qiangtandenglu

所属分类:android开发
开发工具:Java
文件大小:6295KB
下载次数:66
上传日期:2012-07-08 08:36:56
上 传 者song19891121
说明:  《抢滩登陆》属于即时360度全方位射击游戏,相对于同类游戏较为简单,但容量又大于普通的小游戏,玩法非常简单,很容易上手。游戏情节惊心动魄,游戏场景中变化多端的敌军、即时控制的动作都是吸引玩家的亮点。 20世纪60年代,战争的硝烟在整个欧洲大陆上弥漫,盟军在大陆上的作战陷入了胶着状态。为了牵制敌军的行动并最终取得决定性的胜利,玩家的使命就是:尽最大可能消耗敌人的入侵部队,阻止敌人的进攻。面对滩头上潮水一般涌来的敌人,唯一能依靠的就只有身后那门威力无比强大的海防炮台。 android游戏
(Landing on a beach belonging to real-time 360-degree shooting game, it has a relatively simple compared to similar games, but the capacity is greater than the ordinary game play is very simple, very easy to use. The game plot thrilling, varied enemy in the game scene, real-time control actions are the highlights to attract players. 1960s, the war on the entire European continent, filled the air, the Allied forces fighting on the mainland into a stalemate. In order to pin down the enemy' s actions and ultimately to achieve a decisive victory, the player' s mission is: to the maximum extent possible consumption of the invading forces of the enemy, to prevent the enemy' s attack. The face of the enemy beachhead came flooding, only able to rely on only behind that door power of powerful coastal defense fort. android game)

文件列表:
抢滩登陆\.classpath (280, 2010-08-08)
抢滩登陆\.project (846, 2010-10-17)
抢滩登陆\AndroidManifest.xml (764, 2010-10-15)
抢滩登陆\bin\classes.dex (87108, 2010-10-17)
抢滩登陆\bin\resources.ap_ (2068173, 2010-10-17)
抢滩登陆\bin\Sample21_1.apk (2109868, 2010-10-17)
抢滩登陆\bin\wyf\jsl\lb\Activity_GL_Demo$1$1.class (1017, 2010-10-17)
抢滩登陆\bin\wyf\jsl\lb\Activity_GL_Demo$1$2.class (2073, 2010-10-17)
抢滩登陆\bin\wyf\jsl\lb\Activity_GL_Demo$1.class (2448, 2010-10-17)
抢滩登陆\bin\wyf\jsl\lb\Activity_GL_Demo.class (3973, 2010-10-17)
抢滩登陆\bin\wyf\jsl\lb\CollectionUtil.class (3119, 2010-10-17)
抢滩登陆\bin\wyf\jsl\lb\Constant.class (5841, 2010-10-17)
抢滩登陆\bin\wyf\jsl\lb\DrawBall.class (4534, 2010-10-17)
抢滩登陆\bin\wyf\jsl\lb\DrawCelestial.class (2589, 2010-10-17)
抢滩登陆\bin\wyf\jsl\lb\DrawCircle.class (3256, 2010-10-17)
抢滩登陆\bin\wyf\jsl\lb\DrawCube.class (3354, 2010-10-17)
抢滩登陆\bin\wyf\jsl\lb\DrawCylinder.class (3784, 2010-10-17)
抢滩登陆\bin\wyf\jsl\lb\DrawLandForm.class (2894, 2010-10-17)
抢滩登陆\bin\wyf\jsl\lb\DrawLightBall.class (4338, 2010-10-17)
抢滩登陆\bin\wyf\jsl\lb\DrawLightCylinder.class (4136, 2010-10-17)
抢滩登陆\bin\wyf\jsl\lb\DrawPanel.class (1962, 2010-10-17)
抢滩登陆\bin\wyf\jsl\lb\DrawTaper.class (4396, 2010-10-17)
抢滩登陆\bin\wyf\jsl\lb\DrawTextureRect.class (2048, 2010-10-17)
抢滩登陆\bin\wyf\jsl\lb\DrawWater.class (3074, 2010-10-17)
抢滩登陆\bin\wyf\jsl\lb\GLGameView$SceneRenderer$1.class (1046, 2010-10-17)
抢滩登陆\bin\wyf\jsl\lb\GLGameView$SceneRenderer.class (9303, 2010-10-17)
抢滩登陆\bin\wyf\jsl\lb\GLGameView.class (7052, 2010-10-17)
抢滩登陆\bin\wyf\jsl\lb\LogicalBullet.class (5240, 2010-10-17)
抢滩登陆\bin\wyf\jsl\lb\LogicalLandTank.class (2912, 2010-10-17)
抢滩登陆\bin\wyf\jsl\lb\LogicalWaterTank.class (2871, 2010-10-17)
抢滩登陆\bin\wyf\jsl\lb\PackageCannon.class (4791, 2010-10-17)
抢滩登陆\bin\wyf\jsl\lb\PackageCannonEmplacement.class (1712, 2010-10-17)
抢滩登陆\bin\wyf\jsl\lb\PackageLandTank.class (2260, 2010-10-17)
抢滩登陆\bin\wyf\jsl\lb\PackageLandTankWheel.class (1779, 2010-10-17)
抢滩登陆\bin\wyf\jsl\lb\PackageLighthouse.class (2902, 2010-10-17)
抢滩登陆\bin\wyf\jsl\lb\PackageWaterTank.class (2101, 2010-10-17)
抢滩登陆\bin\wyf\jsl\lb\PackageWaterTankBody.class (3555, 2010-10-17)
抢滩登陆\bin\wyf\jsl\lb\R$attr.class (316, 2010-10-17)
抢滩登陆\bin\wyf\jsl\lb\R$drawable.class (1613, 2010-10-17)
抢滩登陆\bin\wyf\jsl\lb\R$id.class (572, 2010-10-17)
... ...

package wyf.jsl.lb; import static wyf.jsl.lb.Constant.*; public class ThreadMenu extends Thread { SurfaceViewMenu mv; int afterCurrentIndex;//动画播放完后的当前菜单图片数组索引 public ThreadMenu(SurfaceViewMenu mv,int afterCurrentIndex) { this.mv=mv; this.afterCurrentIndex=afterCurrentIndex; } @Override public void run() { for(int i=0;i<=TOTAL_STEPS;i++)//循环指定的步数完成动画 { mv.changePercent=PERCENT_STEP*i;//计算此步的占动画的百分比 mv.initMenu();//初始化各个位置的值 if(mv.anmiState==1)//如果状态是1,则向右移 { //根据当前百分比计算当前菜单的位置,大小 mv.currentSelectX=mv.currentSelectX+(BIGWIDTH+MENU_SPAN)*mv.changePercent; mv.currentSelectY=mv.currentSelectY+(BIGHEIGHT-SMALLHEIGHT)*mv.changePercent; mv.currentSelectWidth=BIGWIDTH-(BIGWIDTH-SMALLWIDTH)*mv.changePercent; mv.currentSelectHeight=BIGHEIGHT-(BIGHEIGHT-SMALLHEIGHT)*mv.changePercent; //向右移之后,紧邻当前菜单的左侧菜单项要变大,下面要计算 mv.leftWidth=SMALLWIDTH+(BIGWIDTH-SMALLWIDTH)*mv.changePercent; mv.leftHeight=SMALLHEIGHT+(BIGHEIGHT-SMALLHEIGHT)*mv.changePercent; } else if(mv.anmiState==2)//如果状态是2,则向左移 { //根据当前百分比计算当前菜单的位置,大小 mv.currentSelectX=mv.currentSelectX-(SMALLWIDTH+MENU_SPAN)*mv.changePercent; mv.currentSelectY=mv.currentSelectY+(BIGHEIGHT-SMALLHEIGHT)*mv.changePercent; mv.currentSelectWidth=BIGWIDTH-(BIGWIDTH-SMALLWIDTH)*mv.changePercent; mv.currentSelectHeight=BIGHEIGHT-(BIGHEIGHT-SMALLHEIGHT)*mv.changePercent; //向左移之后,紧邻当前菜单的右侧菜单项要变大,下面要计算 mv.rightWidth=SMALLWIDTH+(BIGWIDTH-SMALLWIDTH)*mv.changePercent; mv.rightHeight=SMALLHEIGHT+(BIGHEIGHT-SMALLHEIGHT)*mv.changePercent; } //计算出紧邻左侧的菜单的位置 mv.leftX=mv.currentSelectX-MENU_SPAN-mv.leftWidth; mv.leftY=mv.currentSelectY+(mv.currentSelectHeight-mv.leftHeight);//犯过错 //计算出紧邻右侧的菜单的位置 mv.rightX=mv.currentSelectX+mv.currentSelectWidth+MENU_SPAN; mv.rightY=mv.currentSelectY+(mv.currentSelectHeight-mv.rightHeight);//犯过错 mv.repaint(); try { Thread.sleep(ANMI_TIMESPAN); } catch(Exception e) { e.printStackTrace(); } }//for结束 mv.anmiState=0; mv.currentIndex=afterCurrentIndex; mv.initMenu(); mv.repaint(); }//run结束 }

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