public void setFont(String fontName, int type, int size) { setFont(LFont.getFont(fontName, type, size)); }
/** * Copyright 2008 - 2011 * * <p>Licensed under the Apache License, Version 2.0 (the "License"); you may not use this file * except in compliance with the License. You may obtain a copy of the License at * * <p>http://www.apache.org/licenses/LICENSE-2.0 * * <p>Unless required by applicable law or agreed to in writing, software distributed under the * License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either * express or implied. See the License for the specific language governing permissions and * limitations under the License. * * @project loonframework * @author chenpeng * @email:[email protected] * @version 0.1 */ public interface SRPGType { static final String[][] BACK_MENU_1 = { {"回合结束", "交战双方", "设定", "重新开始"}, {"回合結束", "交戰雙方", "設定", "重新開始"}, {"ターンの终わり", "紛争当事者", "設定", "ゲームを再起动します"}, {"Turn the End", "Warring parties", "Set", "Restart"} }; static final String[][] BACK_MENU_2 = { {"地图棋盘", "敌我标识", "行动完毕标识", "敌方行动显示"}, {"地圖棋盤", "敵我標識", "行動完畢標識", "敵方行動顯示"}, {"地図グリッド", "識別敵か味方", "表示の終了のアクション", "表示の敵のアクション"}, {"Map Grid", "Difference", "Action completed", "Enemy action"} }; static final String[][] BATTLE = { {"战斗方式", "道具", "转换方向", "属性", "行动结束"}, {"戰鬥方式", "道具", "轉換方向", "屬性", "行動結束"}, {"戦闘の方法", "どうぐ", "方向転換", "ステータスウィンドウ", "ターンの终わり"}, {"Skills", "Item", "Change direction", "Status", "Action the End"} }; static final String[][] STRING_CARRY = { {"目标内魔法对象不存在", "指定移动对象", "请指定传送目标", "确定传送", "取消传送"}, {"目標內魔法對象不存在", "指定移動對象", "請指定傳送目標", "確定傳送", "取消傳送"}, {"この魔法の対象となるキャラクターが存在しません", "キャラクターの移動先を指定してください", "転送オブジェクトを指定してください", "指定位置に移動する", "移動しない"}, { "Target object does not exist", "Moving objects specified", "Move the character selection", "Agreed to move", "Do not agree to move" } }; static final String[][] WINNER_LOSER = { {"你的战斗胜利了 !", "你的战斗失败了 !"}, {"你的戰鬥勝利了 !", "你的戰鬥失敗了 !"}, {"敵を殲滅しました !", "敵に倒されてしまいました !"}, {"You're a Winner !", "You're a Loser !"} }; static final String[][] YES_NO = { {"确定选择", "放弃选择"}, {"確定選擇", "放棄選擇"}, {"選択を確認するには", "選択した項目をあきらめる"}, {"I Agree", "Does not Agree"} }; static final String[][] DISPLAY = { {"显示", "不显示"}, {"顯示", "不顯示"}, {"設定する", "設定しない"}, {"Display", "Not on Display"} }; static final String[][] NO_SUPPORT = { {"当前选项无法使用"}, {"當前選項無法使用"}, {"現在のオプションは使用できません"}, {"The current option is not available"} }; static final String[][] TOUCH_NO_SUPPORT = { {"您选择的目标不能操作"}, {"您選擇的目標不能操作"}, {"このアビリティの範囲内にターゲットが存在しません"}, {"The target of your choice can not be operated"} }; static final String[][] STOP = { {"是否中止回合?", "是否重新开始?"}, {"是否中止回合?", "是否重新開始?"}, {"本当にフェイズを終了しますか?", "再起動するかどうか?"}, {"End of turn ?", "Restart ?"} }; // 默认文字 public static final LFont DEFAULT_FONT = LFont.getFont("黑体", 0, 20); public static final LFont DEFAULT_BIG_FONT = LFont.getFont("黑体", 1, 35); // ---- 默认的地形 ----// // 平地 public static final int ELEMENT_FLAT = 0; // 山丘 public static final int ELEMENT_HILL = 1; // 耕地 public static final int ELEMENT_FARMLAND = 2; // 荒野 public static final int ELEMENT_WILDERNESS = 3; // 沼泽 public static final int ELEMENT_SWAMP = 4; // 河水 public static final int ELEMENT_RIVER = 5; // 海 public static final int ELEMENT_SEA = 6; // 雪 public static final int ELEMENT_SNOW = 7; // 冰山 public static final int ELEMENT_ICEBERGW = 8; // 沙地 public static final int ELEMENT_SANDY = 9; // 沙丘 public static final int ELEMENT_DUNE = 10; // 墙 public static final int ELEMENT_WALL = 11; // 岩石 public static final int ELEMENT_ROCK = 12; // 宫殿 public static final int ELEMENT_PALACE = 13; // 城墙 public static final int ELEMENT_CITYWALL = 14; // 泥潭 public static final int ELEMENT_MIRE = 15; // 室内 public static final int ELEMENT_INDOOR = 16; // 堤坝 public static final int ELEMENT_DAM = 17; // 道路 public static final int ELEMENT_ROAD = 18; // 湿地 public static final int ELEMENT_WETLAND = 19; // 烈火 public static final int ELEMENT_AGNI = 20; // 核污染 public static final int ELEMENT_NUCLEAR = 21; // ---- 地形结束 ----// // ---- 默认的AI ----// // 普通的AI运算 public static final int TYPE_NORMAL = 0; // 什么也不做,等待下一个处理 public static final int TYPE_WAIT = 1; // 牧师类职业AI运算 public static final int TYPE_PRIEST = 2; // 法师类职业AI运算 public static final int TYPE_WIZARD = 3; // 不进行移动 public static final int TYPE_NOMOVE = 4; // 采取逃避策略 public static final int TYPE_ESCAPE = 5; // 牧师类职业AI运算(选择较低生命值的对象进行技能释放) public static final int TYPE_PRIEST_LOWER = 6; // 通常 public static final int NORMAL[] = {TYPE_NORMAL}; // 待机 public static final int WAIT[] = {TYPE_WAIT}; // 牧师模式 public static final int PRIEST[] = {TYPE_PRIEST}; // 巫师模式 public static final int WIZARD[] = {TYPE_WIZARD}; // 不动明王模式(原地不动,但依旧有攻击等行为) public static final int NOMOVE[] = {TYPE_NOMOVE}; // 逃往模式(回避战斗,疯狂的往边缘移动) public static final int ESCAPE[] = {TYPE_ESCAPE}; // 牧师模式(以救死为要务) public static final int PRIESTLOWER[] = {TYPE_PRIEST_LOWER}; // 魔战士模式(一回合魔法为主,一回合攻击为主) public static final int WIZARD_NORMAL[] = {TYPE_WIZARD, TYPE_NORMAL}; // 魔法专精模式(一回合治疗魔法,一回合攻击魔法) public static final int PRIEST_WIZARD[] = {TYPE_PRIEST_LOWER, TYPE_WIZARD}; // 僧侣战士模式(一回合攻击,一回合治疗) public static final int NORMAL_PRIEST[] = {TYPE_PRIEST, TYPE_NORMAL}; // 混合模式(一回合攻击,一回合治疗,一回合魔法) public static final int NORMAL_PRIEST_WIZARD[] = {TYPE_NORMAL, TYPE_WIZARD, TYPE_PRIEST}; // 顽抗模式(不动,物理攻击,魔法攻击,补血,逃跑……) public static final int STUBBORNLYRESIST[] = { TYPE_NOMOVE, TYPE_NORMAL, TYPE_WIZARD, TYPE_PRIEST, TYPE_ESCAPE }; // 女祭司模式(传统SRPG游戏中很常见的,一边补血一边逃跑那种……) public static final int[] PRIESTESS = {TYPE_PRIEST, TYPE_ESCAPE}; // ---- AI结束 ----// // ---- 默认的地图显示方式 ----// public static final int FIELD_NORMAL = 0; public static final int FIELD_BIGMAP = 1; public static final int FIELD_BLEND = 2; // ---- 地图结束 ----// // ---- 角色重要度 ----// public static final int LEADER_NO = 0; public static final int LEADER_NORMAL = 1; public static final int LEADER_MAIN = 2; // ---- 移动方向 ----// public static final int MOVE_DOWN = 0; public static final int MOVE_LEFT = 1; public static final int MOVE_RIGHT = 2; public static final int MOVE_UP = 3; // ---- 战斗进程处理 ----// public static final int PROC_ENEMY = -1; public static final int PROC_NORMAL = 0; public static final int PROC_MOVEVIEW = 1; public static final int PROC_MOVING = 2; public static final int PROC_COMMAND = 3; public static final int PROC_CHANGEVECTOR = 4; public static final int PROC_ABILITYSELECT = 5; public static final int PROC_ABILITYTARGET = 6; public static final int PROC_TARGETSURE = 7; public static final int PROC_ATTACK = 8; public static final int PROC_COUNTER = 9; // ---- 允许攻击的目标类型 ----// public static final int TARGET_ENEMY = 0; public static final int TARGET_FRIEND = 1; public static final int TARGET_ALL = 2; // ---- 技能类型 ----// public static final int GENRE_ATTACK = 0; public static final int GENRE_RECOVERY = 1; public static final int GENRE_HELPER = 2; public static final int GENRE_CURE = 3; public static final int GENRE_MPDAMAGE = 4; public static final int GENRE_MPRECOVERY = 5; public static final int GENRE_ALLDAMAGE = 6; public static final int GENRE_ALLRECOVERY = 7; // ---- 是否允许反击 ----// public static final int SELECTNEED_YES = 0; public static final int SELECTNEED_NO = 1; }
public Label(String label, String font, int type, int size, int x, int y) { this(LFont.getFont(font, type, size), label, x, y); }