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📄 maincanvas.java

📁 J2ME手机游戏蜀山剑侠传源代码
💻 JAVA
📖 第 1 页 / 共 5 页
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        if((nGame_Flag & 0x400) != 0)
            nGame_Flag &= 0xfffffbff;
    }

    public void CLFix()
    {
        LFImage();
        PCDraw(nPoint, 45);
        if(nPoint == 45)
        {
            nPoint = 0;
            byBuff = null;
            Run.gc();
            byGame_Chap[0] = 2;
        }
        nGame_Flag &= -9;
        if(byGame_Chap[0] == 0)
        {
            SColor(0, 0, 0);
            offGfx.fillRect(4, 36, 168, 144);
            offGfx.setColor(255, 255, 255);
            nGame_Flag &= 0xffffff7f;
        }
    }

    public void CTInit()
    {
        nPoint = 0;
        byMy_Lv[0] = 5;
        nMy_HP[0][0] = 140;
        nMy_HP[0][1] = 140;
        byMy_SP[0][0] = 12;
        byMy_SP[0][1] = 12;
        nMy_Atk[0] = 3000;
        byMy_ACount[0] = 0;
        nMy_Exp[0] = 0;
        byMy_EW[0] = 0;
        byMy_Skill[0] = 0;
        byMy_Lv[1] = 8;
        nMy_HP[1][0] = 98;
        nMy_HP[1][1] = 98;
        byMy_SP[1][0] = 22;
        byMy_SP[1][1] = 22;
        nMy_Atk[1] = 26;
        byMy_ACount[1] = 0;
        nMy_Exp[1] = 0;
        byMy_EW[1] = 0;
        byMy_Skill[1] = 1;
        byMy_Weapon[0][0] = 1;
        byMy_Weapon[1][0] = 1;
        for(int i = 1; i < 8; i++)
        {
            byMy_Weapon[0][i] = 0;
            byMy_Weapon[1][i] = 0;
        }

        byMy_Item[0] = 4;
        byMy_Item[1] = 1;
        byMy_Item[2] = 0;
        nMy_Yen = 0;
        byMy_Key = 0;
        byMap_No = 0;
        nGame_Flag = 0;
        for(int j = 4; j >= 0; j--)
            nE_Flag[j] = 0;

        nE_Flag[2] = 0x20000;
        for(int k = 3; k >= 0; k--)
            byGame_Chap[k] = 0;

        for(int l = 42; l >= 23; l--)
            Img_Obj[l] = null;

        Img_Bak = null;
        Img_Chip = null;
        Img_TB = null;
        cTalkH = null;
        byD_Map = null;
        Run.gc();
        SColor(0, 0, 0);
        FRect(byDraw_Zero_X, byDraw_Zero_Y, 112, 112);
        byCursor[0] = 0;
        try
        {
            for(count = 1; count < 6; count++)
                hand[count - 1] = Image.createImage("/menuB" + String.valueOf(count) + ".png");

            Img_Title = Image.createImage("/T.png");
        }
        catch(Exception exception) { }
        byBuff = null;
        nIK = 0;
        byGame_Chap[0] = 3;
    }

    public void CTitle()
    {
        int i = nIK;
        nIK = 0;
        if((i & 0x808000) != 0)
        {
            if(menuflag > 0)
                menuflag--;
            else
                menuflag = (byte)(startMenu.length - 1);
        } else
        if((i & 0x10200000) != 0)
        {
            if(menuflag < startMenu.length - 1)
                menuflag++;
            else
                menuflag = 0;
        } else
        if((i & 0x40040000) != 0)
            switch(menuflag)
            {
            case 0: // '\0'
                byGame_Chap[1] = 1;
                byGame_Chap[0] = 9;
                break;

            case 1: // '\001'
                DSL(1);
                byGame_Chap[1] = 1;
                byGame_Chap[0] = 9;
                break;

            case 2: // '\002'
                menuSetDis = true;
                break;

            case 3: // '\003'
                menuHelpDis = true;
                break;

            case 4: // '\004'
                gameOver();
                break;
            }
        nGame_Flag &= -9;
        SColor(0, 0, 0);
        FRect(byDraw_Zero_X, byDraw_Zero_Y, 112, 112);
        offGfx.setClip(0, 0, 176, 208);
        offGfx.drawImage(Img_Title, 0, 0, 0);
        offGfx.drawImage(hand[menuflag], 24, 48 + 24 * menuflag, 0);
        bySKey = 0;
    }

    public void CMeInit()
    {
        nObj_Count[0] = 0;
        byCursor[0] = 0;
        byCursor[1] = 0;
        byGame_Chap[1] = 0;
        byGame_Chap[2] = 0;
        nGame_Timer[1] = 0;
        nObj_Y[0] = 0;
        nGame_Flag |= 0x180;
        nGame_Flag &= 0xfffffdff;
        bySKey = 2;
        nIK = 0;
        byGame_Chap[0] = 15;
    }

    public void CMe()
    {
        byte abyte0[] = {
            4, 3, 2, 7, 7, 4
        };
        byte abyte1[] = {
            4, 3, 2, 3, 3, 4
        };
        byte abyte2[] = {
            32, 112, 112, 112, 112, 112
        };
        byte abyte3[][] = {
            {
                0, 0
            }, {
                0, 1
            }, {
                0, 0
            }, {
                0, 1
            }, {
                0, 0
            }, {
                0, 0
            }
        };
        byte abyte4[][] = {
            {
                2, 2
            }, {
                0, 1
            }, {
                0, 1
            }, {
                0, 1
            }, {
                2, 2
            }, {
                2, 2
            }
        };
        int l = nIK;
        nIK = 0;
        bySKey = 2;
        abyte0[1] = byMy_Skill[byCursor[1]];
        abyte1[1] = byMy_Skill[byCursor[1]];
        if((l & 0x808000) != 0)
        {
            nGame_Flag |= 0x100;
            nGame_Timer[1] = 0;
            byCursor[0]--;
            if(byCursor[0] < 0)
                byCursor[0] = abyte0[byGame_Chap[1]];
        } else
        if((l & 0x10200000) != 0)
        {
            nGame_Flag |= 0x100;
            nGame_Timer[1] = 0;
            byCursor[0]++;
            if(byCursor[0] > abyte0[byGame_Chap[1]])
                byCursor[0] = 0;
        } else
        if((l & 0x90a0000) != 0)
        {
            nGame_Flag |= 0x180;
            nGame_Timer[1] = 0;
            byCursor[0] = 0;
            byCursor[1] = (byte)(byCursor[1] + 1 & 1);
        } else
        if((l & 0x40040000) != 0)
        {
            nGame_Timer[1] = 0;
            switch(byGame_Chap[1])
            {
            case 4: // '\004'
            default:
                break;

            case 0: // '\0'
                byGame_Chap[1] = (byte)(byCursor[0] + 1);
                byCursor[0] = 0;
                break;

            case 1: // '\001'
                if(byCursor[0] == 0 && byCursor[1] - 1 == 0 && byMy_SP[1][0] - T_S_SP[1][0] >= 0)
                {
                    nMy_HP[0][0] += nMy_Atk[1] + T_W_AT[1][byMy_EW[1]] << 1;
                    nMy_HP[1][0] += nMy_Atk[1] + T_W_AT[1][byMy_EW[1]] << 1;
                    byMy_SP[1][0] -= T_S_SP[1][0];
                    nGame_Flag |= 8;
                    nGame_Timer[1] = 31;
                    byCursor[0] = 0;
                    byGame_Chap[2] = byGame_Chap[1];
                    byGame_Chap[1] = 0;
                }
                break;

            case 2: // '\002'
                if(byMy_Item[byCursor[0]] > 0)
                {
                    nMy_HP[byCursor[1]][0] -= T_I_AT[byCursor[0]];
                    byMy_Item[byCursor[0]]--;
                    nGame_Flag |= 8;
                    nGame_Timer[1] = 47;
                    byCursor[0] = 0;
                    byGame_Chap[2] = byGame_Chap[1];
                    byGame_Chap[1] = 0;
                }
                break;

            case 3: // '\003'
                if(byMy_Weapon[byCursor[1]][byCursor[0]] > 0)
                {
                    byMy_EW[byCursor[1]] = byCursor[0];
                    nGame_Timer[1] = 63;
                    byCursor[0] = 0;
                    byGame_Chap[2] = byGame_Chap[1];
                    byGame_Chap[1] = 0;
                }
                break;

            case 5: // '\005'
                if(byCursor[0] == 0)
                {
                    if(byGame_Chap[3] - 6 == 0)
                        byGame_Chap[0] = 12;
                    break;
                }
                if(byCursor[0] == 1)
                {
                    byGame_Chap[0] = 2;
                    menuflag = 0;
                    break;
                }
                if(byCursor[0] == 2)
                {
                    menuSetDis = true;
                    byCursor[0] = 0;
                    return;
                }
                if(byCursor[0] == 3)
                {
                    menuHelpDis = true;
                    byCursor[0] = 0;
                    return;
                }
                byCursor[0] = 0;
                byGame_Chap[1] = 0;
                break;
            }
            nGame_Flag |= 0x180;
        } else
        if((l & 0x100) != 0)
        {
            nGame_Timer[1] = 0;
            if(byGame_Chap[1] == 0)
            {
                byGame_Chap[0] = byGame_Chap[3];
                byGame_Chap[1] = 1;
                byGame_Chap[2] = 1;
                byGame_Chap[3] = 0;
                nGame_Flag &= 0xfffffe7f;
            } else
            {
                nGame_Flag |= 0x180;
                byCursor[0] = 0;
                byGame_Chap[1] = 0;
            }
        }
        abyte0[1] = byMy_Skill[byCursor[1]];
        abyte1[1] = byMy_Skill[byCursor[1]];
        if(nMy_HP[0][0] - nMy_HP[0][1] > 0)
            nMy_HP[0][0] = nMy_HP[0][1];
        if(nMy_HP[1][0] - nMy_HP[1][1] > 0)
            nMy_HP[1][0] = nMy_HP[1][1];
        if((nGame_Flag & 0x80) != 0)
        {
            SColor(T_WIN_C[byCursor[1]][0], T_WIN_C[byCursor[1]][1], T_WIN_C[byCursor[1]][2]);
            FRect(32 + byDraw_Zero_X, 16 + byDraw_Zero_Y, 80, 80);
            DImage(Img_No[12 + byCursor[1]], 80 + byDraw_Zero_X, 16 + byDraw_Zero_Y, 0);
            SColor(160, 80, 0);
            FRect(40 + byDraw_Zero_X, 45 + byDraw_Zero_Y, 32, 2);
            FRect(40 + byDraw_Zero_X, 61 + byDraw_Zero_Y, 64, 2);
            FRect(40 + byDraw_Zero_X, 77 + byDraw_Zero_Y, 64, 2);
            SColor(255, 160, 0);
            FRect(40 + byDraw_Zero_X, 43 + byDraw_Zero_Y, (nMy_Exp[byCursor[1]] << 5) / (byMy_Lv[byCursor[1]] * byMy_Lv[byCursor[1]] * 10), 4);
            FRect(40 + byDraw_Zero_X, 59 + byDraw_Zero_Y, (nMy_HP[byCursor[1]][0] << 6) / nMy_HP[byCursor[1]][1], 4);
            FRect(40 + byDraw_Zero_X, 75 + byDraw_Zero_Y, (byMy_SP[byCursor[1]][0] << 6) / byMy_SP[byCursor[1]][1], 4);
            SColor(255, 255, 255);
            DChars(T_EN_NAME[byCursor[1]], 0, T_EN_NAME[byCursor[1]].length, 32 + byDraw_Zero_X, 16 + byDraw_Zero_Y, 0);
            DStr("\u7B49\u7EA7:" + byMy_Lv[byCursor[1]], 32 + byDraw_Zero_X, 32 + byDraw_Zero_Y, 0);
            DStr("\u751F\u547D:" + nMy_HP[byCursor[1]][0] + "/" + nMy_HP[byCursor[1]][1], 32 + byDraw_Zero_X, 48 + byDraw_Zero_Y, 0);
            DStr("\u6CD5\u529B:" + byMy_SP[byCursor[1]][0] + "/" + byMy_SP[byCursor[1]][1], 32 + byDraw_Zero_X, 64 + byDraw_Zero_Y, 0);
            DStr("\u653B\u51FB\u529B:" + nMy_Atk[byCursor[1]] + "+" + T_W_AT[byCursor[1]][byMy_EW[byCursor[1]]], 32 + byDraw_Zero_X, 80 + byDraw_Zero_Y, 0);
            nGame_Flag &= 0xffffff7f;
        }
        if((nGame_Flag & 0x100) != 0)

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