All Classes

Class Description
AINavigation
Used to control NPCs with steerable for movement and state machines for behaviour
Building
Buildings that you see in game.
CannonBall
Cannonball entity and the methods to get it flying.
Chest
Simple entity shown on locate quests origin
College
Defines a college and its associated buildings.
CollisionCallBack
Allows for the callbacks during collision events
CollisionInfo
Contains collision info consisting of entities, box2d bodies, and fixtures involved.
CollisionManager
Handels collision callbacks for box2d
Component
Base class for the Components
ComponentEvent
All events that can be called on a component
ComponentType
Call components that exist
Constants
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' behaviour
Entity
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 GameSettings
GameManager
Responsible for creating most entity's associated with the game.
GameScreen  
KillQuest
A Quest to kill a college is only complete once that college is dead
LocateQuest
Competed once the player has gone to a specific position
MenuScreen
Contains widgets defining the start-of-game menu screen.
Node
A node in the A* pathfinding graph
NodeHeuristic
Heuristic function for use in A* pathfinding
NPCShip
NPC ship entity class.
Page
Base class for UI screens.
Path
The path that exists between 2 nodes not bidirectional
PhysicsBodyType  
PhysicsManager
Manages the box2D world and bodies for the collision detection and physics
Pirate
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 player
Quest
Base class for all quests facilitates the checking of completion
QuestManager
Creates the quests and manages their completion and order
QueueFIFO<T>
A First in first out queue
Renderable
Add the ability for the object to be shown
RenderingManager
Responsible for all rending.
RenderLayer
Transparent always top most then 5, 4, 3, 2, 1 in order of presidency
ResourceManager
Manages all assets and disposes of them when appropriate
RigidBody
Defines parameters related to collisions of sprites.
Ship
Base class for game ships, Player & NPC.
Text
Renders text with give font and colour.
TileMap
Component that allows the rendering of tilemaps (has its own sprite batch)
TileMapCells
The id of tiles in the tiled map that should be considered an obstetrical or not will need to be changed when the tiled map is changed dramatically
TileMapGraph
The Graphical representation of the tilemap with each cell being bidirectionally to the adjacent nodes.
Transform
Position, Scale, Rotation (in radians clockwise)
Utilities
Helper functions
WorldMap
The world map