procedure TPlayScene.DrawMap(layer: TMapLayer);
var
    x, y, xoff, yoff: Integer;
    surface: TTexture;
begin
    for y := m_clientRect.Top to m_clientRect.Bottom + MAP_GRID_HEIGHT * 2 do begin
        for x := m_clientRect.Left - 4 to m_clientRect.Right + 4 do begin
            surface := Map.GetTextureAtLayer(x, y, layer, xoff, yoff);
            if surface <> nil then begin
                surface.Draw((x - m_clientRect.Left) * UNITX + xoff - g_MySelf.m_nShiftX,
                    (y - m_clientRect.Top) * UNITY + yoff - g_MySelf.m_nShiftY);
            end;
        end;
    end;
end;

procedure TPlayScene.DrawObjLayer;
var
    x, y, i, j, px, py, xoff, yoff: Integer;
    actor: TActor;
    surface: TTexture;
    ev: TEvent;
    meff: TMagicEff;
    list: TList;
    dropItem: pTDropItem;
    showItem: PTShowItem;
    name: string;
    rect: TRect;
    width, height: Integer;
begin
    for y := m_clientRect.Top to m_clientRect.Bottom + MAP_GRID_HEIGHT * 2 do begin
        { 渲染建筑 }
        for x := m_clientRect.Left - 4 to m_clientRect.Right + 4 do begin
            surface := Map.GetTextureAtLayer(x, y, ML_OBJ, xoff, yoff);
            if surface <> nil then begin
                surface.Draw((x - m_clientRect.Left) * UNITX + xoff - g_MySelf.m_nShiftX,
                    (y - m_clientRect.Top) * UNITY + yoff - g_MySelf.m_nShiftY);
            end;
        end;

        { 渲染事件 }
        g_eventRenderMgr.Render(y);
        
//        for i := 0 to EventMan.EventList.Count - 1 do begin
//            ev := TEvent(EventMan.EventList[i]);
//            if ev.m_nY = y then begin
//                ev.DrawEvent(m_ObjSurface,
//                    (ev.m_nX - m_clientRect.Left) * UNITX,
//                    (ev.m_nY - m_clientRect.Top) * UNITX
//                );
//            end;
//        end;

        { 渲染掉落物品 }
        if g_boDrawDropItem then begin
            g_DropedItemList.Lock;
            try
                for i := 0 to g_DropedItemList.Count - 1 do begin
                    list := TList(g_DropedItemList[i]);
                    if list.Count <= 0 then Break;

                    dropItem := pTDropItem(list[0]);
                    if (dropItem = nil) or (y <> (dropItem.Y)) then Continue;

                    if  dropItem.Looks in [1, 2, 3] then
                        surface := g_dropitems.Images['掉落_' + RES_BOOKS[dropItem.Looks - 1]]
                    else
                    if dropItem.Name = g_sGoldName then
                        surface := g_dropitems.Images['掉落_金币大.png']
                    else
                        surface := g_dropitems.Images['掉落_' + dropItem.Name + '.png'];

                    if surface = nil then Continue;

                    px := (dropItem.X - m_ClientRect.Left) * UNITX - surface.Width div 2 - g_MySelf.m_nShiftX - HALFX;
                    py := (dropItem.Y - m_ClientRect.Top) * UNITY - surface.Height div 2 - g_MySelf.m_nShiftY - HALFY;
                    
                    surface.Draw(px, py);

                    {显示掉落物品名}
                    if g_boDropItemFlash then begin
                        width := TextWidth(dropItem.Name) + 4;
                        height := TextHeight(dropItem.Name) + 2;
                        
                        rect.Left := px + (surface.Width - width) div 2;
                        rect.Top := py - height - 4;
                        rect.Right := rect.Left + width;
                        rect.Bottom := rect.Top + height;

                        surface.FillRectAlpha(rect, $00004C4C, 125);
                        ImageDraw.TextOut(rect.Left + 2, rect.Top + 1, dropItem.Name);
                    end;
                end
            finally
                g_DropedItemList.UnLock;
            end;
        end;

        { 渲染生物 }
        for i := 0 to m_actorList.Count - 1 do begin
            actor := TActor(m_ActorList.Items[i]);

            if (actor.m_nRy = y) then begin
                if actor = g_AttackLockActor{g_MagicLockActor} then
                begin
                    if not g_AttackLockActor.m_boDeath then begin
                       DrawSelEffect(actor);
                    end else begin
                       g_AttackLockActor := nil;
                    end;
                end;

                if (not g_boDrawMonsterDead) and actor.m_boDeath then Continue;
               
                actor.Render(
                      (actor.m_nRx - m_ClientRect.Left) * UNITX + actor.m_nShiftX - g_MySelf.m_nShiftX,
                      (actor.m_nRy - m_ClientRect.Top) * UNITY + actor.m_nShiftY - g_MySelf.m_nShiftY
                      );
            end;
        end;

        { 绘制生物特效 }
        for i := 0 to m_ActorList.Count - 1 do begin
            Actor := m_ActorList[i];
            Actor.DrawEff(m_ObjSurface,
                (Actor.m_nRx - m_ClientRect.Left) * UNITX,
                (Actor.m_nRy - m_ClientRect.Top - 1) * UNITY);
        end;
    end;

    { 绘制武功特效 }
    for i := 0 to m_EffectList.Count - 1 do begin
        meff := TMagicEff(m_EffectList[i]);
        meff.DrawEff(m_ObjSurface);
    end;

    { 渲染飞行特效 }
    for i := 0 to m_FlyList.Count - 1 do begin
        meff := TMagicEff(m_FlyList.Items[i]);
        if j = (meff.ry - Map.BlockTop) then begin
            meff.DrawEff(m_ObjSurface);
        end;
    end;

//    if g_NewStatus = sConfusion then begin
//        msgstr := Format('You are confused, will return to normal in %d seconds. ', [g_NewStatusDelayTime]);
//        with m_ObjSurface do begin
//            FontSize := MainForm.Canvas.Font.Size;
//            MainForm.Canvas.Font.Size := 18;
//            m_ObjSurface.BoldTextOut((SCREENWIDTH - m_ObjSurface.TextWidth(msgstr)) div 2, (SCREENHEIGHT - 600) + 200, msgstr,
//              clRed, clWhite);
//            MainForm.Canvas.Font.Size := FontSize;
//        end;
//    end;
end;

function TPlayScene.calcShowActorNameY(actor: TActor; var iShowY: Integer) : Integer;
begin
  //计算Y坐标 用于显示 人物名
  if g_boShowNameOnHead then begin
    Result := iShowY;
  end else begin
    Result := actor.m_nSayY + actor.SayOff div 2;
  end;
end;

procedure TPlayScene.DrawActorInfo;
var
    i: Integer;
    actor: TActor;
    name: string;
    color: TColor;
    iShowNameY, iTmp: Integer;
    iShowNameX: Integer;
begin
    for i := 0 to m_ActorList.Count - 1 do begin
        actor := TActor(m_ActorList[i]);
        iShowNameY := actor.m_nSayY;
        if not actor.m_boDeath then begin

            if g_NewStatus = sBlind then Continue;

            { 绘制血条 }
            if not (actor.m_btRace in [RCC_MERCHANT, RC_DAIKATANAGUARD]) then
              actor.RenderHealth(iShowNameY);

            {NPC 只显示名字}
            if (actor.m_btRace in [RCC_MERCHANT, RC_DAIKATANAGUARD, RC_ARROWGUARD]) then begin
              if g_boExtrudeNPC then
                color := clLime
              else color := actor.m_nNameColor;
              actor.NameTextOut(actor.m_sUserName, actor.m_nSayX, calcShowActorNameY(actor, iShowNameY), color);

              if (actor.m_btRace <> RC_ARROWGUARD) then Continue; //跳过,下一角色
            end;

            if{怪物} (actor.m_btRace <> 0) and (actor.m_btRace <> 1) then begin
               if g_boDrawMonsterName then begin
                  if g_boExtrudeMonsterName then begin
                    if actor.m_btRace in [RC_SKULLPET, RC_DEITYPET]{道士宠物} then
                     color := clLime
                    else color := clRed;
                  end else color := actor.m_nNameColor;
                  actor.NameTextOut(actor.m_sUserName, actor.m_nSayX, calcShowActorNameY(actor, iShowNameY), color);
               end;
            end
            else {玩家} if (actor.m_btRace = RCC_USERHUMAN{男}) or (actor.m_btRace = 1{女}) then begin
                if (Actor = g_MySelf) and g_boExtrudeSelf then
                  color := clLime
                else color := actor.m_nNameColor;

                {角色名}
                iTmp := 0;
                name := '';        {鼠标指向角色 - 显示名称}
                if g_boDrawName or ((actor <> g_MySelf) and (actor = g_FocusCret)){其他玩家} or
                 ((actor = g_MySelf) and IsSelectMyself(g_nMouseX, g_nMouseY)) {自己} then begin
                  name := actor.m_sUserName;
                end;
                if name <> '' then begin
                  //iTmp为人名显示Y坐标 - 16   iShowNameY - 为头顶坐标
                  iTmp := actor.NameTextOut(name, actor.m_nSayX, calcShowActorNameY(actor, iShowNameY), color);
                  if g_boShowNameOnHead then iShowNameY := iTmp;
                end;

                {行会名}
                if g_boShowNameOnHead then begin
                  if (iTmp = 0) then iTmp := iShowNameY;
                  if not g_boShowGuildNickNameOnHead then iTmp := actor.m_nSayY + actor.SayOff div 2;
                end else begin
                  if g_boShowGuildNickNameOnHead then iTmp := iShowNameY
                  else if iTmp = 0 then iTmp := actor.m_nSayY + actor.SayOff div 2;
                end;
                name := '';
                if (g_boDrawGuildName) and (actor.m_sDescGuildName <> '') then begin
                  if actor.m_sDescRankName = '' then
                    name := actor.m_sDescGuildName + '\' + name
                  else
                    name := actor.m_sDescGuildName + '[' + actor.m_sDescRankName + ']' + '\' + name;
                end;
                if name <> '' then begin
                  iTmp := actor.NameTextOut(name, actor.m_nSayX, iTmp, color);
                  if g_boShowGuildNickNameOnHead then iShowNameY := iTmp;
                end;

                {摆摊:商铺名}
                if actor.m_boStartStore then begin
                  iShowNameX :=  actor.m_nSayX - (TextWidth(actor.m_sMyStoreName) + g_UIStoreName.Width + 2) div 2;
                  g_UIStoreName.Draw(iShowNameX, iShowNameY - 5);
                  ImageDraw.TextOut(iShowNameX + g_UIStoreName.Width + 2, iShowNameY, actor.m_sMyStoreName, clLime, ColorContour);
                  Dec(iShowNameY, 23);
                end;
            end;

            { 绘制生命改变 攻击/毒等扣血值}
            if g_boDrawHurtNum and (g_NewStatus <> sBlind) then begin
                Actor.ShowHealthStatus;
            end;
        end;
        
        { 显示角色说话文字 }
        if g_NewStatus <> sBlind then begin
            Actor.ShowSayMsg(m_ObjSurface, iShowNameY);
        end;
    end;

    if (g_nAreaStateValue and $04) <> 0 then begin
        m_ObjSurface.BoldTextOut(SCREENWIDTH div 2 - 60, 0, '[攻城区]');
    end;

    if (g_nAreaStateValue and $05) <> 0 then begin
        m_ObjSurface.BoldTextOut(SCREENWIDTH div 2 - 20, 0, '[决斗区]');
    end;

    if (g_nAreaStateValue and $06) <> 0 then begin
        m_ObjSurface.BoldTextOut(SCREENWIDTH div 2 - 50, 0, '[安全区]');
    end;
end;

procedure TPlayScene.ClearDropItem;
var
    I, II: Integer;
    List: TList;
    DropItem: pTDropItem;
begin
    {
    if not CanDraw then Exit;
    }
    g_DropedItemList.Lock;
    try
        for I := g_DropedItemList.Count - 1 downto 0 do begin
            List := TList(g_DropedItemList.Items[I]);
            if List.Count > 0 then begin
                DropItem := List.Items[0];
                if (abs(DropItem.X - g_MySelf.m_nCurrX) > 30) and (abs(DropItem.Y - g_MySelf.m_nCurrY) > 30) then begin
                    for II := 0 to List.Count - 1 do begin
                        DropItem := List.Items[II];
                        Dispose(DropItem);
                    end;
                    List.Free;
                    g_DropedItemList.Delete(I);
                end;
            end;
        end;
    finally
        g_DropedItemList.UnLock;
    end;
end;

procedure TPlayScene.Run(RunSelf: Boolean);
var
    I, k: Integer;
    movetick: Boolean;
    evn: TEvent;
    Actor: TActor;
    meff: TMagicEff;
    effectRender: TEffectRender;

    dwCheckTime, dwTestCheckTime: LongWord;
    nIdx: Integer;
    boCheckTimeLimit: Boolean;
    dwStepMoveTime: LongWord;
    dwTickTime: LongWord;
begin
    if (g_MySelf = nil) then Exit;
                 
    g_boDoFastFadeOut := False;

    {
      m_nAniCount: 控制动画渲染 ? ? ?
    }
    if GetTickCount - m_dwAniTime >= 50 then begin
        m_dwAniTime := GetTickCount;
        Inc(m_nAniCount);
        if m_nAniCount > 100000 then m_nAniCount := 0;
    end;
    
    { Ryan - Some Serious Problem Here I Think, Needs Looking Into }
    try
        nIdx := 0;
        dwCheckTime := g_sysTimeTick;
        boCheckTimeLimit := False;
        while True do begin
            if nIdx >= m_ActorList.Count then Break;
            Actor := TActor(m_ActorList.Items[nIdx]);

            if (not RunSelf) and (Actor = g_MySelf) then begin
                Inc(nIdx);
                Continue;
            end;

            dwTestCheckTime := g_sysTimeTick;
            movetick := Actor.CanMove;

            if movetick then begin
                Actor.m_boLockEndFrame := False;
            end;

            if not Actor.m_boLockEndFrame then begin
                Actor.ProcMsg;
                Actor.Run;
                if movetick then begin
                    if Actor.Move(Actor.m_nMoveStepCount) then begin
                        Inc(nIdx);
                        Continue;
                    end;
                end;
                if Actor <> g_MySelf then
                    Actor.ProcHurryMsg;
            end;

            if Actor = g_MySelf then Actor.ProcHurryMsg;

            if Actor.m_nWaitForRecogId <> 0 then begin
                if Actor.IsIdle then begin
                    DelChangeFace(Actor.m_nWaitForRecogId);
                    NewActor(Actor.m_nWaitForRecogId, Actor.m_nCurrX, Actor.m_nCurrY, Actor.m_btDir, Actor.m_nWaitForFeature, Actor.m_nWaitForStatus);
                    Actor.m_nWaitForRecogId := 0;
                    Actor.m_boDelActor := True;
                end;
            end;

            if Actor.m_boDelActor then begin
                m_ActorList.Delete(nIdx);
                UpDataFreeActorList(Actor);
                if g_TargetCret = Actor then g_TargetCret := nil;
                if g_FocusCret = Actor then g_FocusCret := nil;
                if g_MagicTarget = Actor then g_MagicTarget := nil;
                if g_MyHero = Actor then g_MyHero := nil;
                if g_SerieTarget = Actor then g_SerieTarget := nil;
            end
            else begin
                Inc(nIdx);
            end; 
        end; 
    except
        DebugOutStr('Error 1: PlayerSence.Run');
    end;

    try
        { 处理地面特效 }
        nIdx := 0;
        while True do begin
            if nIdx >= m_GroundEffectList.Count then Break;
            meff := m_GroundEffectList[nIdx];
            if meff.m_boActive then begin
                if not meff.Run then begin
                    m_GroundEffectList.Delete(nIdx);
                    meff.Free;
                    Continue;
                end;
            end;
            Inc(nIdx);
        end;
              
        { 处理特武功效 }
        nIdx := 0;
        while True do begin
            if nIdx >= m_effectRenderList.Count then Break;
            effectRender := m_effectRenderList[nIdx];
            if not effectRender.Running then begin
                effectRender.Free;
                m_effectRenderList.Delete(nIdx);
            end;
            Inc(nIdx);
        end;

        { 处理特武功效 }
        nIdx := 0;
        while True do begin
        if nIdx >= m_EffectList.Count then Break;
            meff := m_EffectList[nIdx];
            if meff.m_boActive then begin
                if not meff.Run then begin
                    meff.Free;
                    m_EffectList.Delete(nIdx);
                    Continue;
                end;
            end;
            Inc(nIdx);
        end;
              
        { 处理飞行特效 }
        nIdx := 0;
        while True do begin
            if nIdx >= m_FlyList.Count then Break;
            meff := m_FlyList[nIdx];
            if meff.m_boActive then begin
                if not meff.Run then begin
                    meff.Free;
                    m_FlyList.Delete(nIdx);
                    Continue;
                end;
            end;
            Inc(nIdx);
        end;

        { 执行事件逻辑 }
        g_eventRenderMgr.Update;
        EventMan.Execute;
    except
        DebugOutStr('Error 2: PlayerSence.Run');
    end;

    try
        { 清除超过显示范围的物品数据 }
        ClearDropItem();

        { 清除超过显示范围的魔法数据 }
        for k := 0 to EventMan.EventList.Count - 1 do begin
            evn := TEvent(EventMan.EventList[k]);
            if (abs(evn.m_nX - g_MySelf.m_nCurrX) > 30) and (abs(evn.m_nY - g_MySelf.m_nCurrY) > 30) then begin
                evn.Free;
                EventMan.EventList.Delete(k);
                Break;
            end;
        end;
        
        { 播放烟花声音 }
        for k := 0 to EventMan.EventList.Count - 1 do begin
            evn := TEvent(EventMan.EventList[k]);
            if (abs(evn.m_nX - g_MySelf.m_nCurrX) <= 15) and (abs(evn.m_nY - g_MySelf.m_nCurrY) <= 15) then begin
                if evn.m_nEventType in [ET_FIREFLOWER_1..ET_FIREFLOWER_8] then begin
                    if TFlowerEvent(evn).m_nExplosionSound > 0 then begin
                        PlaySound(TFlowerEvent(evn).m_nExplosionSound);
                        TFlowerEvent(evn).m_nExplosionSound := -2;
                    end;
                end;
            end;
        end; 
    except
        DebugOutStr('Error 3: PlayerSence.Run');
    end;
    
    g_dwRefreshMessagesTick := g_sysTimeTick;
end;

procedure TPlayScene.PlayScene(MSurface: TTexture);
var
    msgstr: string;
    nSnowX, nSnowY: Integer;
    FontSize: Integer;
    surface: TTexture;
    mode: Integer;
    rect: TRect;
    width, height, i: Integer;
    s,s1: Int64;
begin
    { 角色加载中 }
    if (g_MySelf = nil) then begin
        Exit;
    end; 
    if Assigned(g_PlugInfo.HookPlayScene) then begin
        if g_PlugInfo.HookPlayScene(MSurface) then Exit;
    end;
    Run(True);

    { 失明状态 }
    if g_NewStatus = sBlind then begin
        msgstr := Format('你已进入失明状态,持续%d秒...', [g_NewStatusDelayTime]);
        with MSurface do begin
            FontSize := MainForm.Canvas.Font.Size;
            MainForm.Canvas.Font.Size := 18;
            BoldTextOut((SCREENWIDTH - TextWidth(msgstr)) div 2, (SCREENHEIGHT - 600) + 200, msgstr);
            MainForm.Canvas.Font.Size := FontSize;
        end;
        Exit;
    end;

    { 画面震动 }
    if g_boVibration then begin
        g_nVibrationX := g_nVibrationX + g_VibrationValue[g_nVibrationPos].X;
        g_nVibrationY := g_nVibrationY + g_VibrationValue[g_nVibrationPos].Y;
        Inc(g_nVibrationPos);

        if g_nVibrationPos >= Length(g_VibrationValue) then begin
            g_nVibrationPos := 0;
            Inc(g_nVibrationCount);
        end;
        g_boVibration := g_nVibrationCount < g_nVibrationTotal;
    end;

    { 客户端窗口定位 }
    with m_clientRect do begin
        Top := g_MySelf.m_nRy - (SCREENHEIGHT div UNITY + 1) div 2;
        Left := g_MySelf.m_nRx - (SCREENWIDTH div UNITX + 1) div 2;
        Right := g_MySelf.m_nRx + (SCREENWIDTH div UNITX - 1) div 2;
        Bottom := g_MySelf.m_nRy + (SCREENHEIGHT div UNITY - 1) div 2;
    end;

    m_nOldCurrX := m_nCurrX;
    m_nOldCurrY := m_nCurrY;

    m_nCurrX := g_MySelf.m_nShiftX;
    m_nCurrY := g_MySelf.m_nShiftY;

    if m_nCurrX < 0 then m_nCurrX := 0;
    if m_nCurrY < 0 then m_nCurrY := 0;

    nSnowX := m_nCurrX;
    nSnowY := m_nCurrY;

    { 更新地图块 }
    Map.UpdateMapBlock(g_MySelf.m_nRx, g_MySelf.m_nRy);
    Map.UpdateSceneMgr;

    { 绘制地下表层 }
    DrawMap(ML_GROUND);
    { 绘制地表层 }
    DrawMap(ML_SURFACE);
    { 绘制上地表层 }
    DrawMap(ML_TILE);
    { 绘制对象层 }
    DrawObjLayer;
    { 绘制天空层 }
    DrawMap(ML_SKY);

    if (g_MySelf <> nil) and IsValidActor(g_MySelf) and (g_MySelf.m_nState and $00800000 = 0) then begin
        g_MySelf.Render((g_MySelf.m_nRx - m_ClientRect.Left) * UNITX,
            (g_MySelf.m_nRy - m_ClientRect.Top) * UNITY, True, 110);
    end;

    if (g_FocusCret <> nil) and IsValidActor(g_FocusCret) and (g_FocusCret <> g_MySelf) and
        (g_FocusCret.m_nState and $00800000 = 0) then begin
        g_FocusCret.Render(
            (g_FocusCret.m_nRx - m_ClientRect.Left) * UNITX + g_FocusCret.m_nShiftX - g_MySelf.m_nShiftX,
            (g_FocusCret.m_nRy - m_ClientRect.Top) * UNITY + g_FocusCret.m_nShiftY - g_MySelf.m_nShiftY,
            True, 110
        );
    end;

    if (g_MagicTarget <> nil) and IsValidActor(g_MagicTarget) and (g_MagicTarget <> g_MySelf) and
        (g_MagicTarget.m_nState and $00800000 = 0) then begin
        g_MagicTarget.Render(
            (g_MagicTarget.m_nRx - m_ClientRect.Left) * UNITX + g_MagicTarget.m_nShiftX - g_MySelf.m_nShiftX,
            (g_MagicTarget.m_nRy - m_ClientRect.Top) * UNITY + g_MagicTarget.m_nShiftY - g_MySelf.m_nShiftY,
            True, 110
        );
    end;

    {掉落物品名字}
    if g_FocusItem <> nil then begin
        if g_FocusItem.Looks in [1, 2, 3] then
            surface := g_dropitems.Images['掉落_' + RES_BOOKS[g_FocusItem.Looks - 1]]
        else
            if g_FocusItem.Name = g_sGoldName then
                surface := g_dropitems.Images['掉落_金币大.png']
            else
                surface := g_dropitems.Images['掉落_' + g_FocusItem.Name + '.png'];

        if surface <> nil then begin
            nSnowX := (g_FocusItem.X - m_ClientRect.Left) * UNITX - surface.Width div 2 - g_MySelf.m_nShiftX - HALFX;
            nSnowY := (g_FocusItem.Y - m_ClientRect.Top) * UNITY - surface.Height div 2 - g_MySelf.m_nShiftY - HALFY;

            surface.Draw(nSnowX, nSnowY);
            surface.DrawEff(nSnowX, nSnowY, ceBright, 170);

            width := TextWidth(g_FocusItem.Name) + 4;
            height := TextHeight(g_FocusItem.Name) + 2;

            rect.Left := nSnowX + (surface.Width - width) div 2;
            rect.Top := nSnowY - height - 4;
            rect.Right := rect.Left + width;
            rect.Bottom := rect.Top + height;
            
            surface.FillRectAlpha(rect, $00004C4C, 125);
            ImageDraw.TextOut(rect.Left + 2, rect.Top + 1, g_FocusItem.Name);
        end;
    end;
    
    { 绘制名字、血条等}
    DrawActorInfo;
    DrawTargetHP();

    { 绘制武功特效 }
    for i := 0 to m_effectRenderList.Count - 1 do begin
        TEffectRender(m_effectRenderList[i]).Render;
    end;

    { 地图掩盖层 }
    if (Map.Name = 'jjc') or (Map.Name = 'mq0') or (Map.Name = 'mz0') or (Map.Name = 'shatu') then begin
        surface := nil;
    end
    else begin
        surface := g_resUi.Images['map_mask.png'];
    end;

    if surface <> nil then begin
        surface.Draw(0, 0);
    end;

    DrawBloodBox();
    if g_jjrelive then begin
       s := Round((GetTickCount - g_jjreliveTick) div 1000);
       if s <= 10 then begin
          ImageDraw.TextOut(100, 100, IntToStr(s));

       end else begin
         frmMain.SendMerchantDlgSelect(g_nCurMerchant, '@revivejjc');
         g_jjrelive := False;
       end;
    end;
    if g_startplay then begin
         s1 := Round((GetTickCount - g_starttime) div 1000);
        if s1 < 5 then begin
           g_timepic[4-s1].Draw((SCREENWIDTH - g_timepic[4-s1].Width) div 2, (SCREENHEIGHT - g_timepic[4-s1].Height) div 2);
        end else begin
           if s1 = 5 then begin
             g_timepic[s1].Draw((SCREENWIDTH - g_timepic[s1].Width) div 2, (SCREENHEIGHT - g_timepic[s1].Height) div 2);
           end else begin
              g_startplay := False;
           end;

        end;
    end;
end;

{-------------------------------------------------------}

 

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