📄 pro_map.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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