Serialized Form
msg
java.lang.String msg
fatal
boolean fatal
imageutil
jgame.platform.JREImage imageutil
el
EngineLogic el
jre
jgame.platform.JREEngine jre
thread
java.lang.Thread thread
- Path from where files can be loaded; null means not initialised yet
canvas
jgame.platform.JGEngine.JGCanvas canvas
running
boolean running
- Should engine thread run or halt? Set by start() / stop()
i_am_applet
boolean i_am_applet
- True means the game is running as an applet, false means
application.
buf_gfx
java.awt.Graphics buf_gfx
background
java.awt.Image background
buffer
java.awt.Image buffer
bgg
java.awt.Graphics bgg
debugflags
int debugflags
debugmessage_font
JGFont debugmessage_font
debug_auxcolor1
JGColor debug_auxcolor1
debug_auxcolor2
JGColor debug_auxcolor2
dbgframelogs
java.util.Hashtable<K,V> dbgframelogs
dbgnewframelogs
java.util.Hashtable<K,V> dbgnewframelogs
dbgframelogs_new
java.util.Hashtable<K,V> dbgframelogs_new
- flags indicating messages are new
dbgframelogs_obj
java.util.Hashtable<K,V> dbgframelogs_obj
- objects that dbgframes correspond to (JGObject)
dbgframelogs_dead
java.util.Hashtable<K,V> dbgframelogs_dead
- time that removed objects are dead (Integer)
null_image
java.awt.image.BufferedImage null_image
- 1x1 pixel image with transparent colour
audioenabled
boolean audioenabled
- Flag indicating that audio is enabled
audio_dialog_at_startup
boolean audio_dialog_at_startup
- Flag indicating that sound enable dialog should be shown at startup
accel_set_zero_menu
boolean accel_set_zero_menu
- flag indicating that accelerometer set zero point menu should be
active.
key_startgame
int key_startgame
- Key for starting the game, JRE default is space, MIDP default is "*"
key_gamesettings
int key_gamesettings
- Key for invoking the game settings window, default = enter.
key_continuegame
int key_continuegame
- Key for continuing the game when in a sequence, JRE default is space,
MIDP default is "*"
key_quitgame
int key_quitgame
- Key for quitting the current game, JRE default is escape, MIDP default
is "#".
key_quitprogram
int key_quitprogram
- Key for quitting the program, JRE default is escape, MIDP default is
"#".
key_pausegame
int key_pausegame
- Key for pausing the game, JRE default is P, MIDP default is '0'
key_left
int key_left
- Key for moving, default = cursors.
key_right
int key_right
- Key for moving, default = cursors.
key_up
int key_up
- Key for moving, default = cursors.
key_down
int key_down
- Key for moving, default = cursors.
key_fire
int key_fire
- Key for firing (in case there are no separate directional fire keys),
JRE default is Z, MIDP default is Fire.
key_fireleft
int key_fireleft
- Key for directional firing, default is WSAD keys for JRE, 2456 for
MIDP.
key_fireright
int key_fireright
- Key for directional firing, default is WSAD keys for JRE, 2456 for
MIDP.
key_fireup
int key_fireup
- Key for directional firing, default is WSAD keys for JRE, 2456 for
MIDP.
key_firedown
int key_firedown
- Key for directional firing, default is WSAD keys for JRE, 2456 for
MIDP.
key_action
int key_action
- Key for special action, default is X for JRE, 8 for MIDP.
gametime
double gametime
- Game timer. Is reset to 0 at the beginning of each level, increments
with gamespeed during InGame.
seqtimer
double seqtimer
- Sequence timer. Is reset to 0 at the start of the Title, Highscores,
EnterHighscore, StartLevel, StartGame,
LevelDone, LifeLost, GameOver sequences. Increments with gamespeed
always. Can be used to time animations for these sequences.
timer
double timer
- Animation timer. Always increments with gamespeed.
Can be used to time animations etc.
score
int score
- Player score; starts at 0 at beginning of game.
level
int level
- Difficulty level; starts at 0 at beginning of game. Can be
incremented each time a level is complete. Can be used to determine game
difficulty settings throughout the game.
stage
int stage
- Game stage, which is usually the same as level, but typically goes on
counting, while level may stop increasing at a certain value.
Can be used to vary graphic sets, display stage number, etc.
lives
int lives
- Lives count, 0 means game over.
initial_lives
int initial_lives
- Initial value for lives; default=4
startgame_ticks
int startgame_ticks
- Number of ticks to stay in StartLevel/StartGame state, 0 = skip
leveldone_ticks
int leveldone_ticks
- Number of ticks to stay in LevelDone state, 0 = skip
lifelost_ticks
int lifelost_ticks
- Number of ticks to stay in LifeLost state, 0 = skip
gameover_ticks
int gameover_ticks
- Number of ticks to stay in GameOver state, 0 = skip
startgame_ingame
boolean startgame_ingame
- Indicates whether the InGame state should be retained when in the
corresponding sequence state.
leveldone_ingame
boolean leveldone_ingame
- Indicates whether the InGame state should be retained when in the
corresponding sequence state.
lifelost_ingame
boolean lifelost_ingame
- Indicates whether the InGame state should be retained when in the
corresponding sequence state.
gameover_ingame
boolean gameover_ingame
- Indicates whether the InGame state should be retained when in the
corresponding sequence state.
status_l_margin
int status_l_margin
- Horizontal margins to be used by status displays, default 12 pixels.
status_r_margin
int status_r_margin
- Horizontal margins to be used by status displays, default 12 pixels.
status_font
JGFont status_font
- Font to use to display score
status_color
JGColor status_color
- Color to use to display score
lives_img
java.lang.String lives_img
- Image to use to display lives
title_font
JGFont title_font
- Font to use to display title and messages
title_color
JGColor title_color
- Color to use to display title and messages
title_bg_color
JGColor title_bg_color
- Color to use to display background effects behind title and messages
just_inited
boolean just_inited
- indicates that engine has just started and has not produced a single
frame.
appconfig
AppConfig appconfig
- The application configuration handler. Default is null, use
initAppConfig to initialise it.
highscores
Highscore[] highscores
- Highscore table, null (default) means not defined. Use setHighscores
to define the table. If defined, the game will handle highscores by
means of the states Highscores and EnterHighscore.
highscore_maxnamelen
int highscore_maxnamelen
- Maximum length of name typed by user.
playername
java.lang.String playername
- Player's name being entered in EnterHighscore; is reset to the empty
string before the EnterHighscore state is entered. Is altered by
doFrameEnterHighscore.
highscore_waittime
int highscore_waittime
- Time to wait in title screen before showing highscores.
highscore_showtime
int highscore_showtime
- Time to show highscores before going back to title screen.
highscore_font
JGFont highscore_font
- Font to use to display highscores
highscore_color
JGColor highscore_color
- Color to use to display highscores
highscore_title_font
JGFont highscore_title_font
- Font to use to display highscore title information
highscore_title_color
JGColor highscore_title_color
- Color to use to display highscore title information
highscore_title
java.lang.String highscore_title
- Title string to display above highscores
highscore_entry
java.lang.String highscore_entry
- String to display above highscore entry screen.