📄 log.txt
字号:
.method_map game/Bomb/paint (Ljavax/microedition/lcdui/Graphics;)V paint
.method_map game/Bomb/nextFrame (B[B[B)B a
.method_map game/Bomb/nextBombFrame (Lgame/Bomb$Pop;)V if
.method_map game/Bomb/paintBomb (Ljavax/microedition/lcdui/Graphics;Lgame/Bomb$Pop;)V a
.class_map game/Role$Point a
.field_map game/Role$Point/x a
.field_map game/Role$Point/LEFT_UP if
.field_map game/Role$Point/col do
.field_map game/Role$Point/RIGHT_DOWN for
.field_map game/Role$Point/RIGHT_UP int
.field_map game/Role$Point/LEFT_DOWN new
.field_map game/Role$Point/row try
.field_map game/Role$Point/y byte
.class_map game/Role d
.field_map game/Role/WI_CURRENT_FRAME a
.field_map game/Role/byAtScrCols if
.field_map game/Role/width do
.field_map game/Role/DownMoveSequence for
.field_map game/Role/LEFT_WAY int
.field_map game/Role/height new
.field_map game/Role/WI_TOTAL_MOVE_FRAME try
.field_map game/Role/yStartPosit byte
.field_map game/Role/btDeathCurrentFrame case
.field_map game/Role/WI_TOTAL_FRAME char
.field_map game/Role/nCurrentMsg else
.field_map game/Role/touchPointBackup goto
.field_map game/Role/byOldWayBackup long
.field_map game/Role/velocity null
.field_map game/Role/iKey void
.field_map game/Role/WI_nTOTALCOLS b
.field_map game/Role/iTileHeight c
.field_map game/Role/WI_CURRENT_SEQUENCE_FRAME d
.field_map game/Role/imgDeath e
.field_map game/Role/COMPUTTER f
.field_map game/Role/xEnd g
.field_map game/Role/isDirectMove h
.field_map game/Role/imgWalkRole i
.field_map game/Role/WI_nCurrentRows j
.field_map game/Role/MSG_LEFT_MOVE k
.field_map game/Role/LeftMoveSequence l
.field_map game/Role/UpMoveSequence m
.field_map game/Role/MSG_END n
.field_map game/Role/MSG_NOTHING o
.field_map game/Role/iTouchWidth p
.field_map game/Role/btDeathTotalFrame q
.field_map game/Role/PLAYER r
.field_map game/Role/imgFight s
.field_map game/Role/sImgWalkPath t
.field_map game/Role/byAtScrRows u
.field_map game/Role/OLD_WAY v
.field_map game/Role/RightMoveSequence w
.field_map game/Role/imagePoint x
.field_map game/Role/COMPUTTER_2 y
.field_map game/Role/nDeathImgHeight z
.field_map game/Role/RoleType A
.field_map game/Role/xStartPosit B
.field_map game/Role/iTouchHeight C
.field_map game/Role/btDeathCurrentIndex D
.field_map game/Role/MSG_UP_MOVE E
.field_map game/Role/nDeathRunTime F
.field_map game/Role/MSG_DOWN_MOVE G
.field_map game/Role/y H
.field_map game/Role/yEnd I
.field_map game/Role/x J
.field_map game/Role/UP_WAY K
.field_map game/Role/RIGHT_WAY L
.field_map game/Role/byCurrentFrameBackup M
.field_map game/Role/btDeathTotalCol N
.field_map game/Role/bomb O
.field_map game/Role/WI_nTOTALROWS P
.field_map game/Role/WI_nCurrentCols Q
.field_map game/Role/touchPoint R
.field_map game/Role/MSG_DEAD S
.field_map game/Role/DOWN_WAY T
.field_map game/Role/ixBackup U
.field_map game/Role/arr_btDeathAnimationFrame V
.field_map game/Role/btDeathTotalRow W
.field_map game/Role/iyBackup X
.field_map game/Role/NOW_WAY Y
.field_map game/Role/imagePointBackup Z
.field_map game/Role/MSG_RIGHT_MOVE aa
.field_map game/Role/bIsDead ab
.field_map game/Role/iTileWidth ac
.field_map game/Role/sDeathImgPath ad
.field_map game/Role/nDeathImgWidth ae
.method_map game/Role/getTouchCurrentCol2 ()V a
.method_map game/Role/getTouchCurrentCol ()I if
.method_map game/Role/jbInit ()V do
.method_map game/Role/paint (Ljavax/microedition/lcdui/Graphics;)V paint
.method_map game/Role/getY ()I for
.method_map game/Role/UpdataAll ()V int
.method_map game/Role/BackupData ()V new
.method_map game/Role/RightMove ()V try
.method_map game/Role/DownMove ()V byte
.method_map game/Role/getTouchCurrentRow2 ()V case
.method_map game/Role/getImageCurrentRow ()I char
.method_map game/Role/nextFrame (B[B[B)B a
.method_map game/Role/LeftMove ()V else
.method_map game/Role/equalToPoint ([Lgame/Role$Point;[Lgame/Role$Point;)V a
.method_map game/Role/UpMove ()V goto
.method_map game/Role/getTouchCurrentRow ()I long
.method_map game/Role/UpdateImagePoint ()V null
.method_map game/Role/paintImage (Ljavax/microedition/lcdui/Graphics;IILjavax/microedition/lcdui/Image;III)V a
.method_map game/Role/getImageCurrentCol ()I void
.method_map game/Role/RecoverData ()V b
.method_map game/Role/getX ()I c
.method_map game/Role/UpdateTouchPoint ()V d
.class_map game/GameManage$ComputerPlayerTask a
.field_map game/GameManage$ComputerPlayerTask/this$0 this$0
.method_map game/GameManage$ComputerPlayerTask/run ()V run
.class_map game/GameManage$CustomerPlayerTask b
.field_map game/GameManage$CustomerPlayerTask/this$0 this$0
.method_map game/GameManage$CustomerPlayerTask/run ()V run
.class_map game/GameManage$BombTask c
.field_map game/GameManage$BombTask/this$0 this$0
.method_map game/GameManage$BombTask/run ()V run
.class_map game/GameManage e
.field_map game/GameManage/bIsUpKey a
.field_map game/GameManage/bIsRightKey if
.field_map game/GameManage/behaviorMsg do
.field_map game/GameManage/GAME_BEGIN for
.field_map game/GameManage/bIsFightKey int
.field_map game/GameManage/bIsOnkey new
.field_map game/GameManage/canvas try
.field_map game/GameManage/bIsCptDead byte
.field_map game/GameManage/GAME_LOST case
.field_map game/GameManage/bIsRoleDead char
.field_map game/GameManage/timBomb else
.field_map game/GameManage/nPlayer1State goto
.field_map game/GameManage/PLAYER_END long
.field_map game/GameManage/bIsRoleMsg null
.field_map game/GameManage/nPlayer3State void
.field_map game/GameManage/g_gameState b
.field_map game/GameManage/GAME_END c
.field_map game/GameManage/check d
.field_map game/GameManage/map e
.field_map game/GameManage/bIsLeftKey f
.field_map game/GameManage/bIsDownKey g
.field_map game/GameManage/timCustomerPlayer h
.field_map game/GameManage/timComputerPlayer i
.field_map game/GameManage/role j
.field_map game/GameManage/PLAYER_BEGIN k
.field_map game/GameManage/cpt l
.field_map game/GameManage/bIsCptMsg m
.field_map game/GameManage/bomb n
.field_map game/GameManage/bIsPaopMsg o
.field_map game/GameManage/nPlayer2State p
.field_map game/GameManage/instance q
.field_map game/GameManage/GAME_WIN r
.field_map game/GameManage/PLAYER_DEAD s
.field_map game/GameManage/comAI t
.field_map game/GameManage/i u
.field_map game/GameManage/h v
.field_map game/GameManage/g w
.field_map game/GameManage/goest x
.field_map game/GameManage/bIsRescue y
.field_map game/GameManage/comAI_goest z
.field_map game/GameManage/GAME_PLAYING A
.method_map game/GameManage/checkGameFinale (Lgame/Role;Lgame/Role;Lgame/Role;Lgame/Map;)V a
.method_map game/GameManage/clearKey ()V a
.method_map game/GameManage/keyPressed (I)V keyPressed
.method_map game/GameManage/paint (Ljavax/microedition/lcdui/Graphics;)V paint
.method_map game/GameManage/keyReleased (I)V keyReleased
.method_map game/GameManage/run ()V if
.class_map game/ComAI f
.field_map game/ComAI/GOEST_ATTACK a
.field_map game/ComAI/nWay if
.field_map game/ComAI/GOEST_STATE do
.field_map game/ComAI/m_Random for
.field_map game/ComAI/role int
.field_map game/ComAI/nSetp new
.field_map game/ComAI/nTargetRow try
.field_map game/ComAI/nTargetCol byte
.field_map game/ComAI/GOEST_RANDOM case
.method_map game/ComAI/followAction (Lgame/Role;Lgame/Map;)V a
.method_map game/ComAI/attackAction (Lgame/Role;Lgame/Map;Lgame/GameHandle;)V a
.method_map game/ComAI/randomAction ()V a
.method_map game/ComAI/checkTarget (Lgame/Role;Lgame/Map;Lgame/GameHandle;)V if
.method_map game/ComAI/scout ()V if
.method_map game/ComAI/getData (Lgame/Role;Lgame/Map;Lgame/GameHandle;)V do
.class_map game/GameCheck g
.field_map game/GameCheck/Role_DownMoveID a
.field_map game/GameCheck/affairsMsg if
.field_map game/GameCheck/behaviorMsg do
.field_map game/GameCheck/t for
.field_map game/GameCheck/r int
.field_map game/GameCheck/id new
.method_map game/GameCheck/recevice (I)V a
.method_map game/GameCheck/run ()V run
.method_map game/GameCheck/getKey (I)V if
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