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

dummy_object

java.lang.Object dummy_object
Start or stop watching the given dbgOut source.


dbgframelogs

java.util.Hashtable dbgframelogs

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)


path

java.lang.String path
Path from where files can be loaded; null means not initialised yet


thread

java.lang.Thread thread

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

Class jgame.StdGame extends JGEngine implements Serializable

Serialized Fields

key_startgame

int key_startgame
Key for starting the game, default = space.


key_contgame

int key_contgame
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_upleft

int key_upleft
Key for moving diagonally, default = none.


key_downleft

int key_downleft
Key for moving diagonally, default = none.


key_upright

int key_upright
Key for moving diagonally, default = none.


key_downright

int key_downright
Key for moving diagonally, default = none.


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_fireupleft

int key_fireupleft
Key for diagonal firing, default = none


key_firedownleft

int key_firedownleft
Key for diagonal firing, default = none


key_fireupright

int key_fireupright
Key for diagonal firing, default = none


key_firedownright

int key_firedownright
Key for diagonal firing, default = none


key_action

int[] key_action
Keys for special actions. Default = action[0]=ctrl, action[1]=alt


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.