All Classes and Interfaces
Class
Description
Task-based AI component.
Cast a ray against all colliders that match the layer mask.
Renders animations from a texture atlas on an entity.
Defines a basic set of properties stored in entities config files to be loaded by Entity Factories.
POJO which contains the custom data attached to each box2D entity.
Chases a target entity until they get too far away or line of sight is lost
Attaches a physics collider to an entity.
Component used to store information related to combat such as health, attack, etc.
A generic command class.
Core component class from which all components inherit.
Internal type system for components.
A command for toggling debug mode on and off.
Provides functionality to draw lines/shapes to the screen for debug purposes.
A default task implementation that stores the associated entity and updates status when
starting/stopping a task.
Core entity class.
Provides a global access point for entities to register themselves.
Send and receive events between objects.
An event listener which is notified when events occur.
An event listener with 0 arguments
An event listener with 1 argument
An event listener with 2 arguments
An event listener with 3 arguments
Wrapper for reading Java objects from JSON files.
Forest area for the demo game with trees, a player, and some enemies.
Represents an area in the game, such as a level, indoor area, etc.
Displays the name of the current game area.
Controls the game time
Entry point of the non-platform-specific game logic.
This class listens to events relevant to a ghost entity's state and plays the animation when one
of the events is triggered.
Defines the properties stored in ghost king config files to be loaded by the NPC Factory.
Contains additional utility constants and functions for common GridPoint2 operations.
Physics comp
An InputComponent that supports keyboard and touch input and touch gestures.
Generic class to wrap an InputProcessor so that it acts like an InputComponent.
InputFactory creates inputType-specific inputFactories which can handle various types of input.
Input device types
Provides a global access point for handling user input and creating input handlers.
A component intended to be used by the player to track their inventory.
A job system provides a general-purpose way to run multi-threaded code.
KeyboardInputFactory creates input handlers that process keyboard and touch support.
Input handler for the player for keyboard and touch (mouse) input.
Input handler for the debug terminal for keyboard and touch (mouse) input.
This class listens to events relevant to the Main Game Screen and does something when one of the
events is triggered.
Displays a button to exit the Main Game screen to the Main Menu screen.
The game screen containing the main game.
This class listens to events relevant to the Main Menu Screen and does something when one of the
events is triggered.
A ui component for displaying the Main menu.
The game screen containing the main menu.
A movement controller moves something to a given a target.
Move to a given position, finishing when you get close enough.
Defines all NPC configs to be loaded by the NPC Factory.
Factory to create non-playable character (NPC) entities with predefined components.
Factory to create obstacle entities.
Displays performance stats about the game for debugging purposes.
Lets an entity be controlled by physics.
Box2D collision events fire globally on the physics world, not per-object.
Process game physics using the Box2D library.
Movement controller for a physics-based entity.
Provides a global access point to the physics engine.
Action component for interacting with the player.
Defines the properties stored in player config files to be loaded by the Player Factory.
Factory to create a player entity.
A ui component for displaying player stats, e.g.
A priority task is a task that also has a priority.
Stores information about a raycast hit.
Can be rendered onto the screen given a Sprite batch.
A generic component for rendering an entity.
Core rendering system for the game.
Globally accessible service for registering renderable components.
Service for loading resources, e.g.
A simplified implementation of the Service Locator pattern:
https://martinfowler.com/articles/injection.html#UsingAServiceLocator
Settings menu display and logic.
The game screen containing the settings.
Cast a ray against all colliders that match the layermask.
A map sorted by the value of key with O(1) iteration.
Apply a custom toString() for a class without overriding the class, using a decorator.
An AI task can be started and stopped at any time.
State tracker for a debug terminal.
A ui component for displaying the debug terminal.
Render a tiled terrain for a given tiled map and orientation.
Factory for creating game terrains.
This enum should contain the different terrains in your game, e.g.
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.
Render a static texture.
When this entity touches a valid enemy's hitbox, deal damage to them and apply a knockback.
Input handler for the player for keyboard and touch (mouse) input.
Input handler for the debug terminal for keyboard and touch (mouse) input.
A generic component for rendering onto the ui.
Reading, Writing, and applying user settings in the game.
Stores chosen display settings.
Stores game settings, can be serialised/deserialised.
Contains additional utility constants and functions for common Vector2 operations.
Task that does nothing other than waiting for a given time.
Wander around by moving a random position within a range of the starting position.