在线等,请帮忙!!分不够再++++

rausezzl 2004-06-30 06:08:41
给你个日期,比方说是12号吧,而且还知道是周3??怎么样算是这个月的第几个星期3,想了很久了没有想出来,小弟是新手请大虾门赐教,分不够在加,在线等啊!!!!!!
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chenyu5188 2004-06-30
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UP
kmzs 2004-06-30
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上面代码像农历。。。
gdami 2004-06-30
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哦,我高错了

你是以星期天为1个星期的开始


改一下不就行了。
看1号是星期6还是星期天。
rausezzl 2004-06-30
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不一样啊,如果1号是星期6,那2号不就是第二个星期了,不对的
gdami 2004-06-30
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一样
看1号是星期1还是星期天。
rausezzl 2004-06-30
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我说错了,他是问是这个月的第几个星期,,不是问第几个星期3??SORRY
gdami 2004-06-30
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好复杂。
不过收藏。呵呵。
lsftest 2004-06-30
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12号是周三===>5号是周三===>1号是周六。。。。其他可知。。。。。
gdami 2004-06-30
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反过来也可以。
12-7=5号 是星期3。
5-7=-2是星期3,是上个月的了。

所以

12号是第2个星期3。
csdnHelp 2004-06-30
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上面这个好用
rausezzl 2004-06-30
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还是不会写代码??
csdnHelp 2004-06-30
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Dim WeekName(7), MonthAdd(11), NongliData(99), TianGan(9), DiZhi(11), ShuXiang(11), DayName(30), MonName(12)
Dim curTime, curYear, curMonth, curDay, curWeekday
Dim GongliStr, WeekdayStr, NongliStr, NongliDayStr
Dim i, m, n, k, isEnd, bit, TheDate




Private Sub Form_Load()
'获取当前系统时间
curTime = Now()



'星期名
WeekName(0) = " * "
WeekName(1) = "星期日"
WeekName(2) = "星期一"
WeekName(3) = "星期二"
WeekName(4) = "星期三"
WeekName(5) = "星期四"
WeekName(6) = "星期五"
WeekName(7) = "星期六"



'天干名称
TianGan(0) = "甲"
TianGan(1) = "乙"
TianGan(2) = "丙"
TianGan(3) = "丁"
TianGan(4) = "戊"
TianGan(5) = "己"
TianGan(6) = "庚"
TianGan(7) = "辛"
TianGan(8) = "壬"
TianGan(9) = "癸"



'地支名称
DiZhi(0) = "子"
DiZhi(1) = "丑"
DiZhi(2) = "寅"
DiZhi(3) = "卯"
DiZhi(4) = "辰"
DiZhi(5) = "巳"
DiZhi(6) = "午"
DiZhi(7) = "未"
DiZhi(8) = "申"
DiZhi(9) = "酉"
DiZhi(10) = "戌"
DiZhi(11) = "亥"



'属相名称
ShuXiang(0) = "鼠"
ShuXiang(1) = "牛"
ShuXiang(2) = "虎"
ShuXiang(3) = "兔"
ShuXiang(4) = "龙"
ShuXiang(5) = "蛇"
ShuXiang(6) = "马"
ShuXiang(7) = "羊"
ShuXiang(8) = "猴"
ShuXiang(9) = "鸡"
ShuXiang(10) = "狗"
ShuXiang(11) = "猪"



'农历日期名
DayName(0) = "*"
DayName(1) = "初一"
DayName(2) = "初二"
DayName(3) = "初三"
DayName(4) = "初四"
DayName(5) = "初五"
DayName(6) = "初六"
DayName(7) = "初七"
DayName(8) = "初八"
DayName(9) = "初九"
DayName(10) = "初十"
DayName(11) = "十?quot;"
DayName(12) = "十二"
DayName(13) = "十三"
DayName(14) = "十四"
DayName(15) = "十五"
DayName(16) = "十六"
DayName(17) = "十七"
DayName(18) = "十八"
DayName(19) = "十九"
DayName(20) = "二十"
DayName(21) = "廿一"
DayName(22) = "廿二"
DayName(23) = "廿三"
DayName(24) = "廿四"
DayName(25) = "廿五"
DayName(26) = "廿六"
DayName(27) = "廿七"
DayName(28) = "廿八"
DayName(29) = "廿九"
DayName(30) = "三十"



'农历月份名
MonName(0) = "*"
MonName(1) = "正"
MonName(2) = "二"
MonName(3) = "三"
MonName(4) = "四"
MonName(5) = "五"
MonName(6) = "六"
MonName(7) = "七"
MonName(8) = "八"
MonName(9) = "九"
MonName(10) = "十"
MonName(11) = "十一"
MonName(12) = "腊"



'公历每月前面的天数
MonthAdd(0) = 0
MonthAdd(1) = 31
MonthAdd(2) = 59
MonthAdd(3) = 90
MonthAdd(4) = 120
MonthAdd(5) = 151
MonthAdd(6) = 181
MonthAdd(7) = 212
MonthAdd(8) = 243
MonthAdd(9) = 273
MonthAdd(10) = 304
MonthAdd(11) = 334



'农历数据
NongliData(0) = 2635
NongliData(1) = 333387
NongliData(2) = 1701
NongliData(3) = 1748
NongliData(4) = 267701
NongliData(5) = 694
NongliData(6) = 2391
NongliData(7) = 133423
NongliData(8) = 1175
NongliData(9) = 396438
NongliData(10) = 3402
NongliData(11) = 3749
NongliData(12) = 331177
NongliData(13) = 1453
NongliData(14) = 694
NongliData(15) = 201326
NongliData(16) = 2350
NongliData(17) = 465197
NongliData(18) = 3221
NongliData(19) = 3402
NongliData(20) = 400202
NongliData(21) = 2901
NongliData(22) = 1386
NongliData(23) = 267611
NongliData(24) = 605
NongliData(25) = 2349
NongliData(26) = 137515
NongliData(27) = 2709
NongliData(28) = 464533
NongliData(29) = 1738
NongliData(30) = 2901
NongliData(31) = 330421
NongliData(32) = 1242
NongliData(33) = 2651
NongliData(34) = 199255
NongliData(35) = 1323
NongliData(36) = 529706
NongliData(37) = 3733
NongliData(38) = 1706
NongliData(39) = 398762
NongliData(40) = 2741
NongliData(41) = 1206
NongliData(42) = 267438
NongliData(43) = 2647
NongliData(44) = 1318
NongliData(45) = 204070
NongliData(46) = 3477
NongliData(47) = 461653
NongliData(48) = 1386
NongliData(49) = 2413
NongliData(50) = 330077
NongliData(51) = 1197
NongliData(52) = 2637
NongliData(53) = 268877
NongliData(54) = 3365
NongliData(55) = 531109
NongliData(56) = 2900
NongliData(57) = 2922
NongliData(58) = 398042
NongliData(59) = 2395
NongliData(60) = 1179
NongliData(61) = 267415
NongliData(62) = 2635
NongliData(63) = 661067
NongliData(64) = 1701
NongliData(65) = 1748
NongliData(66) = 398772
NongliData(67) = 2742
NongliData(68) = 2391
NongliData(69) = 330031
NongliData(70) = 1175
NongliData(71) = 1611
NongliData(72) = 200010
NongliData(73) = 3749
NongliData(74) = 527717
NongliData(75) = 1452
NongliData(76) = 2742
NongliData(77) = 332397
NongliData(78) = 2350
NongliData(79) = 3222
NongliData(80) = 268949
NongliData(81) = 3402
NongliData(82) = 3493
NongliData(83) = 133973
NongliData(84) = 1386
NongliData(85) = 464219
NongliData(86) = 605
NongliData(87) = 2349
NongliData(88) = 334123
NongliData(89) = 2709
NongliData(90) = 2890
NongliData(91) = 267946
NongliData(92) = 2773
NongliData(93) = 592565
NongliData(94) = 1210
NongliData(95) = 2651
NongliData(96) = 395863
NongliData(97) = 1323
NongliData(98) = 2707
NongliData(99) = 265877




'生成当前公历年、月、日 ==> GongliStr
curYear = Year(curTime)
curMonth = Month(curTime)
curDay = Day(curTime)



GongliStr = curYear & "年"
If (curMonth < 10) Then
GongliStr = GongliStr & "0" & curMonth & "月"
Else
GongliStr = GongliStr & curMonth & "月"
End If
If (curDay < 10) Then
GongliStr = GongliStr & "0" & curDay & "日"
Else
GongliStr = GongliStr & curDay & "日"
End If



'生成当前公历星期 ==> WeekdayStr
curWeekday = Weekday(curTime)
WeekdayStr = WeekName(curWeekday)



'计算到初始时间1921年2月8日的天数:1921-2-8(正月初一)
TheDate = (curYear - 1921) * 365 + Int((curYear - 1921) / 4) + curDay + MonthAdd(curMonth - 1) - 38
If ((curYear Mod 4) = 0 And curMonth > 2) Then
TheDate = TheDate + 1
End If



'计算农历天干、地支、月、日
isEnd = 0
m = 0



Do
If (NongliData(m) < 4095) Then
k = 11
Else
k = 12
End If



n = k
Do
If (n < 0) Then
Exit Do
End If



'获取NongliData(m)的第n个二进制位的值
bit = NongliData(m)
For i = 1 To n Step 1
bit = Int(bit / 2)
Next
bit = bit Mod 2



If (TheDate <= 29 + bit) Then
isEnd = 1
Exit Do
End If



TheDate = TheDate - 29 - bit



n = n - 1
Loop



If (isEnd = 1) Then
Exit Do
End If



m = m + 1
Loop



curYear = 1921 + m
curMonth = k - n + 1
curDay = TheDate



If (k = 12) Then
If (curMonth = (Int(NongliData(m) / 65536) + 1)) Then
curMonth = 1 - curMonth
ElseIf (curMonth > (Int(NongliData(m) / 65536) + 1)) Then
curMonth = curMonth - 1
End If



End If



'生成农历天干、地支、属相 ==> NongliStr
NongliStr = "农历" & TianGan(((curYear - 4) Mod 60) Mod 10) & DiZhi(((curYear - 4) Mod 60) Mod 12) & "年"
NongliStr = NongliStr & "(" & ShuXiang(((curYear - 4) Mod 60) Mod 12) & ")"



'生成农历月、日 ==> NongliDayStr
If (curMonth < 1) Then
NongliDayStr = "闰" & MonName(-1 * curMonth)
Else
NongliDayStr = MonName(curMonth)
End If
NongliDayStr = NongliDayStr & "月"



NongliDayStr = NongliDayStr & DayName(curDay)



MsgBox NongliStr & NongliDayStr



End Sub
gdami 2004-06-30
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看1号是星期几,大于等于星期3还是小于星期3。
然后以7天为分隔,算,呵呵。
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;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;i=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="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;i(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,"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
最他娘的讨厌那些本来就不是源码还喊着是源码,结果还要就很多的人,再次鄙视! 风讯dotNETCMS v1.0 sp5源码 dotNETCMS是一款具有强大功能的基于ASP.NET+MSSQL构架的内容管理软件,国内领先的第一款开源的、 集成web2.0元素的、模块化的CMS建站系统。 dotNETCMSv1.0sp5 20110408功能: SQL数据库+内容管理+发布管理+会员中心+插件管理(广告系统+ 采集系统+问卷调查+友情链接+统计系统+整合接口+文件对比+自定义字段+自定义表单+数据库维护+Ftp同步) 安装序列号:3C3MY-C9G9C-ES19G-G31M9-EGWE5 程序特点: 1.全部生成静态页面/动态页面 2.完全人性化的操作方式 3.系统内置标签和自由标签管理,可以生成任何页面需要的任何元素和样式 4.集成了新闻采集系统 5.会员管理系统,并与流行论坛高度整合 6.自由化的权限配管理 7.全个性化模板生成,模板由用户自由定义 8.投稿,投票,广告管理 9.面向高级技术人员的自由化SQL扩展标签 10.自动生成图片水印 11.后台操作自由灵活 12.Ftp同步 13.其他一些功能.. 在dotNetcms v1.0 sp5版本基础上更新列表: 1 关于专题权限功能无效 2 添加表单标签提示如下错误 3 关于栏目管理,栏目超出三级后,下级栏目就无法弹出来显示。 4 关于频道的幻灯标签插入模板导致不能发布,发布一直百之零。 5 关于频道样式、标签编辑器的问题 6 搜索页显示不正常 7 发布管理里面,将锁定的栏目都显示出来了,导致一些标签发布报错。 8 频道flash标签,设置显示标题,但标题还是不显示 9 关于5.0编辑器插入图片,不需要插入域名地址的情况 10 栏目导读标签,选择所有,调用不出栏目信息来 11 关于栏目图片、导读信息显示,在目前系统的标签里面暂没有此标签来实现(新增栏目列表标签) 12 后台添加新闻时,不能根据选择栏目,不能自动匹配模板 13 关于列表标签,不能调用多栏目新闻列表 14 关于幻灯标签自适应包含子类,存在SQL语句条件错误,导致查询没有数据 15 添加新闻时,无法添加音频和附件的功能。 16 二级栏目不能调用三级子栏目新闻? 管理帮忙 急!! 17 归档标签问题 18 管理员权限,无法控制那些栏目可以添加新闻 19 频道中添加信息报错 20 新闻已经添加的附件不能删除 21 采集案例 22 目前产品只支持flv视频对其他常用视频的格式播放支持不够 23 页问题 24 自定义表单代码问题 25 频道修改单页功能无效且发布单页报错。 26 新闻"相关标签"问题 27 图片头条的结束字符在生成后不显示 子新闻CSS样式并没有输出 28 删除管理员相关表后,其他表存在数据重复的情况,如附件图 29 安装完成后系统参数设置中站点采用路径建议使用“相对路径”从而不影响以后搬迁域名 30 AC添加新闻时报错不能进行下一步操作,详细如附件图所示 31 AC版本常规管理添加关键字报错,不能进行下一步如附件图。 32 系统安装成功后,没有html文件夹,创建专题选择保存路径时报错,如附件图所示。 33 添加栏目信息类标签,选择栏目保存后,栏目ID并没有加载到标签内容 34 不规则新闻标题没有输出“不规则新闻的标题”的CSS不正确 35 AC版添加稿件时报错 36 频道Ac版本单页等相关功能无效

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