All Classes
Class | Description |
---|---|
AchievementConfigs |
Defines an Arraylist to store a basic set of achievement properties stored in
achievement config files (achievements.json) to be loaded by Achievement Factory,
as well as the property list with operations that need to be conducted and necessary defaults.
|
AchievementFactory |
Factory to create Achievement entities with predefined conditions.
|
AchievementRecordsDisplay |
This class is responsible for displaying the achievement records
and the associated locked and unlocked chapters.
|
AchievementsBonusItems |
The AchievementsBonusItems class is used to spawn bonus items at the game world
when there is a achievement unlocked by the player character
|
AchievementsDisplay |
A UI component to display achievement cards and labels for corresponding achievements
|
AchievementsHelper |
An achievement helper class which tracks properties across
the game and has a built-in event handler.
|
AchievementsScreen | |
AchievementsStatsComponent |
The class listens to game statistics given the forest area lifecycle
and emits new achievement events
|
AITaskComponent |
Task-based AI component.
|
AllHitCallback |
Cast a ray against all colliders that match the layer mask.
|
AnimationRenderComponent |
Renders animations from a texture atlas on an entity.
|
AsyncTaskQueue |
An event pool which runs long-running rendering tasks on a single thread.
|
BackgroundMusic | |
BackgroundMusic.MusicList | |
BackgroundMusic.SelectedMusicList | |
BackgroundRenderComponent |
Render the background texture.
|
BackgroundSelectionComponent | |
BackgroundSoundComponent |
Reusable sound component to create background music
Loads, plays and unloads music automatically.
|
Bag | |
BagInterface |
背包接口
背包
|
BaseAchievementConfig |
Defines a basic set of achievement properties stored in achievement
config file (achievements.json) to be loaded by Achievement Factory
|
BaseEntityConfig |
Defines a basic set of properties stored in entities config files to be loaded by Entity Factories.
|
BodyUserData |
POJO which contains the custom data attached to each box2D entity.
|
Buff | |
BuffDescriptionConfig |
Defines a basic set of achievement properties stored in achievement
config file (achievements.json) to be loaded by Achievement Factory
|
BuffDescriptionConfigs |
Defines an Arraylist to store a basic set of achievement properties stored in
achievement config files (achievements.json) to be loaded by Achievement Factory
|
BuffDescriptionDisplay |
A UI component to display buff description cards and labels for corresponding descriptions
|
BuffDescriptionFactory | |
BuffDisplay | |
BuffManualMenuScreen | |
CameraComponent | |
ChapterDisplay | |
ChaseTask |
Chases a target entity until they get too far away or line of sight is lost
|
ColliderComponent |
Attaches a physics collider to an entity.
|
CombatStatsComponent |
Component used to store information related to combat such as health, attack, etc.
|
Command |
A generic command class.
|
Component |
Core component class from which all components inherit.
|
ComponentIterator<T> |
物品迭代器接口
物品迭代器
|
ComponentType |
Internal type system for components.
|
ConditionConfig |
Defines a basic set of a condition properties for each achievement
stored in achievement config files (achievements.json)
to be loaded by Achievement Factory
|
CountFoodSystem |
this class handles the food update
|
CountWaterSystem |
this class handles the water update
|
DateTimeUtils | |
DeBuff | |
DebugCommand |
A command for toggling debug mode on and off.
|
DebugRenderer |
Provides functionality to draw lines/shapes to the screen for debug purposes.
|
DefaultTask |
A default task implementation that stores the associated entity and updates status when
starting/stopping a task.
|
DistanceDisplay | |
DistanceService |
DistanceService handles the distance value in the game.
|
EnemyAnimationController |
This class listens to events relevant to a enemy entity's state and plays the animation when one
of the events is triggered.
|
Entity |
Core entity class.
|
Entity.DisappearType | |
EntityService |
Provides a global access point for entities to register themselves.
|
EventHandler |
Send and receive events between objects.
|
EventListener |
An event listener which is notified when events occur.
|
EventListener0 |
An event listener with 0 arguments
|
EventListener1<T> |
An event listener with 1 argument
|
EventListener2<T0,T1> |
An event listener with 2 arguments
|
EventListener3<T0,T1,T2> |
An event listener with 3 arguments
|
FileLoader |
Wrapper for reading Java objects from JSON files.
|
FileLoader.Location | |
FoodDisplay |
A ui component for displaying food system.
|
ForestGameArea |
Forest area for the demo game with trees, a player, and some enemies.
|
GameArea |
Represents an area in the game, such as a level, indoor area, etc.
|
GameAreaDisplay |
Displays the name of the current game area.
|
GameChapters | |
GameChapters.Chapter | |
GameChapters.Chapters | |
GameInfo |
The class is responsible for keeping a tab of the game metadata
|
GameInfo.GameMetadata |
Represents the game metadata
|
GameOverDisplay |
Settings menu display and logic.
|
GameOverScreen | |
GameRecords | |
GameRecords.Record |
The Record class keeps a tab of the score, game number and
achievements unlocked in that particular game.
|
GameRecords.Records |
A mapping of the game number (nth game played) and associated record,
i.e, the score and list of unlocked achievements.
|
GameRecords.Score | |
GameRecordUtils | |
GameTime |
Controls the game time
|
GdxGame |
Entry point of the non-platform-specific game logic.
|
GdxGame.ScreenType | |
GhostKingConfig |
Defines the properties stored in ghost king config files to be loaded by the NPC Factory.
|
GoldComponent | |
GridPoint2Utils |
Contains additional utility constants and functions for common GridPoint2 operations.
|
HistoryScoreScreen | |
HitboxComponent |
Physics comp
|
InputComponent |
An InputComponent that supports keyboard and touch input and touch gestures.
|
InputDecorator |
Generic class to wrap an InputProcessor so that it acts like an InputComponent.
|
InputFactory |
InputFactory creates inputType-specific inputFactories which can handle various types of input.
|
InputFactory.InputType |
Input device types
|
InputService |
Provides a global access point for handling user input and creating input handlers.
|
InstructionsDisplay | |
InstructionsScreen | |
InventoryComponent |
A component intended to be used by the player to track their inventory.
|
InventorySystem | |
ItemBar | |
ItemBarDisplay | |
ItemComponent | |
ItemFactory | |
JobSystem |
A job system provides a general-purpose way to run multi-threaded code.
|
KeyboardInputFactory |
KeyboardInputFactory creates input handlers that process keyboard and touch support.
|
KeyboardPlayerInputComponent |
Input handler for the player for keyboard and touch (mouse) input.
|
KeyboardTerminalInputComponent |
Input handler for the debug terminal for keyboard and touch (mouse) input.
|
MainGameActions |
This class listens to events relevant to the Main Game Screen and does something when one of the
events is triggered.
|
MainGameDisplay |
A ui component for displaying the Main game.
|
MainGameExitDisplay |
Displays a button to exit the Main Game screen to the Main Menu screen.
|
MainGameScreen |
The game screen containing the main game.
|
MainGameScreen.NewMap |
all status of new map
|
MainMenuActions |
This class listens to events relevant to the Main Menu Screen and does something when one of the
events is triggered.
|
MainMenuDisplay |
A ui component for displaying the Main menu.
|
MainMenuScreen |
The game screen containing the main menu.
|
MonsterDetails |
To show the details of every monster when click image.
|
MonsterDisplay |
Display all monsters, It is locked by default, and will only be unlocked when the character encounters this
type of monster.
|
MonsterMenuScreen |
A screen for monster manual.
|
MovementController |
A movement controller moves something to a given a target.
|
MovementTask |
Move to a given position, finishing when you get close enough.
|
MPCConfig |
Class to record the MPC attire configuration into a JSON file that is locally persisted
|
newItembar |
the finalized item bar system
|
NPCConfigs |
Defines all NPC configs to be loaded by the NPC Factory.
|
NPCFactory |
Factory to create non-playable character (NPC) entities with predefined components.
|
ObstacleAttackTask | |
ObstacleEventHandler |
Used to handle events of obstacles and enemies
|
ObstacleEventHandler.ObstacleType |
The types of obstacles and enemies are used to determine the type of entity that triggers the event.
|
ObstacleFactory |
Factory to create obstacle entities.
|
ObstacleFactory.MeteoriteType |
Type of Meteorite, different type means different size.
|
ObstaclesConfigs | |
ParticleRenderComponent |
Render particle effect for entities.
|
PerformanceDisplay |
Displays performance stats about the game for debugging purposes.
|
PhysicsComponent |
Lets an entity be controlled by physics.
|
PhysicsComponent.AlignX | |
PhysicsComponent.AlignY | |
PhysicsContactListener |
Box2D collision events fire globally on the physics world, not per-object.
|
PhysicsEngine |
Process game physics using the Box2D library.
|
PhysicsLayer | |
PhysicsMovementComponent |
Movement controller for a physics-based entity.
|
PhysicsService |
Provides a global access point to the physics engine.
|
PhysicsUtils | |
PlayerActions |
Action component for interacting with the player.
|
PlayerAnimationController |
This class listens to events relevant to a Player entity's state and
plays animations when player action events are triggered
|
PlayerConfig |
Defines the properties stored in player config files to be loaded by the Player Factory.
|
PlayerFactory |
Factory to create a player entity.
|
PlayerStatsDisplay |
A ui component for displaying player stats, e.g.
|
PriorityTask |
A priority task is a task that also has a priority.
|
PropertyListDefaults | |
PropItemConfig | |
PropPropertyConfig | |
PropShopHelper | |
PropsShopDisplay |
A ui component for displaying the props shop.
|
PropsShopScreen |
The game screen containing the props shop.
|
PropStoreConfig | |
PropStoreDisplay |
A ui component for displaying the props shop.
|
PropStoreFactory | |
PropStoreGoldDisplay |
A ui component for displaying the props shop gold .
|
PropStoreItemDisplay |
A ui component for displaying the props shop items.
|
PropStoreRecord |
This class is used to record the goldCoin that will be used from the prop store
|
PropStoreRecord.BoughtProps | |
PropStoreRecord.Gold | |
RandomUtils | |
RaycastHit |
Stores information about a raycast hit.
|
RecycleDisplay |
A ui component for displaying recycle system.
|
RecycleDisplay.recycleState | |
Renderable |
Can be rendered onto the screen given a Sprite batch.
|
RenderComponent |
A generic component for rendering an entity.
|
Renderer |
Core rendering system for the game.
|
RenderFactory | |
RenderService |
Globally accessible service for registering renderable components.
|
ResourceService |
Service for loading resources, e.g.
|
ScoreDetailsDialog | |
ScoreDisplay |
A ui component for displaying player score
|
ScoreHistoryDisplay | |
ScoreService |
controls the game score
|
ScoringSystem | |
ScoringSystemV1 |
This class is written by team 9.
|
ServiceLocator |
A simplified implementation of the Service Locator pattern:
https://martinfowler.com/articles/injection.html#UsingAServiceLocator
|
SettingsMenuDisplay |
Settings menu display and logic.
|
SettingsScreen |
The game screen containing the settings.
|
SingleHitCallback |
Cast a ray against all colliders that match the layermask.
|
SortedIntMap<V> |
A map sorted by the value of key with O(1) iteration.
|
SoundComponent |
sound component for entity, play sound by triggering event
|
SpaceshipAttackController |
This class deals with the scene of the spaceship attack.
|
SpaceshipAttackController.AttackType |
Spaceship attack type
|
SpaceshipAttackController.SpaceshipAttack |
Spaceship attack state
|
StringDecorator<T> |
Apply a custom toString() for a class without overriding the class, using a decorator.
|
Task |
An AI task can be started and stopped at any time.
|
Task.Status | |
TaskRunner | |
Terminal |
State tracker for a debug terminal.
|
TerminalDisplay |
A ui component for displaying the debug terminal.
|
TerrainComponent |
Render a tiled terrain for a given tiled map and orientation.
|
TerrainComponent.TerrainOrientation | |
TerrainFactory |
Factory for creating game terrains.
|
TerrainFactory.TerrainType |
This enum should contain the different terrains in your game, e.g.
|
TerrainTile |
Custom terrain tile implementation for tiled map terrain that stores additional properties we
may want to have in the game, such as audio, walking speed, traversability by AI, etc.
|
TestBuffForItem | |
TextureRenderComponent |
Render a static texture.
|
TimerDisplay |
A ui component for displaying player time.
|
TouchAttackComponent |
When this entity touches a valid enemy's hitbox, deal damage to them and apply a knockback.
|
TouchInputFactory | |
TouchPlayerInputComponent |
Input handler for the player for keyboard and touch (mouse) input.
|
TouchTerminalInputComponent |
Input handler for the debug terminal for keyboard and touch (mouse) input.
|
TutorialScreen | |
UIComponent |
A generic component for rendering onto the ui.
|
UnlockedAttiresDisplay |
A UI component to display unlocked attires and the achievements needed to unlock attires
|
UnlockedAttiresScreen |
Screen displaying unlocked attires
|
UserSettings |
Reading, Writing, and applying user settings in the game.
|
UserSettings.DisplaySettings |
Stores chosen display settings.
|
UserSettings.Settings |
Stores game settings, can be serialised/deserialised.
|
Vector2Utils |
Contains additional utility constants and functions for common Vector2 operations.
|
WaitTask |
Task that does nothing other than waiting for a given time.
|
WanderTask |
Wander around by moving a random position within a range of the starting position.
|
WaterDisplay |
A ui component for displaying water system.
|