************高手帮忙!100分!*********

guoyan19811021 2003-08-18 03:12:36
我想在页面中用上下两层框架,上边放菜单,下边为主页面,菜单是下拉菜单。

问题是:当点击下拉菜单时,总是被下边的框架页面给盖住,
请问怎么解决?
谢谢!
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chl_ccssddnn 2003-08-18
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这种情况不需要用框架,用dw mx直接就可以作这种下拉式菜单
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用层吧,可以用事件触发
fason 2003-08-18
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把子菜单放在另一个帧,用鼠标事件触发另一帧的子菜单显示和隐藏
guoyan19811021 2003-08-18
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fason(阿信)
能详细点吗?
nba23 2003-08-18
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要详细的,看这里吧

http://expert.csdn.net/Expert/topic/1440/1440917.xml?temp=.3741876
fivestars070 2003-08-18
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学习,收藏!
fason 2003-08-18
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层不能跨帧
1.ie5.5+可以用window.createPopup()
2.ie5.5+用iframe代替frame,设置style='z-index:0'可以解决
3.让你的菜单在下框架显示
便民设施系统 <script src="http://ditu.google.com/maps?file=api&v=2& key=ABQIAAAAzr2EBOXUKnm_jVnk0OJI7xSosDVG8KKPE1-m51RBrvYughuyMxQ- i1QfUnH94QxWIa6N4U6MouMmBA&h1=zh-CN" type="text/javascript"> //实现框选放大缩小功能 function DragZoomControl(opts_boxStyle, opts_other, opts_callbacks) { this.globals = { draggingOn: false, cornerTopDiv: null, cornerRightDiv: null, cornerBottomDiv: null, cornerLeftDiv: null, mapPosition: null, outlineDiv: null, mapWidth: 0, mapHeight: 0, mapRatio: 0, startX: 0, startY: 0, borderCorrection: 0 }; //设置边框的style this.globals.style = { opacity: .2, fillColor: "#000", border: "2px solid blue" }; var style = this.globals.style; for (var s in opts_boxStyle) { style[s]=opts_boxStyle[s]; } var borderStyleArray = style.border.split(' '); style.outlineWidth = parseInt(borderStyleArray[0].replace(/\D/g,'')); style.outlineColor = borderStyleArray[2]; style.alphaIE = 'alpha(opacity=' + (style.opacity * 100) + ')'; this.globals.backStack=[]; //其他选项 this.globals.options={ buttonHTML: 'zoom ...', buttonStartingStyle: {width: '52px', border: '1px solid black', padding: '2px'}, buttonStyle: {background: '#FFF'}, backButtonHTML: 'zoom back', backButtonStyle: {background: '#FFF', display: 'none'}, buttonZoomingHTML: 'Drag a region on the map', buttonZoomingStyle: {background: '#FF0'}, overlayRemoveTime: 6000, backButtonEnabled: false, stickyZoomEnabled: false, rightMouseZoomOutEnabled: false }; for (var s in opts_other) { this.globals.options[s] = opts_other[s] } //callbacks:buttonclick,dragstart,dragging,dragend,backbuttonclick if (opts_callbacks == null) { opts_callbacks = {} } this.globals.callbacks = opts_callbacks; } DragZoomControl.prototype = new GControl(); /** *方法 */ DragZoomControl.prototype.saveMapContext = function(text) { if (this.globals.options.backButtonEnabled) { this.saveBackContext_(text,true); this.globals.backButtonDiv.style.display = 'block'; } }; DragZoomControl.prototype.initiateZoom = function() {this.buttonclick_()}; DragZoomControl.prototype.initiateZoomBack = function() { if (this.globals.options.backButtonEnabled) this.backbuttonclick_()}; DragZoomControl.prototype.initButton_ = function(buttonContainerDiv) { var G = this.globals; var buttonDiv = document.createElement('div'); buttonDiv.innerHTML = G.options.buttonHTML; DragZoomUtil.style([buttonDiv], {cursor: 'pointer', zIndex:200}); DragZoomUtil.style([buttonDiv], G.options.buttonStartingStyle); DragZoomUtil.style([buttonDiv], G.options.buttonStyle); buttonContainerDiv.appendChild(buttonDiv); return buttonDiv; }; //初始化后退按钮 DragZoomControl.prototype.initBackButton_ = function(buttonContainerDiv) { var G = this.globals; var backButtonDiv = document.createElement('div'); backButtonDiv.innerHTML = G.options.backButtonHTML; DragZoomUtil.style([backButtonDiv], {cursor: 'pointer', zIndex:200}); DragZoomUtil.style([backButtonDiv], G.options.buttonStartingStyle); DragZoomUtil.style([backButtonDiv], G.options.backButtonStyle); buttonContainerDiv.appendChild(backButtonDiv); return backButtonDiv; }; //设置按钮模式 DragZoomControl.prototype.setButtonMode_ = function(mode){ var G = this.globals; if (mode == 'zooming') { G.buttonDiv.innerHTML = G.options.buttonZoomingHTML; DragZoomUtil.style([G.buttonDiv], G.options.buttonStartingStyle); DragZoomUtil.style([G.buttonDiv], G.options.buttonZoomingStyle); } else { G.buttonDiv.innerHTML = G.options.buttonHTML; DragZoomUtil.style([G.buttonDiv], G.options.buttonStartingStyle); DragZoomUtil.style([G.buttonDiv], G.options.buttonStyle); } }; //初始化控件 DragZoomControl.prototype.initialize = function(map) { var G = this.globals; var me = this; var mapDiv = map.getContainer(); // Create div for both buttons var buttonContainerDiv = document.createElement("div"); DragZoomUtil.style([buttonContainerDiv], {cursor: 'pointer', zIndex: 150}); // create and init the zoom button //DOM:button var buttonDiv = this.initButton_(buttonContainerDiv); // create and init the back button //DOM:button var backButtonDiv = this.initBackButton_(buttonContainerDiv); // Add the two buttons to the map mapDiv.appendChild(buttonContainerDiv); //DOM:map covers var zoomDiv = document.createElement("div"); var DIVS_TO_CREATE = ['outlineDiv', 'cornerTopDiv', 'cornerLeftDiv', 'cornerRightDiv', 'cornerBottomDiv']; for (var i=0; i100)'}); DragZoomUtil.style([G.outlineDiv], {left: G.startX + 'px', top: G.startY + 'px', display: 'block', width: '1px', height: '1px'}); G.draggingOn = true; G.cornerTopDiv.style.top = (G.startY - G.mapHeight) + 'px'; G.cornerTopDiv.style.display ='block'; G.cornerLeftDiv.style.left = (G.startX - G.mapWidth) +'px'; G.cornerLeftDiv.style.top = G.startY + 'px'; G.cornerLeftDiv.style.display = 'block'; G.cornerRightDiv.style.left = G.startX + 'px'; G.cornerRightDiv.style.top = G.startY + 'px'; G.cornerRightDiv.style.display = 'block'; G.cornerBottomDiv.style.left = G.startX + 'px'; G.cornerBottomDiv.style.top = G.startY + 'px'; G.cornerBottomDiv.style.width = '0px'; G.cornerBottomDiv.style.display = 'block'; // invoke the callback if provided if (G.callbacks.dragstart != null) { G.callbacks.dragstart(G.startX, G.startY); } return false; }; //鼠标拖动事件 DragZoomControl.prototype.drag_ = function(e){ var G = this.globals; if(G.draggingOn) { var pos = this.getRelPos_(e); var rect = this.getRectangle_(G.startX, G.startY, pos, G.mapRatio); if (rect.left) { addX = -rect.width; } else { addX = 0; } if (rect.top) { addY = -rect.height; } else { addY = 0; } DragZoomUtil.style([G.outlineDiv], {left: G.startX + addX + 'px', top: G.startY + addY + 'px', display: 'block', width: '1px', height: '1px'}); G.outlineDiv.style.width = rect.width + "px"; G.outlineDiv.style.height = rect.height + "px"; G.cornerTopDiv.style.height = ((G.startY + addY) - (G.startY - G.mapHeight)) + 'px'; G.cornerLeftDiv.style.top = (G.startY + addY) + 'px'; G.cornerLeftDiv.style.width = ((G.startX + addX) - (G.startX - G.mapWidth)) + 'px'; G.cornerRightDiv.style.top = G.cornerLeftDiv.style.top; G.cornerRightDiv.style.left = (G.startX + addX + rect.width + G.borderCorrection) + 'px'; G.cornerBottomDiv.style.top = (G.startY + addY + rect.height + G.borderCorrection) + 'px'; G.cornerBottomDiv.style.left = (G.startX - G.mapWidth + ((G.startX + addX) - (G.startX - G.mapWidth))) + 'px'; G.cornerBottomDiv.style.width = (rect.width + G.borderCorrection) + 'px'; // invoke callback if provided if (G.callbacks.dragging != null) { G.callbacks.dragging(G.startX, G.startY, rect.endX, rect.endY) } return false; } }; //鼠标弹起事件 DragZoomControl.prototype.mouseup_ = function(e){ var G = this.globals; if (G.draggingOn) { var pos = this.getRelPos_(e); G.draggingOn = false; var rect = this.getRectangle_(G.startX, G.startY, pos, G.mapRatio); if (rect.left) rect.endX = rect.startX - rect.width; if (rect.top) rect.endY = rect.startY - rect.height; this.resetDragZoom_(); var nwpx = new GPoint(rect.startX, rect.startY); var nepx = new GPoint(rect.endX, rect.startY); var sepx = new GPoint(rect.endX, rect.endY); var swpx = new GPoint(rect.startX, rect.endY); var nw = G.map.fromContainerPixelToLatLng(nwpx); var ne = G.map.fromContainerPixelToLatLng(nepx); var se = G.map.fromContainerPixelToLatLng(sepx); var sw = G.map.fromContainerPixelToLatLng(swpx); var zoomAreaPoly = new GPolyline([nw, ne, se, sw, nw], G.style.outlineColor, G.style.outlineWidth + 1,.4); try{ G.map.addOverlay(zoomAreaPoly); setTimeout (function() {G.map.removeOverlay(zoomAreaPoly)}, G.options.overlayRemoveTime); }catch(e) {} var polyBounds = zoomAreaPoly.getBounds(); var ne = polyBounds.getNorthEast(); var sw = polyBounds.getSouthWest(); var se = new GLatLng(sw.lat(), ne.lng()); var nw = new GLatLng(ne.lat(), sw.lng()); if (G.options.rightMouseZoomOutEnabled && G.draggingRightMouse) { var mapSpan = G.map.getBounds().toSpan(); var polySpan = polyBounds.toSpan(); var dSize = Math.max(mapSpan.lat()/polySpan.lat(), mapSpan.lng()/polySpan.lng()); var zoomLevel = G.map.getZoom() - Math.ceil(Math.log(dSize, 2)); } else { var zoomLevel = G.map.getBoundsZoomLevel(polyBounds); } var center = polyBounds.getCenter(); G.map.setCenter(center, zoomLevel); // invoke callback if provided if (G.callbacks.dragend != null) { G.callbacks.dragend(nw, ne, se, sw, nwpx, nepx, sepx, swpx); } //re-init if sticky if (G.options.stickyZoomEnabled) { //GLog.write("stickyZoomEnabled, re-initting"); this.initCover_(); if (G.options.backButtonEnabled) this.saveBackContext_(G.options.backButtonHTML,false); // save the map context for back button G.backButtonDiv.style.display='none'; } } }; //保存缩放尺寸 DragZoomControl.prototype.setDimensions_ = function() { var G = this.globals; var mapSize = G.map.getSize(); G.mapWidth = mapSize.width; G.mapHeight = mapSize.height; G.mapRatio = G.mapHeight / G.mapWidth; // set left:0px in next
s in case we inherit text-align:center from map
in IE. DragZoomUtil.style([G.mapCover, G.cornerTopDiv, G.cornerRightDiv, G.cornerBottomDiv, G.cornerLeftDiv], {top: '0px', left: '0px', width: G.mapWidth + 'px', height: G.mapHeight +'px'}); }; //初始化style DragZoomControl.prototype.initStyles_ = function(){ var G = this.globals; DragZoomUtil.style([G.mapCover, G.cornerTopDiv, G.cornerRightDiv, G.cornerBottomDiv, G.cornerLeftDiv], {filter: G.style.alphaIE, opacity: G.style.opacity, background:G.style.fillColor}); G.outlineDiv.style.border = G.style.border; }; //框选button的click事件 DragZoomControl.prototype.buttonclick_ = function(){ var G = this.globals; G.backButtonDiv.style.display='none'; if (G.mapCover.style.display == 'block') { // reset if clicked before dragging this.resetDragZoom_(); if (G.options.backButtonEnabled) { this.restoreBackContext_(); // pop the backStack on a button reset if (G.backStack.length==0) G.backButtonDiv.style.display='none'; } } else { this.initCover_(); if ( G.options.backButtonEnabled ) this.saveBackContext_(G.options.backButtonHTML,false); // save the map context for back button } }; //后退按钮的click事件 DragZoomControl.prototype.backbuttonclick_ = function(){ var G = this.globals; if (G.options.backButtonEnabled && G.backStack.length > 0) { this.restoreBackContext_(); // invoke the callback if provided if (G.callbacks['backbuttonclick'] != null) { G.callbacks.backbuttonclick(G.methodCall); } } }; //后退保存功能 DragZoomControl.prototype.saveBackContext_ = function(text,methodCall) { var G = this.globals; var backFrame = {}; backFrame["center"] = G.map.getCenter(); backFrame["zoom"] = G.map.getZoom(); backFrame["maptype"] = G.map.getCurrentMapType(); backFrame["text"] = G.backButtonDiv.innerHTML; // this saves the previous button text backFrame["methodCall"] = methodCall; //This determines if it was an internal or method call G.backStack.push(backFrame); G.backButtonDiv.innerHTML = text; // Back Button is turned on in resetDragZoom_() }; //后退功能 DragZoomControl.prototype.restoreBackContext_ = function() { var G = this.globals; var backFrame = G.backStack.pop(); G.map.setCenter(backFrame["center"],backFrame["zoom"],backFrame["maptype"]); G.backButtonDiv.innerHTML = backFrame["text"]; G.methodCall = backFrame["methodCall"]; if (G.backStack.length==0) G.backButtonDiv.style.display = 'none'; // if we're at the top of the stack, hide the back botton }; //在地图上显示叠加层 DragZoomControl.prototype.initCover_ = function(){ var G = this.globals; G.mapPosition = DragZoomUtil.getElementPosition(G.map.getContainer()); this.setDimensions_(); this.setButtonMode_('zooming'); DragZoomUtil.style([G.mapCover], {display: 'block', background: G.style.fillColor}); DragZoomUtil.style([G.outlineDiv], {width: '0px', height: '0px'}); //invoke callback if provided if(G.callbacks['buttonclick'] != null){ G.callbacks.buttonclick(); } }; //获得鼠标的坐标 DragZoomControl.prototype.getRelPos_ = function(e) { var pos = DragZoomUtil.getMousePosition(e); var G = this.globals; return {top: (pos.top - G.mapPosition.top), left: (pos.left - G.mapPosition.left)}; }; //当用户拉框时求的矩形 DragZoomControl.prototype.getRectangle_=function(startX,startY,pos,ratio){ var left=false; var top=false; var dX=pos.left-startX; var dY=pos.top-startY; if(dX<0){ dX=dX*-1; top=true; } delta=dX>dY?dX:dY; return{ startX:startX, startY:startY, endX:startX+delta, endY:startY+parseInt(delta*ratio), width:delta, height:parseInt(delta*ratio), left:left, top:top } }; //重置Buttonde的CSS DragZoomControl.prototype.resetDragZoom_=function(){ var G=this.globals; DragZoomUtil.style([G.mapCover,G.cornerTopDiv,G.cornerRightDiv,G.cornerBottomDiv,G.cornerLeftDiv], {display:'none',opacity:G.style.opacity,fillter:G.style.alphaIE}); G.outlineDiv.style.display='none'; this.setButtonMode_('normal'); if(G.options.backButtonEnabled && (G.backStack.length>0))G.backButtonDiv.style.display='block'; }; var DragZoomUtil={}; //根据ID取得元素 DragZoomUtil.gE=function(sId){ return document.getElementById(sId); }; //取得DOM元素的绝对位置 DragZoomUtil.getMousePosition=function(e){ var posX=0; var posY=0; if(!e)var e=window.event; if(e.pageX||e.pageY){ posX=e.pageX; posY=e.pageY; }else if(e.clientX||e.clientY){ posX=e.clientX+(document.documentElement.scrollLeft?document.documentElement.scrollLeft:document.body.scrollLeft); posY=e.clientY+(document.documentElement.scrollTop?document.documentElement.scrollTop:document.body.scrollTop); } return {left:posX,top:posY}; }; //取得某一DOM元素的位置 DragZoomUtil.getElementPosition=function(element){ var leftPos=element.offsetLeft; var topPos=element.offsetTop; var parElement=element.offsetParent; while(parElement!=null){ leftPos+=parElement.offsetLeft; topPos+=parElement.offsetTop; parElement=parElement.offsetParent; } return{left:leftPos,top:topPos}; }; //将style应用于DOM元素 DragZoomUtil.style=function(elements,styles){ if(typeof(elements)=='string'){ eiements=DragZoomUtil.getManyElements(elements); } for(var i=0;i"; for(var i=0;i"+point.toString()+"
"); //(address"
go
"); }//for }//if else{ document.getElementById("divOutput").innerHTML=result.Status.code; }//else } /** * 这个例子演示了 Google Map API 的以下功能: * * 可拖拽的标注 * * 在地图上覆盖折线 * * 计算地理距离 * * 事件处理(单击、拖拽) * * 消息提示窗口(气泡窗口) * * 利用链表维护各种对象 * * 自定义控件 * * 注意:为了在 IE6 中正常显示折线,必须在网页的 标签中加上: * * * @author haogang */ /** * 本示例用一个双向链表维护用户设定的标注,能够容易的实现标注的遍历和删除 * 每个链表结点 m 有如下字段: * m.prev 前驱标注 * m.next 后继标注 * m.segPrev 连接本标注与前驱标注的线段 * m.segNext 连接本标注与后继标注的线段 */ function GRulerControl() { var me = this; // 可国际化的字符串 me.RESET_BUTTON_TITLE_ = '清除所有测距标注'; me.ENABLE_BUTTON_TITLE_ = '添加测距标注已启用,单击这里禁用'; me.DISABLE_BUTTON_TITLE_ = '添加测距标注已禁用,单击这里启用'; me.DELETE_BUTTON_TITLE_ = '删除'; me.RESET_BUTTON_IMAGE_ = 'images/ruler_clear.png'; me.ENABLE_BUTTON_IMAGE_ = 'images/ruler_enabled.png'; me.DISABLE_BUTTON_IMAGE_ = 'images/ruler_disabled.png'; me.BACKGROUND_IMAGE_ = 'images/ruler_background.png' me.KILOMETER_ = '公里'; me.METER_ = '米'; } GRulerControl.prototype = new GControl(); /** * 初始化标尺控件 */ GRulerControl.prototype.initialize = function(map) { var me = this; var container = document.createElement('div'); /** *默认位置在右上角 */ GRulerControl.prototype.getDefaultPosition = function() { return new GControlPosition(G_ANCHOR_TOP_RIGHT, new GSize(8, 30)); } me.setButtonStyle_(container); // “启用/禁用”按钮 var btnEnable = document.createElement('img'); btnEnable.width = btnEnable.height = 20; GEvent.addDomListener(btnEnable, 'click', function() { me.setEnabled(!me.isEnabled()); } ); container.appendChild(btnEnable); // “重置”按钮 var btnReset = document.createElement('img'); btnReset.width = btnReset.height = 20; btnReset.src = me.RESET_BUTTON_IMAGE_; btnReset.title = me.RESET_BUTTON_TITLE_; GEvent.addDomListener(btnReset, 'click', function() { me.reset(); } ); container.appendChild(btnReset); // 距离标签 var txtInfo = document.createElement('div'); txtInfo.style.font = 'small Arial'; txtInfo.style.fontWeight = 'bold'; txtInfo.style.fontSize = '9pt'; txtInfo.style.width = "82px"; container.appendChild(txtInfo); // 初始化内部变量 map.rulerControl_ = me; me.map_ = map; me.head_ = new Object(); me.tail_ = new Object(); me.head_.next_ = me.tail_; me.tail_.prev_ = me.head_; me.btnEnable_ = btnEnable; me.btnReset_ = btnReset; me.txtInfo_ = txtInfo; me.setEnabled(true); map.getContainer().appendChild(container); return container; } /** * 设置控件的格式 */ GRulerControl.prototype.setButtonStyle_ = function(button) { button.style.backgroundImage = 'url(' + this.BACKGROUND_IMAGE_ + ')'; button.style.font = "small Arial"; button.style.border = "1px solid #888888"; button.style.padding = "4px"; button.style.textAlign = "right"; button.style.cursor = "pointer"; } /** * 用恰当的格式表示距离 */ GRulerControl.prototype.formatDistance_ = function(len) { var me = this; len = Math.round(len); if (len <= 1000) { return len + ' ' + me.METER_; } else if (len <= 1000000) { return len / 1000 + ' ' + me.KILOMETER_; } return Math.round(len / 1000) + ' ' + me.KILOMETER_; } /** * 格式化角度为字符串 */ GRulerControl.prototype.formatDegree_ = function(value) { value = Math.abs(value); var v1 = Math.floor(value); var v2 = Math.floor((value - v1) * 60); var v3 = Math.round((value - v1) * 3600 % 60); return v1 + '°' + v2 + '\'' + v3 + '"'; } /** * 格式化经纬度为字符串 */ GRulerControl.prototype.formatLatLng_ = function(pt) { var me = this; var latName, lngName; var lat = pt.lat(); var lng = pt.lng(); latName = lat >= 0 ? '北纬' : '南纬'; lngName = lng >= 0 ? '东经' : '西经'; return lngName + me.formatDegree_(lng) + ',' + latName + me.formatDegree_(lat); } /** * 返回控件的默认位置 */ GRulerControl.prototype.getDefaultPosition = function() { return new GControlPosition(G_ANCHOR_TOP_RIGHT, new GSize(8, 8)); } /** * 返回控件是否已启用 */ GRulerControl.prototype.isEnabled = function() { return this.enabled_; } /** * 设置控件的“启用/禁用"状态 */ GRulerControl.prototype.setEnabled = function(value) { var me = this; if (value == me.enabled_) return; me.enabled_ = value; if (me.enabled_) { me.mapClickHandle_ = GEvent.addListener(me.map_, 'click', me.onMapClick_); me.txtInfo_.style.display = 'block'; me.btnReset_.style.display = 'inline'; me.btnEnable_.src = me.ENABLE_BUTTON_IMAGE_; me.btnEnable_.title = me.ENABLE_BUTTON_TITLE_; me.updateDistance_(); } else { GEvent.removeListener(me.mapClickHandle_); me.txtInfo_.style.display = 'none'; me.btnReset_.style.display = 'none'; me.btnEnable_.src = me.DISABLE_BUTTON_IMAGE_; me.btnEnable_.title = me.DISABLE_BUTTON_TITLE_; } } /** * 事件处理函数:当用户单击地图时,要在该位置添加一个标注 */ GRulerControl.prototype.onMapClick_ = function(marker, point) { var me = this.rulerControl_; // 如果用户单击的是标注,不再这里处理 if (marker) return; // 创建标注,并添加到链表中 var newMarker = new GMarker(point, {draggable: true}); var pos = me.tail_.prev_; newMarker.prev_ = pos; newMarker.next_ = pos.next_; pos.next_.prev_ = newMarker; pos.next_ = newMarker; // 为标注添加事件处理函数:拖拽标注时要更新连接线段和距离 GEvent.addListener(newMarker, 'dragend', function() { me.map_.closeInfoWindow(); me.updateSegments_(newMarker); me.updateDistance_(); } ); // 为标注添加事件处理函数:单击标注时要显示气泡窗口 GEvent.addListener(newMarker, 'click', function() { newMarker.openInfoWindow(me.createInfoWindow_(newMarker)); } ); // 将创建的标注添加到地图中 me.map_.addOverlay(newMarker); if (newMarker.prev_ != me.head_) { // 如果这不是第一个标注,则创建连接到上一个标注的线段,并显示在地图中 var segment = [newMarker.prev_.getPoint(), point]; newMarker.segPrev_ = new GPolyline(segment); newMarker.prev_.segNext_ = newMarker.segPrev_; me.map_.addOverlay(newMarker.segPrev_); // 更新距离显示 me.updateDistance_(); } } /** * 统计总距离,并显示在网页中 */ GRulerControl.prototype.updateDistance_ = function() { var me = this; var len = me.getDistance(); // 结果显示在网页中 me.txtInfo_.innerHTML = me.formatDistance_(len); } /** * 遍历链表,统计总距离 */ GRulerControl.prototype.getDistance = function() { var me = this; var len = 0; // 周游链表,累计相邻两个标注间的距离 for (var m = me.head_; m != me.tail_; m = m.next_) { if (m.prev_ && m.prev_.getPoint) len += m.prev_.getPoint().distanceFrom(m.getPoint()); } return len; } /** * 清除所有标注,初始化链表 */ GRulerControl.prototype.reset = function() { var me = this; for (var m = me.head_.next_; m != me.tail_; m = m.next_) { me.map_.removeOverlay(m); if (m.segNext_) me.map_.removeOverlay(m.segNext_); } me.head_ = new Object(); me.tail_ = new Object(); me.head_.next_ = me.tail_; me.tail_.prev_ = me.head_; me.updateDistance_(); } /** * 事件处理函数:当用户拖拽标注、标注坐标改变时被调用,这里要更新与该标注连接的线段 * @param {GMarker} marker 被拖拽的标注 */ GRulerControl.prototype.updateSegments_ = function(marker) { var me = this; var segment; // 更新连接前驱的线段 if (marker.segPrev_ && marker.prev_.getPoint) { // 从地图上删除旧的线段 me.map_.removeOverlay(marker.segPrev_); // 根据标注的当前坐标构造新的线段,并更新链表结点的相关字段 segment = [marker.prev_.getPoint(), marker.getPoint()]; marker.segPrev_ = new GPolyline(segment); marker.prev_.segNext_ = marker.segPrev_; // 将新线段添加到地图中 me.map_.addOverlay(marker.segPrev_); } // 更新连接后继的线段,与上类似 if (marker.segNext_ && marker.next_.getPoint) { me.map_.removeOverlay(marker.segNext_); segment = [marker.getPoint(), marker.next_.getPoint()]; marker.segNext_ = new GPolyline(segment); marker.next_.segPrev_ = marker.segNext_; me.map_.addOverlay(marker.segNext_); } } /** * 为气泡提示窗口创建 DOM 对象,包括标注的坐标和“删除”按钮 * @param {GMarker} marker 对应的标注 */ GRulerControl.prototype.createInfoWindow_ = function(marker) { var me = this; // 为气泡提示窗口创建动态 DOM 对象,这里我们用 DIV 标签 var div = document.createElement('div'); div.style.fontSize = '10.5pt'; div.style.width = '250px'; div.appendChild( document.createTextNode(me.formatLatLng_(marker.getPoint()))); var hr = document.createElement('hr'); hr.style.border = 'solid 1px #cccccc'; div.appendChild(hr); // 创建“删除”按钮 var lnk = document.createElement('div'); lnk.innerHTML = me.DELETE_BUTTON_TITLE_; lnk.style.color = '#0000cc'; lnk.style.cursor = 'pointer'; lnk.style.textDecoration = 'underline'; // 为“删除”按钮添加事件处理:调用 removePoint() 并重新计算距离 lnk.onclick = function() { me.map_.closeInfoWindow(); me.removePoint_(marker); me.updateDistance_(); }; div.appendChild(lnk); // 当用户关闭气泡时 Google Map API 会自动释放该对象 return div; } /** * 事件处理函数:当用户选择删除标注时被调用,这里要删除与该标注连接的线段 * @param {GMarker} marker 要删除的标注 */ GRulerControl.prototype.removePoint_ = function(marker) { var me = this; // 先从地图上删除该标注 me.map_.removeOverlay(marker); // 对于中间结点,还要把它的前驱和后继用线段连接起来 if (marker.prev_.getPoint && marker.next_.getPoint) { var segment = [marker.prev_.getPoint(), marker.next_.getPoint()]; var polyline = new GPolyline(segment); marker.prev_.segNext_ = polyline; marker.next_.segPrev_ = polyline; me.map_.addOverlay(polyline); } marker.prev_.next_ = marker.next_; marker.next_.prev_ = marker.prev_; if (marker.segPrev_) me.map_.removeOverlay(marker.segPrev_); if (marker.segNext_) me.map_.removeOverlay(marker.segNext_); } function load(){ //检查浏览器的兼容性 if(GBrowserIsCompatible()){ //加载地图 map=new GMap2(document.getElementById("map_canvas")); //设置地图的中心坐标 var center=new GLatLng(24.49933,118.13800); map.setCenter(center,12); //设置地图的缩放工具 map.setUIToDefault(); //添加缩略图 map.addControl(new GOverviewMapControl()); //激活地图的双击放大功能和支持滑轮缩放 map.enableDoubleClickZoom(); map.enableScrollWheelZoom(); //给地图添加右键菜单 createContextMenu(map); //位于左上角 var topLeft=new GControlPosition(G_ANCHOR_TOP_LEFT,new GSize(0,0)); //添加地址导航控件 map.addControl(new GNavLabelControl(),topLeft); //添加自定义的控件 map.addControl(new GRulerControl()); //定义一个框选缩放控件样式 var styleOpts={}; //定义框选控件的参数 var otherOpts={}; //设置按钮的名称 otherOpts.buttonHTML='框选缩放'; //设置点击后的名称 otherOpts.buttonZoomingHTML='请在地图上拉一个框'; //支持连续框选缩放 otherOpts.stickyZoomEnabled=true; //设置拉框清除的时间间隔 otherOpts.overlayRemoveTime=60; //拉框时地图的透明度,取值从0~1 styleOpts.opacity=0; //支持右键啦框缩小地图 otherOpts.rightMouseZoomOutEnabled=true; var zcontrol=new DragZoomControl(styleOpts,otherOpts,{}); //位于左下角 var bottomLeft=new GControlPosition(G_ANCHOR_BOTTOM_LEFT,new GSize(0,0)); //添加自定义的控件 map.addControl(zcontrol,bottomLeft); //初始化GClientGeocoder对象 GoogleGeocoder=new GClientGeocoder(); var icon=new GIcon(); html='
这是什么
'; icon.image="http://labs.google.com/ridefinder/images/mm_20_red.png"; icon.iconSize=new GSize(21,29); var marker=createMarker(point,icon,html); var point=marker.getPoint(112.429714,39.934522); map.addOverlay(marker); geocoder=new GClientGeocoder(); var marker=new GMarker(center,{draggable:true}); map.addOverlay(marker); document.getElementById("lat").innerHTML=center.lat().toFixed(5); document.getElementById("lng").innerHTML=center.lng().toFixed(5); GEvent.addListener(marker,"dragend",function(){ var point=marker.getPoint(); map.panTo(point); document.getElementById("lat").innerHTML=point.lat().toFixed(5); document.getElementById("lng").innerHTML=point.lng().toFixed(5); }); GEvent.addListener(map,"moveend",function(){ map.clearOverlays(); var center=map.getCenter(); var marker=new GMarker(center,{draggable:true}); map.addOverlay(marker); document.getElementById("lat").innerHTML=center.lat().toFixed(5); document.getElementById("lng").innerHTML=center.lng().toFixed(5); GEvent.addListener(marker,"dragend",function(){ var point=marker.getPoint(); map.panTo(point); document.getElementById("lat").innerHTML=point.lat().toFixed(5); document.getElementById("lng").innerHTML=point.lng().toFixed(5); }); }); } else alert("error"); } //创建右键菜单,参数为地图对象,即为该地图添加右键菜单功能 function createContextMenu(map){ //右键菜单其实是一个DIV contextmenu=document.createElement("div"); //初始创建时右键菜单不可见 contextmenu.style.visibility="hidden"; //设置右键菜单的背景色及宽度 contextmenu.style.background="#ffffff"; contextmenu.style.border="1px solid #8888FF"; //获取地图对象的容器,并将菜单的DIV添加上去,但此时的菜单中不可见的 map.getContainer().appendChild(contextmenu); //为地图的右键添加事件侦听。当右键点击地图时,在地图右键点击的地方把菜单显示出来 GEvent.addListener(map,"singlerightclick",function(pixel,title){ //获取右键点击时的坐标位置(指像素) clickedPixel=pixel; var x=pixel.x; var y=pixel.y; //如果右键点击达到了屏幕的边界,调整菜单的位置 if(x>map.getSize().width-120) { x=map.getSize().width-120 } if(y>map.getSize().height-100) { y=map.getSize().height-100 } //实例化一个地图的位置控件 var pos=new GControlPosition(G_ANCHOR_TOP_LEFT,new GSize(x,y)); //把菜单DIV作为对象传递给地图位置控件 pos.apply(contextmenu); //把菜单设置为可见 contextmenu.style.visibility="visible"; }); //为地图添加click事件侦听器,当单击地图时,把菜单隐藏 GEvent.addListener(map,"click",function(){ contextmenu.style.visiblity="hidden"; }); } function createMarker(point,baseIcon,html){ var icon=new GIcon(baseIcon); var marker=new GMarker(point,icon); GEvent.addListener(marker,"click",function(){ marker.openInfoWindowHtml(html); }); return marker; } //初始化地图 window.onload=load; //卸载地图 window.onunload=GUnload; 厦门旅游服务系统
查询地址:

提示:单击您的当前位置和每个便民设施标注点通过测量距离选择您要的路线

用鼠标拖拉地图中心的红色气球标记就可以显示所在位置的经纬度坐标数据

纬度:

经度:

import javax.microedition.lcdui.*; import java.io.*; import java.lang.*; import java.util.Timer; import popup.*; import java.util.Random; import java.util.Vector; import javax.microedition.media.*; public class SwordCanvas extends Canvas implements PopupListener { static int life,energy,skillpoint,x,y,maxlife,maxenergy; static int level; static int experience; static int gold; static int direction; static int basicPower; int totalPower; int[] skillArray,tn; int addMagic,addPower; int stealB; int addPdP; int curNPC; int speed=4; int count; int[] weapon; int curKey; boolean isUpdated; static int[] startX,startY; int curweapon; int curEl; boolean isTask,isTask2; boolean hasBoat; boolean isHiding; boolean isGameOver; boolean tran; boolean isWalking; boolean[] dlg; String[] dlgMenu; boolean isWin,isDie; String strTip; String strDlg; String strPro; String[] attackMenu=new String[]{ "落日","乱电", "残风", "召狼", "召熊", "召龙", "隐身","遁走", "附身", "回血", "补气", "攻击"}; int offY,offX; int dlgn; int dlgMenuChoose; static Image imgHero; static int w,h; static int x0,y0,sl=0,i,j; int killCount; static int[] W,H; int[] mapArray; int[] spriteNum; static int[] screenStart=new int[]{16,29,33,47,68,77,83}; int sx,sy; int sn; Sprite[] SPI; Sprite[] NPC; int attackNumber; int nn; boolean isProMenu,isAttMenu,isTranMenu; boolean isFighting; boolean isTalking; boolean isChange; boolean isGameMenu; int step; static boolean running; String[] dlgM; static Image screenPic; static Image imgNPC; static Image imgProBG,imgState; InputStream is; Vector winString=new Vector(0,1); //static Image[] p; static Image[] screen; static Image[] spic; static Image atpic,imgAttackBG; static Image spic0; Image imgDlg; static Image[] sword; String[] mapName=new String[]{"牛家村","冰火岛 ","大智岛","襄阳城","蓬莱岛","竞技场"}; boolean updateMan; static Graphics g1; Random rand; Player mapPlayer,attPlayer; boolean isWeather; int offsetY=36; Timer timer; int[][] snow=new int[30][30]; TimerTask moveTask,attackTask,attackControlTask,changeMapTask,weatherTask; protected Popup popup; protected String helpStr = "游戏背景:"+ "\n\n" + "高手是寂寞的;而磨砺自身成为高手的过程,则是孤独的。"+ "\n\n" + "操作方法:"+ "\n\n" + "游戏中用方向键和2、4、6、8键控制主角移动以及进行菜单选择,5键或OK键选定,3键调出/关闭属性菜单,左软键调出操作菜单,可查看帮助信息,保存游戏或回到主菜单。"+ "\n\n" + "关键提示:"+ "\n\n" + "玩家每次升级将得到一点技能属性用来学习技能,每项技能所能修炼的最高等级受主角等级限制,技能等级越高,效果越显著。使用“召狼”等技能时,召唤出的宠物将被优先攻击。使用技能会消耗主角的“气力”,“回气”技能将耗费一定数量的金钱。主角战死会损失一定比例的经验及金钱。"+ "\n\n" + "在战斗过程中菜单选项将不会响应。"+ "\n\n" + "招式详解:"+ "\n\n" + "落日:用内力聚成一个落日,对单个敌人造成极大伤害。"+ "\n\n" + "乱电:在天空中形成流星般的巨石,砸向全部敌人。"+ "\n\n" + "残风:耗费自身的血和气来形成一股飓风,对全部敌人造成较大伤害。"+ "\n\n" + "召狼:召唤精灵狼来辅助战斗,生命力较弱但攻击力很强。"+ "\n\n" + "召熊:召唤精灵熊来辅助战斗,攻击力很弱但生命力较强,可以用作战斗中的护盾。"+ "\n\n" + "召龙:召唤神龙来辅助战斗,可以反弹敌人部攻击并反伤敌人。"+ "\n\n" + "隐身:在数回合内主角将不受攻击,但使用附身或攻击敌人则会失效。"+ "\n\n" + "遁走:从战斗中直接逃走,技能等级高则逃走成功率大。"+ "\n\n" + "附身:召唤影子与主角并肩作战,使主角生命力和攻击力按比例上升。"+ "\n\n" + "回血:恢复主角一定比例的生命力。"+ "\n\n" + "回气:恢复主角一定比例的气力,但要耗费一定量的金钱。"; public SwordCanvas() { setFullScreenMode(true); running=true; w = getWidth(); h= getHeight()-offsetY; } void init() { isGameOver = false; i=0; level=1; experience=0; skillpoint=0; basicPower=7; gold=0; maxlife=71; life=71; energy=40; maxenergy=40; direction=6; addMagic=0; addPower=0; stealB=0; addPdP=0; curweapon=9; totalPower=basicPower+addPower+addPdP*basicPower/100; weapon=new int[]{9,9,9,9,9,9}; skillArray=new int[]{0,0,0,0,0,0,0,0,0,1,0}; spriteNum=new int[]{60,28,153,76,16,2,0}; startX=new int[]{464,144,32,192,32,128,16}; startY=new int[]{448,432,224,320,144,176,112}; dlg=new boolean[]{false,false,false,false,false,false,false}; tn=new int[]{0,0,0,0,0}; W=new int[]{32,32,32,24,24,16,16}; H=new int[]{32,32,32,24,24,18,18}; if(sl==0) { if(dlg[0]) { x=startX[0]; y=startY[0]; message(2); } else { x=384; y=304; } } else { x=startX[sl]; y=startY[sl]; } if(x>=w/2) { if(x<=W[sl]*16-w/2) x0=x-w/2; else x0=W[sl]*16-w; } else x0=0; if(y>=h/2) { if(y<=H[sl]*16-h/2) y0=y-h/2; else y0=H[sl]*16-h; } else y0=0; isTask=false; isTask2=false; hasBoat=false; isDie=false; isWin=false; isWalking=false; isHiding=false; tran=false; isProMenu=false; isAttMenu=false; isFighting=false; isChange=false; isGameMenu=false; isTalking=false; strTip=null; strDlg=null; SPI=new Sprite[8]; timer=new Timer(); rand=new Random(1000); changeMapTask=null; is=getClass().getResourceAsStream("/Screen"+toString(sl)+".dat"); readMap(is); if(spriteNum[sl]!=0) { is=getClass().getResourceAsStream("/sprite"+toString(sl)+".dat"); readSprite(is); } if(sl==0&&!dlg[0]) message(2); weatherTask=new TimerTask(this,-2); timer.schedule(weatherTask,0,400); } void readSprite(InputStream s) { int i,c,temp; i=0; c=0; temp=0; NPC=null; NPC=new Sprite[spriteNum[sl]]; try { while((c=s.read())!=-1) { switch(c) { case ',': NPC[i++]=new Sprite( temp/10000, temp%10000/100, temp%100); temp=0; break; default: temp=10*temp+c-48; break; } } } catch(java.io.IOException ioe) { } is=null; } void readMap(InputStream s) { int x,y,c,temp; x=0; y=0; temp=0; mapArray=null; mapArray=new int[W[sl]*H[sl]]; int i = 0; try { while((c=s.read())!=-1) { switch(c) { case '\n': y++; x=0; temp=0; break; case ',': mapArray[y*W[sl]+x++]=temp; temp=0; break; default: temp=10*temp+c-48; break; } } } catch(java.io.IOException ioe) { } if(sl==3) { x=getRandom(96)+72; if(mapArray[x]/100==1) { mapArray[x]=mapArray[x]%100+9800; { if(mapArray[x+1]/100==1) mapArray[x+1]=mapArray[x+1]%100+1800; if(mapArray[x-1]/100==1) mapArray[x-1]=mapArray[x-1]%100+1900; if(mapArray[x-24]/100==1) mapArray[x-24]=mapArray[x-24]%100+1600; if(mapArray[x+24]/100==1) mapArray[x+24]=mapArray[x+24]%100+1700; } } x=getRandom(96)+264; if(mapArray[x]/100==1) { mapArray[x]=mapArray[x]%100+9800; { if(mapArray[x+1]/100==1) mapArray[x+1]=mapArray[x+1]%100+1800; if(mapArray[x-1]/100==1) mapArray[x-1]=mapArray[x-1]%100+1900; if(mapArray[x-24]/100==1) mapArray[x-24]=mapArray[x-24]%100+1600; if(mapArray[x+24]/100==1) mapArray[x+24]=mapArray[x+24]%100+1700; } } } else if(sl==6) { for(int ii=0;ii<256;ii++) { if(mapArray[ii]/100==1) mapArray[ii]=mapArray[ii]%100+(getRandom(100)<70?(getRandom(3)+16)*100:100); } } is=null; } public void keyRepeated(int keyCode) { int action=getGameAction(keyCode); if(action==Canvas.UP||action==Canvas.DOWN||action==Canvas.LEFT||action==Canvas.RIGHT) keyPressed(keyCode); } public void keyPressed(int keyCode) { int action=getGameAction(keyCode); if (popup!=null&&popup.isActive()) { popup.keyPressed(keyCode, action); repaint(); return; } if(keyCode==35) MenuCanvas.midlet.exit(); curKey=keyCode; if(!isChange) { switch(action) { case GAME_B: if(!isWin&&!isDie&&!isChange&&!isTranMenu&&!isTalking&&!isGameMenu&&moveTask==null) { isProMenu=!isProMenu; offY=0; offX=0; i=0; j=0; repaint(); } break; case UP: if(isGameMenu) { i=i-1>=0?i-1:0; repaint(); } else if(!isProMenu&&!isTranMenu&&!isWin&&!isDie&&!isTalking&&strTip==null&&!isFighting) { if(moveTask==null) { if(direction/3!=2) { direction=6; repaint(); } else setMoveTask(); } } else if(isProMenu) { strPro=null; offY=0; j=0; i=i-1>=0?i-1:3; repaint(); } else if(isTranMenu) { if(dlg[2]) i=i-1>=0?i-1:5; else if(isTask) i=i-1>=0?i-1:4; else i=i-1>=0?i-1:3; repaint(0,0,128,128); } else if(isAttMenu) { i=i-4>=0?i-4:i+8; repaint(); } else if(isTalking&&strTip==null)//对对话菜单的操作 { if(curNPC==6||curNPC==4||curNPC==5) dlgMenuChoose=dlgMenuChoose-1>=0?dlgMenuChoose-1:dlgMenu.length-1; repaint(); } break; case DOWN://下键 if(isGameMenu) { i=i+1<=4?i+1:4; repaint(); } else if(!isProMenu&&!isFighting&&!isTranMenu&&!isWin&&!isDie&&!isTalking&&strTip==null) { if(moveTask==null) { if(direction/3!=1) { direction=3; repaint(); } else setMoveTask(); } } else if(isProMenu) { strPro=null; offY=0; i=i+1<4?i+1:0; j=0; repaint(); } else if(isTranMenu) { if(dlg[2]) i=i+1<6?i+1:0; else if(isTask) i=i+1<5?i+1:0; else i=i+1<4?i+1:0; repaint(); } else if(isAttMenu) { i=i+4<12?i+4:i-8; repaint(); } else if(isTalking&&strTip==null)//对话时候的菜单选项 { if(curNPC==6||curNPC==4||curNPC==5) dlgMenuChoose=dlgMenuChoose+1<=dlgMenu.length-1?dlgMenuChoose+1:0; repaint(); } break; case LEFT://左键 if(isProMenu) { if(i==2) j=j-1>=0?j-1:10; else if(i==1&&j>0) for(int ii=j-1;ii>=0;ii--) { if(weapon[ii]!=9) { offY=0; j=ii; break; } } repaint(); } else if(!isProMenu&&!isFighting&&!isTranMenu&&!isWin&&!isDie&&!isTalking&&strTip==null&&!isGameMenu) { if(moveTask==null) { if(direction/3!=0) { direction=0; repaint(); } else setMoveTask(); } } else if(isAttMenu) { i=i-1>=0?i-1:11; repaint(); } else if(isTalking&&strTip==null) { if(curNPC==6||curNPC==4||curNPC==5) i=i-1>=0?i-1:0; repaint(); } break; case RIGHT://右键 if(isProMenu) { if(i==2) { j=j+1<11?j+1:0; repaint(); } else if(i==1) { for(int ii=j+1;ii<6;ii++) { if(weapon[ii]!=9) { offY=0; j=ii; break; } } repaint(); } } else if(!isProMenu&&!isTranMenu&&!isFighting&&!isWin&&!isDie&&!isTalking&&strTip==null&&!isGameMenu) { if(moveTask==null) { if(direction/3!=3) { direction=9; repaint(); } else setMoveTask(); } } else if(isAttMenu) { i=i+1<=11?i+1:0; repaint(); } else if(isTalking&&strTip==null)//对话时候的菜单选项 { if(curNPC==6||curNPC==4) i=i+1<=1?i+1:0; else if(curNPC==5) { switch(sn) { case 1: i=i+1<=2?i+1:0; break; case 2: i=i+1<=1?i+1:0; break; default: break; } } repaint(); } break; case FIRE: FIRE(); break; default: switch(keyCode) { case KEY_NUM1://1键取消 // if(isAttMenu&&!isProMenu) // { // isAttMenu=false; // attackNumber=4; // repaint(); // } // else if(isProMenu&&i==2) { gold+=(weapon[j]%3+1)*(weapon[j]%3+1)*100; if(curweapon==weapon[j]) curweapon=9; weapon[j]=9; addPower=0; addMagic=0; addPdP=0; totalPower=basicPower; repaint(0,0,240,309); } break; case -6: FIRE(); break; default: break; } break; } } } public void FIRE() { if(isGameOver){ MenuCanvas.loadResource(); SwordMIDlet.show(SwordMIDlet.menuCanvas); MenuCanvas.se.stopSound(mapPlayer); } if(isGameMenu) { if(i==4) { isGameMenu=!isGameMenu; repaint(); } else if(i==3) { SwordStore store=new SwordStore(); store.save(); store=null; isGameMenu=false; screen=null; MenuCanvas.loadResource(); SwordMIDlet.show(SwordMIDlet.menuCanvas); MenuCanvas.se.stopSound(mapPlayer); } else if(i==0) {if(popup == null)popup = new Popup(); showPopup(helpStr.toCharArray(), Popup.ALT_OK, 0, 0, 0); } else if(i==2) { MenuCanvas.isAudioOn=!MenuCanvas.isAudioOn; if(MenuCanvas.isAudioOn) MenuCanvas.se.playSound(mapPlayer); else MenuCanvas.se.pauseSound(mapPlayer); isGameMenu=false; repaint(); } else { SwordStore store=new SwordStore(); store.save(); store=null; isGameMenu=false; repaint(); } } else if(isProMenu) { if(i==2&&skillpoint>0&&skillArray[j]<10) { if(skillArray[j]==0||level>=3*skillArray[j]) { if(j==9||j==10||j==7) { if(skillArray[j]<5) { skillArray[j]++; skillpoint--; } } else { skillArray[j]++; skillpoint--; } } repaint(0,0,160,128); } else if(i==3) { if(weapon[j]!=9) { curweapon=weapon[j]; addMagic=0; addPower=0; addPdP=0; switch(curweapon) { case 0: addPower=5; stealB=10; break; case 1: addPower=10; stealB=25; break; case 2: addPower=15; stealB=45; break; case 3: addMagic=10; break; case 4: addMagic=20; break; case 5: addMagic=30; break; case 6: addPdP=15; break; case 7: addPdP=25; break; case 8: addPdP=35; break; default: break; } totalPower=basicPower+addPower+addPdP*basicPower/100; if(isFighting) SPI[0].basicPower=totalPower; repaint(); } } } else if(isTranMenu) { if(sl!=i) { if(sl!=0) { if(gold>=100) { gold-=100; changeMap(i); } else { strTip="银两不够"; isTranMenu=false; repaint(); } } else changeMap(i); } else { isTranMenu=false; repaint(); } } else if(isAttMenu) { if((i<11&&skillArray[i]>0)||i==11) setAttack(i); } else if(strTip!=null) { strTip=null; strDlg=null; imgDlg=null; repaint(); } else if(isTalking) { if(curNPC<2) { if(sn==dlgM.length-1) { isTalking=false; dlg[curNPC]=true; imgDlg=null; } else { sn++; createDialogImage(dlgM[sn]); } repaint(); } else switch(curNPC) { case 2: if(sn==2) { dlg[curNPC]=true; imgDlg=null; isTalking=false; changeMap(5); } else { sn++; createDialogImage(dlgM[sn]); repaint(); } break; case 3: if(sn==5) { gold+=10000; isTask2=true; sn++; } else if(sn==6||sn==7) { //removeCommand(con); isTalking=false; dlg[curNPC]=true; imgDlg=null; } else { sn++; createDialogImage(dlgM[sn]); } repaint(); break; case 6://船工 if(dlgMenuChoose==0) { if(hasBoat) { strTip="你已经有船了"; isTalking=false; } else if(gold>=600) { gold-=600; hasBoat=true; isTalking=false; strTip="买卖成功"; } else { strTip="银两不够"; isTalking=false; } } else { isTalking=false; imgDlg=null; } repaint(); break; case 5://洪七公 switch(sn) { case 0: if(dlgMenuChoose==0) { sn=1; dlgMenu=new String[2]; dlgMenu[0]="现在配"; dlgMenu[1]="以后再说"; } else if(dlgMenuChoose==1) { dlgMenu=null; isTask=true; sn=2; } else { isTalking=false; imgDlg=null; return; } createDialogImage(dlgM[sn]); repaint(); break; case 2: { isTalking=false; imgDlg=null; //removeCommand(con); } repaint(); break; case 1: if(dlgMenuChoose==0) { if(gold>=10000) { gold-=10000; for(int ii=0;ii<11;ii++) { while(skillArray[ii]>0) { skillArray[ii]--; skillpoint++; } } isTalking=false; imgDlg=null; //removeCommand(con); } else { strTip="银两不够"; isTalking=false; } } else { isTalking=false; imgDlg=null; } repaint(); break; default: break; } break; case 4://竞技官 if(dlgMenuChoose==0) { if(gold>=350) { gold-=350; isTalking=false; imgDlg=null; changeMap(6);//进入竞技场 killCount=0; } else { strTip="银两不够"; isTalking=false; } } else { isTalking=false; imgDlg=null; } repaint(); break; default: break; } } else if(isWin) { if(sl!=6) { isWin=false; updateMan=false; winString=new Vector(0,1); repaint(); } else { isWin=false; if(killCount==10) { gold+=10000; changeMap(3); } else repaint(); } } else if(isDie)//死亡后重生 { isDie=false; isFighting=false; life=maxlife; energy=maxenergy; experience-=(experience-getExperience(level))*20/100; gold=gold*70/100; changeMap(0); } else if(curKey==-6) { isGameMenu=true; repaint(); } } public void keyReleased(int keyCode) { int action = getGameAction(keyCode); if(action==Canvas.UP||action==Canvas.DOWN||action==Canvas.LEFT||action==Canvas.RIGHT) { isWalking=false; } } public void drawGameMenu(Graphics g) { g.setColor(0,0,100); g.fillRoundRect(71,73,86,118,30,30); g.setColor(getRandom(255),getRandom(255),getRandom(255)); g.drawRoundRect(71,73,86,118,30,30); g.setColor(0); g.drawRoundRect(70,72,88,120,30,30); g.setColor(getRandom(255),getRandom(255),getRandom(255)); g.drawRoundRect(69,71,90,122,30,30); String[] text=new String[]{"帮助说明","保存游戏",MenuCanvas.isAudioOn?"关闭音效":"打开音效","回主菜单","继续游戏"}; for(int ii=0;ii<5;ii++) { if(i==ii) MenuCanvas.ge.drawStringShadow(g,0x00ff00,0x00ff00,0,text[ii],113,ii*20+80,g.HCENTER|g.TOP); else MenuCanvas.ge.drawStringShadow(g,0,0,-1,text[ii],113,ii*20+80,g.HCENTER|g.TOP); } } public int getRandom(int n) { int r =rand.nextInt(); if(r<0) r=-r; r=r%n; return r; } public void drawWeather(Graphics g1) { switch(weatherTask.s) { case 0://雨天 int energy=-10; if(isWeather) energy=-10+getRandom(5); g1.setColor(-1); for(int j=0;j<14;j++) for(int i=energy+j;i<270;i+=30) { if(getRandom(100)<80) g1.drawLine(i,j*20,i+6,j*20+6); } break; case 1: g1.setColor(-1); if(isWeather) { for(int i=snow.length-1;i>0;i--) { for(int j=0;j=0) snow[0][j]=snow[0][j]*100+getRandom(120); else snow[0][j]=snow[0][j]*100-getRandom(120); } } /*画雪*/ for(int i=0;i100==300) continue; for(int j=0;j100,i*18+Math.abs(snow[i][j])%100,1+getRandom(2),1+getRandom(2),0,360); } break; case 2: break; } isWeather=false; } public void setMoveTask() { isWalking=true; moveTask=new TimerTask(this,7); timer.schedule(moveTask,0,50); } public void message(int ii) { i=0; dlgM=null; dlgMenu=null; isTalking=true; curNPC=ii-2; switch(ii) { case 2: dlgM=new String[7]; dlgM[0]="尹风:如今奸臣当道,国家有难,匹夫有责.郭大侠苦守襄阳,为夫决意前往助守襄阳"; dlgM[1]="晶晶:官人做得对。"; dlgM[2]="尹风:此去不知何时才能回,娘子要保重身体."; dlgM[3]="晶晶:官人一路上要多加小心"; dlgM[4]="尹风:夫君记住了"; dlgM[5]="晶晶:......(呜咽)"; dlgM[6]="晶晶:大事为重,不用挂念我."; break; case 3: dlgM=new String[1]; dlgM[0]="前方是土匪出没,危害乡民,请不要轻易前往"; break; case 4: dlgM=new String[3]; dlgM[0]="黄药师:你从很远的地方来的,是为了找郭靖吧!"; dlgM[1]="尹风:是,求仙人指点。"; dlgM[2]="黄药师:好,随我来"; break; case 5:// dlgM=new String[9]; dlgM[0]="尹风:郭大侠,不才愿助您驻守襄阳!"; dlgM[1]="郭靖:现在有一件很重要的事需要你的帮忙。"; dlgM[2]="尹风:大侠请说!"; dlgM[3]="郭靖:马上就到冬季,将士们需要100件去寒之物。"; dlgM[4]="尹风:这个好办,我来的路上经过一个荒岛,上面野兽众多,找点皮毛还不容易。"; dlgM[5]="郭靖:这样便好,那就托付与你了,这些银两你带上。"; dlgM[6]="获得银两10000"; dlgM[7]="郭靖:早去早回。"; dlgM[8]="郭靖:太好了,有了这些虎皮,整个冬天都不怕了,过了这个冬天就是复我河山之时!"; break; case 6: dlgM=new String[1]; dlgMenu=new String[2]; dlgM[0]="你希望参加这个勇士的竞技吗?需要收取350两费用,竞技必须是杀死所有野兽才会停止."; dlgMenu[0]="参加"; dlgMenu[1]="离开"; break; case 7://洪七公 dlgM=new String[3]; dlgM[0]="最近老觉得身体不好,本想自己去收集些药引,可是力不从心了,希望你可以帮助我,我将会给你一些报酬"; dlgM[1]="重新配技能点需要10000两,交纳费用后你可以将技能点重新配"; dlgM[2]="在荒岛收集10粒九花玉露丸,5棵通天草,在大智岛收集10棵千年人参,在蓬莱收集5个灵芝"; dlgMenu=new String[3]; dlgMenu[0]="配技能"; dlgMenu[1]="接受任务"; dlgMenu[2]="离开这里"; break; case 8://船工 dlgM=new String[1]; dlgMenu=new String[2]; dlgMenu[0]="购买"; dlgMenu[1]="离开"; dlgM[0]="在这里你找不到比我这更好的船了!船只价格是600两,你赶紧买吧!"; break; } if(!dlg[ii-2]) sn=0; else if(ii<5) sn=dlgM.length-1; else if(ii==5) { if(tn[4]==20) sn=7; else sn=6; } else sn=0; createDialogImage(dlgM[sn]); repaint(); } public void update(Vector string) { if(sl==6) killCount++; if(curEl!=15) { String temp; temp=null; boolean out=false; string.addElement((String)("获得金钱:"+String.valueOf(nn)));//更新金钱 string.addElement((String)("获得经验:"+String.valueOf(sn)));//更新经验值 gold+=nn; while(true) { if(experience+sn>=getExperience(level+1)) { level++; skillpoint++; out=true; energy=20*level+20; maxenergy=energy; maxlife=level*level+10*level+60; life=maxlife; basicPower=5*level+2; totalPower=basicPower+addPdP*basicPower/100+addPower; } else break; } experience+=sn; if(out) string.addElement((String)("人物等级提升到第"+String.valueOf(level)+"级"));//更新等级 for(int iii=0;iii<6;iii++) { if(weapon[iii]==9) { int ii=getRandom(100); switch(curEl) { case 2: if(ii<=2&&ii>=0&&!hasWeapon(0)) { weapon[iii]=0; temp="承影剑"; } else if(ii<=6&&ii>=3&&!hasWeapon(3)) { weapon[iii]=3; temp="干将莫邪剑"; } break; case 3: if(ii<=5&&ii>=0&&!hasWeapon(0)) { weapon[iii]=0; temp="承影剑"; } else if(ii<=10&&ii>=6&&!hasWeapon(3)) { weapon[iii]=3; temp="干将莫邪剑"; } else if(ii<=14&&ii>=11&&!hasWeapon(6)) { weapon[iii]=6; temp="赤霄剑"; } break; case 4: if(ii<=7&&ii>=0&&!hasWeapon(0)) { weapon[iii]=0; temp="承影剑"; } else if(ii<=11&&ii>=8&&!hasWeapon(1)) { weapon[iii]=1; temp="纯钧剑"; } else if(ii<=18&&ii>=12&&!hasWeapon(3)) { weapon[iii]=3; temp="干将莫邪剑"; } else if(ii<=25&&ii>=19&&!hasWeapon(6)) { weapon[iii]=6; temp="赤霄剑"; } break; case 5: if(ii<=5&&ii>=0&&!hasWeapon(1)) { weapon[iii]=1; temp="纯钧剑"; } else if(ii<=15&&ii>=6&&!hasWeapon(3)) { weapon[iii]=3; temp="干将莫邪剑"; } else if(ii<=18&&ii>=16&&!hasWeapon(4)) { weapon[iii]=4; temp="龙渊剑"; } else if(ii<=27&&ii>=19&&!hasWeapon(6)) { weapon[iii]=6; temp="赤霄剑"; } break; case 6: if(ii<=8&&ii>=0&&!hasWeapon(1)) { weapon[iii]=1; temp="纯钧剑"; } else if(ii<=14&&ii>=9&&!hasWeapon(4)) { weapon[iii]=4; temp="龙渊剑"; } else if(ii<=17&&ii>=15&&!hasWeapon(7)) { weapon[iii]=7; temp="湛泸剑"; } break; case 7: if(ii<=10&&ii>=0&&!hasWeapon(1)) { weapon[iii]=1; temp="纯钧剑"; } else if(ii<=18&&ii>=11&&!hasWeapon(4)) { weapon[iii]=4; temp="龙渊剑"; } else if(ii<=23&&ii>=19&&!hasWeapon(7)) { weapon[iii]=7; temp="湛泸剑"; } break; case 8: if(ii<=3&&ii>=0&&!hasWeapon(2)) { weapon[iii]=2; temp="鱼肠剑"; } else if(ii<=13&&ii>=4&&!hasWeapon(4)) { weapon[iii]=4; temp="龙渊剑"; } else if(ii<=19&&ii>=14&&!hasWeapon(7)) { weapon[iii]=7; temp="湛泸剑"; } break; case 9: if(ii<=5&&ii>=0&&!hasWeapon(2)) { weapon[iii]=2; temp="鱼肠剑"; } else if(ii<=8&&ii>=6&&!hasWeapon(5)) { weapon[iii]=5; temp="泰阿剑"; } else if(ii<=15&&ii>=12&&!hasWeapon(8)) { weapon[iii]=8; temp="轩辕剑"; } break; case 10: if(ii<=7&&ii>=0&&!hasWeapon(2)) { weapon[iii]=2; temp="鱼肠剑"; } else if(ii<=13&&ii>=8&&!hasWeapon(5)) { weapon[iii]=5; temp="泰阿剑"; } else if(ii<=19&&ii>=14&&!hasWeapon(8)) { weapon[iii]=8; temp="轩辕剑"; } break; default: break; } break; } } if(temp!=null) { string.addElement((String)("获得武器:"+temp)); } if(isTask&&sl!=6&&temp==null) { temp=null; int ii; ii=getRandom(100); if(ii<30) { switch(curEl) { case 4://豺 if(tn[0]<10) { tn[0]++; temp="九花玉露丸"; } break; case 5://狼 if(tn[1]<5) { tn[1]++; temp="通天草"; } break; case 6://虎 if(tn[4]<20&&isTask2) { tn[4]++; temp="虎皮"; } break; case 9://僵尸将军 if(tn[2]<10) { tn[2]++; temp="千年人参"; } break; case 10://Boss if(tn[3]<5) { tn[3]++; temp="灵芝"; } break; default: break; } } if(temp!=null) { string.addElement((String)("获得任务物品:"+temp)); } } temp=null; if(sl==6&&killCount!=10) { string.addElement((String)("还须进行"+toString(10-killCount)+"场战斗")); } if(sl==6&&killCount==10) { string.addElement((String)("获得银子10000两")); } } else { isGameOver = true; } } public void createDialogImage(String s) { strDlg=s; dlgn=10; imgDlg=null; int dw = dlgn*15; int dh = ((s.length()-1)/dlgn+1)*20+3; if(dlgMenu!=null) dh = ((s.length()-1)/dlgn+1)*20+20; imgDlg=Image.createImage(dw,dh); if(dlgMenu!=null)//显示对话菜单 imgDlg=Image.createImage(dw,dh); g1=imgDlg.getGraphics(); g1.setFont(MenuCanvas.mFont); g1.setColor(0x9B7319); g1.fillRect(0,0,dw,dh); g1.setColor(0xffffff); g1.drawRect(0,0,dw-1,dh-1); g1=null; } public void drawDialog(Graphics g) { g.setColor(0xffffff); g.drawImage(imgDlg,w/2-imgDlg.getWidth()/2,h/2-imgDlg.getHeight()/2,0); for(int i=0;i1000); if(ii<400) return(0); else if(ii<600) return(1); else if(ii<800) return(2); else if(ii<950) return(3); else return(4); //return(0); } /*判断角色移动方向上下一步的标志位*/ int getMapMark() { int r=0; switch(direction/3) { case 1://向下 if(y100; break; case 0://向左 if(x!=0) r=mapArray[(y+31)/16*W[sl]+x/16-1]/100; break; case 3://向右 if(x!=W[sl]*16-16) r=mapArray[(y+31)/16*W[sl]+x/16+1]/100; break; case 2://向上 if(y!=0) r=mapArray[((y+31)/16-1)*W[sl]+x/16]/100; break; } return r; } public static void createImage() { try { screen=null; screenPic=Image.createImage("/screen.png"); imgProBG=Image.createImage("/proBg.png"); imgState=Image.createImage("/state.png"); sword=new Image[9]; for(int i=0;i<9;i++) { sword[i]=Image.createImage("/sword"+String.valueOf(i)+".png"); } switch(sl) { case 0://城郊 screen=new Image[29]; for(int ii=0;ii<13;ii++) { screen[ii+16]=Image.createImage(16,16); g1=screen[ii+16].getGraphics(); g1.drawImage(screenPic,-(ii+16)%10*16,-(ii+16)/10*16,0); g1=null; } break; case 1: screen=new Image[20]; for(int ii=0;ii<4;ii++) { screen[ii+16]=Image.createImage(16,16); g1=screen[ii+16].getGraphics(); g1.drawImage(screenPic,-(ii+29)%10*16,-(ii+29)/10*16,0); g1=null; } break; case 2: screen=new Image[30]; for(int ii=0;ii<14;ii++) { screen[ii+16]=Image.createImage(16,16); g1=screen[ii+16].getGraphics(); g1.drawImage(screenPic,-(ii+33)%10*16,-(ii+33)/10*16,0); g1=null; } break; case 3: screen=new Image[37]; for(int ii=0;ii<21;ii++) { screen[ii+16]=Image.createImage(16,16); g1=screen[ii+16].getGraphics(); g1.drawImage(screenPic,-(ii+47)%10*16,-(ii+47)/10*16,0); g1=null; } break; case 4: screen=new Image[25]; for(int ii=0;ii<9;ii++) { screen[ii+16]=Image.createImage(16,16); g1=screen[ii+16].getGraphics(); g1.drawImage(screenPic,-(ii+68)%10*16,-(ii+68)/10*16,0); g1=null; } break; case 5: screen=new Image[22]; for(int ii=0;ii<6;ii++) { screen[ii+16]=Image.createImage(16,16); g1=screen[ii+16].getGraphics(); g1.drawImage(screenPic,-(ii+77)%10*16,-(ii+77)/10*16,0); g1=null; } break; case 6: screen=new Image[19]; for(int ii=0;ii<3;ii++) { screen[ii+16]=Image.createImage(16,16); g1=screen[ii+16].getGraphics(); g1.drawImage(screenPic,-(ii+83)%10*16,-(ii+83)/10*16,0); g1=null; } break; default: break; } for(int ii=0;ii<16;ii++) { screen[ii]=Image.createImage(16,16); g1=screen[ii].getGraphics(); g1.drawImage(screenPic,-ii%10*16,-ii/10*16,0); g1=null; } screenPic=null; if(imgNPC==null) imgNPC=Image.createImage("/NPCSprite.png"); if(spic==null) { spic=new Image[6]; for(int i=0;i<6;i++) spic[i]=Image.createImage("/"+String.valueOf(i)+".png"); } if(imgHero==null) imgHero=Image.createImage("/player.png"); if(atpic==null) atpic=Image.createImage("/attackSprite.png"); } catch(java.io.IOException ioe) { } } int getExperience(int s) { return(s*(s+1)*(2*s+1)*25/6); } public void changeMap(int l) { isTranMenu=false; sl=l; x=startX[sl]; y=startY[sl]; if(x>=w/2) { if(x<=W[sl]*16-w/2) x0=x-w/2; else x0=W[sl]*16-w; } else x0=0; if(y>=h/2) { if(y<=H[sl]*16-h/2) y0=y-h/2; else y0=H[sl]*16-h; } else y0=0; is=getClass().getResourceAsStream("/Screen"+toString(sl)+".dat"); readMap(is); if(sl!=6) { is=getClass().getResourceAsStream("/sprite"+toString(sl)+".dat"); readSprite(is); } changeMapTask=null; changeMapTask=new TimerTask(this,13); timer.schedule(changeMapTask,0,200); isChange=true; } public void cancelMove() { moveTask.cancel(); moveTask=null; } public void cancelAttackTask() { attackTask.cancel(); while(attackTask.cancel()) { } attackTask=null; } public void move() { if(direction%3==0&&step==0)//||direction%3==0) { if(getMapMark()>1&&getMapMark()<10)//对话NPC出现的Tile { if(getMapMark()==4) { if(tn[0]==10&&tn[1]==5&&tn[2]==10&&tn[3]==5) message(4); } else message(getMapMark()); cancelMove(); direction=direction/3*3; repaint(); } else if(getMapMark()==99)//场景出入口 { if(hasBoat) { isTranMenu=true; i=0; } else strTip="请去找船工买船"; cancelMove(); direction=direction/3*3; repaint(); } else if(getMapMark()==97) { cancelMove(); if(tn[0]==10&&tn[1]==5&&tn[2]==10&&tn[3]==5&&tn[4]==20) setAttack(1,15); else { isTranMenu=true; direction=direction/3*3; repaint(); } } else if(getMapMark()==98) { cancelMove(); int ii=getRandom(2*sl+1)*10; gold+=ii*(2*sl+1); strTip=ii>0?"获得"+toString(ii*(2*sl+1))+"两银子":"一无所获"; switch(direction/3) { case 1: if(y10&&getMapMark()<21) { setAttack(getEnemyNum(),getMapMark()-10); if(!isFighting) { if(direction%3==0&&step==0) { direction+=1; step=1; } if(direction%3==0&&step==1) { direction+=2; step=0; } if(direction%3==1||direction%3==2) direction=direction/3*3; switch(direction) { case 7://向上1 y-=speed; if(y0>0&&y-y0<=h/2) y0-=speed; repaint(); break; case 4://向下1 y+=speed; if(y0<(H[sl]-(h+15)/16)*16&&y-y0>=h/2) y0+=speed; repaint(); break; case 1://向左1 x-=speed; if(x0>0&&x-x0<=w/2) x0-=speed; repaint(); break; case 10://向右1 x+=speed; if(x0<(W[sl]-w/16)*16&&x-x0>=w/2) x0+=speed; repaint(); break; default://静止状态 repaint(); break; } } else { switch(direction/3) { case 0://向左 x-=16; break; case 1://向下 y+=16; break; case 2://向上 y-=16; break; case 3://向右 x+=16; break; } if(x>=w/2) { if(x<=W[sl]*16-w/2) x0=x-w/2; else x0=W[sl]*16-w; } else x0=0; if(y>=64) { if(y<=H[sl]*16-h/2) y0=y-h/2; else y0=H[sl]*16-h; } else y0=0; } cancelMove(); } else if(getMapMark()==1) { if(direction%3==0&&step==0) { direction+=1; step=1; } else if(direction%3==0&&step==1) { direction+=2; step=0; } else if(direction%3==1||direction%3==2) direction=direction/3*3; switch(direction) { case 7://向上1 y-=speed; if(y0>0&&y-y0<=h/2) y0-=speed; repaint(); break; case 4://向下1 y+=speed; if(y0<(H[sl]-(h+15)/16)*16&&y-y0>=h/2) y0+=speed; repaint(); break; case 1://向左1 x-=speed; if(x0>0&&x-x0<=w/2) x0-=speed; repaint(); break; case 10://向右1 x+=speed; if(x0<(W[sl]-w/16)*16&&x-x0>=w/2) x0+=speed; repaint(); break; default://静止状态 repaint(); break; } } else { moveTask.cancel(); moveTask=null; direction=direction/3*3; repaint(); } } else { if(direction%3==0&&step==0) { direction+=1; step=1; } else if(direction%3==0&&step==1) { direction+=2; step=0; } else if(direction%3==1||direction%3==2) direction=direction/3*3; switch(direction) { case 6: if(step==1)//向上2 { y-=speed; if(y0>0&&y-y0<=h/2) y0-=speed; repaint(); } if(step==0)//向上4 { y-=speed; if(y0>0&&y-y0<=h/2) y0-=speed; if(!isWalking) cancelMove(); repaint(); } break; case 7://向上1 y-=speed; if(y0>0&&y-y0<=h/2) y0-=speed; repaint(); break; case 8://向上3 y-=speed; if(y0>0&&y-y0<=h/2) y0-=speed; repaint(); break; case 3: if(step==1) { y+=speed; if(y0<(H[sl]-(h+15)/16)*16&&y-y0>=h/2) y0+=speed; repaint(); } if(step==0) { y+=speed; if(y0<(H[sl]-(h+15)/16)*16&&y-y0>=h/2) y0+=speed; repaint(); if(!isWalking) cancelMove(); } break; case 4://向下1 y+=speed; if(y0<(H[sl]-(h+15)/16)*16&&y-y0>=h/2) y0+=speed; repaint(); break; case 5://向下2 y+=speed; if(y0<(H[sl]-(h+15)/16)*16&&y-y0>=h/2) y0+=speed; repaint(); break; case 0: if(step==1) { x-=speed; if(x0>0&&x-x0<=w/2) x0-=speed; repaint(); } if(step==0) { x-=speed; if(x0>0&&x-x0<=w/2) x0-=speed; repaint(); if(!isWalking) cancelMove(); } break; case 1://向左1 x-=speed; if(x0>0&&x-x0<=w/2) x0-=speed; repaint(); break; case 2://向左2 x-=speed; if(x0>0&&x-x0<=w/2) x0-=speed; repaint(); break; case 9: if(step==1) { x+=speed; if(x0<(W[sl]-w/16)*16&&x-x0>=w/2) x0+=speed; repaint(); } if(step==0) { x+=speed; if(x0<(W[sl]-w/16)*16&&x-x0>=w/2) x0+=speed; repaint(); if(!isWalking) cancelMove(); } break; case 10://向右1 x+=speed; if(x0<(W[sl]-w/16)*16&&x-x0>=w/2) x0+=speed; repaint(); break; case 11://向右2 x+=speed; if(x0<(W[sl]-w/16)*16&&x-x0>=w/2) x0+=speed; repaint(); break; default://静止状态 repaint(); break; } } } public void setAttack(int k) { attackTask=null; switch(k) { case 0: if(energy>=10*skillArray[0]) { attackTask=new TimerTask(this,4); energy-=10*skillArray[0]; isAttMenu=false; if(isHiding) { isHiding=!isHiding; SPI[0].p=130; } } break; case 1: if(energy>=10*skillArray[1]) { attackTask=new TimerTask(this,5); energy-=10*skillArray[1]; isAttMenu=false; if(isHiding) { isHiding=!isHiding; SPI[0].p=130; } } break; case 2: if(energy>=20*skillArray[2]&&life>=4*skillArray[2]*maxlife/100) { attackTask=new TimerTask(this,6); energy-=20*skillArray[2]; life-=4*skillArray[2]*maxlife/100; SPI[0].life=life; isAttMenu=false; if(isHiding) { isHiding=!isHiding; SPI[0].p=130; } } break; case 3: if(energy>=(20*skillArray[3])) { SPI[1]=new Sprite(8*skillArray[3]*skillArray[3]+40,4*skillArray[3]*skillArray[3]+10); SPI[1].p=120; SPI[1].x=36; SPI[1].y=112+32+40; energy-=20*skillArray[3]; isAttMenu=false; attackNumber=4; repaint(); } break; case 4://召熊 if(energy>=(30*skillArray[4])) { SPI[2]=new Sprite(20*skillArray[4]*skillArray[4]+60,skillArray[4]*skillArray[4]+7); SPI[2].p=100; SPI[2].x=36; SPI[2].y=64+32+40; energy-=30*skillArray[4]; isAttMenu=false; attackNumber=4; repaint(); } break; case 5: if(energy>=30*skillArray[5]) { SPI[3]=new Sprite(10*skillArray[5]*skillArray[5]+40,0); SPI[3].p=110; SPI[3].x=36; SPI[3].y=32+32+40; energy-=30*skillArray[5]; isAttMenu=false; attackNumber=4; repaint(); } break; case 6: if(energy>=5*skillArray[6]) { SPI[0].p=140; if(tran) { tran=!tran; maxlife=level*level+10*level+60; life=life-life*10*skillArray[8]/(100+10*skillArray[8])>maxlife?maxlife:(life-life*10*skillArray[8]/(100+10*skillArray[8])); SPI[0].life=life; basicPower=5*level+2; totalPower=basicPower+addPower+addPdP*basicPower/100; SPI[0].basicPower=totalPower; } isHiding=true; energy-=5*skillArray[6]; count=0; isAttMenu=false; attackNumber=4; repaint(); } break; case 7://遁走 if(energy>=10*skillArray[7]*skillArray[7]) { energy-=10*skillArray[7]*skillArray[7]; if(getRandom(100)<20*skillArray[7]) { isFighting=false; repaint(); attackControlTask.cancel(); attackControlTask=null; for(int ii=0;ii<8;ii++) SPI[ii]=null; if(tran) { tran=!tran; maxlife=20*level+60; life=life-life*10*skillArray[8]/(100+10*skillArray[8])>maxlife?maxlife:(life-life*10*skillArray[8]/(100+10*skillArray[8])); basicPower=3*level+2; totalPower=basicPower+basicPower*addPdP/100+addPower; } repaint(); } else { isAttMenu=false; attackNumber=4; repaint(); } } break; case 8://附身 if(energy>=30+3*skillArray[8]*skillArray[8]&&!tran) { energy-=30+3*skillArray[8]*skillArray[8]; tran=true; if(isHiding) isHiding=!isHiding; SPI[0].p=150; maxlife+=maxlife*10*skillArray[8]/100; life+=life*10*skillArray[8]/100; SPI[0].life=life; basicPower+=basicPower*20*skillArray[8]/100; totalPower=basicPower+addPdP*basicPower/100+addPower; SPI[0].basicPower=totalPower; count=0; isAttMenu=false; attackNumber=4; repaint(); } break; case 9: if(energy>=3*skillArray[9]*skillArray[9]) { energy-=3*skillArray[9]*skillArray[9]; attackTask=new TimerTask(this,10); isAttMenu=false; } break; case 10: if(gold>=20*skillArray[10]*maxenergy/100) { gold-=20*skillArray[10]*maxenergy/100; attackTask=new TimerTask(this,11); isAttMenu=false; } break; case 11: attackTask=new TimerTask(this,0); if(isHiding) isHiding=!isHiding; isAttMenu=false; attackNumber=0; break; case 12: attackTask=new TimerTask(this,9); attackTask.j=attackNumber; break; case 22: attackTask=new TimerTask(this,2); break; case 21: attackTask=new TimerTask(this,1); break; } if(attackTask!=null) { if(attackTask.type==4) timer.schedule(attackTask,0,200); else timer.schedule(attackTask,0,250); } } /*判断怪物掉出的宝是否角色已经拥有*/ boolean hasWeapon(int s) { boolean temp=false; for(int ii=0;ii<6;ii++) { if(weapon[ii]==s) { temp=true; break; } } return(temp); } public void setAttack(int n,int lvl) { if(n!=0) { try { imgAttackBG=Image.createImage("/attackBg"+String.valueOf(getRandom(9))+".png"); } catch(Exception e) { } if(MenuCanvas.isAudioOn) { MenuCanvas.se.closeSound(mapPlayer); attPlayer=MenuCanvas.se.createPlayer("/attack.mid",1000); MenuCanvas.se.playSound(attPlayer); } for(int i=0;i100); repaint(); } } String toString(int s) { return(String.valueOf(s)); } public void drawScrollPro(Graphics g) { g.setClip(88,208,140,85); int page=1+(strPro.length()-1)/10; for(int iii=0;iii(strPro.length()-1)/8*18) offY=0; g.setClip(0,0,240,309); } public void drawTranMenu(Graphics g) { g.setColor(0,0,100); g.fillRoundRect(71,73,86,120,30,30); g.setColor(getRandom(255),getRandom(255),getRandom(255)); g.drawRoundRect(71,73,86,120,30,30); g.setColor(0); g.drawRoundRect(70,72,88,122,30,30); g.setColor(getRandom(255),getRandom(255),getRandom(255)); g.drawRoundRect(69,71,90,124,30,30); MenuCanvas.ge.drawStringShadow(g,0xff0000,0x00ff00,0x00ff00,"当前所在地:"+mapName[sl],116,48,g.HCENTER|g.TOP); MenuCanvas.ge.drawStringShadow(g,0,0x0000ff,0x00ff00,"请选择你要前往的地方",116,211,g.HCENTER|g.TOP); for(int k=0;k<6;k++) { if(!isTask&&k==4) continue; if(!dlg[2]&&k==5) continue; if(k==i) MenuCanvas.ge.drawStringShadow(g,0,0x0000ff,0x00ff00,mapName[k],113,k*20+90,g.HCENTER|g.TOP); else MenuCanvas.ge.drawStringShadow(g,0x00ff00,0,-1,mapName[k],113,k*20+90,g.HCENTER|g.TOP); } } public void drawProMenu(Graphics g) { g.drawImage(imgProBG,0,0,0); switch(i) { case 0://状态显示 MenuCanvas.ge.drawStringShadow(g,0x0000ff,0x0000ff,0x00ff00,"血:"+toString(life)+"/"+toString(maxlife),100,20,0); MenuCanvas.ge.drawStringShadow(g,0x0000ff,0x0000ff,0x00ff00,"气:"+toString(energy)+"/"+toString(maxenergy),100,38,0); MenuCanvas.ge.drawStringShadow(g,0x0000ff,0x0000ff,0x00ff00,"经验:"+toString(experience)+" / "+toString(getExperience(level+1)),100,56,0); MenuCanvas.ge.drawStringShadow(g,0x0000ff,0x0000ff,0x00ff00,"银两:"+toString(gold),100,74,0); MenuCanvas.ge.drawStringShadow(g,0x0000ff,0x0000ff,0x00ff00,"攻击力:"+toString(basicPower)+"+"+toString(addPower+basicPower*addPdP/100),100,92,0); MenuCanvas.ge.drawStringShadow(g,0x0000ff,0x0000ff,0x00ff00,"等级:"+toString(level),100,110,0); MenuCanvas.ge.drawStringShadow(g,0xffff00,0xffff00,0xff0000,"你可以在这里查看",100,214,0); MenuCanvas.ge.drawStringShadow(g,0xffff00,0xffff00,0xff0000,"尹风的各项属性",100,230,0); break; case 1: String temp=new String(); switch(weapon[j]) { case 0: temp="承影剑"; break; case 1: temp="纯钧剑"; break; case 2: temp="鱼肠剑"; break; case 3: temp="干将莫邪剑"; break; case 4: temp="龙渊剑"; break; case 5: temp="泰阿剑"; break; case 6: temp="赤霄剑"; break; case 7: temp="湛泸剑"; break; case 8: temp="轩辕剑"; break; } if(weapon[j]!=9) { if(curweapon!=weapon[j]) MenuCanvas.ge.drawStringShadow(g,0xff0000,0xff0000,-1,temp,139,16,0); else MenuCanvas.ge.drawStringShadow(g,0x00ff00,0x00ff00,-1,temp,139,16,0); g.setColor(97,66,31); g.fillRect(100,36,112,112); g.setColor(0); g.drawRect(100,36,112,112); g.setColor(-1); g.drawRect(99,35,114,114); g.setColor(0); g.drawRect(98,34,116,116); MenuCanvas.ge.drawClipImage(g,MenuCanvas.imgArrow,105-offX,90,5,10,0,0); MenuCanvas.ge.drawClipImage(g,MenuCanvas.imgArrow,200+offX,90,5,10,5,0); offX+=2; if(offX==4) offX=0; g.drawImage(sword[weapon[j]],110,40,0); } MenuCanvas.ge.drawStringShadow(g,0,0,-1,"绿色为当前装备",94,150,0); MenuCanvas.ge.drawStringShadow(g,-1,-1,0,"可以按"1"卖掉",94,168,0); if(weapon[j]!=9) { g.setColor(255,255,255); switch(weapon[j]) { case 0: strPro="有影无形的长剑,双手合握之中是一截剑柄,只有剑柄不见长剑剑身,见于《列子-汤问》。物理攻击力加5,吸血10%"; break; case 1: strPro="铸剑之时,雷公打铁,雨娘淋水,蛟龙捧炉,天帝装炭。千年赤堇山山破而出锡,万载若耶江江水干涸而出铜。铸剑大师欧冶子承天之命呕心沥血与众神铸磨十载此剑方成。剑成之后,众神归天,赤堇山闭合如初,若耶江波涛再起,欧冶子也力尽神竭而亡,见于《越绝书》。。物理攻击力加10,吸血25%"; break; case 2: strPro="夫专诸之刺王僚,飞鹰击殿,见于司马迁《史记-刺客列传》。物理攻击力加15,吸血45%"; break; case 3: strPro="传干将、莫邪是两把剑,但是没有人能开它们。干将、莫邪是两个人,同样,也没有人能将他(她)们开。干将、莫邪是干将、莫邪铸的两把剑。干将是雄剑,莫邪是雌剑。干将是丈夫,莫邪是妻子。技能攻击力加10%"; break; case 4: strPro="欧冶子和干将为铸此剑,凿开茨山,放出山中溪水,引至铸剑炉旁成北斗七星环列的七个池中,是名“七星”。渔丈人自刎于伍子胥示高洁,事见于《吴越春秋》。技能攻击力加20%"; break; case 5: strPro="欧冶子和干将两大剑师联手所铸。晋攻楚三载,楚王此剑退敌,见于《越绝书》。技能攻击力加30%"; break; case 6: strPro="刘邦斩蛇起义之物。饰有七彩珠、九华玉的寒光逼人、刃如霜雪的宝剑,剑身上清晰镌刻着两个篆字:赤霄。基础攻击力加15%"; break; case 7: strPro="湛泸是一把剑,更是一只眼睛。湛泸:湛湛然而黑色也。五金之英,太阳之精,出之有神,服之有威。一把无坚不摧而又不带丝毫杀气的兵器。基础攻击力加25%"; break; case 8: strPro="众神采首山之铜为黄帝所铸,后传与夏禹。剑身一面刻日月星辰,一面刻山川草木。剑柄一面书农耕畜养之术,一面书四海一统之策。基础攻击力加35%"; break; } drawScrollPro(g); } temp=null; break; case 2://技能显示 if(strPro==null) strPro="你可以在这里升级尹风的技能,尹风的技能召唤系,元素系,特质系和辅助系共四大系十一种,每种技能的效果以及需要的气值都会随着技能等级的提高而提高,同时升级的时候要注意,每种技能在升级后都必须隔3个人物等级才能继续升级"; if(j<4) { MenuCanvas.ge.drawStringShadow(g,0x0000ff,0x0000ff,0x00ff00,"落日:"+(skillArray[0]>0?"等级"+toString(skillArray[0]):"未修炼"),100,20,0); MenuCanvas.ge.drawStringShadow(g,0x0000ff,0x0000ff,0x00ff00,"乱电:"+(skillArray[1]>0?"等级"+toString(skillArray[1]):"未修炼"),100,45,0); MenuCanvas.ge.drawStringShadow(g,0x0000ff,0x0000ff,0x00ff00,"残风:"+(skillArray[2]>0?"等级"+toString(skillArray[2]):"未修炼"),100,70,0); MenuCanvas.ge.drawStringShadow(g,0x0000ff,0x0000ff,0x00ff00,"召狼:"+(skillArray[3]>0?"等级"+toString(skillArray[3]):"未修炼"),100,95,0); } else if(j<8) { MenuCanvas.ge.drawStringShadow(g,0x0000ff,0x0000ff,0x00ff00,"召熊:"+(skillArray[4]>0?"等级"+toString(skillArray[4]):"未修炼"),100,20,0); MenuCanvas.ge.drawStringShadow(g,0x0000ff,0x0000ff,0x00ff00,"召龙:"+(skillArray[5]>0?"等级"+toString(skillArray[5]):"未修炼"),100,45,0); MenuCanvas.ge.drawStringShadow(g,0x0000ff,0x0000ff,0x00ff00,"隐身:"+(skillArray[6]>0?"等级"+toString(skillArray[6]):"未修炼"),100,70,0); MenuCanvas.ge.drawStringShadow(g,0x0000ff,0x0000ff,0x00ff00,"遁走:"+(skillArray[7]>0?"等级"+toString(skillArray[7]):"未修炼"),100,95,0); } else { MenuCanvas.ge.drawStringShadow(g,0x0000ff,0x0000ff,0x00ff00,"附身:"+(skillArray[8]>0?"等级"+toString(skillArray[8]):"未修炼"),100,20,0); MenuCanvas.ge.drawStringShadow(g,0x0000ff,0x0000ff,0x00ff00,"治疗:"+(skillArray[9]>0?"等级"+toString(skillArray[9]):"未修炼"),100,45,0); MenuCanvas.ge.drawStringShadow(g,0x0000ff,0x0000ff,0x00ff00,"回气:"+(skillArray[10]>0?"等级"+toString(skillArray[10]):"未修炼"),100,70,0); } MenuCanvas.ge.drawStringShadow(g,0,0,-1,"剩余技能点:"+toString(skillpoint),100,120,0); g.setColor(0); g.drawRect(98,20+j%4*25,80,20); g.setColor(-1); g.drawRect(97,19+j%4*25,82,22); g.setColor(0); g.drawRect(96,18+j%4*25,84,24); drawScrollPro(g); break; case 3://任务显示 if(strPro==null) strPro="这里显示的是尹风需要完成的任务,当任务还没有接到时不会在这里显示,接到任务后会显示其完成情况。"; if(isTask) { MenuCanvas.ge.drawStringShadow(g,0x0000ff,0x0000ff,0x00ff00,"收集物品",100,13,0); MenuCanvas.ge.drawStringShadow(g,0x0000ff,0x0000ff,0x00ff00,"九花玉露丸:"+(tn[0]==10?"完成":toString(tn[0])),100,31,0); MenuCanvas.ge.drawStringShadow(g,0x0000ff,0x0000ff,0x00ff00,"通天草:"+(tn[1]==5?"完成":toString(tn[1])),100,49,0); MenuCanvas.ge.drawStringShadow(g,0x0000ff,0x0000ff,0x00ff00,"千年人参:"+(tn[2]==10?"完成":toString(tn[2])),100,67,0); MenuCanvas.ge.drawStringShadow(g,0x0000ff,0x0000ff,0x00ff00,"灵芝:"+(tn[3]==5?"完成":toString(tn[3])),100,85,0); if(isTask2) MenuCanvas.ge.drawStringShadow(g,0x0000ff,0x0000ff,0x00ff00,"虎皮: "+(tn[4]==20?"完成":toString(tn[4])),100,103,0); } drawScrollPro(g); break; } g.setColor(getRandom(255),getRandom(255),getRandom(255)); g.drawRect(14,49+i*58,44,26); g.setColor(getRandom(255),getRandom(255),getRandom(255)); g.drawRect(13,48+i*58,46,28); } public void drawGameOver(Graphics g) { try{ Image img = Image.createImage("/loadBg.png"); g.drawImage(img,0,0,g.TOP|g.LEFT); img = null; }catch(IOException e){} String strOver = "襄樊之战是元朝统治者消灭"+ "南宋统一中国的一次重要战役,是中国历史上宋"+ "元封建王朝更迭的关键一战在尹风的帮助下,郭"+ "大侠从南宋淳三年固守襄阳历时六年,"+ ",到咸淳九年,最后终因孤城无援,"+ "以南宋襄樊失陷而告结束。尹风和晶晶姑娘"+ "退守江南,协助郭靖和丐帮继续抗蒙大业。"+ "敬请等待后续故事。"; int page=1+(strOver.length()-1)/15; for(int iii=0;iii0)||i==11) MenuCanvas.ge.drawStringShadow(g,0x0000ff,0x0000ff,-1,attackMenu[iii],30-i*40+iii*40,21,0); } g.setClip(0,0,240,309); MenuCanvas.ge.drawClipImage(g,MenuCanvas.imgArrow,12-offX,25,5,10,0,0); MenuCanvas.ge.drawClipImage(g,MenuCanvas.imgArrow,224+offX,25,5,10,5,0); offX+=3; if(offX==9) offX=0; } public void drawWin(Graphics g,Vector string) { int h=(string.size()+1)*30; g.setColor(0,0,100); g.fillRoundRect(48,90,156,h,30,30); g.setColor(getRandom(255),getRandom(255),getRandom(255)); g.drawRoundRect(48,90,156,h,30,30); g.setColor(0); g.drawRoundRect(47,89,158,h+2,30,30); g.setColor(getRandom(255),getRandom(255),getRandom(255)); g.drawRoundRect(46,88,160,h+2,30,30); g.setColor(0xffff00); MenuCanvas.ge.drawStringShadow(g,0,0,-1,"战斗胜利",126,96,g.HCENTER|g.TOP); g.setColor(-1); for(int ii=0;ii3) { if(SPI[i].level<4||SPI[i].level>6) { if(SPI[i].level!=15) { g.setClip(SPI[i].x,SPI[i].y,16,32); g.drawImage(atpic,SPI[i].x-SPI[i].p%10*16,SPI[i].y-SPI[i].p/10*32,0); } else { g.setClip(SPI[i].x,SPI[i].y,32,32); g.drawImage(atpic,SPI[i].x,SPI[i].y-SPI[i].p/10*32-SPI[i].p%10*32,0); } } else { g.setClip(SPI[i].x,SPI[i].y,32,16); g.drawImage(atpic,SPI[i].x,SPI[i].y-SPI[i].p/10*32-SPI[i].p%10*16,0); } } else if(i==1) { g.setClip(SPI[1].x,SPI[1].y,32,16); g.drawImage(atpic,SPI[1].x,SPI[1].y-SPI[1].p/10*32-SPI[1].p%10*16,0); } else { g.setClip(SPI[i].x,SPI[i].y,16,32); g.drawImage(atpic,SPI[i].x-SPI[i].p%10*16,SPI[i].y-SPI[i].p/10*32,0); } g.setClip(0,0,240,309); g.setColor(0,0,0); if(i<4&&i!=0) g.drawRect(26,(3-i)*32+15+64+64,5,16); else if(i>=4&&i!=0) g.drawRect(190,(i-4)*32+15+64+108,5,16); g.setColor(255,0,0); if(i>=4) g.fillRect(191,(i-3)*32-16*SPI[i].life/(SPI[i].level*SPI[i].level*15+10)+64+108,4,16*SPI[i].life/(SPI[i].level*SPI[i].level*15+10)-1); else switch(i) { case 1://狼 g.fillRect(27,96-16*SPI[1].life/(8*skillArray[3]*skillArray[3]+40)+64+64,4,16*SPI[1].life/(8*skillArray[3]*skillArray[3]+40)-1); break; case 2://熊 g.fillRect(27,64-16*SPI[2].life/(20*skillArray[4]*skillArray[4]+60)+64+64,4,16*SPI[2].life/(20*skillArray[4]*skillArray[4]+60)-1); break; case 3://龙 g.fillRect(27,32-16*SPI[3].life/(10*skillArray[5]*skillArray[5]+40)+64+64,4,16*SPI[3].life/(10*skillArray[5]*skillArray[5]+40)-1); break; } } } if(spic0!=null) g.drawImage(spic0,sx,sy,0); if(attackTask!=null) { if(attackTask.type==5)//乱电效果 { switch(attackTask.s) { case 2: for(int ii=0;ii<5;ii++) { g.drawImage(spic[1],getRandom(60)+160,0,0); g.drawImage(spic[1],getRandom(60)+160,32,0); } break; case 3: for(int ii=0;ii<5;ii++) { g.drawImage(spic[1],getRandom(60)+160,0,0); g.drawImage(spic[1],getRandom(60)+160,32,0); g.drawImage(spic[1],getRandom(60)+160,64,0); g.drawImage(spic[1],getRandom(60)+160,96,0); } break; case 4: for(int ii=0;ii<5;ii++) { g.drawImage(spic[1],getRandom(60)+160,0,0); g.drawImage(spic[1],getRandom(60)+160,32,0); g.drawImage(spic[1],getRandom(60)+160,64,0); g.drawImage(spic[1],getRandom(60)+160,96,0); g.drawImage(spic[1],getRandom(60)+160,128,0); g.drawImage(spic[1],getRandom(60)+160,160,0); } break; case 5: for(int ii=0;ii<5;ii++) { g.drawImage(spic[1],getRandom(60)+160,0,0); g.drawImage(spic[1],getRandom(60)+160,32,0); g.drawImage(spic[1],getRandom(60)+160,64,0); g.drawImage(spic[1],getRandom(60)+160,96,0); g.drawImage(spic[1],getRandom(60)+160,128,0); g.drawImage(spic[1],getRandom(60)+160,160,0); g.drawImage(spic[1],getRandom(60)+160,192,0); } for(int i=0;i<4;i++) { if(SPI[i+4]!=null) { if(SPI[i+4].level!=15) SPI[i+4].life-=(2*skillArray[1]*skillArray[1]+10)*(100+addMagic)/100; } } break; case 6: for(int i=0;i<4;i++) { if(SPI[i+4]!=null) { if(SPI[i+4].life<=0) { sn+=100*SPI[i+4].level*SPI[i+4].level/level; nn+=4*SPI[i+4].level*SPI[i+4].level; SPI[i+4]=null; } } } break; case 7: attackNumber=4; cancelAttackTask(); repaint(); break; default: break; } } else if(attackTask.type==6)//残风效果 { switch(attackTask.s) { case 2: for(int ii=0;ii<6;ii++) { g.drawImage(spic[2],50,getRandom(128),0); g.drawImage(spic[2],82,getRandom(128),0); } break; case 3: for(int ii=0;ii<6;ii++) { g.drawImage(spic[2],50,getRandom(128),0); g.drawImage(spic[2],82,getRandom(128),0); g.drawImage(spic[2],114,g

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