Serialized Form
Class jgame.JGEngine extends java.applet.Applet implements Serializable |
debugmessage_font
java.awt.Font debugmessage_font
debug_auxcolor1
java.awt.Color debug_auxcolor1
debug_auxcolor2
java.awt.Color debug_auxcolor2
dbgframelogs
java.util.Hashtable dbgframelogs
- Start or stop watching the given dbgOut source.
dbgnewframelogs
java.util.Hashtable dbgnewframelogs
dbgframelogs_new
java.util.Hashtable dbgframelogs_new
- flags indicating messages are new
dbgframelogs_obj
java.util.Hashtable dbgframelogs_obj
- objects that dbgframes correspond to (JGObject)
dbgframelogs_dead
java.util.Hashtable dbgframelogs_dead
- time that removed objects are dead (Integer)
thread
java.lang.Thread thread
- Path from where files can be loaded; null means not initialised yet
canvas
JGCanvas canvas
listener
JGEngine.JGListener listener
fps
double fps
maxframeskip
double maxframeskip
target_time
long target_time
running
boolean running
- Should engine thread run or halt? Set by start() / stop()
gamestate
java.util.Vector gamestate
- Engine game state
gamestate_nextframe
java.util.Vector gamestate_nextframe
- New engine game state to be assigned at the next frame
gamestate_new
java.util.Vector gamestate_new
- New game states which the game has to transition to, and for which
start[state] have to be called.
in_parallel_upd
boolean in_parallel_upd
- indicates when engine is inside a parallel object update (moveObjects,
check*Collision)
timers
java.util.Vector timers
is_inited
boolean is_inited
- signals that JGame globals are set, and exit code should null globals in
JGObject
is_exited
boolean is_exited
- signals that thread should die and canvas should paint exit message
exit_message
java.lang.String exit_message
i_am_applet
boolean i_am_applet
width
int width
- width/height after scaling to screen; 0 is not initialised yet
height
int height
- width/height after scaling to screen; 0 is not initialised yet
nrtilesx
int nrtilesx
nrtilesy
int nrtilesy
tilex
int tilex
tiley
int tiley
my_win
java.awt.Window my_win
my_frame
java.awt.Frame my_frame
fg_color
java.awt.Color fg_color
bg_color
java.awt.Color bg_color
msg_font
java.awt.Font msg_font
buf_gfx
java.awt.Graphics buf_gfx
animations
java.util.Hashtable animations
null_image
java.awt.image.BufferedImage null_image
- 1x1 pixel image with transparent colour
key_startgame
int key_startgame
- Key for starting the game, default = space.
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, default = space.
key_quitgame
int key_quitgame
- Key for quitting the game, default = escape.
key_pausegame
int key_pausegame
- Key for pausing the game, default = P.
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),
default=Z.
key_fireleft
int key_fireleft
- Key for directional firing, default = WSAD keys
key_fireright
int key_fireright
- Key for directional firing, default = WSAD keys
key_fireup
int key_fireup
- Key for directional firing, default = WSAD keys
key_firedown
int key_firedown
- Key for directional firing, default = WSAD keys
gametime
int gametime
- Game timer. Is reset to 0 at the beginning of each level, increments
during InGame.
seqtimer
int seqtimer
- Sequence timer. Is reset to 0 at the start of the Title, StartLevel,
StartGame,
LevelDone, LifeLost, GameOver sequences. Counts always. Can be used to
time animations for these sequences.
timer
int timer
- Animation timer. Always continues on counting. 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_font
java.awt.Font status_font
- Font to use to display score
status_color
java.awt.Color status_color
- Color to use to display score
lives_img
java.lang.String lives_img
- Image to use to display lives
title_font
java.awt.Font title_font
- Font to use to display title and messages
title_color
java.awt.Color title_color
- Color to use to display title and messages
title_bg_color
java.awt.Color 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.