忍者游戏

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正在创建积木……
呼唤小猫……
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最后修改于2021年04月09日

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开发日志

变量

ix [Tiles]

iy [Tiles]

SCROLL_X

_fcount

x [Tiles]

y [Tiles]

SCROLL_Y

i [Tiles]

c [Tiles]

total [Generator]

i [Generator]

y [Generator]

x [Generator]

t [Generator]

t2 [Generator]

nextSecond [Tiles]

_sx

_sy

_ticks

_tickTime

isBlock [Player]

tile [Player]

dir [Player]

onFloor [Player]

x [Cursor]

y [Cursor]

i [Cursor]

xx [Cursor]

yy [Cursor]

isBlock [Cursor]

tile [Cursor]

digIdx [Cursor]

digTime [Cursor]

digEnd [Cursor]

elapse [Cursor]

TILE_SIZE

lc [Tiles]

walkFrame [Player]

x [Mob]

y [Mob]

FPS [Tiles]

sx [Mob]

sy [Mob]

onFloor [Mob]

walkFrame [Mob]

tile [Mob]

isBlock [Mob]

Status [Mob]

t [Player]

Health [Mob]

StatusTime [Mob]

Move # [Player]

Move Time [Player]

x [Effects]

y [Effects]

StatusTime [Effects]

Status [Effects]

action [Cursor]

PlaceType [Cursor]

tx [Player]

Hit Clicked [Player]

@InRange [Cursor]

_TDMul

~isbt1 [Player]

@Type [Cursor]

DEBUG

SCR_SX [Player]

SCR_SY [Player]

noControl [Player]

ttype [Cursor]

@IsSolid [Cursor]

StatusTime [Player]

doJump [Player]

t [Mob]

MAP_WIDTH_NEG

_NextSpawnID

ID [Mob]

MAX_MOBS

i [Mob]

Type [Mob]

WalkBase [Mob]

Speed [Mob]

Careful [Mob]

IsClone [Throws]

srcID [Throws]

x [Throws]

y [Throws]

sx [Throws]

Frame [Throws]

~isbt1 [Throws]

tile [Throws]

isBlock [Throws]

Hit Wait [Mob]

Invulnerable [Player]

FallY [Mob]

FallY [Player]

Type [Throws]

Defense [Mob]

Size [Mob]

Invulnerable [Mob]

BodySize [Mob]

Bucket ID [Cursor]

Bucket Set [Cursor]

EDIT MODE

PunchReach [Mob]

by [Mob]

byd [Mob]

PUNCH_RADIUS

Next Recharge [Health]

_health

HEALTH_RECHARGE_DELAY

AUTO_PAUSE

ox [Sprite2]

dist [Mob]

costume# [Health]

Update Time [Health]

Cost1# [Health]

Cost2# [Health]

Update Iterations [Health]

Follow Weight [Mob]

TIMER

Ghost [Black]

BLACK_FADE

SpawnX

SpawnY

Shake [Health]

tileIdx [Player]

SpawnDir

LIMIT_MAX_X

LIMIT_MIN_X

Collect #

_Sound

_Music

_Was_Hit

ActiveTime [Throws]

health [Boss Health]

happy

BOSS

lastHealth [Boss Health]

ID [Fruit Count]

costume# [Fruit Count]

Last Score [Fruit Count]

Collect Display

MOB #

Type [Fruit Count]

MAX_COLLECTS

mouseUp [Sprite3]

DownPressed [Player]

Status [Player]

DownTime [Player]

Base# [Player]

dist [Throws]

mid [Throws]

mtyp [Throws]

_MOBMUL

lastWeapon [Player]

Collect Time [gui star]

degrade [Throws]

_Weapon

~In Range? [Mob]

_ShakeSY

_hitSize

SAVE [SaveLoad]

neg [SaveLoad]

MAP_HEIGHT

MAP_WIDTH

ERROR [SaveLoad]

_x

_y

custumeWalk [Player]

touching [Throws]

 

列表

tree [Generator]

spawn [Mob]

_SAVED_LEVELS [SaveLoad]

Moves [Player]

_Level

Hits

HitPlayer

_TileData

_Spawned

_SpawnedCount

_ToSpawn

_Throw

_Mobs

_Buckets

_Weapons

 

角色

Stage

造型

背景1

Sky3

backdrop1

Plain Sky

 

声音

 

代码

当 绿旗 被点击

将 {TIMER} 设为 0

将 {EDIT MODE} 设为 0

将 {DEBUG} 设为 0

隐藏变量 {FPS}

隐藏变量 {MOB #}

隐藏变量 {MAX_COLLECTS}

隐藏变量 {Collect Display}

广播 init 并等待

等待 0 秒

广播 splash screen 并等待

 

当按下 x 键

如果 按下 z 键? 那么

如果 ({DEBUG} = 1) 那么

将 {DEBUG} 设为 0

隐藏变量 {FPS}

隐藏变量 {MOB #}

隐藏变量 {MAX_COLLECTS}

否则

将 {DEBUG} 设为 1

显示变量 {FPS}

显示变量 {MOB #}

显示变量 {MAX_COLLECTS}

等待 按下 z 键? 不成立

 

当接收到 new game

广播 init1b 并等待

等待 0 秒

广播 init2 并等待

等待 0 秒

广播 reset level 并等待

等待 0 秒

广播 animate 并等待

广播 gui to front 并等待

等待 1 秒

换成 Sky3 背景

广播 go

 

角色1

 

Generator

 

Tiles

 

Player

 

Cursor

 

Border

 

Mob

 

Effects

 

Throws

 

Health

 

Selected

 

Sprite2

 

Sprite3

 

Black

 

Music

 

Fruit Count

 

Boss Health

 

gui apple

 

gui star

 

SaveLoad