📄 controller.java
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}
else if(gameAction==Canvas.RIGHT)
{
canvas.gameMenu.menuIndex++;
if(canvas.gameMenu.menuIndex > GameMenu.menuName.length-1)
{
canvas.gameMenu.menuIndex=0;
}
}
else if(gameAction==Canvas.FIRE)
{
if(canvas.gameMenu.menuIndex==0) //看状态
{
canvas.runStatus=Canvas1.STATUS_SHOWSTATUS;
}
if(canvas.gameMenu.menuIndex==1) //看道具
{
canvas.runStatus=Canvas1.STATUS_SHOWITEM;
}
if(canvas.gameMenu.menuIndex==2) //看装备
{
canvas.runStatus=Canvas1.STATUS_SHOWEQUIP;
}
if(canvas.gameMenu.menuIndex==3) //看技能
{
canvas.runStatus=Canvas1.STATUS_SHOWSKILL;
}
if(canvas.gameMenu.menuIndex==4) //看系统
{
canvas.runStatus = Canvas1.STATUS_SHOWSYSTEM;
canvas.sysMenuCmdStatus = Canvas1.SYSTEM_CMDMENU_CLOSED;
canvas.cmdListStatus = Canvas1.SYSTEM_CMDLIST_CLOSED;
}
}
}
//在打开状态界面时
else if(canvas.runStatus == Canvas1.STATUS_SHOWSTATUS)
{
if(gameAction == Canvas.FIRE)
{
canvas.runStatus = Canvas1.STATUS_SHOWMENU;
}
else if(gameAction == Canvas.GAME_B)
{
canvas.runStatus = Canvas1.STATUS_SHOWMENU;
}
else if(gameAction == Canvas.LEFT)
{
canvas.gameMenu.statusLOffset -= 3;
}
else if(gameAction == Canvas.RIGHT)
{
canvas.gameMenu.statusLOffset += 3;
}
else if(gameAction == Canvas.UP)
{
canvas.gameMenu.statusTOffset-=3;
}
else if(gameAction == Canvas.DOWN)
{
canvas.gameMenu.statusTOffset+=3;
}
}
//在打开道具界面时
else if(canvas.runStatus==Canvas1.STATUS_SHOWITEM)
{
//正常状态
if(canvas.itemStatus==Canvas1.ITEMSTATUS_NORMAL)
{
if(gameAction==Canvas.FIRE)
{
if(canvas.gameMenu.matTab.getRowIndex()<=-1)
{
canvas.runStatus = Canvas1.STATUS_SHOWMENU;
canvas.gameMenu.matTab = null;
}
else //点击某道具时
{
//canvas.matCommand = new MatCommand();
if(canvas.gameMenu.matTab.getTabIndex() == 0)
{
canvas.gameMenu.matTab.matCommand.setCommand(new String[]{MatCommand.COMMAND_USE, MatCommand.COMMAND_CANCEL});
}
else if(canvas.gameMenu.matTab.getTabIndex()==1)
{
canvas.gameMenu.matTab.matCommand.setCommand(new String[]{MatCommand.COMMAND_PUTUP,MatCommand.COMMAND_CANCEL});
}
canvas.gameMenu.matTab.matCommand.setPosition(canvas.gameMenu.matTab.getX()+40,canvas.gameMenu.matTab.getY()+(canvas.gameMenu.matTab.getRowIndex()+1)*Style.font.getHeight()+canvas.gameMenu.matTab.tOffset);
canvas.gameMenu.matTab.setShowCommand(true);
//canvas.runStatus=Canvas1.STATUS_SHOWITEM_COMMAND;
canvas.itemStatus=Canvas1.ITEMSTATUS_COMMAND;
}
}
else if(gameAction==Canvas.GAME_B || gameAction==Canvas.KEY_POUND)
{
canvas.runStatus = Canvas1.STATUS_SHOWMENU;
canvas.gameMenu.matTab = null;
}
else if(gameAction==Canvas.LEFT)
{
canvas.gameMenu.prevMat();
}
else if(gameAction==Canvas.RIGHT)
{
canvas.gameMenu.nextMat();
}
else if(gameAction==Canvas.UP)
{
if(canvas.gameMenu.matTab!=null)
canvas.gameMenu.matTab.prevRow();
}
else if(gameAction==Canvas.DOWN)
{
if(canvas.gameMenu.matTab!=null)
canvas.gameMenu.matTab.nextRow();
}
}
//选命令状态
else if(canvas.itemStatus==Canvas1.ITEMSTATUS_COMMAND)
{
if(gameAction == Canvas.FIRE)
{
//取消
if(canvas.gameMenu.matTab.matCommand.command[canvas.gameMenu.matTab.matCommand.getCommandIndex()].equals(MatCommand.COMMAND_CANCEL))
{
canvas.itemStatus = Canvas1.ITEMSTATUS_NORMAL;
canvas.gameMenu.matTab.setShowCommand(false);
//canvas.matCommand = null;
}
//使用
else if(canvas.gameMenu.matTab.matCommand.command[canvas.gameMenu.matTab.matCommand.getCommandIndex()].equals(MatCommand.COMMAND_USE))
{
Mat mat = canvas.gameMenu.matTab.getChoosedElement();
ReturnValue rv = GameMIDlet.mainRole.useMat(mat); //使用物品
if(rv.msg != null && !rv.msg.equals(""))
{
if(canvas.myAlert == null)
canvas.myAlert = new MyAlert(canvas);
canvas.myAlert.setMsg(rv.msg);
canvas.myAlert.start();
}
canvas.gameMenu.matTab.refreshVC(); //更新当前显示的物品列表
GameMIDlet.mainRole.updateBag(); //更新用户身上的物品列表
canvas.itemStatus = Canvas1.ITEMSTATUS_NORMAL;
canvas.gameMenu.matTab.setShowCommand(false);
//canvas.matCommand = null;
}
//装备
else if(canvas.gameMenu.matTab.matCommand.command[canvas.gameMenu.matTab.matCommand.getCommandIndex()].equals(MatCommand.COMMAND_PUTUP))
{
Mat mat = canvas.gameMenu.matTab.getChoosedElement();
ReturnValue rv = GameMIDlet.mainRole.putupEquip(mat); //装备上
if(rv.msg != null && !rv.msg.equals(""))
{
if(canvas.myAlert == null)
canvas.myAlert = new MyAlert(canvas);
canvas.myAlert.setMsg(rv.msg);
canvas.myAlert.start();
}
canvas.gameMenu.matTab.refreshVC();
GameMIDlet.mainRole.updateBag();
canvas.gameMenu.reAddMatTab(); //重新更新物品列表
canvas.itemStatus = Canvas1.ITEMSTATUS_NORMAL;
canvas.gameMenu.matTab.setShowCommand(false);
//canvas.matCommand = null;
}
}
else if(gameAction==Canvas.UP)
{
canvas.gameMenu.matTab.matCommand.prevCommand();
}
else if(gameAction==Canvas.DOWN)
{
canvas.gameMenu.matTab.matCommand.nextCommand();
}
}
}
//在打开装备界面时
else if(canvas.runStatus == Canvas1.STATUS_SHOWEQUIP)
{
if(canvas.equipStatus==Canvas1.EQUIPSTATUS_NORMAL)
{
if(gameAction == Canvas.FIRE)
{
if(GameMIDlet.mainRole.getEquipByPart(canvas.gameMenu.equipIndex)!=null)
{
int w = 125;
int h = 125;
int LMargin = canvas.width/2 - w/2;
int TMargin = canvas.height/2 - h/2;
canvas.matCommand = new MatCommand();
canvas.matCommand.setCommand(new String[]{MatCommand.COMMAND_PUTDOWN,MatCommand.COMMAND_CANCEL});
canvas.matCommand.setPosition(LMargin + GameMenu.partLoc[canvas.gameMenu.equipIndex].x,TMargin+GameMenu.partLoc[canvas.gameMenu.equipIndex].y-9);
canvas.equipStatus = Canvas1.EQUIPSTATUS_COMMAND;
}
}
else if(gameAction==Canvas.GAME_B || gameAction==Canvas.KEY_POUND)
{
canvas.runStatus=Canvas1.STATUS_SHOWMENU;
}
else if(gameAction==Canvas.UP)
{
canvas.gameMenu.prevEquip();
}
else if(gameAction==Canvas.DOWN)
{
canvas.gameMenu.nextEquip();
}
}else if(canvas.equipStatus==Canvas1.EQUIPSTATUS_COMMAND)
{
if(gameAction==Canvas.FIRE)
{
//取消
if(canvas.matCommand.command[canvas.matCommand.getCommandIndex()].equals(MatCommand.COMMAND_CANCEL))
{
canvas.equipStatus=Canvas1.EQUIPSTATUS_NORMAL;
canvas.matCommand=null;
}//卸下装备
else if(canvas.matCommand.command[canvas.matCommand.getCommandIndex()].equals(MatCommand.COMMAND_PUTDOWN))
{
Mat mat=canvas.gameMenu.getChoosedEquip();
GameMIDlet.mainRole.putdownEquip(mat);
canvas.equipStatus=Canvas1.EQUIPSTATUS_NORMAL;
canvas.matCommand=null;
}
}
else if(gameAction==Canvas.UP)
{
canvas.matCommand.prevCommand();
}
else if(gameAction==Canvas.DOWN)
{
canvas.matCommand.nextCommand();
}
}
}
//在打开技能界面时
else if(canvas.runStatus == Canvas1.STATUS_SHOWSKILL)
{
if(gameAction == Canvas.FIRE)
{
canvas.runStatus = Canvas1.STATUS_SHOWMENU;
}
else if(gameAction == Canvas.GAME_B)
{
canvas.runStatus = Canvas1.STATUS_SHOWMENU;
}
else if(gameAction==Canvas.UP)
{
canvas.gameMenu.skillTab.prevRow();
}
else if(gameAction==Canvas.DOWN)
{
canvas.gameMenu.skillTab.nextRow();
}
}
//在打开任务界面时
else if(canvas.runStatus == Canvas1.STATUS_SHOWMISSION)
{
if(gameAction == Canvas.FIRE)
{
if(canvas.enemyFactory!=null)
canvas.enemyFactory.startAutoMove();
canvas.runStatus=Canvas1.STATUS_WALK;
canvas.missionTab=null;
}
else if(gameAction == Canvas.GAME_A)
{
if(canvas.enemyFactory!=null)
canvas.enemyFactory.startAutoMove();
canvas.runStatus=Canvas1.STATUS_WALK;
canvas.missionTab=null;
}
else if(gameAction==Canvas.UP)
{
canvas.missionTab.prevRow();
}
else if(gameAction==Canvas.DOWN)
{
canvas.missionTab.nextRow();
}
}
//在打开shoping界面时
else if(canvas.runStatus == Canvas1.STATUS_SHOPING)
{
if(gameAction==Canvas.GAME_A || gameAction==Canvas.KEY_STAR)
{
if(canvas.enemyFactory!=null)
canvas.enemyFactory.startAutoMove();
canvas.runStatus = Canvas1.STATUS_WALK;
canvas.shoping = null;
}
else if(gameAction==Canvas.LEFT )
{
if (canvas.shopStatus == Canvas1.SHOPSTATUS_NORMAL)
{
if(canvas.shoping.shopTable != null)
{
if (canvas.shoping.shopTable.getRowIndex() < 0)
canvas.shoping.prevTab();
else
if (canvas.shoping.shopTable.getTabIndex()==0)//买
canvas.shoping.reduAmount();
else if (canvas.shoping.shopTable.getTabIndex()==1) //卖
canvas.shoping.reduSoldAmount();
}
}else if (canvas.shopStatus == Canvas1.SHOPSTATUS_CONFIRM){
Canvas1.shopBtnCursor = 0; //"确定" BUTTON
}
}
else if(gameAction==Canvas.RIGHT )
{
if (canvas.shopStatus != Canvas1.SHOPSTATUS_CONFIRM)
{
if(canvas.shoping.shopTable!=null)
{
if (canvas.shoping.shopTable.getRowIndex()<0)
canvas.shoping.nextTab();
else
if (canvas.shoping.shopTable.getTabIndex()==0) //买
canvas.shoping.addAmount();
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