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
|