示例#1
0
 private void drawDialog(Graphics g) {
   Painter.drawDialog(
       g,
       0,
       gd.screenHeight - g.getFont().getHeight() * 3 - 20,
       gd.screenWidth,
       g.getFont().getHeight() * 3 + 20,
       Painter.DIALOG_DEEP);
   g.setFont(Const.Font.FONTSMALL_PLAIN);
   // 对话人
   Painter.drawString(
       g, gd.dialog_name + ":", 10, gd.screenHeight - g.getFont().getHeight() * 3 - 10, 0xffffff);
   // 两行对话内容
   Painter.drawString(
       g,
       gd.dialog_content[gd.dialog_index],
       10,
       gd.screenHeight - g.getFont().getHeight() * 2 - 10,
       0xffffff);
   if (gd.dialog_index + 1 < gd.dialog_content.length) {
     Painter.drawString(
         g,
         gd.dialog_content[gd.dialog_index + 1],
         10,
         gd.screenHeight - g.getFont().getHeight() - 10,
         0xffffff);
   }
 }
示例#2
0
  private void paint_Confirm(Graphics g) {
    int h = 50;
    Painter.drawDialog(g, 0, gd.screenHeight - h, gd.screenWidth, h, Painter.DIALOG_DEEP);
    g.setColor(Color.black);
    if (gd.player.bag.get(
            gd.bag_tabIndex == 0 ? Bag.ITEM : Bag.EQUIP,
            gd.player.bag.getList(gd.bag_tabIndex == 0 ? Bag.ITEM : Bag.EQUIP)[gd.bag_curIndex])
        != null) {
      if (gd.bag_tabIndex == 0) {
        g.drawString(
            "是否要使用物品\""
                + (gd.gameObjectManager.getItem(gd.player.bag.getList(Bag.ITEM)[gd.bag_curIndex])
                    .name)
                + "\"",
            gd.screenWidth / 2,
            gd.screenHeight - h + (h - g.getFont().getHeight()) / 2,
            Graphics.TOP | Graphics.HCENTER);

      } else {
        g.drawString(
            "是否要将装备\""
                + (gd.gameObjectManager.getEquip(gd.player.bag.getList(Bag.EQUIP)[gd.bag_curIndex])
                    .name)
                + "\"穿上",
            gd.screenWidth / 2,
            gd.screenHeight - h + (h - g.getFont().getHeight()) / 2,
            Graphics.TOP | Graphics.HCENTER);
      }
    }
  }
示例#3
0
 private void init(String exp) {
   // 将表达式的各元素存入向量中
   expVector.removeAllElements();
   String[] temp = Painter.split(exp, " ");
   for (int i = 0; i < temp.length; i++) {
     expVector.addElement(temp[i]);
   }
 }
示例#4
0
 /** 绘图 */
 public void paint(Graphics g) {
   Painter.fillRect(g, 0, 0, gd.screenWidth, gd.screenHeight, 0x000000);
   drawMap(g);
   drawPlayer(g);
   switch (gd.pageIndex) {
     case PAGE_MAP:
       break;
     case PAGE_MENU:
       drawMenu(g);
       break;
     case PAGE_DIALOG:
       drawDialog(g);
       break;
     case PAGE_WAIT:
       Painter.drawString(
           g,
           "等待" + (gd.waitTime - gd.waitIndex) + "秒",
           5,
           gd.screenHeight - g.getFont().getHeight(),
           0xffffff);
       break;
   }
 }
示例#5
0
  private void paint_Tip(Graphics g) {
    int h = 50;
    Painter.drawDialog(g, 0, gd.screenHeight - h, gd.screenWidth, h, Painter.DIALOG_DEEP);
    g.setColor(Color.black);
    if (gd.bag_tabIndex == 0) {
      g.drawString(
          "使用成功",
          gd.screenWidth / 2,
          gd.screenHeight - h + (h - g.getFont().getHeight()) / 2,
          Graphics.TOP | Graphics.HCENTER);

    } else {
      g.drawString(
          "装备成功",
          gd.screenWidth / 2,
          gd.screenHeight - h + (h - g.getFont().getHeight()) / 2,
          Graphics.TOP | Graphics.HCENTER);
    }
  }
示例#6
0
 private void drawMenu(Graphics g) {
   int w = 160, h = 30, gap = 5;
   Painter.drawTable(
       g,
       (gd.screenWidth - w) / 2,
       (gd.screenHeight - Const.Str.MENU_MAP.length * h - (Const.Str.MENU_MAP.length - 1) * gap)
           / 2,
       w,
       h,
       Const.Str.MENU_MAP.length,
       gap,
       Const.Str.MENU_MAP,
       Const.Color.BLACK,
       0,
       gd.map_menuIndex,
       Const.Anchor.HV,
       Painter.NODIALOG,
       Painter.CELL_LIGHT);
 }
示例#7
0
  private void paint_Main(Graphics g) {

    int th = 50; // 标题栏高度
    int ih = 80; // 介绍栏高度
    int ch = gd.screenHeight - th - ih; // 中间列表区域高度
    int gap = 10; // 间距
    int cellW = 160, cellH = 30;
    /** 标题 */
    Painter.drawDialog(g, 0, 0, gd.screenWidth, th, Painter.DIALOG_DEEP);
    g.setFont(Const.Font.FONTLARGE_BOLD);
    g.setColor(Const.Color.GREEN);
    g.drawString("背 包", gd.screenWidth / 2, (th - g.getFont().getHeight()) / 2, Const.Anchor.HT);
    /** 列表 */
    // 底框
    Painter.drawDialog(g, 0, th, gd.screenWidth, ch, Painter.DIALOG_DEEP);
    // 选项卡
    Painter.drawTab(g, 0, th, gd.screenWidth, ch, Painter.DIALOG_LIGHT, gd.bag_tabIndex, tabItems);
    // 列表
    gd.bag_showNum = (ch - 5 * gap) / cellH; // 可显示技能数量
    int space = ch - 3 * gap - gd.bag_showNum * cellH; // 总的竖向剩余空间
    space = space / (gd.bag_showNum + 1); // 间距
    g.setColor(Const.Color.BLACK);
    g.setFont(Const.Font.FONTSMALL_PLAIN);
    Painter.drawTable(
        g,
        (gd.screenWidth - cellW) / 2 - gap / 2,
        th + 3 * gap,
        cellW,
        cellH,
        gd.bag_showNum,
        space,
        gd.bag_tabIndex == 0 ? gd.items : gd.equips,
        Const.Color.BLACK,
        gd.bag_topIndex,
        gd.bag_curIndex,
        Const.Anchor.HV,
        Painter.NODIALOG,
        Painter.CELL_DEEP);

    /** 介绍 */
    Painter.drawDialog(g, 0, th + ch, gd.screenWidth, ih, Painter.DIALOG_DEEP);
    if (gd.player.bag.getList(gd.bag_tabIndex == 0 ? Bag.ITEM : Bag.EQUIP).length > 0
        && gd.player.bag.get(
                gd.bag_tabIndex == 0 ? Bag.ITEM : Bag.EQUIP,
                gd.player.bag.getList(gd.bag_tabIndex == 0 ? Bag.ITEM : Bag.EQUIP)[gd.bag_curIndex])
            != null) {
      Painter.drawWordWrapString(
          g,
          gd.player.bag.get(
                  gd.bag_tabIndex == 0 ? Bag.ITEM : Bag.EQUIP,
                  gd.player
                      .bag
                      .getList(gd.bag_tabIndex == 0 ? Bag.ITEM : Bag.EQUIP)[gd.bag_curIndex])
              .intro,
          gap / 2,
          th + ch + gap / 2,
          gd.screenWidth - gap,
          ih - gap,
          Const.Color.WHITE);
    }
    /** 滚动条 */
    Painter.drawScrollbar(
        g,
        Painter.SCROLLBAR_VERTICAL,
        (gd.screenWidth - cellW) / 2 + cellW + gap / 2,
        th + 3 * gap + space,
        th + ch - space,
        gd.bag_topIndex,
        gd.bag_showNum,
        gd.player.bag.getList(gd.bag_tabIndex == 0 ? Bag.ITEM : Bag.EQUIP).length);
  }