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游戲過場動畫效果

2019-11-18 16:16:50
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來源:轉載
供稿:網友

int effect,gridWidth,num,currentGridWidth,gridHeight,currentGridHeight,deltaWidth,deltaHeight,row,col,sx,sy,sw,sh;
  int scnWidth = MY_SCREEN_WIDTH,scnWidth_Half = MY_SCREEN_WIDTH/2,scnHeight = MY_SCREEN_HEIGHT,scnHeight_Half = MY_SCREEN_HEIGHT/2;
  /**
  * 初始化
  * 
  */
  PRivate void initEffect() {
    //subSelected = 0;
//     effect = getRandom(0, 20);
    effect = Math.abs(random.nextInt())%21;
 
    // System.out.println("Effect::" + effect);
    // effect = 19 + (ran.nextInt() >>> 1) % 2;
    // effect = 2;
    switch (effect) {
    default:
        break;
    case 0: {
        // 水平單一百葉窗效果
        gridWidth = scnWidth >> 2;// 每一條
        num = 4;
        currentGridWidth = 0;
        gridHeight = 0;
        currentGridHeight = 0;
 
        if (scnWidth == 176) {
          //deltaWidth = 8;
          deltaWidth = 8;
        } else if (scnWidth == 128) {
          deltaWidth = 2;
        } else {
          deltaWidth = 3;
        }
    }
        ;
        break;
    case 1: {
        // 豎直單一百葉窗效果
        gridHeight = scnHeight >> 2;
        num = 4;
        currentGridHeight = 0;
        currentGridWidth = 0;
        gridWidth = 0;
 
        if (scnWidth == 176) {
          deltaHeight = 8;
        } else if (scnWidth == 128) {
          deltaHeight = 2;
        } else {
          deltaHeight = 3;
        }
    }
        ;
        break;
    case 2: {
        // 縱橫百葉窗效果
        gridWidth = scnWidth >> 1;
        gridHeight = scnHeight >> 1;
        currentGridWidth = 0;
        currentGridHeight = 0;
        num = 2;
 
        if (scnWidth == 176) {
          deltaWidth = 11;
          deltaHeight = 13;
        } else if (scnWidth == 128) {
          deltaWidth = 4;
          deltaHeight = 4;
        } else {
          deltaWidth = 8;
          deltaHeight = 9;
        }
    }
        ;
        break;
      [您有足夠的威望或權限瀏覽此文章,以下是加密內容:]


 
    case 3:
    case 4: {
        // 內聚/外散效果
        gridWidth = scnWidth >> 1;
        gridHeight = scnHeight >> 1;
        currentGridWidth = 0;
        currentGridHeight = 0;
        // num = 4;
 
        if (scnWidth == 176) {
          deltaWidth = 9;
          deltaHeight = 11;
        } else if (scnWidth == 128) {
          deltaWidth = 4;
          deltaHeight = 4;
        } else {
          deltaWidth = 9;
          deltaHeight = 11;
        }
    }
        ;
        break;
    case 5:
    case 6: {
        // 從左/右抽出
        currentGridWidth = 0;
        gridWidth = scnWidth;
        // col = 1;
 
        if (scnWidth == 176) {
          deltaWidth = 16;
        } else if (scnWidth == 128) {
          deltaWidth = 16;
        } else {
          deltaWidth = 16;
        }
    }
        ;
        break;
    case 7:
    case 8: {
        // 從上/下抽出
        currentGridHeight = 0;
        gridHeight = scnHeight;
        // row = 1;
 
        deltaHeight = 16;
    }
        ;
        break;
    case 9: // 從上下往中央
    case 10: {
        // 中央往上下
        currentGridHeight = 0;
        gridHeight = scnHeight_Half;
 
        deltaHeight = 8;
    }
        ;
        break;
    case 11: // 左右往中央
    case 12: {
        // 中央往左右
        currentGridWidth = 0;
        gridWidth = scnWidth_Half;
 
        deltaWidth = 8;
    }
        ;
        break;
    case 13: // 加號往外
    case 14: {
        // 加號往內
        currentGridHeight = currentGridWidth = 0;
        gridWidth = scnWidth_Half;
        gridHeight = scnHeight_Half;
 
        if (scnWidth == 176) {
          deltaWidth = 11;
          deltaHeight = 13;
        } else if (scnWidth == 128) {
          deltaWidth = deltaHeight = 8;
        } else {
          deltaWidth = 11;
          deltaHeight = 13;
        }
    }
        ;
        break;
    case 15: {
        // 從右上抽入
 
    }
    case 16: {
        // 從左上抽入
    }
    case 17: {
        // 從右下抽入
    }
    case 18: {
        // 從左下抽入
        currentGridHeight = currentGridWidth = 0;
        gridWidth = scnWidth;
        gridHeight = scnHeight;
 
        if (scnWidth == 176) {
          deltaWidth = 11;
          deltaHeight = 13;
        } else if (scnWidth == 128) {
          deltaWidth = deltaHeight = 8;
        } else {
          deltaWidth = 11;
          deltaHeight = 13;
        }
    }
        ;
        break;
    case 19: {
        // 水平梳理
        currentGridWidth = 0;
        gridWidth = scnWidth;
        gridHeight = scnHeight >> 2;
        row = 4;
 
        if (scnWidth == 176) {
          deltaWidth = 22;
        } else if (scnWidth == 128) {
          deltaWidth = 8;
        } else {
          deltaWidth = 8;
        }
    }
        ;
        break;
    case 20: {
        // 垂直梳理
 
        currentGridHeight = 0;
        gridHeight = scnHeight;
        gridWidth = scnWidth >> 2;
        col = 4;
 
        if (scnWidth == 176) {
          deltaHeight = 26;
        } else if (scnWidth == 128) {
          deltaHeight = 8;
        } else {
          deltaHeight = 8;
        }
    }
        ;
        break;
    }
 
    // 這里保證在過場動畫顯示過程中不會受到玩家按鍵的影響
    //cleanKeyStates(13);
    // gg.setClip(0, 0, scnWidth, scnHeight);
  }
  
  private void doPaintInterludeEffect(){
    switch (gameStates) {
    case -1:       
        break;
    case 0:
        paintLogo();
        break;
    case 1:
        paintLoading();
        break;
    case 2:
        paintMainMenu();
        break;
    case 3:
        paintHelp();
        break;
    case 4:
        paintAbout();
        break;
    case 5:
        paintIntrodUCtion();
        break;
    case 6:
        paintGuide();
        break;
    case 7:
        paintControl();
        break;
    case 8:
        paintCustom();
        break;
    case 9:
        paintStaff();
        break;
    case 10:
        paintOption();
        break;
    case 11:
        paintMain();
        break;
        /*********************** 玩家更新 ***********************/
    case GS_P_NAV: // 玩家選擇單位
        paintGS_P_NAV();
        break;
    case GS_SYS_MENU: // 選擇了空地,出現系統菜單
        paintGS_SYS_MENU();
        break;
 
    case GS_P_SLT_MOV: // 玩家選擇移動目標
        paintGS_P_SLT_MOV();
        break;
        
    case GS_P_MOVING: // 玩家單位移動中
        paintGS_P_MOVING();
        break;
        
    case GS_P_CONFIRM_MOV: // 玩家確定移動菜單
        paintGS_P_CONFIRM_MOV();
        break;
    case GS_P_SLT_TARGET: // 玩家選擇攻擊目標
        paintGS_P_SLT_TARGET();
        break;
        
        /********************** 敵人更新 *********************/
    case GS_E_NAV: // 敵人選擇單位
        paintGS_E_NAV();
        break;
 
    case GS_E_MOVING: // 敵人移動
        paintGS_E_MOVING();
 
        break;
        /********************** 公有更新 *********************/
    case GS_FIGHTING: // 戰斗
        paintGS_FIGHTING();
        break;
 
    case GS_VIEW_UNIT_INFO: // 查看單位信息
        paintGS_VIEW_UNIT_INFO();
        break;
        /********************** 事件相關更新 *******************/
    case GS_TALK: // 對話
        paintGS_TALK();
        break;
        
    case GS_MOV: // 控制單位移動
        paintGS_MOV();
        break;
    case GS_Flash_CELL: // 地塊閃動
        paintGS_FLASH_CELL();
        break;
    }
  }
  
  /**
  * 畫各種菜單/場景切換動畫
  * 
  * @author 薛永
  * 
  * 
  */
  private void interludeEffect() {
    gg.setClip(0, 0, scnWidth, scnHeight);
    switch (effect) {
    default:
        break;
    case -1: {
        // 特效完畢
        sx = 0;
        sy = 0;
        sw = scnWidth;
        sh = scnHeight;
 
        switch (gameStates) {
        case -1:       
          break;
        case 0:
          paintLogo();
          break;
        case 1:
          paintLoading();
          break;
        case 2:
          paintMainMenu();
          break;
        case 3:
          paintHelp();
          break;
        case 4:
          paintAbout();
          break;
        case 5:
          paintIntroduction();
          break;
        case 6:
          paintGuide();
          break;
        case 7:
          paintControl();
          break;
        case 8:
          paintCustom();
          break;
        case 9:
          paintStaff();
          break;
        case 10:
          paintOption();
          break;
        case 11:
          paintMain();
          break;
          /*********************** 玩家更新 ***********************/
        case GS_P_NAV: // 玩家選擇單位
          paintGS_P_NAV();
          break;
        case GS_SYS_MENU: // 選擇了空地,出現系統菜單
          paintGS_SYS_MENU();
          break;
 
        case GS_P_SLT_MOV: // 玩家選擇移動目標
          paintGS_P_SLT_MOV();
          break;
          
        case GS_P_MOVING: // 玩家單位移動中
          paintGS_P_MOVING();
          break;
          
        case GS_P_CONFIRM_MOV: // 玩家確定移動菜單
          paintGS_P_CONFIRM_MOV();
          break;
        case GS_P_SLT_TARGET: // 玩家選擇攻擊目標
          paintGS_P_SLT_TARGET();
          break;
          
          /********************** 敵人更新 *********************/
        case GS_E_NAV: // 敵人選擇單位
          paintGS_E_NAV();
          break;
 
        case GS_E_MOVING: // 敵人移動
          paintGS_E_MOVING();
 
          break;
          /********************** 公有更新 *********************/
        case GS_FIGHTING: // 戰斗
          paintGS_FIGHTING();
          break;
 
        case GS_VIEW_UNIT_INFO: // 查看單位信息
          paintGS_VIEW_UNIT_INFO();
          break;
          /********************** 事件相關更新 *******************/
        case GS_TALK: // 對話
          paintGS_TALK();
          break;
          
        case GS_MOV: // 控制單位移動
          paintGS_MOV();
          break;
        case GS_FLASH_CELL: // 地塊閃動
          paintGS_FLASH_CELL();
          break;
        }
        
    }
        ;
        break;
    case 1: {
        // 水平百葉窗
        if (currentGridHeight < gridHeight) {
          currentGridHeight += (deltaHeight++);
 
          for (int i = num; --i >= 0;) {
            // gg.setColor(color);
            // gg.fillRect(0, i * gridLen, scnWidth, currentGridLen);
            sx = 0;
            sy = i * gridHeight;
            sw = scnWidth;
            sh = currentGridHeight;
            gg.setClip(0, i * gridHeight, scnWidth, currentGridHeight);
 
            doPaintInterludeEffect();
 
            gg.setClip(0, 0, scnWidth, scnHeight);
          }
        } else {
          effect = -1;
        }
    }
        ;
        break;
    case 0: {
        // 垂直百葉窗
        if (currentGridWidth < gridWidth) {
          currentGridWidth += (deltaWidth++);
 
          for (int i = num; --i >= 0;) {
            // gg.setColor(color);
            sx = i * gridWidth;
            sy = 0;
            sw = currentGridWidth;
            sh = scnHeight;
            gg.setClip(i * gridWidth, 0, currentGridWidth, scnHeight);
            doPaintInterludeEffect();
            gg.setClip(0, 0, scnWidth, scnHeight);
          }
 
        } else {
          effect = -1;
        }
 
    }
        ;
        break;
    case 2: {
        // 水平縱橫交錯百葉窗
        if (currentGridHeight < gridHeight) {
          // S60:: 176 * 208
          currentGridHeight += (deltaHeight++);
          currentGridWidth += (deltaWidth++);
          // S40:: 128 * 128
          // currentGridHeight += 4;
          // currentGridWidth += 4;
 
          for (int i = num; --i >= 0;) {
            for (int j = num; --j >= 0;) {
                sx = j * gridWidth;
                sy = i * gridHeight;
                sw = currentGridWidth;
                sh = currentGridHeight;
                gg.setClip(j * gridWidth, i * gridHeight,
                    currentGridWidth, currentGridHeight);
                doPaintInterludeEffect();
                gg.setClip(0, 0, scnWidth, scnHeight);
            }
          }
        } else {
          effect = -1;
        }
    }
        ;
        break;
    case 3: {
        // 內聚效果
        if (currentGridHeight < gridHeight) {
          // S60:: 176 * 208
          currentGridHeight += (deltaHeight++);
          currentGridWidth += (deltaWidth++);
          // S40::128 * 128
          // currentGridHeight += 4;
          // currentGridWidth += 4;
 
          sx = scnWidth_Half - currentGridWidth;
          sy = scnHeight_Half - currentGridHeight;
          sw = currentGridWidth << 1;
          sh = currentGridHeight << 1;
          gg.setClip(scnWidth_Half - currentGridWidth, scnHeight_Half
                - currentGridHeight, currentGridWidth << 1,
                currentGridHeight << 1);
          doPaintInterludeEffect();
          gg.setClip(0, 0, scnWidth, scnHeight);
 
          // for (int i = num; --i >= 0;) {
          // for (int j = num; --j >= 0;) {
          // gg.setClip(scnWidth_Half - currentGridWidth,
          // scnHeight_Half - currentGridHeight,
          // currentGridWidth << 1, currentGridHeight << 1);
          // doPaintCreatePlayer();
          // gg.setClip(0, 0, scnWidth, scnHeight);
          // }
          // }
        } else {
          effect = -1;
        }
    }
        ;
        break;
    case 4: {
        // 外散效果
        if (currentGridHeight < gridHeight) {
          // S60::176 * 208
          currentGridHeight += (deltaHeight++);
          currentGridWidth += (deltaWidth++);
          // S40::128 * 128
          // currentGridHeight += 4;
          // currentGridWidth += 4;
 
          sx = 0;
          sy = 0;
          sw = scnWidth;
          sh = currentGridHeight;
          gg.setClip(0, 0, scnWidth, currentGridHeight);
          doPaintInterludeEffect();
          gg.setClip(0, 0, scnWidth, scnHeight);
 
          sx = 0;
          sy = scnHeight - currentGridHeight;
          sw = scnWidth;
          sh = currentGridHeight;
          gg.setClip(0, scnHeight - currentGridHeight, scnWidth,
                currentGridHeight);
          doPaintInterludeEffect();
          gg.setClip(0, 0, scnWidth, scnHeight);
 
          sx = 0;
          sy = currentGridHeight;
          sw = currentGridWidth;
          sh = (scnHeight_Half - currentGridHeight) << 1;
          gg.setClip(0, currentGridHeight, currentGridWidth,
                (scnHeight_Half - currentGridHeight) << 1);
          doPaintInterludeEffect();
          gg.setClip(0, 0, scnWidth, scnHeight);
 
          sx = scnWidth - currentGridWidth;
          sy = currentGridHeight;
          sw = currentGridWidth;
          sh = (scnHeight_Half - currentGridHeight) << 1;
          gg.setClip(scnWidth - currentGridWidth, currentGridHeight,
                currentGridWidth,
                (scnHeight_Half - currentGridHeight) << 1);
          doPaintInterludeEffect();
          gg.setClip(0, 0, scnWidth, scnHeight);
        } else {
          effect = -1;
        }
    }
        ;
        break;
    case 5: {
        // 從左抽出
        if (currentGridWidth < gridWidth) {
          currentGridWidth += (deltaWidth++);
 
          sx = 0;
          sy = 0;
          sw = currentGridWidth;
          sh = scnHeight;
          gg.setClip(0, 0, currentGridWidth, scnHeight);
 
          doPaintInterludeEffect();
 
          gg.setClip(0, 0, scnWidth, scnHeight);
        } else {
          effect = -1;
        }
    }
        ;
        break;
    case 6: {
        // 從右抽出
        if (currentGridWidth < gridWidth) {
          currentGridWidth += (deltaWidth++);
 
          sx = scnWidth - currentGridWidth;
          sy = 0;
          sw = currentGridWidth;
          sh = scnHeight;
          gg.setClip(scnWidth - currentGridWidth, 0, currentGridWidth,
                scnHeight);
 
          doPaintInterludeEffect();
 
          gg.setClip(0, 0, scnWidth, scnHeight);
        } else {
          effect = -1;
        }
    }
        ;
        break;
    case 7: {
        // 從上抽出
        if (currentGridHeight < gridHeight) {
          currentGridHeight += (deltaHeight++);
 
          sx = 0;
          sy = 0;
          sw = scnWidth;
          sh = currentGridHeight;
          gg.setClip(0, 0, scnWidth, currentGridHeight);
 
          doPaintInterludeEffect();
 
          gg.setClip(0, 0, scnWidth, scnHeight);
        } else {
          effect = -1;
        }
    }
        ;
        break;
    case 8: {
        // 從下抽出
        if (currentGridHeight < gridHeight) {
          currentGridHeight += (deltaHeight++);
 
          sx = 0;
          sy = scnHeight - currentGridHeight;
          sw = scnWidth;
          sh = currentGridHeight;
          gg.setClip(0, scnHeight - currentGridHeight, scnWidth,
                currentGridHeight);
          doPaintInterludeEffect();
          gg.setClip(0, 0, scnWidth, scnHeight);
        } else {
          effect = -1;
        }
    }
        ;
        break;
    case 9: {
        // 上下往中央
        if (currentGridHeight < gridHeight) {
          currentGridHeight += (deltaHeight++);
 
          sx = 0;
          sy = 0;
          sw = scnWidth;
          sh = currentGridHeight;
          gg.setClip(0, 0, scnWidth, currentGridHeight);
          doPaintInterludeEffect();
          gg.setClip(0, 0, scnWidth, scnHeight);
 
          sx = 0;
          sy = scnHeight - currentGridHeight;
          sw = scnWidth;
          sh = currentGridHeight;
          gg.setClip(0, scnHeight - currentGridHeight, scnWidth,
                currentGridHeight);
          doPaintInterludeEffect();
          gg.setClip(0, 0, scnWidth, scnHeight);
        } else {
          effect = -1;
        }
    }
        ;
        break;
    case 10: {
        // 中央往上下
        if (currentGridHeight < gridHeight) {
          currentGridHeight += (deltaHeight++);
 
          sx = 0;
          sy = gridHeight - currentGridHeight;
          sw = scnWidth;
          sh = currentGridHeight << 1;
          gg.setClip(0, gridHeight - currentGridHeight, scnWidth,
                currentGridHeight << 1);
          doPaintInterludeEffect();
          gg.setClip(0, 0, scnWidth, scnHeight);
        } else {
          effect = -1;
        }
    }
        ;
        break;
    case 11: {
        // 左右往中央
        if (currentGridWidth < gridWidth) {
          currentGridWidth += (deltaWidth++);
 
          sx = 0;
          sy = 0;
          sw = currentGridWidth;
          sh = scnHeight;
          gg.setClip(0, 0, currentGridWidth, scnHeight);
          doPaintInterludeEffect();
          gg.setClip(0, 0, scnWidth, scnHeight);
 
          sx = scnWidth - currentGridWidth;
          sy = 0;
          sw = currentGridWidth;
          sh = scnHeight;
          gg.setClip(scnWidth - currentGridWidth, 0, currentGridWidth,
                scnHeight);
          doPaintInterludeEffect();
          gg.setClip(0, 0, scnWidth, scnHeight);
        } else {
          effect = -1;
        }
    }
        ;
        break;
    case 12: {
        // 中央往左右
        if (currentGridWidth < gridWidth) {
          currentGridWidth += (deltaWidth++);
 
          sx = gridWidth - currentGridWidth;
          sy = 0;
          sw = currentGridWidth << 1;
          sh = scnHeight;
          gg.setClip(gridWidth - currentGridWidth, 0,
                currentGridWidth << 1, scnHeight);
          doPaintInterludeEffect();
          gg.setClip(0, 0, scnWidth, scnHeight);
        } else {
          effect = -1;
        }
    }
        ;
        break;
    case 13: {
        // 加號向外
        if (currentGridHeight < gridHeight) {
          currentGridHeight += (deltaHeight++);
          currentGridWidth += (deltaWidth++);
 
          sx = 0;
          sy = gridHeight - currentGridHeight;
          sw = scnWidth;
          sh = currentGridHeight << 1;
          gg.setClip(0, gridHeight - currentGridHeight, scnWidth,
                currentGridHeight << 1);
          doPaintInterludeEffect();
          gg.setClip(0, 0, scnWidth, scnHeight);
 
          sx = gridWidth - currentGridWidth;
          sy = 0;
          sw = currentGridWidth << 1;
          sh = gridHeight - currentGridHeight;
          gg.setClip(gridWidth - currentGridWidth, 0,
                currentGridWidth << 1, gridHeight - currentGridHeight);
          doPaintInterludeEffect();
          gg.setClip(0, 0, scnWidth, scnHeight);
 
          sx = gridWidth - currentGridWidth;
          sy = gridHeight + currentGridHeight;
          sw = currentGridWidth << 1;
          sh = gridHeight - currentGridHeight;
          gg.setClip(gridWidth - currentGridWidth, gridHeight
                + currentGridHeight, currentGridWidth << 1, gridHeight
                - currentGridHeight);
          doPaintInterludeEffect();
          gg.setClip(0, 0, scnWidth, scnHeight);
        } else {
          effect = -1;
        }
    }
        ;
        break;
    case 14: {
        // 加號向內
        if (currentGridWidth < gridWidth) {
 
          currentGridHeight += (deltaHeight++);
          currentGridWidth += (deltaWidth++);
 
          int _width = currentGridWidth;
          int _height = currentGridHeight;
 
          sx = 0;
          sy = 0;
          sw = _width;
          sh = _height;
          gg.setClip(0, 0, _width, _height);
          doPaintInterludeEffect();
          gg.setClip(0, 0, scnWidth, scnHeight);
 
          sx = 0;
          sy = scnHeight - currentGridHeight;
          sw = _width;
          sh = _height;
          gg.setClip(0, scnHeight - currentGridHeight, _width, _height);
          doPaintInterludeEffect();
          gg.setClip(0, 0, scnWidth, scnHeight);
 
          sx = scnWidth - currentGridWidth;
          sy = 0;
          sw = _width;
          sh = _height;
          gg.setClip(scnWidth - currentGridWidth, 0, _width, _height);
          doPaintInterludeEffect();
          gg.setClip(0, 0, scnWidth, scnWidth);
 
          sx = scnWidth - currentGridWidth;
          sy = scnHeight - currentGridHeight;
          sw = _width;
          sh = _height;
          gg.setClip(scnWidth - currentGridWidth, scnHeight
                - currentGridHeight, _width, _height);
          doPaintInterludeEffect();
          gg.setClip(0, 0, scnWidth, scnHeight);
        } else {
          effect = -1;
        }
    }
        ;
        break;
    case 15: {
        // 向右上抽入
        if (currentGridHeight < gridHeight) {
          currentGridHeight += (deltaHeight++);
          currentGridWidth += (deltaWidth++);
 
          sx = 0;
          sy = scnHeight - currentGridHeight;
          sw = currentGridWidth;
          sh = currentGridHeight;
          gg.setClip(0, scnHeight - currentGridHeight, currentGridWidth,
                currentGridHeight);
          doPaintInterludeEffect();
          gg.setClip(0, 0, scnWidth, scnHeight);
        } else {
          effect = -1;
        }
    }
        ;
        break;
    case 16: {
        // 向左上抽入
        if (currentGridHeight < gridHeight) {
          currentGridHeight += (deltaHeight++);
          currentGridWidth += (deltaWidth++);
 
          sx = gridWidth - currentGridWidth;
          sy = gridHeight - currentGridHeight;
          sw = currentGridWidth;
          sh = currentGridHeight;
          gg.setClip(gridWidth - currentGridWidth, gridHeight
                - currentGridHeight, currentGridWidth,
                currentGridHeight);
          doPaintInterludeEffect();
 
          gg.setClip(0, 0, scnWidth, scnHeight);
        } else {
          effect = -1;
        }
    }
        ;
        break;
    case 17: {
        // 向右下抽入
        if (currentGridHeight < gridHeight) {
          currentGridHeight += (deltaHeight++);
          currentGridWidth += (deltaWidth++);
 
          sx = 0;
          sy = 0;
          sw = currentGridWidth;
          sh = currentGridHeight;
          gg.setClip(0, 0, currentGridWidth, currentGridHeight);
          doPaintInterludeEffect();
          gg.setClip(0, 0, scnWidth, scnHeight);
 
        } else {
          effect = -1;
        }
    }
        ;
        break;
    case 18: {
        // 向左下抽入
        if (currentGridHeight < gridHeight) {
          currentGridHeight += (deltaHeight++);
          currentGridWidth += (deltaWidth++);
 
          sx = scnWidth - currentGridWidth;
          sy = 0;
          sw = currentGridWidth;
          sh = currentGridHeight;
          gg.setClip(scnWidth - currentGridWidth, 0, currentGridWidth,
                currentGridHeight);
          doPaintInterludeEffect();
          gg.setClip(0, 0, scnWidth, scnHeight);
        } else {
          effect = -1;
        }
    }
        ;
        break;
    case 19: {
        // 水平梳理
        if (currentGridWidth < gridWidth) {
          currentGridWidth += (deltaWidth++);
 
          for (int i = row; --i >= 0;) {
            if ((i & 1) == 0) {
                sx = 0;
                sy = (i) * gridHeight;
                sw = currentGridWidth;
                sh = gridHeight;
                gg.setClip(0, (i) * gridHeight, currentGridWidth,
                    gridHeight);
            } else {
                sx = scnWidth - currentGridWidth;
                sy = (i) * gridHeight;
                sw = currentGridWidth;
                sh = gridHeight;
                gg.setClip(scnWidth - currentGridWidth, (i)
                    * gridHeight, currentGridWidth, gridHeight);
            }
            doPaintInterludeEffect();
            gg.setClip(0, 0, scnWidth, scnHeight);
          }
        } else {
          effect = -1;
        }
    }
        ;
        break;
    case 20: {
        // 垂直梳理
        if (currentGridHeight < gridHeight) {
          currentGridHeight += (deltaHeight++);
 
          for (int i = col; --i >= 0;) {
            if ((i & 1) == 0) {
                sx = (i) * gridWidth;
                sy = 0;
                sw = gridWidth;
                sh = currentGridHeight;
                gg.setClip((i) * gridWidth, 0, gridWidth,
                    currentGridHeight);
            } else {
                sx = (i) * gridWidth;
                sy = gridHeight - currentGridHeight;
                sw = gridWidth;
                sh = currentGridHeight;
                gg.setClip((i) * gridWidth, gridHeight
                    - currentGridHeight, gridWidth,
                    currentGridHeight);
            }
            doPaintInterludeEffect();
            gg.setClip(0, 0, scnWidth, scnHeight);
          }
        } else {
          effect = -1;
        }
    }
        ;
        break;
    }
  }


(出處:http://m.survivalescaperooms.com)



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