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📄 controller.java

📁 《神州》RPG游戏引擎
💻 JAVA
📖 第 1 页 / 共 3 页
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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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