📄 imagelibref.java
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/*
* Light And Shadow. A Persistent Universe based on Robert Jordan's Wheel of Time Books.
* Copyright (C) 2001-2002 WOTLAS Team
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
package wotlas.common;
import wotlas.libs.graphics2D.ImageLibraryReference;
/**
* Ids for an easier use of the ImageLibrary...
*
* @author aldiss, diego
* @see wotlas.libs.graphics2D.ImageLibrary
*/
public interface ImageLibRef extends ImageLibraryReference
{
/*------------------------------------------------------------------------------------*/
/** DRAWABLE PRIORITIES
*/
public final static short MAP_PRIORITY = 0; // lowest priority, drawn first
public final static short SECONDARY_MAP_PRIORITY = 3;
public final static short HOUSE_FLOOR_PRIORITY = 5;
public final static short CARPET_FLOOR_PRIORITY = 7;
public final static short PRIMARY_WALL_ANGLE_PRIORITY = 9;
public final static short PRIMARY_WALL_POS1_PRIORITY = 11;
public final static short PRIMARY_WALL_POS2_PRIORITY = 13;
public final static short PRIMARY_WALL_END_PRIORITY = 15;
public final static short CENTRAL_FLOOR_PRIORITY = 17;
public final static short SHADOW_PRIORITY = 30; // shadows
public final static short AURA_PRIORITY = 50; // small player auras
public final static short OBJECT_PRIORITY = 70; // wotlas objects
public final static short ONEPOWER_PRIORITY = 90; // one power effects
public final static short PLAYER_PRIORITY = 110; // players
public final static short DOOR_PRIORITY = 130; // doors
public final static short WAVE_PRIORITY = 150; // waves when the player emits sounds
public final static short SECONDARY_WALL_ANGLE_PRIORITY = 170;
public final static short SECONDARY_WALL_POS1_PRIORITY = 172;
public final static short SECONDARY_WALL_POS2_PRIORITY = 174;
public final static short SECONDARY_WALL_END_PRIORITY = 176;
public final static short TEXT_PRIORITY = 200;
/*------------------------------------------------------------------------------------*/
}
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