Index
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
-
Dont call manually
- addComponents(Component...) - Method in class com.mygdx.game.Entitys.Entity
- addEntity(Entity) - Static method in class com.mygdx.game.Managers.EntityManager
-
Dont call manually
- addFontGenerator(String) - Static method in class com.mygdx.game.Managers.ResourceManager
-
loads the font file this doesn't create a font (MAY NOT WORK)
- 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
- 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
- addTextureAtlas(String) - Static method in class com.mygdx.game.Managers.ResourceManager
-
Schedules an asset for loading
- 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
- 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
- ATTACK - com.mygdx.game.AI.EnemyState
-
Attempts to kill the enemy
- 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
- BeginContact(CollisionInfo) - Method in class com.mygdx.game.Entitys.CannonBall
- BeginContact(CollisionInfo) - Method in class com.mygdx.game.Entitys.NPCShip
- BeginContact(CollisionInfo) - Method in class com.mygdx.game.Entitys.Ship
- 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_SCALE - Static variable in class com.mygdx.utils.Constants
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 agro 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
- 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
- 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
-
Simple entity shown on locate quests origin
- Chest() - Constructor for class com.mygdx.game.Entitys.Chest
- 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
- cleanUp() - Method in class com.mygdx.game.Components.Text
- cleanUp() - Method in class com.mygdx.game.Components.TileMap
- 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
- 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
- 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() - Constructor for class com.mygdx.game.Physics.CollisionInfo
- CollisionManager - Class in com.mygdx.game.Managers
-
Handels 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.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
- 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
- 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
- createFont(int, int) - Static method in class com.mygdx.game.Managers.ResourceManager
-
Actually creates a font.
- createFont(String, int) - Static method in class com.mygdx.game.Managers.ResourceManager
-
Actually creates a font.
- 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
- 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
- description - Variable in class com.mygdx.game.Quests.Quest
- DIMENSIONS - Static variable in class com.mygdx.utils.Constants
- 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
- Dynamic - com.mygdx.game.Physics.PhysicsBodyType
-
Effected by all forces (like every thing in real life)
E
- element() - Method in class com.mygdx.utils.QueueFIFO
- 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
- EndContact(CollisionInfo) - Method in class com.mygdx.game.Entitys.CannonBall
- EndContact(CollisionInfo) - Method in class com.mygdx.game.Entitys.NPCShip
- EndContact(CollisionInfo) - Method in class com.mygdx.game.Entitys.Ship
- 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
- 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
- EnterTrigger(CollisionInfo) - Method in class com.mygdx.game.Entitys.NPCShip
-
if the agro fixture hit a ship set it as the target
- EnterTrigger(CollisionInfo) - Method in class com.mygdx.game.Entitys.Ship
-
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
- 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
- estimate(Node, Node) - Method in class com.mygdx.game.AI.NodeHeuristic
-
Euclidean distance squared
- 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
- ExitTrigger(CollisionInfo) - Method in class com.mygdx.game.Entitys.CannonBall
- ExitTrigger(CollisionInfo) - Method in class com.mygdx.game.Entitys.NPCShip
-
if a taget has left remove it from the potential targets Queue
- 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
- 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
- findOptimisedPath(float, float, float, float) - Method in class com.mygdx.game.AI.TileMapGraph
-
Finds a sequence on locations which can be travelled to without collision
- findOptimisedPath(Vector2, Vector2) - Method in class com.mygdx.game.AI.TileMapGraph
-
Finds a sequence on locations which can be travelled to without collision
- findOptimisedPath(Node, Node) - Method in class com.mygdx.game.AI.TileMapGraph
-
Finds a sequence of locations which can be travelled to without collision
- findPath(Node, Node) - Method in class com.mygdx.game.AI.TileMapGraph
-
Finds the path
- fire(Vector2, Vector2, Ship) - Method in class com.mygdx.game.Entitys.CannonBall
-
Teleport the cannonball in from offscreen and set 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
- 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 obstetrical
- Four - com.mygdx.game.Managers.RenderLayer
- FULLSCREEN - Static variable in class com.mygdx.utils.Constants
G
- game - Variable in class com.mygdx.game.PirateGame
- 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.
- 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
- 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
- getCell(Vector2) - Method in class com.mygdx.game.Components.TileMap
-
Gets cell at position (in world space, must be n the maps range)
- getCenter() - Method in class com.mygdx.game.Components.Transform
-
returns the box2d position of the parent or the transform pos if no rigidbody found
- getCollege(int) - 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
- getComponents(Class<T>) - Method in class com.mygdx.game.Entitys.Entity
-
Gets the list of components 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
- 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
- getEntity(String) - Static method in class com.mygdx.game.Managers.EntityManager
-
gets the first entity found with the given name
- getFaction() - Method in class com.mygdx.game.Components.Pirate
- getFaction(int) - Static method in class com.mygdx.game.Managers.GameManager
- getFont(int) - Static method in class com.mygdx.game.Managers.ResourceManager
- getFont(String) - Static method in class com.mygdx.game.Managers.ResourceManager
- getFPS() - Static method in class com.mygdx.game.Managers.EntityManager
- 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
- getId(String) - Static method in class com.mygdx.game.Managers.ResourceManager
-
only looks for simple assets not specialty ones so largely only textures
- 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.Components.Transform
- 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.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
- 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
- getPath(Vector2, Vector2) - Static method in class com.mygdx.game.Managers.GameManager
-
uses a* not sure if it works but i think it does
- 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
- getPosition() - Method in class com.mygdx.game.AI.Node
- getPosition() - Method in class com.mygdx.game.Components.AINavigation
- getPosition() - Method in class com.mygdx.game.Components.Transform
- getPosition() - Method in class com.mygdx.game.Entitys.Ship
- getPosition() - Method in class com.mygdx.game.Faction
- getReward() - Method in class com.mygdx.game.Quests.Quest
- 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
- getShooter() - Method in class com.mygdx.game.Entitys.CannonBall
- 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
- 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
- getTileMap(String) - Static method in class com.mygdx.game.Managers.ResourceManager
-
Looks for fPath in ids then determines if it is a tile map and returns the corresponding map
- getToNode() - Method in class com.mygdx.game.AI.Path
- getType() - Method in class com.mygdx.game.Components.Component
- getVelocity() - Method in class com.mygdx.game.Components.RigidBody
- getZeroLinearSpeedThreshold() - Method in class com.mygdx.game.Components.AINavigation
- goToTarget() - Method in class com.mygdx.game.Entitys.NPCShip
-
is meant to path find to the target but didn't work
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
- hide() - Method in class com.mygdx.game.Components.Renderable
- hide() - Method in class com.mygdx.game.UI.MenuScreen
- hide() - Method in class com.mygdx.game.UI.Page
-
Called once the page is hidden.
- HUNT - com.mygdx.game.AI.EnemyState
-
Actively looks for other enemies
I
- id - Variable in class com.mygdx.game.Faction
- INIT_CONSTANTS() - Static method in class com.mygdx.utils.Constants
-
Create constants need 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.GameManager
-
facilitates creation of the game
- 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.
- initialized - Static variable in class com.mygdx.game.Managers.PhysicsManager
- isAgro() - Method in class com.mygdx.game.Components.Pirate
-
if dst to target is >= attack range target will be null if not in agro 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.
- 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
- KillQuest(Pirate) - Constructor for class com.mygdx.game.Quests.KillQuest
- KillQuest(Entity) - Constructor for class com.mygdx.game.Quests.KillQuest
- 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
- 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
- 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 completed 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
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
- NodeHeuristic - Class in com.mygdx.game.AI
-
Heuristic function for use in A* pathfinding
- NodeHeuristic() - Constructor for class com.mygdx.game.AI.NodeHeuristic
- 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
O
- OBSTACLE - Static variable in class com.mygdx.utils.TileMapCells
- OBSTACLE_COST - Static variable in class com.mygdx.utils.TileMapCells
- 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
- 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
- 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
- PirateGame - Class in com.mygdx.game
-
Contains class instances of game UI screens.
- PirateGame() - Constructor for class com.mygdx.game.PirateGame
- 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
- PlayerController(Player, float) - Constructor for class com.mygdx.game.Components.PlayerController
- plunder(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
- preSolve(Contact, Manifold) - Method in class com.mygdx.game.Managers.CollisionManager
- print(String) - Static method in class com.mygdx.utils.Utilities
-
helper for System.out.println
- print(String, String) - Static method in class com.mygdx.utils.Utilities
-
helper for System.out.print
- 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
- 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>, Integer) - 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
- reload(int) - Method in class com.mygdx.game.Components.Pirate
-
Adds ammo
- 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
- render() - Method in class com.mygdx.game.Components.Text
- 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 rasing 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
- reqsMet - Variable in class com.mygdx.game.Components.Component
- requirements - Variable in class com.mygdx.game.Components.Component
- resize(int, int) - Method in class com.mygdx.game.UI.EndScreen
- 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
- resize(int, int) - Method in class com.mygdx.game.UI.Page
-
Called once the window is resized updates constants and stage
- 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
- retainAll(Collection<?>) - Method in class com.mygdx.utils.QueueFIFO
- reward - Variable in class com.mygdx.game.Quests.Quest
- 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
- 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
- round(Vector2) - Static method in class com.mygdx.utils.Utilities
S
- scale(float, float, float, float, float) - Static method in class com.mygdx.utils.Utilities
- scale(float, 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
- setAmmo(int) - Method in class com.mygdx.game.Components.Pirate
- setBehavior(SteeringBehavior<Vector2>) - Method in class com.mygdx.game.Components.AINavigation
- setCallback(CollisionCallBack) - Method in class com.mygdx.game.Components.RigidBody
-
Is used during collision phase to add more functionality
- setCamera(OrthographicCamera) - Static method in class com.mygdx.game.Managers.RenderingManager
- 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
- setFontColour(Vector3) - Method in class com.mygdx.game.Components.Text
- 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
- setName(String) - Method in class com.mygdx.game.Entitys.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.Text
-
isn't used if parent has a transform 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.Text
-
isn't used if parent has a transform component
- 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.RigidBody
-
Sets the bottom left position of the object
- 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
- setScale(Vector2) - Method in class com.mygdx.game.Components.Transform
- 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
- setText(String) - Method in class com.mygdx.game.Components.Text
- setTexture(Sprite) - Method in class com.mygdx.game.Components.Renderable
-
Asignes a new texture compatible with textures sourced from atlas
- 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
- shoot(Vector2) - Method in class com.mygdx.game.Components.Pirate
-
Will shoot a cannonball assigning this.parent as the cannonball's parent (must be Ship atm)
- shoot(Vector2) - Method in class com.mygdx.game.Entitys.Ship
- shoot(Ship, Vector2) - Static method in class com.mygdx.game.Managers.GameManager
-
Utilises the cached cannonballs to fire one
- show() - Method in class com.mygdx.game.Components.Renderable
- show() - Method in class com.mygdx.game.UI.EndScreen
-
Get player stats such as plunder etc.
- show() - Method in class com.mygdx.game.UI.MenuScreen
- show() - Method in class com.mygdx.game.UI.Page
-
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(int) - Static method in class com.mygdx.game.Managers.GameManager
-
Creates the game with player maps, NPCs, colleges
- 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
-
Called once after awake but prior to the update loop.
- Start - com.mygdx.game.Components.ComponentEvent
- stateMachine - Variable in class com.mygdx.game.Entitys.NPCShip
- Static - com.mygdx.game.Physics.PhysicsBodyType
-
Has infinite mass doesn't move at all
- stop() - Method in class com.mygdx.game.Components.AINavigation
-
Stops all motion
- stopMovement() - Method in class com.mygdx.game.Entitys.NPCShip
-
stops all movement and sets the behaviour to null
T
- takeDamage(float) - Method in class com.mygdx.game.Components.Pirate
- targetCount() - Method in class com.mygdx.game.Components.Pirate
- Text - Class in com.mygdx.game.Components
-
Renders text with give font and colour.
- Text - com.mygdx.game.Components.ComponentType
- Text() - Constructor for class com.mygdx.game.Components.Text
- Text(Vector3) - Constructor for class com.mygdx.game.Components.Text
- Three - com.mygdx.game.Managers.RenderLayer
- TILE_SIZE - Static variable in class com.mygdx.utils.Constants
- TileMap - Class in com.mygdx.game.Components
-
Component that allows the rendering of tilemaps (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
-
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
- TileMapCells() - Constructor for class com.mygdx.utils.TileMapCells
- TileMapGraph - Class in com.mygdx.game.AI
-
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
-
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
- toggleVisibility() - Method in class com.mygdx.game.Components.Renderable
- Transform - Class in com.mygdx.game.Components
-
Position, Scale, Rotation (in radians clockwise)
- Transform - com.mygdx.game.Components.ComponentType
- Transform() - Constructor for class com.mygdx.game.Components.Transform
-
position = (0, 0) scale = (0, 0) rotation = 0 rot not used but easy to add functionality for
- Transparent - com.mygdx.game.Managers.RenderLayer
- 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
-
Called once per frame.
- update() - Method in class com.mygdx.game.Components.Component
-
Called once per frame
- update() - Method in class com.mygdx.game.Components.PlayerController
-
Reads keyboard and mouse inputs, moving and shooting as required.
- update() - Method in class com.mygdx.game.Components.Renderable
-
Locates the sprite at the position of the parent's Transform component.
- update() - Method in class com.mygdx.game.Components.RigidBody
-
Called every frame translates the transform to match with the box2d body's position factoring offset
- update() - Method in class com.mygdx.game.Components.Text
- update() - Method in class com.mygdx.game.Components.TileMap
-
Updates the renderer's view with the rendering camera
- update() - Method in class com.mygdx.game.Entitys.CannonBall
- update() - Method in class com.mygdx.game.Entitys.College
- update() - Method in class com.mygdx.game.Entitys.Entity
-
Similar to the Component's update event
- update() - Method in class com.mygdx.game.Entitys.NPCShip
-
updates the state machine
- update() - Static method in class com.mygdx.game.Managers.GameManager
-
called every fram 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
- 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(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
- 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.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.
- 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.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.
- vectorToAngle(Vector2) - Method in class com.mygdx.game.Components.AINavigation
- vectorToAngle(Vector2) - Method in class com.mygdx.game.Components.Transform
- 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() - Method in class com.mygdx.game.Entitys.NPCShip
-
Meant to cause the npc to wander
- WANDER - com.mygdx.game.AI.EnemyState
-
Picks random pos and travels to it
- 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() - Constructor for class com.mygdx.game.Entitys.WorldMap
- WorldMap(int) - Constructor for class com.mygdx.game.Entitys.WorldMap
Z
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