlip == false && _screen.nvc.isUsed) || (state == 1 && _screen.nvc.frame == 10 && _screen.nvc.isFlip == false && _screen.nvc.isUsed)) && type == 4) || (((state == 1 && _screen.nvc.frame == 1 && _screen.nvc.isFlip == false && _screen.nvc.isUsed) || (state == 1 && _screen.nvc.frame == 10 && _screen.nvc.isFlip == false && _screen.nvc.isUsed) || (state == 1 && _screen.nvc.frame == 7 && _screen.nvc.isFlip == false && _screen.nvc.isUsed) || (state == 1 && _screen.nvc.frame == 13 && _screen.nvc.isFlip == true && _screen.nvc.isUsed)) && type == 2) || (((state == 1 && _screen.nvc.frame == 1 && _screen.nvc.isFlip == true && _screen.nvc.isUsed) || (state == 1 && _screen.nvc.frame == 10 && _screen.nvc.isFlip == true && _screen.nvc.isUsed) || (state == 1 && _screen.nvc.frame == 7 && _screen.nvc.isFlip == false && _screen.nvc.isUsed) || (state == 1 && _screen.nvc.frame == 13 && _screen.nvc.isFlip == false && _screen.nvc.isUsed)) && type == 5)) && (_screen.nvc.id == 2 || _screen.nvc.id == 3))) { if (type == 1 || type == 4) { if ((y >= yStartConner && y <= yEndConner) || (type == 4 && x > _screen.nvc.x + _screen.nvc.wi / 2 - _screen.nvc.deltaConner + Asset.bua.frames[0].wi / 2) || (type == 1 && x <= _screen.nvc.x + _screen.nvc.wi / 2 + _screen.nvc.deltaConner - Asset.bua.frames[0].wi / 2)) { state = 2; ani.setInfo(frameStartKick, frameEndKick, timeFrameKick); _screen.score.addScore(score, money); commentXY(); brokenXY(); Asset.kim_loai.play(game.dataSave.sound ? 1f : 0f); } } else if (type == 2) { if (x >= xStartRight && x <= xEndRight) { state = 2; ani.setInfo(frameStartKick, frameEndKick, timeFrameKick); _screen.score.addScore(score, money); commentXY(); brokenXY(); Asset.kim_loai.play(game.dataSave.sound ? 1f : 0f); } } else if (type == 5) { if (x <= xEndLeft && x >= xStartLeft) { state = 2; ani.setInfo(frameStartKick, frameEndKick, timeFrameKick); _screen.score.addScore(score, money); commentXY(); brokenXY(); Asset.kim_loai.play(game.dataSave.sound ? 1f : 0f); } } } if (state == 1) { ani.update(delayTime); frame = ani.current; if (tick >= timeStep) { if (type == 1) { x -= deltaX; y -= deltaY; } else if (type == 4) { x += deltaX; y -= deltaY; } else if (type == 2) { x -= deltaX; y -= 0; } else if (type == 5) { x += deltaX; y -= 0; } tick = 0; if (type == 1 || type == 4) { if ((y >= yStartAttackConner && y <= yEndAttackConner) || ((type == 4 && (x >= _screen.nvc.x + _screen.nvc.wi / 2 - Asset.bua.frames[0].wi / 2) || (type == 1 && (x >= xStartRight && x <= _screen.nvc.x + _screen.nvc.wi / 2 - Asset.bua.frames[0].wi / 2))))) { state = 2; ani.setInfo(frameStartAttack, frameEndAttack, timeFrameAttack); _screen.score.subHP(); Blood blood = new Blood(game, screen); blood.set(new Random().nextInt(2), bloodX, bloodY); _screen.enemyManager.add(blood); brokenXY(); Asset.chuong.play(game.dataSave.sound ? 1f : 0f); } } else if (type == 2) { if (x <= xStartAttackRight) { state = 2; ani.setInfo(frameStartAttack, frameEndAttack, timeFrameAttack); _screen.score.subHP(); Blood blood = new Blood(game, screen); blood.set(new Random().nextInt(2), bloodX, bloodY); _screen.enemyManager.add(blood); brokenXY(); Asset.chuong.play(game.dataSave.sound ? 1f : 0f); } } else if (type == 5) { if (x >= xStartAttackLeft) { state = 2; ani.setInfo(frameStartAttack, frameEndAttack, timeFrameAttack); _screen.score.subHP(); Blood blood = new Blood(game, screen); blood.set(new Random().nextInt(2), bloodX, bloodY); _screen.enemyManager.add(blood); brokenXY(); Asset.chuong.play(game.dataSave.sound ? 1f : 0f); } } } else { tick += delayTime; } } else if (state == 2) { ani.update(delayTime); bloodAnimation.update(delayTime); frame = ani.current; if (ani.current == frameEndAttack) { isDie = true; } } }