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
啵
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
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
广播 init2 并等待
广播 reset level 并等待
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