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# Serialized Form

Package jgame.impl

Class jgame.impl.JGameError extends java.lang.Error implements Serializable

Serialized Fields

### msg

    java.lang.String msg

### fatal

    boolean fatal

Package jgame.platform

Class jgame.platform.JGEngine extends java.applet.Applet implements Serializable

Serialized Fields

### imageutil

    jgame.platform.JREImage imageutil

### el

    EngineLogic el

### jre

    jgame.platform.JREEngine jre

### thread

    java.lang.Thread thread

  Path from where files can be loaded; null means not initialised yet

### canvas

    jgame.platform.JGEngine.JGCanvas canvas

### running

    boolean running

  Should engine thread run or halt? Set by start() / stop()

### i_am_applet

    boolean i_am_applet

  True means the game is running as an applet, false means application.

### buf_gfx

    java.awt.Graphics buf_gfx

### background

    java.awt.Image background

### buffer

    java.awt.Image buffer

### bgg

    java.awt.Graphics bgg

### debugflags

    int debugflags

### debugmessage_font

    JGFont debugmessage_font

### debug_auxcolor1

    JGColor debug_auxcolor1

### debug_auxcolor2

    JGColor debug_auxcolor2

### dbgframelogs

    java.util.Hashtable<K,V> dbgframelogs

### dbgnewframelogs

    java.util.Hashtable<K,V> dbgnewframelogs

### dbgframelogs_new

    java.util.Hashtable<K,V> dbgframelogs_new

  flags indicating messages are new

### dbgframelogs_obj

    java.util.Hashtable<K,V> dbgframelogs_obj

  objects that dbgframes correspond to (JGObject)

### dbgframelogs_dead

    java.util.Hashtable<K,V> dbgframelogs_dead

  time that removed objects are dead (Integer)

### null_image

    java.awt.image.BufferedImage null_image

  1x1 pixel image with transparent colour

Class jgame.platform.StdGame extends JGEngine implements Serializable

Serialized Fields

### audioenabled

    boolean audioenabled

  Flag indicating that audio is enabled

### audio_dialog_at_startup

    boolean audio_dialog_at_startup

  Flag indicating that sound enable dialog should be shown at startup

### accel_set_zero_menu

    boolean accel_set_zero_menu

  flag indicating that accelerometer set zero point menu should be active.

### key_startgame

    int key_startgame

  Key for starting the game, JRE default is space, MIDP default is "*"

### key_gamesettings

    int key_gamesettings

  Key for invoking the game settings window, default = enter.

### key_continuegame

    int key_continuegame

  Key for continuing the game when in a sequence, JRE default is space, MIDP default is "*"

### key_quitgame

    int key_quitgame

  Key for quitting the current game, JRE default is escape, MIDP default is "#".

### key_quitprogram

    int key_quitprogram

  Key for quitting the program, JRE default is escape, MIDP default is "#".

### key_pausegame

    int key_pausegame

  Key for pausing the game, JRE default is P, MIDP default is '0'

### key_left

    int key_left

  Key for moving, default = cursors.

### key_right

    int key_right

  Key for moving, default = cursors.

### key_up

    int key_up

  Key for moving, default = cursors.

### key_down

    int key_down

  Key for moving, default = cursors.

### key_fire

    int key_fire

  Key for firing (in case there are no separate directional fire keys), JRE default is Z, MIDP default is Fire.

### key_fireleft

    int key_fireleft

  Key for directional firing, default is WSAD keys for JRE, 2456 for MIDP.

### key_fireright

    int key_fireright

  Key for directional firing, default is WSAD keys for JRE, 2456 for MIDP.

### key_fireup

    int key_fireup

  Key for directional firing, default is WSAD keys for JRE, 2456 for MIDP.

### key_firedown

    int key_firedown

  Key for directional firing, default is WSAD keys for JRE, 2456 for MIDP.

### key_action

    int key_action

  Key for special action, default is X for JRE, 8 for MIDP.

### gametime

    double gametime

  Game timer. Is reset to 0 at the beginning of each level, increments with gamespeed during InGame.

### seqtimer

    double seqtimer

  Sequence timer. Is reset to 0 at the start of the Title, Highscores, EnterHighscore, StartLevel, StartGame, LevelDone, LifeLost, GameOver sequences. Increments with gamespeed always. Can be used to time animations for these sequences.

### timer

    double timer

  Animation timer. Always increments with gamespeed. Can be used to time animations etc.

### score

    int score

  Player score; starts at 0 at beginning of game.

### level

    int level

  Difficulty level; starts at 0 at beginning of game. Can be incremented each time a level is complete. Can be used to determine game difficulty settings throughout the game.

### stage

    int stage

  Game stage, which is usually the same as level, but typically goes on counting, while level may stop increasing at a certain value. Can be used to vary graphic sets, display stage number, etc.

### lives

    int lives

  Lives count, 0 means game over.

### initial_lives

    int initial_lives

  Initial value for lives; default=4

### startgame_ticks

    int startgame_ticks

  Number of ticks to stay in StartLevel/StartGame state, 0 = skip

### leveldone_ticks

    int leveldone_ticks

  Number of ticks to stay in LevelDone state, 0 = skip

### lifelost_ticks

    int lifelost_ticks

  Number of ticks to stay in LifeLost state, 0 = skip

### gameover_ticks

    int gameover_ticks

  Number of ticks to stay in GameOver state, 0 = skip

### startgame_ingame

    boolean startgame_ingame

  Indicates whether the InGame state should be retained when in the corresponding sequence state.

### leveldone_ingame

    boolean leveldone_ingame

  Indicates whether the InGame state should be retained when in the corresponding sequence state.

### lifelost_ingame

    boolean lifelost_ingame

  Indicates whether the InGame state should be retained when in the corresponding sequence state.

### gameover_ingame

    boolean gameover_ingame

  Indicates whether the InGame state should be retained when in the corresponding sequence state.

### status_l_margin

    int status_l_margin

  Horizontal margins to be used by status displays, default 12 pixels.

### status_r_margin

    int status_r_margin

  Horizontal margins to be used by status displays, default 12 pixels.

### status_font

    JGFont status_font

  Font to use to display score

### status_color

    JGColor status_color

  Color to use to display score

### lives_img

    java.lang.String lives_img

  Image to use to display lives

### title_font

    JGFont title_font

  Font to use to display title and messages

### title_color

    JGColor title_color

  Color to use to display title and messages

### title_bg_color

    JGColor title_bg_color

  Color to use to display background effects behind title and messages

### just_inited

    boolean just_inited

  indicates that engine has just started and has not produced a single frame.

### appconfig

    AppConfig appconfig

  The application configuration handler. Default is null, use initAppConfig to initialise it.

### highscores

    Highscore[] highscores

  Highscore table, null (default) means not defined. Use setHighscores to define the table. If defined, the game will handle highscores by means of the states Highscores and EnterHighscore.

### highscore_maxnamelen

    int highscore_maxnamelen

  Maximum length of name typed by user.

### playername

    java.lang.String playername

  Player's name being entered in EnterHighscore; is reset to the empty string before the EnterHighscore state is entered. Is altered by doFrameEnterHighscore.

### highscore_waittime

    int highscore_waittime

  Time to wait in title screen before showing highscores.

### highscore_showtime

    int highscore_showtime

  Time to show highscores before going back to title screen.

### highscore_font

    JGFont highscore_font

  Font to use to display highscores

### highscore_color

    JGColor highscore_color

  Color to use to display highscores

### highscore_title_font

    JGFont highscore_title_font

  Font to use to display highscore title information

### highscore_title_color

    JGColor highscore_title_color

  Color to use to display highscore title information

### highscore_title

    java.lang.String highscore_title

  Title string to display above highscores

### highscore_entry

    java.lang.String highscore_entry

  String to display above highscore entry screen.

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