A B C D E F G H I K L M N O P Q R S T U V W Z
All Classes All Packages
All Classes All Packages
All Classes All Packages
A
- a - Variable in class com.mygdx.game.Physics.CollisionInfo
- actors - Variable in class com.mygdx.game.UI.Page
- add(T) - Method in class com.mygdx.utils.QueueFIFO
- addAll(Collection<? extends T>) - Method in class com.mygdx.utils.QueueFIFO
- addComponent(Component) - Method in class com.mygdx.game.Entitys.Entity
- addComponent(Component) - Static method in class com.mygdx.game.Managers.EntityManager
-
Don't call manually
- addComponents(Component...) - Method in class com.mygdx.game.Entitys.Entity
- addEntity(Entity) - Static method in class com.mygdx.game.Managers.EntityManager
-
Don't call manually
- addItem(Component, RenderLayer) - Static method in class com.mygdx.game.Managers.RenderingManager
-
adds item to the list of renderable and adds to the correct layer
- addPlunder(int) - Method in class com.mygdx.game.Components.Pirate
- addPoints(int) - Method in class com.mygdx.game.Components.Pirate
- addQuest(Quest) - Static method in class com.mygdx.game.Managers.QuestManager
- addTarget(Ship) - Method in class com.mygdx.game.Components.Pirate
- addTexture(String) - Static method in class com.mygdx.game.Managers.ResourceManager
-
Schedules an asset for loading Amended for assessment 2: Made the method return void
- addTextureAtlas(String) - Static method in class com.mygdx.game.Managers.ResourceManager
-
Schedules an asset for loading Amended for assessment 2: Made the method return void
- addTileMap(String) - Static method in class com.mygdx.game.Managers.ResourceManager
-
Prefaces name with |TM| followed by the internal index of the tilemap however this isn't required to access this asset
- addTrigger(float, Object) - Method in class com.mygdx.game.Components.RigidBody
-
Adds a new circular fixture to the body as a trigger
- AINavigation - Class in com.mygdx.game.Components
-
Used to control NPCs with steerable for movement and state machines for behaviour
- AINavigation - com.mygdx.game.Components.ComponentType
- AINavigation() - Constructor for class com.mygdx.game.Components.AINavigation
-
Creates a simple navigation component
- angleBetween(Vector2, Vector2) - Static method in class com.mygdx.utils.Utilities
- angleToVector(Vector2, float) - Method in class com.mygdx.game.Components.AINavigation
- angleToVector(Vector2, float) - Method in class com.mygdx.game.Components.Transform
-
Return new vector combining input vector with input angle in radians.
- angleToVector(Vector2, float) - Static method in class com.mygdx.utils.Utilities
- anyQuests() - Static method in class com.mygdx.game.Managers.QuestManager
-
Are there any quests
- applyForce(Vector2) - Method in class com.mygdx.game.Components.RigidBody
- ASPECT_RATIO - Static variable in class com.mygdx.utils.Constants
- AssignPowerUp(PowerUp) - Method in class com.mygdx.game.Components.PowerUpAssigned
-
Assign a PowerUp, disabling the old one if present.
- ATTACK - com.mygdx.game.AI.EnemyState
-
Attempts to kill the enemy
- attackShip(Ship) - Method in class com.mygdx.game.Entitys.NPCShip
-
Added for Assessment 2, shoots a cannonball towards the player ship
- awake() - Method in class com.mygdx.game.Components.Component
-
Called once before start prior to the update loop.
- Awake - com.mygdx.game.Components.ComponentEvent
B
- b - Variable in class com.mygdx.game.Physics.CollisionInfo
- bA - Variable in class com.mygdx.game.Physics.CollisionInfo
- BACKGROUND_COLOUR - Static variable in class com.mygdx.utils.Constants
- bB - Variable in class com.mygdx.game.Physics.CollisionInfo
- beginContact(Contact) - Method in class com.mygdx.game.Managers.CollisionManager
-
called for every contact that box2d detects prior to collision restitution (doesn't matter if it is a trigger/sensor)
- BeginContact(CollisionInfo) - Method in class com.mygdx.game.Entitys.Building
-
Unused
- BeginContact(CollisionInfo) - Method in class com.mygdx.game.Entitys.CannonBall
-
`unused`
- BeginContact(CollisionInfo) - Method in class com.mygdx.game.Entitys.Obstacle
-
Takes the collision info and verifies the results of the collision
- BeginContact(CollisionInfo) - Method in class com.mygdx.game.Entitys.PowerUpPickup
-
`unused`
- BeginContact(CollisionInfo) - Method in class com.mygdx.game.Entitys.Ship
-
`unused`
- BeginContact(CollisionInfo) - Method in interface com.mygdx.game.Physics.CollisionCallBack
-
Called once a collision has being notices
- box2DWorld - Static variable in class com.mygdx.game.Managers.PhysicsManager
- Building - Class in com.mygdx.game.Entitys
-
Buildings that you see in game.
- Building(College) - Constructor for class com.mygdx.game.Entitys.Building
-
Flags are indestructible and mark college locations.
- BUILDING_SCALE - Static variable in class com.mygdx.utils.Constants
- buyPowerUp() - Method in class com.mygdx.game.PowerUps.PowerUp
-
Removes plunder from the player in order to apply the power-up to themselves
C
- canAttack() - Method in class com.mygdx.game.Components.Pirate
-
if dst to target is less than attack range target will be null if not in aggro range
- CannonBall - Class in com.mygdx.game.Entitys
-
Cannonball entity and the methods to get it flying.
- CannonBall() - Constructor for class com.mygdx.game.Entitys.CannonBall
-
Constructs the cannonball object by generating components
- changeDifficulty(String) - Static method in class com.mygdx.game.Managers.GameManager
-
Added for assessment 2 loads the part of the json file for the chosen difficulty and overwrites the settings values with these values
- changeName(String, String) - Static method in class com.mygdx.game.Managers.EntityManager
-
changes the entity's name
- checkCompleted() - Static method in class com.mygdx.game.Managers.QuestManager
-
Checks quests for completion and gives rewards, teleports the chest when appropriate.
- checkCompleted(Player) - Method in class com.mygdx.game.Quests.KillQuest
- checkCompleted(Player) - Method in class com.mygdx.game.Quests.LocateQuest
- checkCompleted(Player) - Method in class com.mygdx.game.Quests.Quest
-
Checks if the given player has met the complete condition
- CheckPermanent() - Method in class com.mygdx.game.PowerUps.PowerUp
-
Check whether the PowerUp is permanent or temporary.
- CheckPowerUpDone() - Method in class com.mygdx.game.PowerUps.PowerUp
-
Check whether a PowerUp is done.
- CheckPowerUpDone(Pirate) - Method in class com.mygdx.game.PowerUps.PowerUp
-
Check whether a PowerUp is done, and Disable it if so.
- checkProximity(Vector2, Vector2, float) - Static method in class com.mygdx.utils.Utilities
-
checks the proximity of point a to point b
- Chest - Class in com.mygdx.game.Entitys
-
Added for Assessment 2 in order to implement quest functionality Simple entity shown on locate quests origin
- Chest() - Constructor for class com.mygdx.game.Entitys.Chest
-
Constructs the Chest object
- circleOrigin() - Method in class com.mygdx.game.Entitys.NPCShip
-
Added for Assessment 2 Creates a new steering behaviour that will make the NPC circle the college it is attached to (doesn't factor in obstacles)
- cleanUp() - Method in class com.mygdx.game.Components.Component
-
Called once after the update loop has finished.
- cleanUp() - Method in class com.mygdx.game.Components.Renderable
-
Called once after the update loop has finished.
- cleanUp() - Method in class com.mygdx.game.Components.TileMap
-
Calls the Clean-Up function of the Component class
- cleanUp() - Method in class com.mygdx.game.Entitys.Entity
-
Similar to the Component's cleanUp event
- cleanUp() - Method in class com.mygdx.game.Entitys.Player
-
Cleans up hanging data parts
- cleanUp() - Static method in class com.mygdx.game.Managers.EntityManager
-
Cleans up all entities and components.
- cleanUp() - Static method in class com.mygdx.game.Managers.PhysicsManager
- cleanUp() - Static method in class com.mygdx.game.Managers.RenderingManager
- cleanUp() - Static method in class com.mygdx.game.Managers.ResourceManager
-
It is imperative that this is called unless you want memory leeks
- clear() - Method in class com.mygdx.utils.QueueFIFO
- College - Class in com.mygdx.game.Entitys
-
Defines a college and its associated buildings.
- College() - Constructor for class com.mygdx.game.Entitys.College
-
Creates a college.
- College(int) - Constructor for class com.mygdx.game.Entitys.College
-
Creates a college at the location associated with the given faction id.
- CollisionCallBack - Interface in com.mygdx.game.Physics
-
Allows for the callbacks during collision events
- CollisionInfo - Class in com.mygdx.game.Physics
-
Contains collision info consisting of entities, box2d bodies, and fixtures involved.
- CollisionInfo(Fixture, Fixture, Body, Body, Entity, Entity) - Constructor for class com.mygdx.game.Physics.CollisionInfo
- CollisionManager - Class in com.mygdx.game.Managers
-
Handles collision callbacks for box2d
- CollisionManager() - Constructor for class com.mygdx.game.Managers.CollisionManager
- com.mygdx.game - package com.mygdx.game
- com.mygdx.game.AI - package com.mygdx.game.AI
- com.mygdx.game.Components - package com.mygdx.game.Components
- com.mygdx.game.Entitys - package com.mygdx.game.Entitys
- com.mygdx.game.Managers - package com.mygdx.game.Managers
- com.mygdx.game.Physics - package com.mygdx.game.Physics
- com.mygdx.game.PowerUps - package com.mygdx.game.PowerUps
- com.mygdx.game.Quests - package com.mygdx.game.Quests
- com.mygdx.game.UI - package com.mygdx.game.UI
- com.mygdx.utils - package com.mygdx.utils
- Component - Class in com.mygdx.game.Components
-
Base class for the Components
- Component() - Constructor for class com.mygdx.game.Components.Component
-
sets up the Component
- ComponentEvent - Enum in com.mygdx.game.Components
-
All events that can be called on a component
- ComponentType - Enum in com.mygdx.game.Components
-
Call components that exist
- Constants - Class in com.mygdx.utils
-
creates game constants and is updated when appropriate (I know some aren't technically constants)
- Constants() - Constructor for class com.mygdx.utils.Constants
- contains(Object) - Method in class com.mygdx.utils.QueueFIFO
- contains(ArrayList<T>, T) - Static method in class com.mygdx.utils.Utilities
-
does array contain a
- containsAll(Collection<?>) - Method in class com.mygdx.utils.QueueFIFO
- cost - Variable in class com.mygdx.game.AI.Node
- create() - Method in class com.mygdx.game.PirateGame
-
Create instances of game stage and UI screens.
- create(Vector2, String) - Method in class com.mygdx.game.Entitys.Building
-
Creates a building with the given name at the specified location.
- CreateActors() - Method in class com.mygdx.game.UI.EndScreen
-
Create game end screen widgets, initialised to game loss status.
- CreateActors() - Method in class com.mygdx.game.UI.GameScreen
-
Draw UI elements showing player health, plunder, and ammo.
- CreateActors() - Method in class com.mygdx.game.UI.MenuScreen
-
Create menu widgets such as start button, labels, etc.
- CreateActors() - Method in class com.mygdx.game.UI.Page
- CreateActors() - Method in class com.mygdx.game.UI.PauseScreen
- createBody(BodyDef, FixtureDef, Object) - Static method in class com.mygdx.game.Managers.PhysicsManager
- CreateCollege(int) - Static method in class com.mygdx.game.Managers.GameManager
-
Creates the college with it's building for the desired college
- createMapCollision(TileMap) - Static method in class com.mygdx.game.Managers.PhysicsManager
-
Populates the map with box2D bodies necessary for collisions to happen.
- CreateNPCShip(int) - Static method in class com.mygdx.game.Managers.GameManager
-
Creates an NPC ship with the given faction
- CreatePlayer() - Static method in class com.mygdx.game.Managers.GameManager
-
Creates player that belongs the faction with id 1
- createRandomQuests() - Static method in class com.mygdx.game.Managers.QuestManager
-
Creates the quest line with the final quest being to kill a college Changed from private to public in assessment 2 to allow the separation between initialize and creating quests for testing.
- CreateWorldMap(int) - Static method in class com.mygdx.game.Managers.GameManager
-
Creates the world map
- currentQuest() - Static method in class com.mygdx.game.Managers.QuestManager
-
Returns the next un-completed quest
D
- decrement - com.mygdx.game.PowerUps.PowerUpOperation
-
Decrement the key value by an amount.
- description - Variable in class com.mygdx.game.Quests.Quest
- destroy(Faction) - Method in class com.mygdx.game.Entitys.Building
-
Replace the building with ruins and mark as broken.
- difficulty - Variable in class com.mygdx.game.PirateGame
- DIMENSIONS - Static variable in class com.mygdx.utils.Constants
- directionToShip(Ship) - Method in class com.mygdx.game.Entitys.NPCShip
-
Added for Assessment 2, calculates the direction an Enemy Ship is in
- DisablePowerUp(Pirate) - Method in class com.mygdx.game.PowerUps.PowerUp
-
Remove PowerUp modifiers from a Pirate and reset to default.
- displacementFromShip(Ship) - Method in class com.mygdx.game.Entitys.College
-
Added for Assessment 2
- dispose() - Method in class com.mygdx.game.Entitys.Entity
-
disposes of any components attached to this object
- dispose() - Static method in class com.mygdx.game.Managers.GameManager
- dispose() - Static method in class com.mygdx.game.Managers.ResourceManager
-
Added for Assessment 2 Calls cleanup function and disposes of remaining assets
- dispose() - Method in class com.mygdx.game.PirateGame
-
Clean up prevent memory leeks
- dispose() - Method in class com.mygdx.game.UI.GameScreen
-
disposed of all stuff it something is missing from this method you will get memory leaks
- distanceToTiles(float) - Static method in class com.mygdx.utils.Utilities
- distanceToTiles(Vector2) - Static method in class com.mygdx.utils.Utilities
- divide - com.mygdx.game.PowerUps.PowerUpOperation
-
Divide the key value by an amount.
- Dynamic - com.mygdx.game.Physics.PhysicsBodyType
-
Effected by all forces (like every thing in real life)
E
- Easy - com.mygdx.game.Managers.GameDifficulty
- element() - Method in class com.mygdx.utils.QueueFIFO
- EnablePowerUp(Pirate) - Method in class com.mygdx.game.PowerUps.PowerUp
-
Apply PowerUp modifiers to the Pirate.
- end - Variable in class com.mygdx.game.PirateGame
- endContact(Contact) - Method in class com.mygdx.game.Managers.CollisionManager
-
called for every contact that box2d detects after collision restitution (doesn't matter if it is a trigger/sensor)
- EndContact(CollisionInfo) - Method in class com.mygdx.game.Entitys.Building
-
Unused
- EndContact(CollisionInfo) - Method in class com.mygdx.game.Entitys.CannonBall
-
`unused`
- EndContact(CollisionInfo) - Method in class com.mygdx.game.Entitys.Obstacle
-
Sets the obstacle's status as not colliding
- EndContact(CollisionInfo) - Method in class com.mygdx.game.Entitys.PowerUpPickup
-
`unused`
- EndContact(CollisionInfo) - Method in class com.mygdx.game.Entitys.Ship
-
`unused`
- EndContact(CollisionInfo) - Method in interface com.mygdx.game.Physics.CollisionCallBack
-
Called after the collision has being solved
- EndScreen - Class in com.mygdx.game.UI
-
Contains widgets defining the game end screen.
- EndScreen(PirateGame) - Constructor for class com.mygdx.game.UI.EndScreen
-
Creates an End Screen
- EnemyState - Enum in com.mygdx.game.AI
-
State machine used for NPC ships' behaviour
- enter(NPCShip) - Method in enum com.mygdx.game.AI.EnemyState
-
Called when a state is entered
- EnterTrigger(CollisionInfo) - Method in class com.mygdx.game.Entitys.Building
-
Destroys the building and marks cannonball for removal.
- EnterTrigger(CollisionInfo) - Method in class com.mygdx.game.Entitys.CannonBall
-
`unused`
- EnterTrigger(CollisionInfo) - Method in class com.mygdx.game.Entitys.NPCShip
-
if the aggro fixture hit a ship set it as the target
- EnterTrigger(CollisionInfo) - Method in class com.mygdx.game.Entitys.Obstacle
-
Takes the collision info and verifies the results of the collision
- EnterTrigger(CollisionInfo) - Method in class com.mygdx.game.Entitys.PowerUpPickup
-
applies the attached power up to the colliding entity then sets the power up to be hidden next update
- EnterTrigger(CollisionInfo) - Method in class com.mygdx.game.Entitys.Ship
-
Amended for Assessment 2 (added functionality for when attacked by cannonball) if called on a Player against anything else call it on the other thing
- EnterTrigger(CollisionInfo) - Method in interface com.mygdx.game.Physics.CollisionCallBack
-
Called on the object that enters the trigger
- Entity - Class in com.mygdx.game.Entitys
-
The base class for all entities in the game.
- Entity() - Constructor for class com.mygdx.game.Entitys.Entity
-
Constructs the base elements of the object
- Entity(int) - Constructor for class com.mygdx.game.Entitys.Entity
-
Allocates the correct amount of memory for components
- EntityManager - Class in com.mygdx.game.Managers
-
Responsible for Managing the entity and component events.
- EntityManager() - Constructor for class com.mygdx.game.Managers.EntityManager
- exit(NPCShip) - Method in enum com.mygdx.game.AI.EnemyState
-
Called when a state is left
- ExitTrigger(CollisionInfo) - Method in class com.mygdx.game.Entitys.Building
-
Unused
- ExitTrigger(CollisionInfo) - Method in class com.mygdx.game.Entitys.CannonBall
-
`unused`
- ExitTrigger(CollisionInfo) - Method in class com.mygdx.game.Entitys.NPCShip
-
if a target has left remove it from the potential targets Queue
- ExitTrigger(CollisionInfo) - Method in class com.mygdx.game.Entitys.Obstacle
-
Sets the obstacle's status as not colliding
- ExitTrigger(CollisionInfo) - Method in class com.mygdx.game.Entitys.PowerUpPickup
-
`unused`
- ExitTrigger(CollisionInfo) - Method in class com.mygdx.game.Entitys.Ship
-
if called on a Player against anything else call it on the other thing
- ExitTrigger(CollisionInfo) - Method in interface com.mygdx.game.Physics.CollisionCallBack
-
Called upon exiting a trigger
F
- f - Variable in class com.mygdx.game.Entitys.College
- fA - Variable in class com.mygdx.game.Physics.CollisionInfo
- Faction - Class in com.mygdx.game
-
Represents a faction contains data largly sourced from GameSettings
- Faction() - Constructor for class com.mygdx.game.Faction
- Faction(String, String, Vector2, Vector2, int) - Constructor for class com.mygdx.game.Faction
-
Creates a faction with the specified name, colour, and in-game location.
- fB - Variable in class com.mygdx.game.Physics.CollisionInfo
- fire(Entity, Vector2, Vector2) - Method in class com.mygdx.game.Entitys.CannonBall
-
Teleport the cannonball in from offscreen and send in flying away from the ship.
- Five - com.mygdx.game.Managers.RenderLayer
- floor(Vector2) - Static method in class com.mygdx.utils.Utilities
-
floors the vector
- followPlayer() - Method in class com.mygdx.game.Entitys.Indicator
-
Called when updating the position of the Indicator.
- followTarget() - Method in class com.mygdx.game.Entitys.NPCShip
-
creates a new steering behaviour that will make the NPC beeline for the target (doesn't factor in obstacles)
- Four - com.mygdx.game.Managers.RenderLayer
- FULLSCREEN - Static variable in class com.mygdx.utils.Constants
G
- game - Variable in class com.mygdx.game.PirateGame
- GameDifficulty - Enum in com.mygdx.game.Managers
-
Transparent always top most then 5, 4, 3, 2, 1 in order of presidency
- GameManager - Class in com.mygdx.game.Managers
-
Responsible for creating most entity's associated with the game.
- GameManager() - Constructor for class com.mygdx.game.Managers.GameManager
- GameScreen - Class in com.mygdx.game.UI
- GameScreen(PirateGame, int) - Constructor for class com.mygdx.game.UI.GameScreen
-
Boots up the actual game: starts PhysicsManager, GameManager, EntityManager, loads texture atlases into ResourceManager.
- get() - Method in class com.mygdx.utils.QueueFIFO
- getAmmo() - Method in class com.mygdx.game.Components.Pirate
- getAmmo() - Method in class com.mygdx.game.Entitys.Player
- getAngularVelocity() - Method in class com.mygdx.game.Components.AINavigation
- getAngularVelocity() - Method in class com.mygdx.game.Components.RigidBody
- getAttackDmg() - Method in class com.mygdx.game.Components.Pirate
-
Added for Assessment 2
- getAttackDmg() - Method in class com.mygdx.game.Entitys.CannonBall
-
Added for Assessment 2
- getAttackRange() - Static method in class com.mygdx.game.Entitys.Ship
- getBatch() - Static method in class com.mygdx.game.Managers.RenderingManager
- getBody() - Method in class com.mygdx.game.Components.RigidBody
- getBody(int) - Static method in class com.mygdx.game.Managers.PhysicsManager
- getBoundingRadius() - Method in class com.mygdx.game.Components.AINavigation
- getCamera() - Static method in class com.mygdx.game.Managers.RenderingManager
- getCollege(int) - Static method in class com.mygdx.game.Managers.GameManager
- getColleges() - Static method in class com.mygdx.game.Managers.GameManager
- getColour() - Method in class com.mygdx.game.Faction
- getComponent(ComponentType) - Method in class com.mygdx.game.Entitys.Entity
-
gets component of type
- getComponent(Class<T>) - Method in class com.mygdx.game.Entitys.Entity
-
Gets the first component that is of the same type as T
- getConnections(Node) - Method in class com.mygdx.game.AI.TileMapGraph
- getCost() - Method in class com.mygdx.game.AI.Path
- getCost() - Method in class com.mygdx.game.PowerUps.PowerUp
- getCurrentCannon() - Static method in class com.mygdx.game.Managers.GameManager
-
Added for Assessment 2
- getCurrentState() - Method in class com.mygdx.game.Entitys.NPCShip
- getDeltaTime() - Static method in class com.mygdx.game.Managers.EntityManager
-
gets the time between the last from and the current
- getDescription() - Method in class com.mygdx.game.Quests.Quest
- getFaction() - Method in class com.mygdx.game.Components.Pirate
- getFaction() - Method in class com.mygdx.game.Entitys.CannonBall
-
Added for Assessment 2
- getFaction() - Method in class com.mygdx.game.Entitys.College
-
Added for Assessment 2
- getFaction() - Method in class com.mygdx.game.Entitys.Player
-
Added for Assessment 2
- getFaction() - Method in class com.mygdx.game.Entitys.Ship
-
Added for Assessment 2
- getFaction(int) - Static method in class com.mygdx.game.Managers.GameManager
- getFromNode() - Method in class com.mygdx.game.AI.Path
- getHealth() - Method in class com.mygdx.game.Components.Pirate
- getHealth() - Method in class com.mygdx.game.Entitys.Ship
- getI() - Method in class com.mygdx.utils.QueueFIFO
- getId(String) - Static method in class com.mygdx.game.Managers.ResourceManager
-
only looks for simple assets not specialty ones so largely only textures
- getID() - Method in class com.mygdx.game.Faction
-
Added for Assessment 2
- getIndex(Node) - Method in class com.mygdx.game.AI.TileMapGraph
- getLinearVelocity() - Method in class com.mygdx.game.Components.AINavigation
- getLocation() - Method in class com.mygdx.game.Quests.LocateQuest
- getMaxAngularAcceleration() - Method in class com.mygdx.game.Components.AINavigation
- getMaxAngularSpeed() - Method in class com.mygdx.game.Components.AINavigation
- getMaxLinearAcceleration() - Method in class com.mygdx.game.Components.AINavigation
- getMaxLinearSpeed() - Method in class com.mygdx.game.Components.AINavigation
- getName() - Method in class com.mygdx.game.Entitys.Entity
- getName() - Method in class com.mygdx.game.Faction
- getName() - Method in class com.mygdx.game.PowerUps.PowerUp
- getName() - Method in class com.mygdx.game.Quests.Quest
- getNode(float, float) - Method in class com.mygdx.game.AI.TileMapGraph
-
Node a position (x, y)
- getNodeCount() - Method in class com.mygdx.game.AI.TileMapGraph
- getNPCShip(int) - Static method in class com.mygdx.game.Managers.GameManager
-
Get an NPCShip in the current game
- getOrientation() - Method in class com.mygdx.game.Components.AINavigation
- getOrientation() - Method in class com.mygdx.game.Components.Transform
- getParent() - Method in class com.mygdx.game.Components.Component
- getPlayer() - Static method in class com.mygdx.game.Managers.GameManager
-
Player is always in ships at index 0
- getPlunder() - Method in class com.mygdx.game.Components.Pirate
- getPlunder() - Method in class com.mygdx.game.Entitys.Ship
- getPlunderReward() - Method in class com.mygdx.game.Quests.Quest
- getPointReward() - Method in class com.mygdx.game.Quests.Quest
- getPoints() - Method in class com.mygdx.game.Components.Pirate
- getPoints() - Method in class com.mygdx.game.Entitys.Ship
- getPosition() - Method in class com.mygdx.game.AI.Node
-
Position the node exists at
- getPosition() - Method in class com.mygdx.game.Components.AINavigation
- getPosition() - Method in class com.mygdx.game.Components.RigidBody
-
Gets the current player position.
- getPosition() - Method in class com.mygdx.game.Components.Transform
- getPosition() - Method in class com.mygdx.game.Entitys.College
-
Added for Assessment 2
- getPosition() - Method in class com.mygdx.game.Entitys.Ship
- getPosition() - Method in class com.mygdx.game.Faction
- getRotation() - Method in class com.mygdx.game.Components.Transform
- getScale() - Method in class com.mygdx.game.Components.Transform
- getSettings() - Static method in class com.mygdx.game.Managers.GameManager
-
Gets the setting object from the GameSetting.json
- getShips() - Static method in class com.mygdx.game.Managers.GameManager
- getSpawnPos() - Method in class com.mygdx.game.Faction
- getSprite() - Method in class com.mygdx.game.Components.Renderable
- getSprite(int, String) - Static method in class com.mygdx.game.Managers.ResourceManager
- getTarget() - Method in class com.mygdx.game.Components.Pirate
- getTarget() - Method in class com.mygdx.game.Quests.KillQuest
-
Added for Assessment 2
- getTargets() - Method in class com.mygdx.game.Components.Pirate
- getTexture(int) - Static method in class com.mygdx.game.Managers.ResourceManager
- getTexture(String) - Static method in class com.mygdx.game.Managers.ResourceManager
- getTextureAtlas(int) - Static method in class com.mygdx.game.Managers.ResourceManager
- getTextureAtlas(String) - Static method in class com.mygdx.game.Managers.ResourceManager
- getTileDim() - Method in class com.mygdx.game.Components.TileMap
- getTileMap() - Method in class com.mygdx.game.Components.TileMap
- getTileMap() - Method in class com.mygdx.game.Entitys.WorldMap
- getTileMap(int) - Static method in class com.mygdx.game.Managers.ResourceManager
-
Gets the tile map returns null if not a tile map
- getToNode() - Method in class com.mygdx.game.AI.Path
- getType() - Method in class com.mygdx.game.Components.Component
- getValue(String) - Method in class com.mygdx.game.Components.Pirate
-
// New for assessment 2 // Get a Pirate value.
- getValue(String) - Method in class com.mygdx.game.Entitys.Ship
-
// New for assessment 2 // Get a Pirate value.
- getVelocity() - Method in class com.mygdx.game.Components.RigidBody
- getZeroLinearSpeedThreshold() - Method in class com.mygdx.game.Components.AINavigation
H
- HALF_DIMENSIONS - Static variable in class com.mygdx.utils.Constants
- HALF_VIEWPORT_HEIGHT - Static variable in class com.mygdx.utils.Constants
- HALF_VIEWPORT_WIDTH - Static variable in class com.mygdx.utils.Constants
- Hard - com.mygdx.game.Managers.GameDifficulty
- hide() - Method in class com.mygdx.game.Components.Renderable
-
Changes the visibility to inactive
- hide() - Method in class com.mygdx.game.UI.MenuScreen
-
Hides the Menu Screen
- hide() - Method in class com.mygdx.game.UI.Page
-
Called once the page is hidden.
I
- id - Variable in class com.mygdx.game.Faction
- id_map - Static variable in class com.mygdx.game.PirateGame
- increment - com.mygdx.game.PowerUps.PowerUpOperation
-
Increment the key value by an amount.
- Indicator - Class in com.mygdx.game.Entitys
-
Added for Assessment 2 in order to increase visual clarity on Kill Quests
- Indicator(KillQuest) - Constructor for class com.mygdx.game.Entitys.Indicator
-
Creates an indicator attached to a kill quest and targeting a college
- INIT_CONSTANTS() - Static method in class com.mygdx.utils.Constants
-
Create constants needed so it can properly source screen dimensions
- Initialize() - Static method in class com.mygdx.game.Managers.EntityManager
-
Should only be called once although if it isn't called at all it will be called automatically
- Initialize() - Static method in class com.mygdx.game.Managers.PhysicsManager
- Initialize() - Static method in class com.mygdx.game.Managers.QuestManager
- Initialize() - Static method in class com.mygdx.game.Managers.RenderingManager
- Initialize() - Static method in class com.mygdx.game.Managers.ResourceManager
-
The equivalent to a constructor
- Initialize(boolean) - Static method in class com.mygdx.game.Managers.PhysicsManager
-
Draw the box2D world with debug borders shown.
- Initialize(GameDifficulty) - Static method in class com.mygdx.game.Managers.GameManager
-
facilitates creation of the game
- initialized - Static variable in class com.mygdx.game.Managers.PhysicsManager
- isAggro() - Method in class com.mygdx.game.Components.Pirate
-
if dst to target is >= attack range target will be null if not in aggro range
- isAlive - Variable in class com.mygdx.game.Components.Pirate
- isAlive() - Method in class com.mygdx.game.Components.Pirate
- isAlive() - Method in class com.mygdx.game.Entitys.Building
- isAlive() - Method in class com.mygdx.game.Entitys.College
-
True as long as unharmed buildings remain, false otherwise.
- isAlive() - Method in class com.mygdx.game.Entitys.Ship
- isCompleted - Variable in class com.mygdx.game.Quests.Quest
- isCompleted() - Method in class com.mygdx.game.Quests.Quest
- isEmpty() - Method in class com.mygdx.utils.QueueFIFO
- isTagged() - Method in class com.mygdx.game.Components.AINavigation
- isVisible() - Method in class com.mygdx.game.Components.Renderable
- iterator() - Method in class com.mygdx.utils.QueueFIFO
K
- kill() - Method in class com.mygdx.game.Components.Pirate
-
Kill its self
- kill() - Method in class com.mygdx.game.Entitys.CannonBall
-
Marks cannonball for removal on next update.
- kill() - Method in class com.mygdx.game.Entitys.Obstacle
-
Sets the obstacle to be removed on next update
- KillQuest - Class in com.mygdx.game.Quests
-
A Quest to kill a college is only complete once that college is dead
- KillQuest() - Constructor for class com.mygdx.game.Quests.KillQuest
-
Creates a Kill Quest, with all the base attributes filled in with templates
- KillQuest(Pirate) - Constructor for class com.mygdx.game.Quests.KillQuest
-
Creates a Kill Quest
- KillQuest(Entity) - Constructor for class com.mygdx.game.Quests.KillQuest
-
Creates a Kill Quest
- killThisCollege(Faction) - Method in class com.mygdx.game.Entitys.College
-
Added for Assessment 2 Systematically kills each building attached to this college, then marks the college as dead.
- Kinematic - com.mygdx.game.Physics.PhysicsBodyType
-
Not effected by forces but can move
L
- loadAssets() - Static method in class com.mygdx.game.Managers.ResourceManager
-
Actually loads the assets
- LoadGame() - Static method in class com.mygdx.game.Managers.SaveManager
-
Added for assessment 2 loads the preferences file and sets the difficulty of the saved game
- LoadGame() - Method in class com.mygdx.game.PirateGame
-
New for assessment 2 Loads the game from the saved data
- loadResources() - Static method in class com.mygdx.game.PirateGame
-
Added for Assessment 2 Modularized resource loading, so it can be called from tests and for code clarity
- LocateQuest - Class in com.mygdx.game.Quests
-
Competed once the player has gone to a specific position
- LocateQuest() - Constructor for class com.mygdx.game.Quests.LocateQuest
-
Creates a Location Quest, with all the base attributes filled in with templates
- LocateQuest(Vector2, float) - Constructor for class com.mygdx.game.Quests.LocateQuest
-
The loc to go to and radius that the play has to be in to complete it
M
- menu - Variable in class com.mygdx.game.PirateGame
- MenuScreen - Class in com.mygdx.game.UI
-
Contains widgets defining the start-of-game menu screen.
- MenuScreen(PirateGame) - Constructor for class com.mygdx.game.UI.MenuScreen
-
Creates a Menu Screen
- multiply - com.mygdx.game.PowerUps.PowerUpOperation
-
Multiply the key value by an amount.
- multValue(String, float) - Method in class com.mygdx.game.Components.Pirate
-
// New for assessment 2 // Multiply a value for Pirate while holding reference to what it was originally.
N
- name - Variable in class com.mygdx.game.Quests.Quest
- newLocation() - Method in class com.mygdx.game.Components.AINavigation
- newLocation() - Method in class com.mygdx.game.Components.Transform
- Node - Class in com.mygdx.game.AI
-
A node in the A* pathfinding graph
- Node(float, float) - Constructor for class com.mygdx.game.AI.Node
-
Position the node exists at
- NPCShip - Class in com.mygdx.game.Entitys
-
NPC ship entity class.
- NPCShip() - Constructor for class com.mygdx.game.Entitys.NPCShip
-
Creates an initial state machine Changed for Assessment 2: - Added lastShootTime to store the time when the ship last attacked
O
- Obstacle - Class in com.mygdx.game.Entitys
-
// Added for Assessment 2 Requirements // A class for obstacles in the game world, both trigger or contact.
- Obstacle(String, boolean, float) - Constructor for class com.mygdx.game.Entitys.Obstacle
-
Generate an obstacle which only triggers a hit on initial collision and does not break.
- Obstacle(String, boolean, float, float, int) - Constructor for class com.mygdx.game.Entitys.Obstacle
-
Generate an obstacle.
- OBSTACLE - Static variable in class com.mygdx.utils.TileMapCells
- ObstacleControl - Class in com.mygdx.game.Components
-
// 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.
- ObstacleControl(float, float, int) - Constructor for class com.mygdx.game.Components.ObstacleControl
-
Generate an obstacle controller component.
- offer(T) - Method in class com.mygdx.utils.QueueFIFO
-
Not implemented
- One - com.mygdx.game.Managers.RenderLayer
- onMessage(NPCShip, Telegram) - Method in enum com.mygdx.game.AI.EnemyState
-
not used
- OPERATING_SYSTEM - Static variable in class com.mygdx.utils.Constants
P
- Page - Class in com.mygdx.game.UI
-
Base class for UI screens.
- Page(PirateGame) - Constructor for class com.mygdx.game.UI.Page
-
Creates a Page Object
- parent - Variable in class com.mygdx.game.Components.Component
- PASSABLE - Static variable in class com.mygdx.utils.TileMapCells
- Path - Class in com.mygdx.game.AI
-
The path that exists between 2 nodes not bidirectional
- Path(Node, Node) - Constructor for class com.mygdx.game.AI.Path
-
Creates a path from F to T
- pause - Variable in class com.mygdx.game.PirateGame
- PauseScreen - Class in com.mygdx.game.UI
-
New for Assessment 2, added to allow the addition of a restart button without causing screen clutter.
- PauseScreen(PirateGame) - Constructor for class com.mygdx.game.UI.PauseScreen
-
Creates a Pause Screen
- peek() - Method in class com.mygdx.utils.QueueFIFO
- PHYSICS_TIME_STEP - Static variable in class com.mygdx.utils.Constants
- PhysicsBodyType - Enum in com.mygdx.game.Physics
- PhysicsManager - Class in com.mygdx.game.Managers
-
Manages the box2D world and bodies for the collision detection and physics
- PhysicsManager() - Constructor for class com.mygdx.game.Managers.PhysicsManager
- Pirate - Class in com.mygdx.game.Components
-
Gives the concepts of health plunder, etc.
- Pirate - com.mygdx.game.Components.ComponentType
- Pirate() - Constructor for class com.mygdx.game.Components.Pirate
-
Creates the base Pirate Component, setting up its initial values
- PirateGame - Class in com.mygdx.game
-
Contains class instances of game UI screens.
- PirateGame() - Constructor for class com.mygdx.game.PirateGame
- pixmap - Variable in class com.mygdx.game.UI.GameScreen
- Player - Class in com.mygdx.game.Entitys
-
Player's ship entity.
- Player() - Constructor for class com.mygdx.game.Entitys.Player
-
Adds ship with PlayerController component, loading its speed from GameManager settings.
- PlayerController - Class in com.mygdx.game.Components
-
Responsible for the keyboard/mouse control of the player
- PlayerController - com.mygdx.game.Components.ComponentType
- PlayerController() - Constructor for class com.mygdx.game.Components.PlayerController
-
Creates the base PlayerController Component, setting up its initial values
- PlayerController(Player, float) - Constructor for class com.mygdx.game.Components.PlayerController
- plunder(int) - Method in class com.mygdx.game.Entitys.Ship
- plunderReward - Variable in class com.mygdx.game.Quests.Quest
- pointReward - Variable in class com.mygdx.game.Quests.Quest
- points(int) - Method in class com.mygdx.game.Entitys.Ship
- poll() - Method in class com.mygdx.utils.QueueFIFO
- pop() - Method in class com.mygdx.utils.QueueFIFO
- postSolve(Contact, ContactImpulse) - Method in class com.mygdx.game.Managers.CollisionManager
- PowerUp - Class in com.mygdx.game.PowerUps
-
// Assessment 2 requirement // A PowerUp that can modify the value of any Ship for a limited or permanent amount of time.
- PowerUp(JsonValue) - Constructor for class com.mygdx.game.PowerUps.PowerUp
-
Create a PowerUp from the settings file
- PowerUp(String, PowerUpOperation, float, int, int) - Constructor for class com.mygdx.game.PowerUps.PowerUp
-
Create a PowerUp manually, used for testing.
- PowerUpAssigned - Class in com.mygdx.game.Components
-
// Assessment 2 addition // For PowerUp requirement, Holds the current PowerUp and manages it.
- PowerUpAssigned() - Constructor for class com.mygdx.game.Components.PowerUpAssigned
- powerUpButtons - Variable in class com.mygdx.game.UI.GameScreen
- PowerUpOperation - Enum in com.mygdx.game.PowerUps
-
// Assessment 2 addition // For PowerUp requirement
- PowerUpPickup - Class in com.mygdx.game.Entitys
-
Added for Assessment 2 Simple entity shown on locate quests origin
- PowerUpPickup(PowerUp, String, Vector2, int) - Constructor for class com.mygdx.game.Entitys.PowerUpPickup
-
Generate an obstacle.
- preSolve(Contact, Manifold) - Method in class com.mygdx.game.Managers.CollisionManager
- PURSUE - com.mygdx.game.AI.EnemyState
-
Tries to get into attack range of the player
Q
- Quest - Class in com.mygdx.game.Quests
-
Base class for all quests facilitates the checking of completion
- Quest() - Constructor for class com.mygdx.game.Quests.Quest
-
Constructs a quest with base values filled in
- QuestManager - Class in com.mygdx.game.Managers
-
Creates the quests and manages their completion and order
- QuestManager() - Constructor for class com.mygdx.game.Managers.QuestManager
- QueueFIFO<T> - Class in com.mygdx.utils
-
A First in first out queue
- QueueFIFO() - Constructor for class com.mygdx.utils.QueueFIFO
-
Initialize all properties
R
- raiseEvents(ComponentEvent...) - Method in class com.mygdx.game.Entitys.Entity
-
Raises the appropriate events on each component with exception to rendering
- raiseEvents(ComponentEvent...) - Static method in class com.mygdx.game.Managers.EntityManager
-
raises the appropriate events for each entity's component.
- randomChoice(ArrayList<T>) - Static method in class com.mygdx.utils.Utilities
-
Chooses a random element
- randomPos(float, float) - Static method in class com.mygdx.utils.Utilities
-
Random Vec2 in range
- Regular - com.mygdx.game.Managers.GameDifficulty
- remove() - Method in class com.mygdx.utils.QueueFIFO
- remove(int) - Method in class com.mygdx.utils.QueueFIFO
- remove(Object) - Method in class com.mygdx.utils.QueueFIFO
- removeAll(Collection<?>) - Method in class com.mygdx.utils.QueueFIFO
- removeTarget() - Method in class com.mygdx.game.Components.Pirate
- render() - Method in class com.mygdx.game.Components.Component
-
Called once per frame used exclusively for rendering
- render() - Method in class com.mygdx.game.Components.Renderable
-
Checks if the sprite exists and should be visible, then renders it
- render() - Method in class com.mygdx.game.Components.TileMap
-
draws the first 2 layers
- render() - Static method in class com.mygdx.game.Managers.RenderingManager
-
Renders all items in accordance with their layers on one sprite batch
- render(float) - Method in class com.mygdx.game.UI.GameScreen
-
Called every frame calls all other functions that need to be called every frame by raising events and update methods
- render(float) - Method in class com.mygdx.game.UI.Page
-
draws the stage and acts upon it also calls update
- Render - com.mygdx.game.Components.ComponentEvent
- Renderable - Class in com.mygdx.game.Components
-
Add the ability for the object to be shown
- Renderable - com.mygdx.game.Components.ComponentType
- Renderable() - Constructor for class com.mygdx.game.Components.Renderable
-
Called in other constructors, loads no textures by itself.
- Renderable(int, RenderLayer) - Constructor for class com.mygdx.game.Components.Renderable
-
Associates Renderable with the given texture sprite and layer.
- Renderable(int, String, RenderLayer) - Constructor for class com.mygdx.game.Components.Renderable
-
Associates Renderable with the given sprite from a texture atlas and a layer.
- RenderingManager - Class in com.mygdx.game.Managers
-
Responsible for all rending.
- RenderingManager() - Constructor for class com.mygdx.game.Managers.RenderingManager
- RenderLayer - Enum in com.mygdx.game.Managers
-
Transparent always top most then 5, 4, 3, 2, 1 in order of presidency
- replace - com.mygdx.game.PowerUps.PowerUpOperation
-
Replace the key value with a new value.
- reqsMet - Variable in class com.mygdx.game.Components.Component
- requirements - Variable in class com.mygdx.game.Components.Component
- resetToDefault(String) - Method in class com.mygdx.game.Components.Pirate
-
// New for assessment 2 // Reset a Pirate value to what it originally was.
- resetToDefault(String) - Method in class com.mygdx.game.Entitys.Ship
-
// New for assessment 2 // Reset a Pirate value to what it originally was.
- resize(int, int) - Method in class com.mygdx.game.UI.EndScreen
-
Resizes the viewport
- resize(int, int) - Method in class com.mygdx.game.UI.GameScreen
-
Resize camera, effectively setting the viewport to display game assets at pixel ratios other than 1:1.
- resize(int, int) - Method in class com.mygdx.game.UI.MenuScreen
-
Resizes the viewport
- resize(int, int) - Method in class com.mygdx.game.UI.Page
-
Called once the window is resized - updates constants and stage
- resize(int, int) - Method in class com.mygdx.game.UI.PauseScreen
-
Resizes the viewport
- ResourceManager - Class in com.mygdx.game.Managers
-
Manages all assets and disposes of them when appropriate
- ResourceManager() - Constructor for class com.mygdx.game.Managers.ResourceManager
- restartGame() - Method in class com.mygdx.game.PirateGame
-
New for assessment 2 Restarts the game by reinitialising the Managers and creating a new instance of GameScreen
- retainAll(Collection<?>) - Method in class com.mygdx.utils.QueueFIFO
- RigidBody - Class in com.mygdx.game.Components
-
Defines parameters related to collisions of sprites.
- RigidBody - com.mygdx.game.Components.ComponentType
- RigidBody() - Constructor for class com.mygdx.game.Components.RigidBody
-
Sets up the base values of the RigidBody component
- RigidBody(PhysicsBodyType, Renderable, Transform) - Constructor for class com.mygdx.game.Components.RigidBody
-
Calls constructor with is trigger false
- RigidBody(PhysicsBodyType, Renderable, Transform, boolean) - Constructor for class com.mygdx.game.Components.RigidBody
-
Can create body that is trigger or callable
- rotateSprite() - Method in class com.mygdx.game.Entitys.Indicator
-
Called when rotating the sprite of the Indicator.
- round(Vector2) - Static method in class com.mygdx.utils.Utilities
S
- SaveGame() - Static method in class com.mygdx.game.Managers.SaveManager
-
Added for assessment 2 Saves the state of the game.
- SaveManager - Class in com.mygdx.game.Managers
-
Added for assessment 2 Manges the saving of the game
- SaveManager() - Constructor for class com.mygdx.game.Managers.SaveManager
- scale(float, float, float, float) - Static method in class com.mygdx.utils.Utilities
- scale(Vector2, Vector2) - Static method in class com.mygdx.utils.Utilities
- SCREEN_HEIGHT - Static variable in class com.mygdx.utils.Constants
- SCREEN_WIDTH - Static variable in class com.mygdx.utils.Constants
- set(float, float) - Method in class com.mygdx.game.AI.Node
-
Sets position
- set(ArrayList<T>) - Method in class com.mygdx.utils.QueueFIFO
- setAmmo(int) - Method in class com.mygdx.game.Components.Pirate
- setBehavior(SteeringBehavior<Vector2>) - Method in class com.mygdx.game.Components.AINavigation
- setButtons(ArrayList<TextButton>) - Method in class com.mygdx.game.Components.PlayerController
- setCallback(CollisionCallBack) - Method in class com.mygdx.game.Components.RigidBody
-
Is used during collision phase to add more functionality
- setCurrentQuest(String) - Static method in class com.mygdx.game.Managers.QuestManager
-
added for assessment 2 sets the current quest to the one that corresponds to a given name.
- setDifficulty(String) - Method in class com.mygdx.game.PirateGame
-
New for assessment 2 Changes the difficulty for the game by changing the enum and calling GameManager.getSettings()
- setFaction(int) - Method in class com.mygdx.game.Entitys.Ship
-
Associates ship with faction and orients it to the default northern direction.
- setFactionId(int) - Method in class com.mygdx.game.Components.Pirate
- setInfiniteAmmo(boolean) - Method in class com.mygdx.game.Components.Pirate
-
Added for Assessment 2, sets whether the pirate can ignore ammo costs for firing
- setMaxAngularAcceleration(float) - Method in class com.mygdx.game.Components.AINavigation
- setMaxAngularSpeed(float) - Method in class com.mygdx.game.Components.AINavigation
- setMaxLinearAcceleration(float) - Method in class com.mygdx.game.Components.AINavigation
- setMaxLinearSpeed(float) - Method in class com.mygdx.game.Components.AINavigation
- setMostRecentAttacker(Faction) - Method in class com.mygdx.game.Entitys.College
-
Added for Assessment 2 Sets the Faction which most recently attacked this College
- setName(String) - Method in class com.mygdx.game.Entitys.Entity
-
Sets the name of the entity
- setOrientation(float) - Method in class com.mygdx.game.Components.AINavigation
- setOrientation(float) - Method in class com.mygdx.game.Components.Transform
- setParent(Entity) - Method in class com.mygdx.game.Components.Component
- setPosition(float, float) - Method in class com.mygdx.game.Components.Transform
-
Set position associated with the Transform component.
- setPosition(float, float, boolean) - Method in class com.mygdx.game.Components.Transform
-
Set position associated with the Transform component.
- setPosition(Vector2) - Method in class com.mygdx.game.Components.RigidBody
-
Sets the center pos of the object
- setPosition(Vector2) - Method in class com.mygdx.game.Components.Transform
-
Set position associated with the Transform component.
- setPosition(Vector2) - Method in class com.mygdx.game.Entitys.Chest
- setPosition(Vector2, boolean) - Method in class com.mygdx.game.Components.Transform
-
Set position associated with the Transform component.
- setRequirements(ComponentType...) - Method in class com.mygdx.game.Components.Component
-
Sets the required components
- setRotation(float) - Method in class com.mygdx.game.Components.Transform
- setScale(float, float) - Method in class com.mygdx.game.Components.Transform
-
Sets the scale of the component
- setScreen(Screen) - Method in class com.mygdx.game.PirateGame
-
New for assessment 2 new version of setScreen to stop the game screen being deleted before a new screen is set if the new screen is pause.
- setShipDirection(Vector2) - Method in class com.mygdx.game.Entitys.Ship
-
will rotate the ship to face the direction (just changes the sprite doesn't actually rotate)
- setShipDirection(String) - Method in class com.mygdx.game.Entitys.Ship
-
will rotate the ship to face the direction (just changes the sprite doesn't actually rotate)
- setTagged(boolean) - Method in class com.mygdx.game.Components.AINavigation
- setTexture(Sprite) - Method in class com.mygdx.game.Components.Renderable
-
Assigns a new texture compatible with textures sourced from atlas
- setValue(String, float) - Method in class com.mygdx.game.Components.Pirate
-
// New for assessment 2 // Set a new value for Pirate while holding reference to what it was originally.
- setVelocity(float, float) - Method in class com.mygdx.game.Components.RigidBody
- setVelocity(Vector2) - Method in class com.mygdx.game.Components.RigidBody
- setZeroLinearSpeedThreshold(float) - Method in class com.mygdx.game.Components.AINavigation
- Ship - Class in com.mygdx.game.Entitys
-
Base class for game ships, Player & NPC.
- Ship() - Constructor for class com.mygdx.game.Entitys.Ship
-
Creates a ship entity, containing Transform, Renderable, RigidBody, and Pirate components.
- shipDirections - Static variable in class com.mygdx.game.Entitys.Ship
- shoot() - Method in class com.mygdx.game.Entitys.Ship
-
Calls shoot method with the current direction as parameter
- shoot(Vector2) - Method in class com.mygdx.game.Components.Pirate
-
Changed for Assessment 2: - Removed functionality and replaced with function call to a different function, to allow for differentiation between when a start position is or isn't provided.
- shoot(Vector2) - Method in class com.mygdx.game.Entitys.Ship
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Calls shoot method of internal component
- shoot(Vector2, Vector2) - Method in class com.mygdx.game.Components.Pirate
-
Added for Assessment 2 Will shoot a cannonball from the startPos in the direction, assigning this.Parent as the cannonball's parent
- shoot(Vector2, Vector2) - Method in class com.mygdx.game.Entitys.College
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Added for Assessment 2 to meet requirements Calls shoot function of internal component
- shoot(Entity, Vector2, Vector2) - Static method in class com.mygdx.game.Managers.GameManager
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Utilises the cached cannonballs to fire one Changed for Assessment 2, separated incrementer for visual clarity and parameterised startPos
- show() - Method in class com.mygdx.game.Components.Renderable
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Changes the visibility to active
- show() - Method in class com.mygdx.game.UI.EndScreen
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Get player stats such as plunder etc.
- show() - Method in class com.mygdx.game.UI.MenuScreen
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Shows the Menu Screen
- show() - Method in class com.mygdx.game.UI.Page
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Called once the page is show sets input handler and adds actors
- size() - Method in class com.mygdx.utils.QueueFIFO
- skin - Variable in class com.mygdx.game.PirateGame
- SpawnGame() - Static method in class com.mygdx.game.Managers.SaveManager
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Added for assessment 2 loads the state of the ships and colleges and sets the current quest
- SpawnGame(int) - Static method in class com.mygdx.game.Managers.GameManager
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Creates the game with player maps, NPCs, colleges // Change for Assessment 2 Start // Only creates world map if mapId is non-negative For test purposes // Change for Assessment 2 End //
- sprite - Variable in class com.mygdx.game.Components.Renderable
- stage - Variable in class com.mygdx.game.PirateGame
- start() - Method in class com.mygdx.game.Components.Component
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Called once after awake but prior to the update loop.
- Start - com.mygdx.game.Components.ComponentEvent
- StartGame() - Method in class com.mygdx.game.PirateGame
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Added for assessment 2 so that the game doesn't start until after the difficulty has been chosen by the player
- stateMachine - Variable in class com.mygdx.game.Entitys.NPCShip
- Static - com.mygdx.game.Physics.PhysicsBodyType
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Has infinite mass doesn't move at all
- stop() - Method in class com.mygdx.game.Components.AINavigation
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Stops all motion
- stopMovement() - Method in class com.mygdx.game.Entitys.NPCShip
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stops all movement and sets the behaviour to null
T
- takeDamage(float) - Method in class com.mygdx.game.Components.Pirate
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Deducts damage taken from Pirate's health and kills the pirate if that reduces health to less than or equal to 0
- Text - com.mygdx.game.Components.ComponentType
- Three - com.mygdx.game.Managers.RenderLayer
- TILE_SIZE - Static variable in class com.mygdx.utils.Constants
- TileMap - Class in com.mygdx.game.Components
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Component that allows the rendering of tile-maps (has its own sprite batch)
- TileMap - com.mygdx.game.Components.ComponentType
- TileMap(int, RenderLayer) - Constructor for class com.mygdx.game.Components.TileMap
- TileMapCells - Class in com.mygdx.utils
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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 dramatically
- TileMapCells() - Constructor for class com.mygdx.utils.TileMapCells
- TileMapGraph - Class in com.mygdx.game.AI
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The Graphical representation of the tilemap with each cell being bidirectionally to the adjacent nodes.
- TileMapGraph(TiledMap) - Constructor for class com.mygdx.game.AI.TileMapGraph
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Creates a Graph from the given tilemap
- tilesToDistance(float) - Static method in class com.mygdx.utils.Utilities
- tilesToDistance(Vector2) - Static method in class com.mygdx.utils.Utilities
- toArray() - Method in class com.mygdx.utils.QueueFIFO
- toArray(T1[]) - Method in class com.mygdx.utils.QueueFIFO
- Transform - Class in com.mygdx.game.Components
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Position, Scale, Rotation (in radians clockwise)
- Transform - com.mygdx.game.Components.ComponentType
- Transform() - Constructor for class com.mygdx.game.Components.Transform
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position = (0, 0) scale = (0, 0) rotation = 0 rot not used but easy to add functionality for
- Transparent - com.mygdx.game.Managers.RenderLayer
- TryHit(CollisionInfo, boolean) - Method in class com.mygdx.game.Components.ObstacleControl
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Attempts to perform a collision action
- Two - com.mygdx.game.Managers.RenderLayer
- type - Variable in class com.mygdx.game.Components.Component
U
- Unknown - com.mygdx.game.Components.ComponentType
- update() - Method in class com.mygdx.game.Components.AINavigation
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Called once per frame.
- update() - Method in class com.mygdx.game.Components.Component
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Called once per frame
- update() - Method in class com.mygdx.game.Components.PlayerController
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Amended for Assessment 2, added check for Shop UI elements being pressed before shooting Reads keyboard and mouse inputs, moving and shooting as required.
- update() - Method in class com.mygdx.game.Components.PowerUpAssigned
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Each frame checks if the assigned PowerUp is done, and deactivates as necessary.
- update() - Method in class com.mygdx.game.Components.Renderable
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Locates the sprite at the position of the parent's Transform component.
- update() - Method in class com.mygdx.game.Components.RigidBody
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Called every frame translates the transform to match with the box2d body's position factoring offset
- update() - Method in class com.mygdx.game.Components.TileMap
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Updates the renderer's view with the rendering camera
- update() - Method in class com.mygdx.game.Entitys.CannonBall
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Called once per frame
- update() - Method in class com.mygdx.game.Entitys.College
-
Runs once per frame Changed for Assessment 2: - Added checks for if the college is in a specific range of the player - Added functionality where the college shoots at the player if on opposing factions and in range.
- update() - Method in class com.mygdx.game.Entitys.Entity
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Similar to the Component's update event
- update() - Method in class com.mygdx.game.Entitys.Indicator
-
Called once per frame
- update() - Method in class com.mygdx.game.Entitys.NPCShip
-
Amended for Assessment 2: Added check for life and kills stateMachine and ship in case of death updates the state machine
- update() - Method in class com.mygdx.game.Entitys.Obstacle
-
Runs once per frame
- update() - Method in class com.mygdx.game.Entitys.Player
-
Is run once per frame
- update() - Method in class com.mygdx.game.Entitys.PowerUpPickup
-
Called once per frame
- update() - Method in class com.mygdx.game.Entitys.Weather
-
Called once every frame
- update() - Static method in class com.mygdx.game.Managers.GameManager
-
called every frame checks id the quests are completed
- update() - Static method in class com.mygdx.game.Managers.PhysicsManager
- update() - Method in class com.mygdx.game.UI.EndScreen
-
Called Once per Frame
- update() - Method in class com.mygdx.game.UI.GameScreen
-
Update the UI with new values for health, quest status, etc.
- update() - Method in class com.mygdx.game.UI.Page
-
Called once per frame
- update() - Method in class com.mygdx.game.UI.PauseScreen
-
Called Once per frame
- update(NPCShip) - Method in enum com.mygdx.game.AI.EnemyState
-
Called every from for every NPC ship (there or there abouts)
- Update - com.mygdx.game.Components.ComponentEvent
- UPDATE_VIEWPORT(int, int) - Static method in class com.mygdx.utils.Constants
-
Update viewport data on resize
- updateGradient() - Method in class com.mygdx.game.Entitys.Indicator
-
Called when updating the gradient of the Indicator.
- Utilities - Class in com.mygdx.utils
-
Helper functions
- Utilities() - Constructor for class com.mygdx.utils.Utilities
V
- valueOf(String) - Static method in enum com.mygdx.game.AI.EnemyState
-
Returns the enum constant of this type with the specified name.
- valueOf(String) - Static method in enum com.mygdx.game.Components.ComponentEvent
-
Returns the enum constant of this type with the specified name.
- valueOf(String) - Static method in enum com.mygdx.game.Components.ComponentType
-
Returns the enum constant of this type with the specified name.
- valueOf(String) - Static method in enum com.mygdx.game.Managers.GameDifficulty
-
Returns the enum constant of this type with the specified name.
- valueOf(String) - Static method in enum com.mygdx.game.Managers.RenderLayer
-
Returns the enum constant of this type with the specified name.
- valueOf(String) - Static method in enum com.mygdx.game.Physics.PhysicsBodyType
-
Returns the enum constant of this type with the specified name.
- valueOf(String) - Static method in enum com.mygdx.game.PowerUps.PowerUpOperation
-
Returns the enum constant of this type with the specified name.
- values() - Static method in enum com.mygdx.game.AI.EnemyState
-
Returns an array containing the constants of this enum type, in the order they are declared.
- values() - Static method in enum com.mygdx.game.Components.ComponentEvent
-
Returns an array containing the constants of this enum type, in the order they are declared.
- values() - Static method in enum com.mygdx.game.Components.ComponentType
-
Returns an array containing the constants of this enum type, in the order they are declared.
- values() - Static method in enum com.mygdx.game.Managers.GameDifficulty
-
Returns an array containing the constants of this enum type, in the order they are declared.
- values() - Static method in enum com.mygdx.game.Managers.RenderLayer
-
Returns an array containing the constants of this enum type, in the order they are declared.
- values() - Static method in enum com.mygdx.game.Physics.PhysicsBodyType
-
Returns an array containing the constants of this enum type, in the order they are declared.
- values() - Static method in enum com.mygdx.game.PowerUps.PowerUpOperation
-
Returns an array containing the constants of this enum type, in the order they are declared.
- vectorToAngle(Vector2) - Method in class com.mygdx.game.Components.AINavigation
- vectorToAngle(Vector2) - Method in class com.mygdx.game.Components.Transform
-
Return new angle in radians from input vector.
- vectorToAngle(Vector2) - Static method in class com.mygdx.utils.Utilities
- VIEWPORT_HEIGHT - Static variable in class com.mygdx.utils.Constants
- VIEWPORT_TITLE - Static variable in class com.mygdx.utils.Constants
- VIEWPORT_WIDTH - Static variable in class com.mygdx.utils.Constants
- VSYNC - Static variable in class com.mygdx.utils.Constants
W
- WANDER - com.mygdx.game.AI.EnemyState
-
Picks random pos and travels to it
- Weather - Class in com.mygdx.game.Entitys
-
Added for Assessment 2 in order to meet weather condition requirements
- Weather(float, float) - Constructor for class com.mygdx.game.Entitys.Weather
-
Creates a Weather Object
- win() - Method in class com.mygdx.game.UI.EndScreen
-
Set game end screen status to report a win.
- WorldMap - Class in com.mygdx.game.Entitys
-
The world map
- WorldMap(int) - Constructor for class com.mygdx.game.Entitys.WorldMap
-
Creates the World Map
Z
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