All Classes
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All Classes Interface Summary Class Summary Enum Summary Class Description AINavigation Used to control NPCs with steerable for movement and state machines for behaviourBuilding Buildings that you see in game.CannonBall Cannonball entity and the methods to get it flying.Chest Added for Assessment 2 in order to implement quest functionality Simple entity shown on locate quests originCollege Defines a college and its associated buildings.CollisionCallBack Allows for the callbacks during collision eventsCollisionInfo Contains collision info consisting of entities, box2d bodies, and fixtures involved.CollisionManager Handles collision callbacks for box2dComponent Base class for the ComponentsComponentEvent All events that can be called on a componentComponentType Call components that existConstants creates game constants and is updated when appropriate (I know some aren't technically constants)EndScreen Contains widgets defining the game end screen.EnemyState State machine used for NPC ships' behaviourEntity The base class for all entities in the game.EntityManager Responsible for Managing the entity and component events.Faction Represents a faction contains data largly sourced from GameSettingsGameDifficulty Transparent always top most then 5, 4, 3, 2, 1 in order of presidencyGameManager Responsible for creating most entity's associated with the game.GameScreen Indicator Added for Assessment 2 in order to increase visual clarity on Kill QuestsKillQuest A Quest to kill a college is only complete once that college is deadLocateQuest Competed once the player has gone to a specific positionMenuScreen Contains widgets defining the start-of-game menu screen.Node A node in the A* pathfinding graphNPCShip NPC ship entity class.Obstacle // Added for Assessment 2 Requirements // A class for obstacles in the game world, both trigger or contact.ObstacleControl // Added for Assessment 2 Requirements // Makes an Entity act as an Obstacle to the Player, causing damage upon collision in a variety of differing ways.Page Base class for UI screens.Path The path that exists between 2 nodes not bidirectionalPauseScreen New for Assessment 2, added to allow the addition of a restart button without causing screen clutter.PhysicsBodyType PhysicsManager Manages the box2D world and bodies for the collision detection and physicsPirate Gives the concepts of health plunder, etc.PirateGame Contains class instances of game UI screens.Player Player's ship entity.PlayerController Responsible for the keyboard/mouse control of the playerPowerUp // Assessment 2 requirement // A PowerUp that can modify the value of any Ship for a limited or permanent amount of time.PowerUpAssigned // Assessment 2 addition // For PowerUp requirement, Holds the current PowerUp and manages it.PowerUpOperation // Assessment 2 addition // For PowerUp requirementPowerUpPickup Added for Assessment 2 Simple entity shown on locate quests originQuest Base class for all quests facilitates the checking of completionQuestManager Creates the quests and manages their completion and orderQueueFIFO<T> A First in first out queueRenderable Add the ability for the object to be shownRenderingManager Responsible for all rending.RenderLayer Transparent always top most then 5, 4, 3, 2, 1 in order of presidencyResourceManager Manages all assets and disposes of them when appropriateRigidBody Defines parameters related to collisions of sprites.SaveManager Added for assessment 2 Manges the saving of the gameShip Base class for game ships, Player & NPC.TileMap Component that allows the rendering of tile-maps (has its own sprite batch)TileMapCells The id of tiles in the tiled map that should be considered an obstacle or not will need to be changed when the tiled map is changed dramaticallyTileMapGraph The Graphical representation of the tilemap with each cell being bidirectionally to the adjacent nodes.Transform Position, Scale, Rotation (in radians clockwise)Utilities Helper functionsWeather Added for Assessment 2 in order to meet weather condition requirementsWorldMap The world map