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📄 e070f72a48cf001216b0addf11818cf9

📁 一些手机游戏的例子
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📖 第 1 页 / 共 5 页
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							temp="烈焰枪";
							break;
							case 5:
							temp="紫砂剑";
							break;
							case 6:
							temp="榔头";
							break;
							case 7:
							temp="战斧";
							break;
							case 8:
							temp="战神剑";
							break;
						}
						if(weapon[ii]!=9)
						g.drawString(temp,41+ii%2*55,2+ii/2*21,0);
					}
					g.drawString("按"1"卖掉",41,108,0);
					g.setColor(255,0,255);
					g.drawRect(40+j%2*55,1+j/2*21,53,20);					
					if(curweapon!=9)//如果当前装备有武器就用蓝色框显示
					{
						for(int iii=0;iii<6;iii++)
						{
							if(weapon[iii]==curweapon)
							{
								g.setColor(0,0,255);
								g.drawRect(40+iii%2*55,1+iii/2*21,53,20);
								break;
							}
						}
					}			
					if(weapon[j]!=9)
					{
						g.setColor(255,255,255);					
						switch(weapon[j])
						{
							case 0:
							temp="物理攻击力加5,吸血10%";
							break;
							case 1:
							temp="物理攻击力加10,吸血25%";
							break;
							case 2:
							temp="物理攻击力加15,吸血45%";
							break;
							case 3:
							temp="技能攻击力加10%";
							break;
							case 4:
							temp="技能攻击力加20%";
							break;
							case 5:
							temp="技能攻击力加30%";
							break;
							case 6:
							temp="基础攻击力加15%";
							break;
							case 7:
							temp="基础攻击力加25%";
							break;
							case 8:
							temp="基础攻击力加35%";	
							break;
						}
						g.drawString(temp.substring(0,temp.indexOf('加')),41,68,0);
						g.drawString(temp.substring(temp.indexOf('加'),temp.length()),41,88,0);
					}
					temp=null;
					break;				
				}
				g.setColor(255,0,0);
				g.drawRect(4,9+i*27,33,20);
			}	
			if(!atm&&!pm)//主要场景绘制	
			{	
				int iii;
				if(atc!=null)
				{
					atc.cancel();
					while(atc.cancel())
					{
					}
					atc=null;
				}			
				/*场景绘制*/
				for(v=y0/16;v<=(y0+h-1)/16;v++)
				{
					for(u=x0/16;u<=(x0+w-1)/16;u++)
					{
						o=v*W[sl]+u;
						if(o>=0&&o<W[sl]*H[sl])
						{
							iii=sc[o]%100;	
							g.drawImage(screen[iii<16?iii:(iii+16-screenStart[sl])],u*16-x0,v*16-y0,0);
						}
					}
				}
				/*精灵绘制*/
				for(int i=0;i<spn[sl];i++)
				{
					if(NPC[i].x>=x0/16&&NPC[i].x<=x0/16+w/16&&NPC[i].y>=y0/16&&NPC[i].y<=y0/16+h/16)
					{
						g.setClip(NPC[i].x*16-x0,NPC[i].y*16-y0,16,16);
						g.drawImage(NPCPic,NPC[i].x*16-x0-NPC[i].l%6*16,NPC[i].y*16-y0-NPC[i].l/6*16,0);
					}
				}
				g.setClip(0,0,w,h);
				/*角色绘制*/
				g.setClip(x-x0,y-y0,16,32);
				g.drawImage(poc,x-x0-dr%3*16,y-y0-32*(dr/3),0);
				g.setClip(0,0,w,h);
				/*判断有遮挡效果的精灵绘制*/
				for(int i=0;i<spn[sl];i++)
				{
					if(NPC[i].x*16+16>=x&&NPC[i].x*16<=x+16&&NPC[i].y*16<=y+31&&NPC[i].y*16>=y+15)
					{
						g.setClip(NPC[i].x*16-x0,NPC[i].y*16-y0,16,16);
						g.drawImage(NPCPic,NPC[i].x*16-x0-NPC[i].l%6*16,NPC[i].y*16-y0-NPC[i].l/6*16,0);
					}
				}
				g.setClip(0,0,w,h);
				/*UI绘制*/
				g.setColor(0,0,0);
				g.drawRect(0,h-18,50,5);
				g.drawRect(0,h-12,50,5);
				g.drawRect(0,h-6,100,5);
				g.setColor(0,0,255);
				g.fillRect(0,h-17,50*m/mm,4);
				g.setColor(255,0,0);
				g.fillRect(0,h-11,50*l/lm,4);
				g.setColor(255,255,0);
				g.fillRect(0,h-5,100*(ex-m(le))/(m(le+1)-m(le)),4);
				g.setColor(0,0,255);
				g.fillRect(60,h-24,ts(gold).length()*10,16);
				g.setColor(255,255,255);
				g.drawRect(60,h-25,ts(gold).length()*10,17);
				g.setColor(255,255,0);
				g.drawString(String.valueOf(gold),62,h-25,0);
				/*对话显示*/
				if(me)
				{
					addCommand(con);
					removeCommand(gmenu);
					g.setColor(0xffffff);
					g.drawImage(dlgpic,w/2-dlgpic.getWidth()/2,h/2-dlgpic.getHeight()/2,0);
					for(int i=0;i<dlgm.length()/dlgn+1;i++)
					{
						if(i==dlgm.length()/dlgn)
						g.drawString(dlgm.substring(i*dlgn),w/2-dlgpic.getWidth()/2+2,h/2-dlgpic.getHeight()/2+2+i*20,0);
						else
						g.drawString(dlgm.substring(i*dlgn,i*dlgn+dlgn),w/2-dlgpic.getWidth()/2+2,h/2-dlgpic.getHeight()/2+2+i*20,0);
					}					
					if(curnpc==6)//船工
					{
						g.setColor(0,255,0);
						g.drawRect(36+i*49,120,34,20);
					}
					else
					if(curnpc==4)//竞技官
					{
						g.setColor(0,255,0);
						g.drawRect(35+i*49,130,34,20);
					}
					else
					if(curnpc==5)//多九公
					{
						g.setColor(0,255,0);
						if(sn==1)
						g.drawRect(53,62+i*20,68,18);
						else
						if(sn==2)
						g.drawRect(52,111+i*20,69,20);
					}
				}
				/*提示信息显示*/
				if(tip!=null)
				{		
					addCommand(con);
					removeCommand(gmenu);		
					g.setColor(0xffffff);
					createDlgPic(tip,tip.length()>8?8:tip.length());
					g.drawImage(dlgpic,(w-dlgpic.getWidth())/2,(h-dlgpic.getHeight())/2,0);
					for(int i=0;i<dlgm.length()/dlgn+1;i++)
					{
						if(i==dlgm.length()/dlgn)
						g.drawString(dlgm.substring(i*dlgn),w/2-dlgpic.getWidth()/2+2,h/2-dlgpic.getHeight()/2+2+i*20,0);
						else
						g.drawString(dlgm.substring(i*dlgn,i*dlgn+dlgn),w/2-dlgpic.getWidth()/2+2,h/2-dlgpic.getHeight()/2+2+i*20,0);
					}					
				}		
			}
			if(win)//如果战斗胜利就画出经验值获得的对话框
			{
				removeCommand(choose);
				addCommand(con);
				if(showW)
				{
					if(sl==6)
					killCount++;
					if(curEl!=15)
					{				
						String temp;
						temp=null;
						boolean out=false;
						g.setFont(Loading.myfont);
						g.setColor(0,100,200);
						g.fillRect(5,18,140,84);
						g.setColor(255,255,255);
						g.drawRect(5,17,140,85);
						g.drawString("战斗胜利!",30,19,0);			
						g.drawString("获得经验值:"+String.valueOf(sn),10,39,0);
						g.drawString("获得金钱:"+String.valueOf(nn),10,59,0);
						gold+=nn;
						/*判断人物是否升级*/
						while(true)
						{
							if(ex+sn>=m(le+1))
							{
								le++;
								sp++;
								out=true;
								m=20*le+20;
								mm=m;
								lm=le*le+10*le+60;
								l=lm;
								d=5*le+2;
								D=d+addPdP*d/100+addPd;
							}
							else
							break;
						}
						ex+=sn;
						if(out)
						g.drawString("等级升为"+String.valueOf(le)+"级",10,79,0);
						/*武器check*/
						for(int iii=0;iii<6;iii++)
						{
							if(weapon[iii]==9)
							{
								int ii=rR(100);
								switch(curEl)
								{
									case 2:
									if(ii<=2&&ii>=0&&!hasWeapon(0))
									{
										weapon[iii]=0;
										temp="短剑";
									}
									else
									if(ii<=6&&ii>=3&&!hasWeapon(3))
									{	
										weapon[iii]=3;
										temp="青剑";
									}
									break;
									case 3:
									if(ii<=5&&ii>=0&&!hasWeapon(0))
									{
										weapon[iii]=0;
										temp="短剑";
									}
									else
									if(ii<=10&&ii>=6&&!hasWeapon(3))
									{
										weapon[iii]=3;
										temp="青剑";
									}
									else
									if(ii<=14&&ii>=11&&!hasWeapon(6))
									{
										weapon[iii]=6;
										temp="榔头";
									}
									break;
									case 4:
									if(ii<=7&&ii>=0&&!hasWeapon(0))
									{
										weapon[iii]=0;
										temp="短剑";
									}
									else
									if(ii<=11&&ii>=8&&!hasWeapon(1))
									{
										weapon[iii]=1;
										temp="铁剑";
									}
									else
									if(ii<=18&&ii>=12&&!hasWeapon(3))
									{
										weapon[iii]=3;
										temp="青剑";
									}
									else
									if(ii<=25&&ii>=19&&!hasWeapon(6))
									{
										weapon[iii]=6;
										temp="榔头";
									}
									break;
									case 5:
									if(ii<=5&&ii>=0&&!hasWeapon(1))
									{
										weapon[iii]=1;
										temp="铁剑";
									}
									else
									if(ii<=15&&ii>=6&&!hasWeapon(3))
									{
										weapon[iii]=3;
										temp="青剑";
									}
									else
									if(ii<=18&&ii>=16&&!hasWeapon(4))
									{
										weapon[iii]=4;
										temp="烈焰枪";
									}
									else
									if(ii<=27&&ii>=19&&!hasWeapon(6))
									{
										weapon[iii]=6;
										temp="榔头";
									}					
									break;
									case 6:
									if(ii<=8&&ii>=0&&!hasWeapon(1))
									{
										weapon[iii]=1;
										temp="铁剑";
									}
									else
									if(ii<=14&&ii>=9&&!hasWeapon(4))
									{
										weapon[iii]=4;
										temp="烈焰枪";
									}
									else
									if(ii<=17&&ii>=15&&!hasWeapon(7))
									{
										weapon[iii]=7;
										temp="战斧";
									}			
									break;
									case 7:
									if(ii<=10&&ii>=0&&!hasWeapon(1))
									{
										weapon[iii]=1;
										temp="铁剑";
									}
									else
									if(ii<=18&&ii>=11&&!hasWeapon(4))
									{
										weapon[iii]=4;
										temp="烈焰枪";
									}
									else
									if(ii<=23&&ii>=19&&!hasWeapon(7))
									{
										weapon[iii]=7;
										temp="战斧";
									}				
									break;
									case 8:
									if(ii<=3&&ii>=0&&!hasWeapon(2))
									{
										weapon[iii]=2;
										temp="守护剑";
									}
									else
									if(ii<=13&&ii>=4&&!hasWeapon(4))
									{
										weapon[iii]=4;
										temp="烈焰枪";
									}
									else
									if(ii<=19&&ii>=14&&!hasWeapon(7))
									{
										weapon[iii]=7;
										temp="战斧";
									}				
									break;
									case 9:
									if(ii<=5&&ii>=0&&!hasWeapon(2))
									{
										weapon[iii]=2;
										temp="守护剑";
									}
									else
									if(ii<=8&&ii>=6&&!hasWeapon(5))
									{
										weapon[iii]=5;
										temp="紫砂剑";
									}
									else
									if(ii<=15&&ii>=12&&!hasWeapon(8))
									{
										weapon[iii]=8;
										temp="战神剑";
									}					
									break;
									case 10:
									if(ii<=7&&ii>=0&&!hasWeapon(2))
									{
										weapon[iii]=2;
										temp="守护剑";
									}
									else
									if(ii<=13&&ii>=8&&!hasWeapon(5))
									{
										weapon[iii]=5;
										temp="紫砂剑";
									}
									else
									if(ii<=19&&ii>=14&&!hasWeapon(8))
									{
										weapon[iii]=8;
										temp="战神剑";
									}						
									break;
									default:
									break;
								}
								break;
							}
						}
						if(temp!=null)
						{
							g.setColor(0,255,255);
							g.drawString("获得   "+temp,10,110,0);
						}
						/*任务物品check*/
						if(task&&sl!=6&&temp==null)
						{
							temp=null;
							int ii;
							ii=rR(100);
							if(ii<30)
							{
								switch(curEl)
								{
									case 4://豺
									if(tn[0]<10)
									{
										tn[0]++;
										temp="鹤灵草";
									}
									break;
									case 5://狼
									if(tn[1]<5)
									{
										tn[1]++;
										temp="狼牙";
									}
									break;
									case 6://虎
									if(tn[4]<20&&task2)
									{
										tn[4]++;
										temp="虎皮";
									}
									break;
									case 9://僵尸将军
									if(tn[2]<10)
									{
										tn[2]++;
										temp="米云香";
									}
									break;
									case 10://Boss
									if(tn[3]<5)
									{
										tn[3]++;
										temp="雪岩";
									}
									break;
									default:
									break;
								}
							}
							if(temp!=null)
							{
								g.setColor(0,255,255);
								g.drawString("获得   "+temp,10,110,0);
							}
						}
						temp=null;
						if(sl==6&&killCount!=10)
						{
							g.setColor(255,255,255);
							g.drawString("还须进行"+ts(10-killCount)+"场战斗",0,0,0);
						}							
						if(sl==6&&killCount==10)
						{
							g.setColor(0,255,255);
							g.drawString("获得银子10000两",0,120,0);
						}					
					}
					else
					{
						MG.showGame=false;
						MG.gm.ld=new Loading(3);
						MG.gm.loading=new Thread(MG.gm.ld);
						MG.gm.loading.start();
						MG.show(MG.gm.ld);
					}
					showW=false;
				}
				else
				{
					win=false;
					repaint();
				}								
			}
			if(die)//如果战斗失败则重生
			{
				removeCommand(choose);
				addCommand(con);
				g.setColor(153,117,26);
				g.fillRect(8,18,115,43);
				g.setColor(255,255,255);
				g.drawRect(8,17,115,44);		
				g.drawString("本领不够强哟,",10,20,0);
				g.drawString("再修炼一下吧!",10,40,0);
			}		
			/*传送菜单绘制*/
			if(tm)
			{
				String temp=new String();
				g.setColor(0,0,100);
				g.fillRect(2,16,118,96);
				g.setColor(255,255,255);
				for(int k=0;k<6;k++)
				{
					g.drawRect(2+k%2*59,16+k/2*32,59,32);
					switch(k)
					{
						case 0:
						temp="城郊";
						break;
						case 1:
						temp="荒岛";
						break;
						case 2:
						temp="女儿国";
						break;
						case 3:
						temp="勇士国";
						break;
						case 4:
						if(task)
						temp="蓬莱岛";
						else
						temp=null;
						break;
						case 5:
						if(dlg[2])
						temp="军营";
						else
						temp=null;
						break;
					}
					if(temp!=null)
					g.drawString(temp,2+k%2*58+2,16+k/2*32+8,0);
				}
				temp=null;
				g.setColor(0,255,0);
				g.drawRect(2+i%2*59,16+i/2*32,59,32);	
			}
			if(gameMenu)//游戏菜单绘制
			{
				g.setColor(0,0,255);
				g.fillRect(20,30,72,100);
				g.setColor(255,255,255);
				g.drawRect(20,29,72,101);
				if(i==0)
				g.setColor(255,255,0);
				else
				g.setColor(255,255,255);
				g.drawString("帮助说明",22,32,0);
				if(i==1)
				g.setColor(255,255,0);
				else
				g.setColor(255,255,255);
				g.drawString("保存游戏",22,52,0);
				if(i==2)
				g.setColor(255,255,0);
				else
				g.setColor(255,255,255);
				g.drawString(GM.playOn?"关闭音效":"打开音效",22,72,0);
				if(i==3)
				g.setColor(255,255,0);
		

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