?? pro_map.txt
字號:
Anim -> d:
javax.microedition.lcdui.Image image -> a
int nFps -> b
int nfpsc -> c
int nFrame -> d
int nFrameNums -> e
int nActionId -> f
boolean isStop -> g
boolean isLoop -> h
short[][] word2d -> i
short[][] word2d1 -> j
void initParam(int,boolean,boolean) -> a
void update() -> a
void draw(javax.microedition.lcdui.Graphics,int,int) -> a
void changeAction(int) -> a
void init(MyGameCanvas,javax.microedition.lcdui.Image,java.lang.String) -> a
Anim copy() -> b
CPC -> c:
int nHpTimer -> u
int nHpTimerMax -> v
short nUpRectNum -> w
short nDownRectNum -> x
short nLeftRectNum -> y
short nRightRectNum -> z
short[][][] nRectCollosion -> A
int nAttackByBombTileNumUp -> B
int nAttackByBombTileNumDown -> C
int nAttackByBombTileNumLeft -> D
int nAttackByBombTileNumRight -> E
byte bBombState -> F
int nPower -> G
int nTimer -> H
int nTimerMax -> I
int nBombFireToDisappear -> J
int nBombFireToDisappearMax -> K
byte bBossState -> L
short nMapID -> M
boolean isOpened -> N
short N_RABIT_TRAC_LENGTH -> O
boolean isHandleByNPC -> P
byte bVar -> Q
int nLength -> R
int nSleepTime -> S
int bulletNum -> T
Anim anim -> U
void delHp(int) -> a
void update() -> b
void draw(javax.microedition.lcdui.Graphics) -> a
boolean isInScreen() -> e
void upBox() -> c
void downBox() -> d
boolean isLisaNear(int) -> b
boolean isCollosionAnything(int,int) -> b
boolean[] getDirCanGo(int,int) -> c
boolean[] getCollosionWithMap(int,int) -> d
void setSleep(int) -> c
void initAbsXY(int,int) -> a
void setBoom() -> f
boolean isTileXYNull(int,int) -> e
boolean isTilesNullForSnake(int,int) -> f
byte getMapsPre(int,int) -> g
boolean isCanOGREMOVETO(int,int) -> h
Consts -> f:
int[] SN_MENU_STR_IN_GAME_Y_POS -> a
byte getTileVar(short) -> a
Main -> Main:
Main s_instance -> a
long nnRuntime -> f
int nFrames -> g
long nnStartTime -> h
MyGameCanvas myGameCanvas -> i
boolean isLooping -> b
boolean isSoundOn -> c
boolean isMIDletStarted -> d
java.lang.Thread thread -> e
void pauseApp() -> pauseApp
void startApp() -> startApp
void destroyApp(boolean) -> destroyApp
void run() -> run
MyCanvas -> g:
void paint(javax.microedition.lcdui.Graphics) -> paint
void doRepaints$3b4dfe4b() -> e
MyGameCanvas -> e:
javax.microedition.lcdui.Image imageFire -> a
Anim animFire -> b
javax.microedition.lcdui.Image imageSuc -> c
javax.microedition.lcdui.Image imageFailuer -> d
javax.microedition.lcdui.Image imageX -> e
int nPowerCMax -> f
int nBombNumCMax -> g
Anim animLisa -> h
Anim animSaving -> i
Anim animZZ -> j
Anim animMouse -> k
Anim animBf -> l
Anim animHead -> m
Anim animBody -> n
Anim animEnd -> o
javax.microedition.lcdui.Image imageWugong -> p
javax.microedition.lcdui.Image imageBf -> q
javax.microedition.lcdui.Image imageCi -> r
MyGameCanvas instance -> s
short SN_TEXT_ROWS_NUM_MAX -> t
short SN_TEXT_TOP_Y -> u
short SN_CHAR_WIDTH -> v
short SN_CHAR_HEIGHT -> w
short SN_TEXT_TOP_X -> x
short SN_TEXT_DIS -> y
byte sbState -> z
byte sbStateToLoad -> A
int snKeyCodePressed -> B
javax.microedition.lcdui.Font font -> C
int snLevelOpened -> D
int nSlpashTimerC -> E
java.lang.String[] strrTextShows -> F
java.lang.String[] strrTextForAbout -> G
java.lang.String[] strrTextForHelp -> H
int nPointerStrrTextShow -> I
java.lang.String[] strrMenu -> J
int nPointerStrrMenu -> K
boolean isStrrMenuButtonClicked -> L
javax.microedition.lcdui.Image imageUp -> M
javax.microedition.lcdui.Image imageDown -> N
javax.microedition.lcdui.Image imageLeft -> O
javax.microedition.lcdui.Image imageRight -> P
boolean isMenuInGameWorked -> Q
boolean isFoorsMenuWorked -> R
boolean isScriptWorking -> S
boolean isKeyReponseMenu -> T
java.lang.String[] strMenuFoors -> U
int nPStrMenuFoors -> V
java.lang.String[] strrFoos -> W
int[] num_foos -> X
int nPStrrFoos -> Y
int nStarPointer -> Z
int nPoundPointer -> aa
java.lang.String[] strrMenuInGame -> ab
java.lang.String[] strrMenuInGameResultFailur -> ac
java.lang.String[] strrMenuInGameResultWin -> ad
int nPorintStrrMenuInGame -> ae
short nMapId -> af
int snWindowX -> ag
int snWindowY -> ah
int snMapWidth -> ai
int snMapHeight -> aj
byte[][] snsTiles -> ak
int snTilesWidthNum -> al
int snTilesHeightNum -> am
int snMapX -> an
int snMapY -> ao
int snTilesWidthNumInScreen -> ap
int snTilesHeightNumInScreeen -> aq
javax.microedition.lcdui.Image imageSps -> ar
javax.microedition.lcdui.Image imageBox -> as
java.util.Vector vecticUnits -> at
javax.microedition.lcdui.Image imageSaving -> au
javax.microedition.lcdui.Image imageZZ -> av
javax.microedition.lcdui.Image imageMouse -> aw
javax.microedition.lcdui.Image imageBall -> ax
javax.microedition.lcdui.Image imageMap -> ay
javax.microedition.lcdui.Image imageBomb -> az
Anim animBomb -> aA
NPC npcLisa -> aB
CPC cpc2 -> aC
short nDialogWindowX -> aD
short nDialogWindowY -> aE
short nDialogWindowWidth -> aF
short nDialogWindowHeight -> aG
short nDialogWindowTextX -> aH
short nDialogWindowTextY -> aI
short nFontHeight -> aJ
short nFontDisY -> aK
boolean isDialogWorking -> aL
int page -> aM
int lastpage -> aN
java.lang.String[] strDialog1D -> aO
int nRainOrSnow -> aP
int[][] nRainOrSnowXY -> aQ
boolean isStoryModeWorking -> aR
java.lang.String[] strStory -> aS
short nLine -> aT
short nLineMax -> aU
short nTimerStory -> aV
short nTimerStoryMax -> aW
java.util.Random random -> aX
int nTileWidth -> aY
int nTileHeight -> aZ
int nTileWidthForCalc -> ba
int nTileHeightForCalc -> bb
MyGameCanvas$LoadingGameRes loadingGameRes -> bc
boolean isFivePressed -> bd
boolean isCommandWorked -> be
java.lang.String[] strCommand1D -> bf
short[][] snCommand2D -> bg
int nStrCommand1DP -> bh
boolean isScriptDoDiaKeyPressed -> bi
boolean isScriptWalk -> bj
int nScriptWalkLength -> bk
int nScriptWalkLengthMax -> bl
boolean isScriptDialog -> bm
boolean isScriptDialogWorked -> bn
java.lang.String strInfo -> bo
int nTimerForInfo -> bp
boolean isPaused -> bq
byte bGameResult -> br
int nTimerForGameResultShow -> bs
int nTimerForGameResultShowMax -> bt
int nWindowTimer -> bu
int nWindowTimerMax -> bv
int nWindowHeightPer -> bw
void initStory() -> f
void initDialog() -> a
void freeStrDialog() -> g
void freeAllResource() -> b
void initResource() -> c
void initParamsForNpc() -> h
void initObjects() -> i
void addLisa(int,int,int,int) -> a
void addNoramOgre(int,int,int) -> b
void addSuperOgre(int,int,int) -> c
void addSaving(int,int) -> b
void addZhen(int,int) -> c
void addBox(int,int) -> d
void addBossSnake(int,int,int,int) -> b
void doStateChange(byte) -> a
void tick() -> d
void doLogic() -> j
void commandScript() -> k
void script() -> l
void unitsRefresh() -> m
void mapRefresh() -> n
void doKey() -> o
void doUseFoorsById(int) -> a
void doKeyStateMenu() -> p
void doPaint() -> q
void paintGamingState(javax.microedition.lcdui.Graphics) -> a
void paintDialog(javax.microedition.lcdui.Graphics) -> b
void paintBackground(javax.microedition.lcdui.Graphics) -> c
void paintUnits(javax.microedition.lcdui.Graphics) -> d
void initCamera() -> r
void paintTiles(javax.microedition.lcdui.Graphics) -> e
boolean isXYInTiles(int,int,byte[][]) -> a
void paintText(javax.microedition.lcdui.Graphics,int,int) -> a
void paint(javax.microedition.lcdui.Graphics) -> paint
void paintWeather(javax.microedition.lcdui.Graphics) -> f
void doWeather() -> s
void paintLeftRightKeyPointer(javax.microedition.lcdui.Graphics,boolean,boolean) -> a
boolean isIntersectRect(int,int,int,int,int,int,int,int) -> a
void keyPressed(int) -> keyPressed
void keyReleased(int) -> keyReleased
int getKeyPressed(boolean) -> a
void paintSpecString(javax.microedition.lcdui.Graphics,java.lang.String,int,int,int,int,int) -> a
void blt(javax.microedition.lcdui.Graphics,javax.microedition.lcdui.Image,int,int,int,int,int,int) -> a
byte[][] getTiles(java.lang.String) -> a
void info() -> t
int getRandomInt(int,int,int) -> a
void showNotify() -> showNotify
void hideNotify() -> hideNotify
void addFires(int,int) -> a
byte getGameResult() -> u
void gameWin() -> v
void paintWindow(javax.microedition.lcdui.Graphics,javax.microedition.lcdui.Image,int,int,boolean) -> a
void initWindowShow(int,int) -> e
MyGameCanvas$LoadingGameRes -> a:
java.lang.Thread thread -> a
boolean isWorkComplete -> b
MyGameCanvas this$0 -> c
void run() -> run
MySprite -> b:
int nX -> a
int nY -> b
int nXInScreen -> c
int nYInScreen -> d
byte bDirection -> e
int nHP -> f
int nMP -> g
int nEX -> h
int nHPMax -> i
int nMPMax -> j
int nEXMax -> k
int nAttackPower -> l
int nDefendPower -> m
int nSpeed -> n
boolean isMoving -> o
int nFrameCac -> p
int nFrameCacMax -> q
int nLevel -> r
int yCalc -> s
int xCalc -> t
void initBasic(java.lang.String,int,int,byte,int,boolean,boolean,int) -> a
void initParam(int,int,int,int,int,int,int,int) -> a
boolean isInsideScreen() -> a
NPC -> h:
short nUpRectNum -> u
short nDownRectNum -> v
short nLeftRectNum -> w
short nRightRectNum -> x
short[][][] nRectCollosion -> y
Anim anim -> z
boolean isHandleCPC -> A
int nTimerMP -> B
int nTimerMPMax -> C
int nMPPlus -> D
int nHpTimer -> E
int nHpTimerMax -> F
void update() -> b
void draw(javax.microedition.lcdui.Graphics) -> a
void doKey(int) -> a
boolean isBoomHere(int,int) -> a
boolean[] getCollosionWithMap(int,int) -> b
boolean isCollsionWithCPC$134632() -> c
boolean isCollsionWithMap(int,boolean[]) -> a
void setDirection(byte) -> a
void addHP(int) -> b
void addMP(int) -> c
void delHp(int) -> d
RMSSystem -> i:
void init() -> a
int getBackId() -> b
boolean isSoundOn() -> c
void saveSound(boolean) -> a
int loadLevelOpened() -> d
void saveLevelOpened(int) -> a
byte[] longToBytes(long) -> a
long bytesToLong(byte[]) -> a
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