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.