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📄 pro_map.txt

📁 一个j2me的小游戏
💻 TXT
字号:
AfterDark -> AfterDark:
    GameManager gameManager -> a
    javax.microedition.lcdui.Display display -> b
    void startApp() -> startApp
    void pauseApp() -> pauseApp
    void destroyApp(boolean) -> destroyApp
    void TerminateProgram() -> a
    void SetDisplayable(javax.microedition.lcdui.Displayable,int) -> a
Enemy -> h:
    javax.microedition.lcdui.Image eImg -> a
    void Initial(java.lang.String,int,java.lang.String,int,int) -> a
    void Initial(java.lang.String,int,int,int,int) -> a
    void SetLocation(int,int) -> a
    void Run(int,int) -> b
    void SetAction(int) -> a
    void Reset() -> a
    void SelectAction(int,int) -> c
    int FindDirectionType1(int,int) -> i
    int FindDirectionType2(int,int) -> j
    void DrawMessage(javax.microedition.lcdui.Graphics,java.lang.String[],int,int,int,int,int,int,int) -> a
    void Draw(javax.microedition.lcdui.Graphics,int,int) -> a
GameManager -> e:
    java.util.Random random -> a
    javax.microedition.lcdui.Font font1 -> b
    int eventId -> d
    int eventTimer -> e
    boolean playEvent -> f
    java.util.Timer timer -> g
    java.util.TimerTask timerTask -> h
    javax.microedition.lcdui.Image cursorImg -> i
    javax.microedition.lcdui.Image playerImg1 -> j
    javax.microedition.lcdui.Image playerImg2 -> k
    int gameStage -> l
    int oldGameStage -> m
    int delayStageChange -> n
    int gameMode -> o
    int temp01 -> p
    int temp02 -> q
    int temp03 -> r
    boolean toggle -> s
    boolean newStage -> t
    boolean tempBool01 -> u
    boolean lockSortDrawing -> v
    boolean gameEnd -> w
    boolean bossStage -> x
    boolean isBossDead -> y
    int stopEnemy -> z
    boolean isKeyUp -> A
    boolean isKeyDown -> B
    boolean isKeyLeft -> C
    boolean isKeyRight -> D
    boolean isKeyFire -> E
    int scrOffsetX -> F
    int scrOffsetY -> G
    int[] drawLocY -> H
    int[] drawOrder -> I
    int playerAction -> J
    boolean walkToggle -> K
    Human player -> L
    Human boss01 -> M
    Enemy[] enemy -> N
    MovingObject[] movObj -> O
    Map map -> P
    AfterDark main -> Q
    boolean drawStupidLoop -> c
    void Initial(AfterDark) -> a
    void Stop() -> a
    void Run() -> b
    void Reset() -> c
    void LoadInitialGameImage() -> d
    void LoadPlayerImage() -> e
    boolean IsPause() -> k
    void Pause(boolean) -> a
    boolean IsAllEnemyDead() -> l
    boolean ChangeStage(int) -> a
    void ShowEvent(int) -> b
    int Random(int) -> c
    void Fire(int,int,int,int,int,int,int) -> a
    void CollisionDetection() -> f
    void CollectDrawingObject(int,int,int) -> a
    void QuickSort() -> m
    void RecQuickSort(int,int) -> a
    int PartitionIt(int,int,int) -> b
    void Swap(int,int) -> b
    void SortDrawing(javax.microedition.lcdui.Graphics) -> a
    void keyPressed(int) -> keyPressed
    void keyReleased(int) -> keyReleased
    void keyRepeated(int) -> keyRepeated
    void pointerDragged(int,int) -> pointerDragged
    void pointerPressed(int,int) -> pointerPressed
    void pointerReleased(int,int) -> pointerReleased
    void SetControlKeys(boolean,boolean,boolean,boolean,boolean) -> a
    void paint(javax.microedition.lcdui.Graphics) -> paint
    void DrawCharacterInfo$4e1e1109(javax.microedition.lcdui.Graphics,int,int,int) -> a
    void DrawMessage(javax.microedition.lcdui.Graphics,java.lang.String,int) -> a
    void DrawMessage(javax.microedition.lcdui.Graphics,java.lang.String,int,int,int,int,int,int,int) -> a
    void Draw2LinesMessage(javax.microedition.lcdui.Graphics,java.lang.String,java.lang.String,int,int) -> a
    void DrawYesNoBox(javax.microedition.lcdui.Graphics,java.lang.String,int,int) -> a
    void DrawMessageBox(javax.microedition.lcdui.Graphics,int,int,int,int,int,int,int,int,int) -> a
    void DrawMenu(javax.microedition.lcdui.Graphics,java.lang.String[],int,int,int) -> a
    void SaveGameData() -> n
    boolean LoadGameData() -> g
    int access$0(GameManager) -> a
    boolean access$1(GameManager) -> b
    void access$2(GameManager,boolean) -> a
    void access$3(GameManager,int) -> a
    int access$4(GameManager) -> c
    void access$5(GameManager,boolean) -> b
    void access$6(GameManager,boolean) -> c
    void access$7(GameManager,boolean) -> d
    void access$8(GameManager,int) -> b
    void access$9(GameManager,int) -> c
    boolean access$10(GameManager) -> d
    int access$11(GameManager) -> e
    boolean access$12(GameManager) -> f
    boolean access$13(GameManager) -> g
    void access$14(GameManager,boolean) -> e
    void access$15(GameManager,boolean) -> f
    Human access$16(GameManager) -> h
    void access$17(GameManager,int) -> d
    void access$18(GameManager,int) -> e
    int access$19(GameManager) -> i
    int access$20(GameManager) -> j
    boolean access$21() -> h
    boolean access$22(GameManager) -> k
    boolean access$23(GameManager) -> l
    boolean access$24(GameManager) -> m
    boolean access$25(GameManager) -> n
    boolean access$26(GameManager) -> o
    Human access$27(GameManager) -> p
    int access$28(GameManager) -> q
    void access$29(GameManager,int) -> f
    Enemy[] access$30(GameManager) -> r
    MovingObject[] access$31(GameManager) -> s
    Map access$32(GameManager) -> t
    int access$33() -> i
    void access$34(int) -> d
    int access$35() -> j
    void access$36(int) -> e
    javax.microedition.lcdui.Image access$37(GameManager) -> u
    javax.microedition.lcdui.Image access$38(GameManager) -> v
    void access$39(boolean) -> b
    boolean access$40(GameManager) -> w
    int access$41(GameManager) -> x
    void access$42(GameManager,int) -> g
    void access$43(GameManager,int) -> h
    int access$44(GameManager) -> y
    void access$45(GameManager,boolean) -> g
GameManager$1 -> i:
    GameManager this$0 -> a
    void run() -> run
Human -> f:
    int MAX_HP -> b
    int DEFAULT_ATT_POWER -> c
    int DEFAULT_DEF_POWER -> d
    javax.microedition.lcdui.Image img -> e
    int hp -> f
    int actionId -> g
    int drawImgId -> h
    int actionScript -> i
    int actionScriptLength -> j
    int dalayAction -> k
    int bodyOffsetX -> l
    int curPosY -> m
    int actionImgWidth -> n
    boolean isMoving -> o
    boolean isKeyHold -> p
    int invisible -> q
    int attWidth -> r
    int attHeight -> s
    Rectangle attArea -> t
    Rectangle legArea -> u
    int attPower -> v
    int defPower -> w
    int damage -> x
    int explosionStage -> y
    int numWeapon -> z
    int weaponId -> A
    int gauge -> B
    int newItem -> C
    int[] itemStock -> D
    boolean canMoveUp -> E
    boolean canMoveDown -> F
    boolean canMoveLeft -> G
    boolean canMoveRight -> H
    int oldDirection -> I
    int msgTimer -> J
    java.lang.String[] msg -> K
    void Initial(java.lang.String,int,java.lang.String,int,int) -> a
    void Initial(java.lang.String,int,javax.microedition.lcdui.Image,int,int) -> a
    void Run() -> b
    void Reset() -> a
    void SetLocation(int,int) -> a
    boolean IsInvisible() -> c
    boolean IsDead() -> d
    boolean IsAttack() -> e
    boolean ChangeAction(int) -> b
    void SetAction(int) -> a
    int FindDistance(int,int) -> d
    void ChangeDirection(int) -> l
    void SetHP(int) -> c
    int GetItem(int) -> d
    void SetItem(int,int) -> e
    boolean AddNewItem(int) -> e
    int UseItem(int) -> f
    boolean RemoveItem(int) -> g
    boolean HasItemId(int) -> m
    boolean SetNewWeapon(int) -> h
    void SetWeaponId(int) -> i
    void KeyUp() -> f
    void KeyDown() -> g
    void KeyLeft() -> h
    void KeyRight() -> i
    void KeyFire() -> j
    void SetKeyHold(boolean) -> a
    int GetPosX() -> k
    int GetPosY() -> l
    boolean IsDoorUnlock(int,int) -> i
    boolean OpenTheDoor(int,int,int) -> a
    int MoveToDirection(int,boolean) -> a
    int MoveOppositeDirection(int,boolean) -> b
    boolean IsObstruction(int,int) -> f
    int CheckCollision(int,int,boolean) -> a
    void SetMessage(java.lang.String[],int) -> a
    int GetMessageHeight$4e0f84e1(java.lang.String[],int,int) -> a
    void DrawMessage(javax.microedition.lcdui.Graphics) -> a
    void DrawMessage(javax.microedition.lcdui.Graphics,java.lang.String[],int,int,int,int,int,int,int) -> a
    void DrawItem(javax.microedition.lcdui.Graphics,int,int,int) -> a
    void DrawMenu(javax.microedition.lcdui.Graphics,int,int) -> b
    void DrawExplosion(javax.microedition.lcdui.Graphics,int,int,int) -> b
    void Draw(javax.microedition.lcdui.Graphics,int,int) -> a
    void Run(int,int) -> b
    void SelectAction(int,int) -> c
    int FindDirectionType3(int,int) -> g
    void UpdateCanMove(int,int) -> h
Map -> c:
    int mapId -> m
    int[][] itemLocX -> a
    int[][] itemLocY -> b
    int[][] itemID -> c
    int[][] doorLocX -> d
    int[][] doorLocY -> e
    int[][] doorKeyID -> f
    int[][] eventLocX -> g
    int[][] eventLocY -> h
    int[][] eventID -> i
    int[] roomLinkX -> n
    int[] roomLinkY -> o
    int[] roomLinkID -> p
    int[] playerLocX -> q
    int[] playerLocY -> r
    Room room -> s
    int nextMapId -> j
    int initPLocX -> k
    int initPLocY -> l
    void Initial(int) -> a
    void InitialGameData() -> a
    void Reset() -> b
    void LoadRoom(int) -> e
    void SetLoadMapOk(boolean) -> a
    boolean IsLoadMapOk() -> c
    int GetMapId() -> d
    int GetRoomSizeX() -> e
    int GetRoomSizeY() -> f
    int[][] GetAllItemId() -> g
    void SetAllItemId(int[][]) -> a
    int[][] GetAllDoorKeyId() -> h
    void SetAllDoorKeyId(int[][]) -> b
    int[][] GetAllEventId() -> i
    void SetAllEventId(int[][]) -> c
    int GetRoomLinkId(int,int) -> a
    boolean SetEventId(int,int,int,int) -> a
    int GetEventId(int,int) -> b
    boolean RemoveEventId(int) -> b
    int GetDoorLockId(int,int) -> c
    boolean UnlockDoorId(int,int,int) -> a
    int GetItemId(int,int) -> d
    boolean SetItemId(int,int,int) -> b
    java.lang.String GetItemInfo(int) -> c
    java.lang.String GetItemName(int) -> d
    void Draw(javax.microedition.lcdui.Graphics,int,int) -> a
MovingObject -> b:
    javax.microedition.lcdui.Image weaponImg -> L
    int DEFAULT_HIT_POWER -> M
    int hitPower -> N
    int speedX -> O
    int speedY -> P
    int stage -> Q
    int direction -> R
    int moveDis -> S
    boolean destroy -> T
    boolean canAttack -> U
    int type -> V
    Rectangle curLoc -> W
    void Initial(int,int,int,int,int,int,int,int) -> a
    void Run() -> b
    void Reset() -> a
    int GetLocationX() -> m
    int GetLocationY() -> n
    int GetWidth() -> o
    int GetHeight() -> p
    int GetCenterLocationX() -> q
    int GetCenterLocationY() -> r
    void MoveX(int) -> j
    void MoveY(int) -> k
    int MoveToDirection(int) -> a
    int CheckCollision(int,int) -> a
    void Draw(javax.microedition.lcdui.Graphics,int,int) -> a
Rectangle -> g:
    int x -> a
    int y -> b
    int width -> c
    int height -> d
    void SetLocation(int,int) -> a
    void MoveX(int) -> a
    void MoveY(int) -> b
    void SetBounds(int,int,int,int) -> a
    boolean Intersects(Rectangle) -> a
Room -> d:
    int[][] roomData -> e
    int[][] floorData -> f
    int NUM_OBJ_X -> g
    javax.microedition.lcdui.Image sourceImg -> a
    javax.microedition.lcdui.Image img -> h
    int width -> b
    int height -> c
    boolean loadOk -> d
    void Initial(int,int[][],int[][]) -> a
    int GetObstructionDistance(int,int) -> a
    int GetRoomData(int,int) -> b
    void SetRoomData(int,int,int) -> a
    int GetFloorData(int,int) -> c
    void SetFloorData(int,int,int) -> b
    int GetObjectId(int,int) -> d
    void SetObjectId(int,int,int) -> c
    boolean IsCannotWalkFloor(int) -> j
    boolean IsWallId(int) -> a
    boolean IsCornerWallId(int) -> b
    boolean IsCloseDoorXId(int) -> c
    boolean IsCloseDoorYId(int) -> d
    boolean IsOpenDoorYId(int) -> e
    boolean IsCloseTreasureId(int) -> f
    boolean IsOpenTreasureId(int) -> g
    boolean IsExaminableId(int) -> h
    boolean IsLinkAreaId(int) -> i
    void Draw(javax.microedition.lcdui.Graphics,int,int) -> a
    void DrawObjData(javax.microedition.lcdui.Graphics,int,int,int) -> a
    void CreateImage() -> a
Storage -> j:
    int[] LoadInt(java.lang.String,int,int) -> a
    boolean SaveInt(java.lang.String,int[],int) -> a
    int GetNumRecord(java.lang.String) -> a
ThaiManager -> a:
    javax.microedition.lcdui.Image thaiFontImg -> a

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