📄 playcanvas.html
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</DL>
</DD>
</DL>
<HR>
<A NAME="fly()"><!-- --></A><H3>
fly</H3>
<PRE>
public void <B>fly</B>()</PRE>
<DL>
<DD>飞到下飞机场
<P>
<DD><DL>
</DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="useCard(int)"><!-- --></A><H3>
useCard</H3>
<PRE>
void <B>useCard</B>(int cardID)</PRE>
<DL>
<DD>使用卡片
<P>
<DD><DL>
</DL>
</DD>
<DD><DL>
<DT><B>Parameters:</B><DD><CODE>cardID</CODE> - 卡片的ID</DL>
</DD>
</DL>
<HR>
<A NAME="isEmptyGround(int)"><!-- --></A><H3>
isEmptyGround</H3>
<PRE>
private boolean <B>isEmptyGround</B>(int groundLocation)</PRE>
<DL>
<DD>判断是否是空地
<P>
<DD><DL>
</DL>
</DD>
<DD><DL>
<DT><B>Parameters:</B><DD><CODE>groundLocation</CODE> - 空地位置</DL>
</DD>
</DL>
<HR>
<A NAME="occupyGround()"><!-- --></A><H3>
occupyGround</H3>
<PRE>
private void <B>occupyGround</B>()</PRE>
<DL>
<DD>强占土地
<P>
<DD><DL>
</DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="deleteCard(int, int)"><!-- --></A><H3>
deleteCard</H3>
<PRE>
private boolean <B>deleteCard</B>(int playID, int cardID)</PRE>
<DL>
<DD>删除卡片
<P>
<DD><DL>
</DL>
</DD>
<DD><DL>
<DT><B>Parameters:</B><DD><CODE>playID</CODE> - 角色ID<DD><CODE>cardID</CODE> - 卡片ID</DL>
</DD>
</DL>
<HR>
<A NAME="stealCard()"><!-- --></A><H3>
stealCard</H3>
<PRE>
private int <B>stealCard</B>()</PRE>
<DL>
<DD>偷卡片
<P>
<DD><DL>
</DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="addCard(int)"><!-- --></A><H3>
addCard</H3>
<PRE>
private void <B>addCard</B>(int cardID)</PRE>
<DL>
<DD>增加卡片
<P>
<DD><DL>
</DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="forceAddCard(int)"><!-- --></A><H3>
forceAddCard</H3>
<PRE>
private void <B>forceAddCard</B>(int cardNum)</PRE>
<DL>
<DD>强行增加卡片(5张卡片都满的时候)
<P>
<DD><DL>
</DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="fetchRandom(int)"><!-- --></A><H3>
fetchRandom</H3>
<PRE>
private int <B>fetchRandom</B>(int number)</PRE>
<DL>
<DD>获的一个随机数(>=0 and <= number)
<P>
<DD><DL>
</DL>
</DD>
<DD><DL>
<DT><B>Parameters:</B><DD><CODE>number</CODE> - 最大数(包括)</DL>
</DD>
</DL>
<HR>
<A NAME="fetchRandomIn0ToMaxNumExceptExcludeNum(int, int)"><!-- --></A><H3>
fetchRandomIn0ToMaxNumExceptExcludeNum</H3>
<PRE>
private int <B>fetchRandomIn0ToMaxNumExceptExcludeNum</B>(int maxNum, int excludeNum)</PRE>
<DL>
<DD>获得一个随机数,除去一个数
<P>
<DD><DL>
</DL>
</DD>
<DD><DL>
<DT><B>Parameters:</B><DD><CODE>maxNum</CODE> - 最大数<DD><CODE>excludeNum</CODE> - 排除数</DL>
</DD>
</DL>
<HR>
<A NAME="fireGround()"><!-- --></A><H3>
fireGround</H3>
<PRE>
private void <B>fireGround</B>()</PRE>
<DL>
<DD>火灾
<P>
<DD><DL>
</DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="firedetroyGround(int, int, int)"><!-- --></A><H3>
firedetroyGround</H3>
<PRE>
private void <B>firedetroyGround</B>(int beginIndex, int endIndex, int j1)</PRE>
<DL>
<DD>破坏地皮(因为火灾)
<P>
<DD><DL>
</DL>
</DD>
<DD><DL>
<DT><B>Parameters:</B><DD><CODE>beginIndex</CODE> - 地皮开始序号<DD><CODE>endIndex</CODE> - 地皮结束序号<DD><CODE>j1</CODE> - 我都不知道干什么用的。。呵呵。(j1在这里没有用)</DL>
</DD>
</DL>
<HR>
<A NAME="autoFetchNotSpecialGround()"><!-- --></A><H3>
autoFetchNotSpecialGround</H3>
<PRE>
private int <B>autoFetchNotSpecialGround</B>()</PRE>
<DL>
<DD>自动获取非特殊地皮。(除去?,飞机场等)
<P>
<DD><DL>
</DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="groundNotConnected(int)"><!-- --></A><H3>
groundNotConnected</H3>
<PRE>
private int <B>groundNotConnected</B>(int groundLocation)</PRE>
<DL>
<DD>获取不连接的土地
<P>
<DD><DL>
</DL>
</DD>
<DD><DL>
<DT><B>Parameters:</B><DD><CODE>groundLocation</CODE> - 地皮位置</DL>
</DD>
</DL>
<HR>
<A NAME="tricleBroadCast(int)"><!-- --></A><H3>
tricleBroadCast</H3>
<PRE>
private void <B>tricleBroadCast</B>(int broadCastType)</PRE>
<DL>
<DD>激发广播(地震等)
<P>
<DD><DL>
</DL>
</DD>
<DD><DL>
<DT><B>Parameters:</B><DD><CODE>broadCastType</CODE> - 广播类型</DL>
</DD>
</DL>
<HR>
<A NAME="broadCastChangeGround(int, int, int)"><!-- --></A><H3>
broadCastChangeGround</H3>
<PRE>
private void <B>broadCastChangeGround</B>(int beginID, int endID, int broadCastType)</PRE>
<DL>
<DD>广播改变(地震等)
<P>
<DD><DL>
</DL>
</DD>
<DD><DL>
<DT><B>Parameters:</B><DD><CODE>beginID</CODE> - 开始地皮序号<DD><CODE>endID</CODE> - 结束地皮序号<DD><CODE>broadCastType</CODE> - 广播类型</DL>
</DD>
</DL>
<HR>
<A NAME="destroyGround(int, int)"><!-- --></A><H3>
destroyGround</H3>
<PRE>
private void <B>destroyGround</B>(int beginID, int endID)</PRE>
<DL>
<DD>龙卷风破坏土地
<P>
<DD><DL>
</DL>
</DD>
<DD><DL>
<DT><B>Parameters:</B><DD><CODE>beginID</CODE> - 开始地皮序号<DD><CODE>endID</CODE> - 结束地皮序号</DL>
</DD>
</DL>
<HR>
<A NAME="adjustGroundOverBuilding(int)"><!-- --></A><H3>
adjustGroundOverBuilding</H3>
<PRE>
private void <B>adjustGroundOverBuilding</B>(int groundLocation)</PRE>
<DL>
<DD>调整土地,避免过度建设
<P>
<DD><DL>
</DL>
</DD>
<DD><DL>
<DT><B>Parameters:</B><DD><CODE>groundLocation</CODE> - 土地位置</DL>
</DD>
</DL>
<HR>
<A NAME="fetchBuildingTax()"><!-- --></A><H3>
fetchBuildingTax</H3>
<PRE>
private int <B>fetchBuildingTax</B>()</PRE>
<DL>
<DD>获得财产税
<P>
<DD><DL>
</DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="isNowPlayerIDGround()"><!-- --></A><H3>
isNowPlayerIDGround</H3>
<PRE>
private boolean <B>isNowPlayerIDGround</B>()</PRE>
<DL>
<DD>判断是否是当前角色的地皮
<P>
<DD><DL>
</DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="buildorBuyGround()"><!-- --></A><H3>
buildorBuyGround</H3>
<PRE>
private void <B>buildorBuyGround</B>()</PRE>
<DL>
<DD>买地或是加盖房子
<P>
<DD><DL>
</DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="decreaseMoney(int, int)"><!-- --></A><H3>
decreaseMoney</H3>
<PRE>
private void <B>decreaseMoney</B>(int groundBelongtoWho, int price)</PRE>
<DL>
<DD>减钱(走到别人的地皮上)
<P>
<DD><DL>
</DL>
</DD>
<DD><DL>
<DT><B>Parameters:</B><DD><CODE>groundBelongtoWho</CODE> - 谁的土地<DD><CODE>price</CODE> - 过路费</DL>
</DD>
</DL>
<HR>
<A NAME="fetchNowPlayerLocationGroundBelongtoWho()"><!-- --></A><H3>
fetchNowPlayerLocationGroundBelongtoWho</H3>
<PRE>
private int <B>fetchNowPlayerLocationGroundBelongtoWho</B>()</PRE>
<DL>
<DD>判断当前的当前角色所处地皮是谁的。
<P>
<DD><DL>
</DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="fetchGroundPrice(int)"><!-- --></A><H3>
fetchGroundPrice</H3>
<PRE>
private int <B>fetchGroundPrice</B>(int groundID)</PRE>
<DL>
<DD>获得地皮的价格
<P>
<DD><DL>
</DL>
</DD>
<DD><DL>
<DT><B>Parameters:</B><DD><CODE>groundID</CODE> - 地皮ID</DL>
</DD>
</DL>
<HR>
<A NAME="fetchConnectedLocationPrice(int)"><!-- --></A><H3>
fetchConnectedLocationPrice</H3>
<PRE>
private int <B>fetchConnectedLocationPrice</B>(int id)</PRE>
<DL>
<DD>获得相连的地皮价格
<P>
<DD><DL>
</DL>
</DD>
<DD><DL>
<DT><B>Parameters:</B><DD><CODE>id</CODE> - 地皮ID</DL>
</DD>
</DL>
<HR>
<A NAME="fetchTheGroundPrice(int, int)"><!-- --></A><H3>
fetchTheGroundPrice</H3>
<PRE>
private int <B>fetchTheGroundPrice</B>(int groundBuilding, int groundID)</PRE>
<DL>
<DD>获得地皮价格
<P>
<DD><DL>
</DL>
</DD>
<DD><DL>
<DT><B>Parameters:</B><DD><CODE>groundBuilding</CODE> - 地皮的级别</DL>
</DD>
</DL>
<HR>
<A NAME="fetchAddPrice(int)"><!-- --></A><H3>
fetchAddPrice</H3>
<PRE>
private int <B>fetchAddPrice</B>(int groundID)</PRE>
<DL>
<DD>获得地皮价格
<P>
<DD><DL>
</DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="countPlayerGround(int)"><!-- --></A><H3>
countPlayerGround</H3>
<PRE>
public int <B>countPlayerGround</B>(int goundValue)</PRE>
<DL>
<DD>计算
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