Serialized Form


Package jgame

Class jgame.JGEngine extends java.applet.Applet implements Serializable

Serialized Fields

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
True means the game is running as an applet, false means application.


view_initialised

boolean view_initialised

winwidth

int winwidth
Desired width/height of game window; 0 is not initialised yet. Note that the width/height of the canvas may be a little smaller to accommodate integer-sized scaled tiles.


winheight

int winheight
Desired width/height of game window; 0 is not initialised yet. Note that the width/height of the canvas may be a little smaller to accommodate integer-sized scaled tiles.


win_decoration

boolean win_decoration
indicates if application window should have decoration


nrtilesx

int nrtilesx
Total number of tiles on the playfield; is a copy of canvas.nrtilesx/y. Initially is the same as the nr of tiles on the visible window, but can be changed to define a playfield larger than the visible window.


nrtilesy

int nrtilesy
Total number of tiles on the playfield; is a copy of canvas.nrtilesx/y. Initially is the same as the nr of tiles on the visible window, but can be changed to define a playfield larger than the visible window.


viewnrtilesx

int viewnrtilesx
Number of tiles in view (visible window); is a copy of canvas.viewnrtilesx/y.


viewnrtilesy

int viewnrtilesy
Number of tiles in view (visible window); is a copy of canvas.viewnrtilesx/y.


tilex

int tilex
Tile size; is a copy of canvas.tilex/y.


tiley

int tiley
Tile size; is a copy of canvas.tilex/y.


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

outline_thickness

int outline_thickness

outline_colour

java.awt.Color outline_colour

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


audioclips

java.util.Hashtable audioclips
clipid -} filename


channels

java.util.Hashtable channels
channelname -} clipid -} AudioClip. Clipid and AudioClip are not defined until played at least once.


lastplayed

java.util.Hashtable lastplayed
channelname -} clipid. Sample has been played last as non-loop.


islooping

java.util.Hashtable islooping
channelname -} clipid. Sample is playing as loop.


unnamedchnr

int unnamedchnr

nr_unnamedch

int nr_unnamedch

audioenabled

boolean audioenabled

Class jgame.StdGame extends JGEngine implements Serializable

Serialized Fields

audioenabled

boolean audioenabled
Flag indicating that audio is enabled


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 current game, default = escape.


key_quitprogram

int key_quitprogram
Key for quitting the program, 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


key_action

int key_action
Key for special action, default=X


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, Highscores, EnterHighscore, 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.


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

java.awt.Font highscore_font
Font to use to display highscores


highscore_color

java.awt.Color highscore_color
Color to use to display highscores


highscore_title_font

java.awt.Font highscore_title_font
Font to use to display highscore title information


highscore_title_color

java.awt.Color 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.