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📄 metalmaxcanvas.java

📁 此为一款基于J2ME的手机游戏
💻 JAVA
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			}else if(cursorheight > listH && shopPage == 0){

				cursorheight = listH;
				cursorwidth = 0;

			}

		}

		/*输入右键,指针坐标更新,只用于出售物品*/
		if ((KeyState & RIGHT_PRESSED) != 0) {

			if(isShop_Sell){

				if (cursorwidth != listW) {

					cursorwidth += listW;
				}
			}			

		}

		/*输入左键,指针坐标更新,只用于出售物品*/
		if ((KeyState & LEFT_PRESSED) != 0) {

			if(isShop_Sell){

				if (cursorwidth != 0) {

					cursorwidth -= listW;
				}
			}

		}

		/*输入"1"键,取消操作,状态恢复为正常状态*/
		if ((KeyState & GAME_A_PRESSED) != 0) {

			gameState = GAME_NORMAL;

			menuState = MENU_NORMAL;

			shopState = SHOP_NORMAL;

			isShop_ItemList = false;
			isShop_EquList = false;
			isShop_Sell = false;

			listH = 20;

			shopPage = 0;

			cursorwidth = 0;
			cursorheight = 0;
			
			this.eventID = 0;
		}

		/*输入确定键,根据当前显示的内容作出不同的处理*/
		if ((KeyState & FIRE_PRESSED) != 0) {

			/*根据指针的坐标位置,判断指针指向的内容*/
			switch(cursorwidth / listW){

			case 0:

				switch (cursorheight / 10) {

				case 0:

					/*如果显示的是选择商店菜单界面*/
					if(!isShop_ItemList && !isShop_EquList && !isShop_Sell){

						cursorheight = 0;
						cursorwidth = 0;

						shopState = SHOP_CHO1;
					}

					/*如果显示的是购买人类工具界面*/
					if(isShop_ItemList){

						if(shopPage == 0){

							buyItem(g, 0);

						}else if(shopPage == 1){

							buyItem(g, 4);
						}

					}

					/*如果显示的是购买人类装备界面*/
					if(isShop_EquList){

						if(shopPage == 0){

							buyEquItem(g, 0);
						}else if(shopPage == 1){

							buyEquItem(g, 4);
						}
					}

					/*如果显示的是显示出售物品界面*/
					if(isShop_Sell){

						/*根据不同的商店类型,出售不同的商店物品*/
						if(shopType == 4){

							sellItem(g, 0);

						}else if(shopType == 3){

							sellEquItem(g, 0);
						}

					}

					break;

				case 1:

					if(!isShop_ItemList && !isShop_EquList && !isShop_Sell){

						cursorheight = 0;
						cursorwidth = 0;

						shopState = SHOP_CHO2;
					}

					if(isShop_ItemList){					

						if(shopPage == 0){

							buyItem(g, 1);
						}else if(shopPage == 1){

							buyItem(g, 5);
						}
					}
					if(isShop_EquList){					

						if(shopPage == 0){

							buyEquItem(g, 1);
						}else if(shopPage == 1){

							buyEquItem(g, 5);
						}
					}

					if(isShop_Sell){

						if(shopType == 4){

							sellItem(g, 2);

						}else if(shopType == 3){

							sellEquItem(g, 2);
						}

					}
					break;

				case 2:

					if(!isShop_ItemList && !isShop_EquList && !isShop_Sell){

						shopState = SHOP_CHO3;
					}

					if(isShop_ItemList){

						if(shopPage == 0){

							buyItem(g, 2);
						}else if(shopPage == 1){

							buyItem(g, 6);
						}
					}
					if(isShop_EquList){

						if(shopPage == 0){

							buyEquItem(g, 2);
						}else if(shopPage == 1){

							buyEquItem(g, 6);
						}
					}

					if(isShop_Sell){

						if(shopType == 4){

							sellItem(g, 4);

						}else if(shopType == 3){

							sellEquItem(g, 4);
						}

					}
					break;

				case 3:

					if(!isShop_ItemList && !isShop_EquList && !isShop_Sell){

						shopState = SHOP_CHO4;
					}

					if(isShop_ItemList){

						if(shopPage == 0){

							buyItem(g, 3);
						}else if(shopPage == 1){

							buyItem(g, 7);
						}
					}
					if(isShop_EquList){					

						if(shopPage == 0){

							buyEquItem(g, 3);
						}else if(shopPage == 1){

							buyEquItem(g, 7);
						}
					}

					if(isShop_Sell){

						if(shopType == 4){

							sellItem(g, 6);

						}else if(shopType == 3){

							sellEquItem(g, 6);
						}

					}
					break;
				}

				break;

			case 1:

				switch(cursorheight / 10){

				case 0:

					if(isShop_Sell){

						if(shopType == 4){

							sellItem(g, 1);

						}else if(shopType == 3){

							sellEquItem(g, 1);
						}

					}
					break;

				case 1:					

					if(isShop_Sell){

						if(shopType == 4){

							sellItem(g, 3);

						}else if(shopType == 3){

							sellEquItem(g, 3);
						}

					}
					break;

				case 2:

					if(isShop_Sell){

						if(shopType == 4){

							sellItem(g, 5);

						}else if(shopType == 3){

							sellEquItem(g, 5);
						}

					}
					break;

				case 3:

					if(isShop_Sell){

						if(shopType == 4){

							sellItem(g, 7);

						}else if(shopType == 3){

							sellEquItem(g, 7);
						}

					}
					break;

				default:

					break;
				}

				break;

			default:

				break;
			}



		}

		/*判断商店状态,作出相应的处理*/
		switch(shopState){

		/*如果选择的是商店的第一个菜单,显示的是"买什么"*/
		case SHOP_CHO1:

			/*根据商店管理器获取商店库存物品信息*/
			shopItemList = sm.getShopItem();

			/*图片刷新*/
			g.drawImage(shopImg, 0, 0, Graphics.TOP | Graphics.LEFT);
			g.drawImage(cursorImg, cursorwidth + 62, 5 + cursorheight, Graphics.TOP | Graphics.LEFT);			
			g.drawString(sm.getShopName(), 5, 10,  Graphics.TOP | Graphics.LEFT);
			g.drawString(String.valueOf(mHero.getHeroMoney()), 12, 32, Graphics.TOP | Graphics.LEFT);

			/*如果是物品寄存*/
			if(shopType == 1){

				g.drawString(sm.getCho1(), 80, 2, Graphics.TOP | Graphics.LEFT);		
				g.drawString(sm.getCho2(), 80, 12, Graphics.TOP | Graphics.LEFT);
				g.drawString(sm.getCho3(), 80, 22, Graphics.TOP | Graphics.LEFT);

				g.drawImage(menuImg, 0, getHeight() - menuImg.getHeight(), Graphics.TOP| Graphics.LEFT);
				g.drawString("该功能还未实现!", 70, getHeight() - menuImg.getHeight(), Graphics.TOP | Graphics.LEFT);

				try {
					Thread.sleep(1000);
				} catch (InterruptedException e) {
					// TODO 自动生成 catch 块
					e.printStackTrace();
				}

				gameState = GAME_NORMAL;

				menuState = MENU_NORMAL;

				shopState = SHOP_NORMAL;

				isShop_ItemList = false;
				isShop_EquList = false;
				isShop_Sell = false;

				listH = 20;

				shopPage = 0;

				cursorwidth = 0;
				cursorheight = 0;
			}

			/*如果是战车补给*/
			if(shopType == 2){

				g.drawString(sm.getCho1(), 80, 2, Graphics.TOP | Graphics.LEFT);		
				g.drawString(sm.getCho2(), 80, 12, Graphics.TOP | Graphics.LEFT);
				g.drawString(sm.getCho3(), 80, 22, Graphics.TOP | Graphics.LEFT);

				g.drawImage(menuImg, 0, getHeight() - menuImg.getHeight(), Graphics.TOP | Graphics.LEFT);
				g.drawString("该功能还未实现!", 70, getHeight() - menuImg.getHeight(), Graphics.TOP | Graphics.LEFT);

				try {
					Thread.sleep(1000);
				} catch (InterruptedException e) {
					// TODO 自动生成 catch 块
					e.printStackTrace();
				}

				gameState = GAME_NORMAL;

				menuState = MENU_NORMAL;

				shopState = SHOP_NORMAL;

				isShop_ItemList = false;
				isShop_EquList = false;
				isShop_Sell = false;

				listH = 20;

				shopPage = 0;

				cursorwidth = 0;
				cursorheight = 0;
			}
			/*如果是人类武器店*/
			if(shopType == 3){

				/*设置为显示人类武器界面*/
				isShop_EquList = true;

				/*商店库存物品初始化,并根据显示的页数显示相应的物品信息*/
				shopEquItem = new EquItemManager[shopItemList.length];

				g.drawImage(menuImg, 0, getHeight() - menuImg.getHeight(), Graphics.TOP | Graphics.LEFT);
				g.drawString("买点什么?", 80, getHeight() -40, Graphics.TOP | Graphics.LEFT);

				if(shopPage == 0){

					for(int i= 0; i < (shopItemList.length >= 4 ? 4 : shopItemList.length); i++){

						shopEquItem[i] = new EquItemManager(shopItemList[i]);
						g.drawString(shopEquItem[i].getEquItemName(), 80, 2+10*i, Graphics.TOP|Graphics.LEFT);
						g.drawString(String.valueOf(shopEquItem[i].getBuyPrice()) + "G", getHeight() -40, 2+10*i, Graphics.TOP|Graphics.LEFT);
					}
				}else if(shopPage == 1){

					for(int i= 4; i < shopItemList.length; i++){

						shopEquItem[i] = new EquItemManager(shopItemList[i]);
						g.drawString(shopEquItem[i].getEquItemName(), 80, 2+10*(i - 4), Graphics.TOP|Graphics.LEFT);
						g.drawString(String.valueOf(shopEquItem[i].getBuyPrice()) + "G", getHeight() -40, 2+10*(i - 4), Graphics.TOP|Graphics.LEFT);
					}
				}

			}

			/*如果是人类工具店*/
			if(shopType == 4){

				isShop_ItemList = true;

				shopHeroItem = new ItemManager[shopItemList.length];

				g.drawImage(menuImg, 0, getHeight() - menuImg.getHeight(), Graphics.TOP | Graphics.LEFT);
				g.drawString("买点什么?", 80, getHeight() -40, Graphics.TOP | Graphics.LEFT);

				if(shopPage == 0){

					for(int i= 0; i < (shopItemList.length >= 4 ? 4 : shopItemList.length); i++){

						shopHeroItem[i] = new ItemManager(shopItemList[i]);
						g.drawString(shopHeroItem[i].getItemName(), 80, 2+10*i, Graphics.TOP|Graphics.LEFT);
						g.drawString(String.valueOf(shopHeroItem[i].getBuyPrice()) + "G", getHeight() -40, 2+10*i, Graphics.TOP|Graphics.LEFT);
					}
				}else if(shopPage == 1){

					for(int i= 4; i < shopItemList.length; i++){

						shopHeroItem[i] = new ItemManager(shopItemList[i]);
						g.drawString(shopHeroItem[i].getItemName(), 80, 2+10*(i - 4), Graphics.TOP|Graphics.LEFT);
						g.drawString(String.valueOf(shopHeroItem[i].getBuyPrice()) + "G", getHeight() -40, 2+10*(i - 4), Graphics.TOP|Graphics.LEFT);
					}
				}


			}

			/*如果是勇士办事处*/
			if(shopType == 5){

				g.drawString(sm.getCho1(), 80, 2, Graphics.TOP | Graphics.LEFT);		
				g.drawString(sm.getCho2(), 80, 12, Graphics.TOP | Graphics.LEFT);
				g.drawString(sm.getCho3(), 80, 22, Graphics.TOP | Graphics.LEFT);

				g.drawImage(menuImg, 0, getHeight() - menuImg.getHeight(), Graphics.TOP| Graphics.LEFT);
				g.drawString("布告上的水怪", 70, getHeight() - menuImg.getHeight(), Graphics.TOP | Graphics.LEFT);
				g.drawString("躲在山洞里", 70, getHeight() - menuImg.getHeight() + 10, Graphics.TOP | Graphics.LEFT);

				try {
					Thread.sleep(1000);
				} catch (InterruptedException e) {
					// TODO 自动生成 catch 块
					e.printStackTrace();
				}

				gameState = GAME_NORMAL;

				menuState = MENU_NORMAL;

				shopState = SHOP_NORMAL;

				isShop_ItemList = false;
				isShop_EquList = false;
				isShop_Sell = false;

				listH = 20;

				shopPage = 0;

				cursorwidth = 0;
				cursorheight = 0;


			}

			break;

			/*如果选择的是商店的第二个菜单,显示的是"卖什么"*/
		case SHOP_CHO2:

			shopItemList = sm.getShopItem();

			isShop_ItemList = false;
			isShop_EquList = false;

			g.drawImage(shopImg, 0, 0, Graphics.TOP | Graphics.LEFT);
			g.drawImage(cursorImg, cursorwidth + 62, 5 + cursorheight, Graphics.TOP | Graphics.LEFT);			
			g.drawString(sm.getShopName(), 5, 10,  Graphics.TOP | Graphics.LEFT);
			g.drawString(String.valueOf(mHero.getHeroMoney()), 12, 32, Graphics.TOP | Graphics.LEFT);

			/*物品寄存*/
			if(shopType == 1){

				g.drawString(sm.getCho1(), 80, 2, Graphics.TOP | Graphics.LEFT);		
				g.drawString(sm.getCho2(), 80, 12, Graphics.TOP | Graphics.LEFT);
				g.drawString(sm.getCho3(), 80, 22, Graphics.TOP | Graphics.LEFT);

				g.drawImage(menuImg, 0, getHeight() - menuImg.getHeight(), Graphics.TOP| Graphics.LEFT);
				g.drawString("该功能还未实现!", 70, getHeight() - menuImg.getHeight(), Graphics.TOP | Graphics.LEFT);

				try {
					Thread.sleep(1000);
				} catch (InterruptedException e) {
					// TODO 自动生成 catch 块
					e.printStackTrace();
				}

				gameState = GAME_NORMAL;

				menuState = MENU_NORMAL;

				shopState = SHOP_NORMAL;

				isShop_ItemList = false;
				isShop_EquList = false;
				isShop_Sell = false;

				listH = 20;

				shopPage = 0;

				cursorwidth = 0;
				cursorheight = 0;
			}

			/*战车补给*/
			if(shopType == 2){

				g.drawString(sm.getCho1(), 80, 2, Graphics.TOP | Graphics.LEFT);		
				g.drawString(sm.getCho2(), 80, 12, Graphics.TOP | Graphics.LEFT);
				g.drawString(sm.getCho3(), 80, 22, Graphics.TOP | Graphics.LEFT);

				g.drawImage(menuImg, 0, getHeight() - menuImg.getHeight(), Graphics.TOP| Graphics.LEFT);
				g.drawString("该功能还未实现!", 70, getHeight() - menuImg.getHeight(), Graphics.TOP | Graphics.LEFT);

				try {
					Thread.sleep(1000);
				} catch (InterruptedException e) {
					// TODO 自动生成 catch 块
					e.printStackTrace();
				}

				gameState = GAME_NORMAL;

				menuState = MENU_NORMAL;

				shopState = SHOP_NORMAL;

				isShop_ItemList = false;
				isShop_EquList = false;
				isShop_Sell = false;

				listH = 20;

				shopPage = 0;

				cursorwidth = 0;
				cursorheight = 0;
			}

			if(shopType == 3){/*出售人类武器*/

				isShop_Sell = true;

				g.drawImage(menuImg, 0, getHeight() - menuImg.getHeight(), Graphics.TOP| Graphics.LEFT);

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