import javax.microedition.lcdui.game.Sprite;包不能用是什么原因?

qq253289071 2007-11-28 07:10:11
我装了JDK1.5,WTK2.5.2,eclipse-SDK-3.3.1,EclipseME1.5.zip在eclipse环境中import javax.microedition.lcdui.game.Sprite;包不能用;请问是什么原因?
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Linguoyu 2010-07-16
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eclipse me 1.7.9 运行成功
qq253289071 2007-12-01
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谢谢各位帮忙解决啊!!!!
wpflyshinerocks 2007-11-29
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你把你控制台的信息粘贴上来。
不存在不可import game.sprite 或者只能import game.*不能import game。sprite的问题。
你的问题应该出在eclipse me1.5 上。
它可能没有包含midp 2.0。 game这个包是2.0新加入的。
lgtwboy 2007-11-29
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把它作为一个类放在项目里,不用导入
基于J2ME的手机游戏开发--桃花源记 import java.util.Vector; import javax.microedition.lcdui.Graphics; import javax.microedition.lcdui.Image; import javax.microedition.lcdui.game.GameCanvas; import javax.microedition.lcdui.game.LayerManager; import javax.microedition.lcdui.game.Sprite; public class ThyjGameCanvas extends GameCanvas implements Runnable{ private Graphics ga; LayerManager lm; MyMap myMap; private int viewWindowX; private int width,height;//记录可视范围的宽度、高度 private boolean view=true,view1=false,view1_1=true; private MySprite ms; //ms表示10个NPC private Sprite s;//s表示精灵(英雄) private Image img_hero; private int px=8,py=70; private int dir=1;// 0表示向左,1表示向右,2表示向下,3表示向上,-1表示不动 private int attack_dir=-1;// 0表示向左攻击,1表示向右攻击,2表示向下攻击,3表示向上攻击,-1表示不动 /***********以下是分场景1加入******************/ private Vector guaiwu; private Image img_Enemy; ThyjGameCanvas (){ super(true); img_hero=getImage.imglong("renwu7"); width=this.getWidth(); height=this.getHeight(); ga=this.getGraphics(); myMap=new MyMap(); myMap.init_fenchangjing(); //填充背景、碰撞层 ms=new MySprite(img_hero); s=new Sprite(img_hero,56,56); s.setFrameSequence(ms.moveLeft); s.defineReferencePixel(s.getWidth()/2, 0); s.setTransform(Sprite.TRANS_MIRROR); s.defineCollisionRectangle(0, 40, 48, 8); s.setPosition(53*16, 4*16-10); lm=new LayerManager(); init(); /***********以下是分场景1加入******************/ viewWindowX=53*16; guaiwu=new Vector(); img_Enemy=getImage.imglong("guaiwu12"); init1(); new Thread(this).start(); } public void init(){ //追加相应的图层到图层管理器里 lm.append(s); lm.append(myMap.tl_pz1); lm.append(myMap.tl_bj1);//把背景层加到图层管理器里 }
import java.io.IOException; import javax.microedition.lcdui.Graphics; import javax.microedition.lcdui.Image; import javax.microedition.lcdui.game.GameCanvas; import javax.microedition.lcdui.game.LayerManager; import javax.microedition.lcdui.game.Sprite; import javax.microedition.lcdui.game.TiledLayer; public class WalkGameCanvas_18 extends GameCanvas implements Runnable{ private Graphics g; private Image i1,i2; private Sprite splayer; private LayerManager lm; private int [][]map; private int []right=new int[]{3,4,5}; private int []left=new int[]{9,10,11}; private int []up=new int[]{0,1,2}; private int []down=new int[]{6,7,8}; private TiledLayer t; private int viewX,y,x,viewY; private int keyState; private boolean rightFlag; private boolean leftFlag; private boolean upFlag; private boolean downFlag; WalkGameCanvas_18(){ super(true); g=this.getGraphics(); try{ i1=Image.createImage("/item01.png"); i2=Image.createImage("/walk.png"); }catch(IOException e){ e.printStackTrace(); } t=new TiledLayer(20,18,i1,16,16); map=new int[][]{ { 11, 12, 11, 12, 11, 12, 11, 12, 11, 12, 11, 12, 11, 12, 11, 12, 11, 12, 11, 12 }, { 16, 22, 16, 17, 1, 2, 16, 17, 16, 17, 16, 17, 16, 17, 16, 17, 16, 22, 16, 17 }, { 11, 12, 11, 12, 6, 7, 11, 12, 11, 12, 3, 4, 5, 12, 11, 12, 11, 12, 11, 12 }, { 16, 22, 16, 17, 16, 17, 16, 17, 16, 17, 8, 9, 10, 17, 16, 17, 16, 22, 16, 17 }, { 11, 12, 11, 12, 11, 12, 11, 12, 11, 12, 11, 12, 11, 12, 11, 12, 11, 12, 11, 12 }, { 16, 22, 16, 17, 16, 17, 16, 17, 16, 17, 16, 17, 16, 17, 16, 17, 16, 22, 16, 17 }, { 11, 12, 11, 12, 11, 12, 11, 12, 11, 12, 11, 12, 11, 12, 11, 12, 11, 12, 11, 12 }, { 16, 22, 16, 17, 16, 17, 16, 17, 16, 17, 13, 14, 15, 17, 16, 17, 16, 22, 16, 17 }, { 11, 12, 11, 12, 11, 12, 11, 12, 11, 12, 18, 19, 20, 12, 11, 12, 11, 12, 11, 12 }, { 16, 22, 16, 17, 21, 21, 21, 22, 22, 21, 21, 17, 24, 25, 16, 17, 16, 22, 16, 17 }, { 11, 12, 11, 12, 21, 21, 23, 21, 21, 21, 21, 12, 11, 12, 11, 12, 11, 12, 11, 12 }, { 16, 22, 16, 17, 26, 27, 28, 29, 30, 17, 16, 17, 16, 17, 16, 17, 16, 22, 16, 17 }, { 11, 12, 11, 12, 11, 12, 11, 12, 11, 12, 11, 12, 11, 12, 11, 12, 11, 12, 11, 12 }, { 16, 22, 16, 17, 16, 17, 16, 17, 16, 17, 33, 34, 16, 17, 16, 17, 16, 22, 16, 17 }, { 11, 12, 11, 12, 11, 12, 11, 12, 11, 12, 35, 36, 11, 12, 11, 12, 11, 12, 11, 12 }, { 16, 22, 16, 17, 16, 17, 16, 17, 16, 17, 16, 17, 16, 17, 16, 17, 16, 22, 16, 17 }, { 11, 12, 11, 12, 11, 12, 11, 12, 11, 12, 11, 12, 11, 12, 11, 12, 11, 12, 11, 12 }, { 16, 22, 16, 17, 16, 17, 16, 31, 32, 17, 16, 17, 16, 17, 16, 17, 16, 22, 16, 17 } }; for(int i=0;i<18;i++) for(int j=0;j<20;j++) t.setCell(j, i, map[i][j]); splayer=new Sprite(i2,i2.getWidth()/12,i2.getHeight()); lm=new LayerManager(); lm.append(splayer); lm.append(t); new Thread(this).start(); }
小剑士import java.io.ByteArrayOutputStream; import java.io.DataOutputStream; import java.io.IOException; import java.util.Random; import javax.microedition.lcdui.*; import javax.microedition.rms.RecordStore; public class HeroSprite extends ASprite{ public final int LISTENER_LEFT=4; public final int LISTENER_RIGHT=32; public final int LISTENER_UP=2; public final int LISTENER_DOWN=64; public final int LISTENER_FIRE=256; public int dir,hp,maxhp,lv,exp,nextexp,prevexp,itemlv,gold,at,df,mapdir=0; public String MyItem; public boolean isAlive,isAttach,isStop,isBattle,iisBattle,iiisBattle,isStopb,isPause=false;//是否生存以及是否攻击两个判定量 //Sprite HSprite=new Sprite(HeroImage,60,61); public int x,y,luX,luY,ruX,ruY,ldX,ldY,rdX,rdY,stopTime=5,time=0; public Random random=new Random(); public int numEmpty=0; //代表各个方向的常量 public final int DIR_LEFT=2; public final int DIR_DOWN=1; public final int DIR_RIGHT=4; public final int DIR_UP=3; public final int DIR_LU=5; public final int DIR_RU=6; public final int DIR_LD=7; public final int DIR_RD=8; public String DataName; public char itemcode[]={'0','0','0','0','0','0','0','0','0','0','0','0','0'}; //各个方向的图象序列数组 private int up_seq[]={1,2,3,4,5,6,7,8}; private int lu_seq[]={14,15,16,17,18,19,20,21}; private int ru_seq[]={40,41,42,43,44,45,46,47}; private int ld_seq[]={66,67,68,69,70,71,72,73}; private int rd_seq[]={79,80,81,82,83,84,85,86}; private int left_seq[]={92,93,94,95,96,97,98,99}; private int down_seq[]={53,54,55,56,57,58,59,60}; private int right_seq[]={27,28,29,30,31,32,33,34}; public int itemat[]={0,30,70,120,200}; public int itemdf[]={0,20,60,110,190}; private int up[]={0}; private int lu[]={13}; private int ru[]={39}; private int ld[]={65}; private int rd[]={78}; private int left[]={91}; private int down[]={52}; private int right[]={26}; //打斗时候的图象序列数组 public int downb_seq[]={9,10,11,12}; public int upb_seq[]={35,36,37,38}; public int leftb_seq[]={48,49,50,51}; public int rightb_seq[]={61,62,63,64}; private int lub_seq[]={87,88,89,90}; private int rub_seq[]={74,75,76,77}; private int ldb_seq[]={22,23,24,25}; private int rdb_seq[]={100,101,102,103}; public boolean[][] isWalkable; //构造函数 public HeroSprite(Image hImage,int height,int width){ super(hImage,height,width); x=180; y=180; luX=(int)(x/16)+1; luY=(int)(y/16); lv=1; maxhp=160+(lv-1)*40; itemlv=0; gold=0; MyItem="000000000000"; /*for(int i=0;i<12;i++){ itemcode[i]='0'; }*/ //itemcode={'0','0','0','0','0','0','0','0','0','0','0','0','0'}; exp=210; hp=maxhp; at=30; df=20; prevexp=lv*lv*60-(lv-1)*(lv-1)*60+150; nextexp=prevexp+(lv-1)*(lv-1)*60-(lv-2)*(lv-2)*60+150; System.out.print("已装载英雄类"); this.setFrameSequence(down); isAlive=true; System.out.print("英雄类装载完毕"); } public byte[] chgTorms(boolean isFirst) throws IOException{ ByteArrayOutputStream baos=new ByteArrayOutputStream(); DataOutputStream dos=new DataOutputStream(baos); if(itemcode!=null){ MyItem=String.valueOf(itemcode); } dos.writeUTF(String.valueOf(lv));//将具体数据写入流 dos.writeUTF(String.valueOf(itemlv)); dos.writeUTF(String.valueOf(gold)); dos.writeUTF(String.valueOf(MyItem)); dos.writeUTF(String.valueOf(exp)); if(isFirst==false){//如果不是第一次读入数据则计算攻防 at=itemat[itemlv]+(lv-1)*8+30; df=itemdf[itemlv]+(lv-1)*10+20; } baos.close(); dos.close(); numEmpty=0; if(isFirst==false){ for(int i=0;i=nextexp){//目前设定的最高等级为11级 if(lv<12){ lv++; } at=itemat[itemlv]+(lv-1)*8+30; df=itemdf[itemlv]+(lv-1)*10+20; maxhp=160+(lv-1)*40; hp=maxhp; } try{ rs.setRecord(recordid,chgTorms(false),0,chgTorms(false).length); }catch(Exception e){System.out.println(e);} isBattle=false; } } private void getNowHanglie(){//获得主角的行列数值 luX=(int)(x/16)+1; luY=(int)(y/16); ruX=(int)((x+40)/16)+1; ruY=luY; ldX=luX; ldY=(int)((y+40)/16); rdX=ldX; rdY=ldY; } public void chgMapbool(boolean[][] newbool){ this.isWalkable=newbool; } public void doMove(int keyState){ //System.out.println(ldX+","+ldY); if(hp<=0){ this.isAlive=false; } if(this.isAlive){ getNowHanglie(); if(isPause==false){ switch(keyState){ case LISTENER_UP: if(dir!=DIR_UP){//如果按下UP键时之前的状态不是朝UP的话,则改变状态 dir=DIR_UP; this.setFrameSequence(up_seq); } if(isWalkable[ldX][ldY-1] && isWalkable[rdX][rdY-1]){//对下一步的判断 if(isBattle==true){//按下UP键时候如果是打斗状态则转化为UP奔跑帧 this.setFrameSequence(up_seq); isBattle=false; } if(isStop==true){//如果是停止状态也转化为UP奔跑帧 this.setFrameSequence(up_seq); isStop=false; } y=y-5;//坐标变化 this.nextFrame();//帧变化 } break; case LISTENER_DOWN: if(dir!=DIR_DOWN){ dir=DIR_DOWN; this.setFrameSequence(down_seq); } if(isBattle==true){ this.setFrameSequence(down_seq); isBattle=false; } if(isStop==true){ this.setFrameSequence(down_seq); isStop=false; } if(isWalkable[ldX][ldY+1] && isWalkable[rdX][rdY+1]){ y=y+5; this.nextFrame(); } break; case LISTENER_LEFT: if(dir!=DIR_LEFT){ dir=DIR_LEFT; this.setFrameSequence(left_seq); } if(isBattle==true){ this.setFrameSequence(left_seq); isBattle=false; } if(isStop==true){ this.setFrameSequence(left_seq); isStop=false; } if(isWalkable[ldX-1][ldY]){ x=x-5; this.nextFrame(); } break; case LISTENER_RIGHT: if(dir!=DIR_RIGHT){ dir=DIR_RIGHT; this.setFrameSequence(right_seq); } if(isBattle==true){ this.setFrameSequence(right_seq); isBattle=false; } if(isStop==true){ this.setFrameSequence(right_seq); isStop=false; } if(isWalkable[rdX+1][rdY]){ x=x+5; this.nextFrame(); } break; case LISTENER_LEFT+LISTENER_UP: if(dir!=DIR_LU){ dir=DIR_LU; this.setFrameSequence(lu_seq); } if(isBattle==true){ this.setFrameSequence(lu_seq); isBattle=false; } if(isStop==true){ this.setFrameSequence(lu_seq); isStop=false; } if(isWalkable[ldX-1][ldY] && isWalkable[ldX][ldY-1] && isWalkable[rdX][rdY-1]){ x=x-3; y=y-3; this.nextFrame(); } break; case LISTENER_RIGHT+LISTENER_UP: if(dir!=DIR_RU){ dir=DIR_RU; this.setFrameSequence(ru_seq); } if(isBattle==true){ this.setFrameSequence(ru_seq); isBattle=false; } if(isStop==true){ this.setFrameSequence(ru_seq); isStop=false; } if(isWalkable[ldX][ldY-1] && isWalkable[rdX][rdY-1] && isWalkable[rdX+1][rdY]){ x=x+3; y=y-3; this.nextFrame(); } break; case LISTENER_LEFT+LISTENER_DOWN: if(dir!=DIR_LD){ dir=DIR_LD; this.setFrameSequence(ld_seq); } if(isBattle==true){ this.setFrameSequence(ld_seq); isBattle=false; } if(isStop==true){ this.setFrameSequence(ld_seq); isStop=false; } if(isWalkable[ldX-1][ldY] && isWalkable[ldX][ldY+1] && isWalkable[rdX][rdY+1]){ x=x-3; y=y+3; this.nextFrame(); } break; case LISTENER_RIGHT+LISTENER_DOWN: if(dir!=DIR_RD){ dir=DIR_RD; this.setFrameSequence(rd_seq); } if(isBattle==true){ this.setFrameSequence(rd_seq); isBattle=false; } if(isStop==true){ this.setFrameSequence(rd_seq); isStop=false; } if(isWalkable[rdX+1][rdY] && isWalkable[ldX][ldY+1] && isWalkable[rdX][rdY+1]){ x=x+3; y=y+3; this.nextFrame(); } break; case 0: if(isBattle==false){ isStop=true; switch(dir){ case DIR_DOWN: this.setFrameSequence(down); break; case DIR_LEFT: this.setFrameSequence(left); break; case DIR_UP: this.setFrameSequence(up); break; case DIR_RIGHT: this.setFrameSequence(right); break; case DIR_LU: this.setFrameSequence(lu); break; case DIR_RU: this.setFrameSequence(ru); break; case DIR_RD: this.setFrameSequence(rd); break; case DIR_LD: this.setFrameSequence(ld); break; } } break; case LISTENER_FIRE: if(mapdir==1){ switch(dir){ case 1: if(isBattle==false){ this.setFrameSequence(downb_seq); } break; case 2: if(isBattle==false){ this.setFrameSequence(leftb_seq); } break; case 3: if(isBattle==false){ this.setFrameSequence(upb_seq); } break; case 4: if(isBattle==false){ this.setFrameSequence(rightb_seq); } break; case DIR_LU: if(isBattle==false){ this.setFrameSequence(lub_seq); } break; case DIR_LD: if(isBattle==false){ this.setFrameSequence(ldb_seq); } break; case DIR_RU: if(isBattle==false){ this.setFrameSequence(rub_seq); } break; case DIR_RD: if(isBattle==false){ this.setFrameSequence(rdb_seq); } break; } isBattle=true; break; } } if(isBattle==true){ //如果是打斗状态 if(this.getFrame()==2){//如果是打斗状态的第二帧 iiisBattle=true;//打中状态置于真 }else{ iiisBattle=false; } this.nextFrame(); } if(iiisBattle && isBattle){ iisBattle=true; }else{ iisBattle=false; } dx=x; dy=y; } }else{ if(this.exp>150){ this.exp=this.exp-150; }else this.exp=0; } } }
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,可以反弹敌人部分攻击并反伤敌人。"+ "\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]="现在分配"; 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;i=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;iion/3) { case 1://向下 if(ySprite.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;iSprite(lvl); SPI[i+4].x=166; SPI[i+4].y=i*32+((lvl-1)/3==1?15:0)+64+108; if(lvl!=15) SPI[i+4].p=(lvl-1)*10; else SPI[i+4].p=160; } SPI[0]=new Sprite(life,totalPower); SPI[0].x=36; SPI[0].y=224; SPI[0].p=130; curEl=lvl;//将当前战斗的怪的等级设为给定等级 isFighting=true; isAttMenu=true; sn=0; nn=0; attackControlTask=new TimerTask(this,8); timer.schedule(attackControlTask,0,100); 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,但是没有人能分开它们。干将、莫邪是两个人,同样,也没有人能将他(她)们分开。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,尹风的技能分召唤系,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;iiGameOver) { drawGameOver(g); return; } //System.gc(); g.setFont(MenuCanvas.mFont); g.setColor(0,0,0); g.fillRect(0,0,w,h); if(!isChange) { if(changeMapTask!=null) { changeMapTask.cancel(); changeMapTask=null; } int u,v,o; if(isFighting) { g.drawImage(imgAttackBG,0,0,g.TOP|g.LEFT); for(int i=0;i<8;i++) { if(SPI[i]!=null) { if(i>3) { 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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