All Classes and Interfaces

Class
Description
An entity is an element of one game, such as a hero, a dragon, a wall, etc.
The game loop is the overall flow control for the entire game program.
The basis system.
The base game entity class, it aims for creating movable objects.
This class is used to divide a 2D space into a grid of cells each of which may contain a number of entities.
A component can be likened to a C struct.
An Entity represents a single object in your world.
When you try to remove non-existing component from an entity.
The object pool mechanism for Component.
Context<T extends Entity>
A context is used to manage all relative entities and components.
A context manages the life-cycle of entities and groups.
The context information.
When you try to add a component twice into an entity.
When you try to re-register an entity to the entity manager.
The ECS system base on heart-beat.
All base constants' values for the server are defined here.
Some useful entities functions.
An entity is something that exists in your game world.
An entity is something that exists in your game world.
This class for managing entities.
The object pool mechanism for Entity.
Execute systems run once per frame.
The extra message.
Check out the FSM for more details.
Some useful 2D geometry functions.
Span Type.
The Java ExecutorService is a construct that allows you to pass a task to be executed by a thread asynchronously.
The Java ExecutorService is a construct that allows you to pass a task to be executed by a thread asynchronously.
When you try to dispose a non-existing heartbeat.
Initialize systems run once at the start of your program.
AABB stands for Axis-aligned Bounding Box.
A 3x3 row major matrix.
This class is used for sending messages between entities.
This interface provides a method for listening all messages of entities.
A base class defining an entity that moves.
This class provides some methods for painting objects to a screen.
This class is used to define, manage, and traverse a path (defined by a series of 2D vectors).
This interface provides a method for rending objects to a screen.
Display simple shapes for debugging.
Smoother<T extends Number>
Template class to help calculate the average value of a history of values.
Template class to help calculate the average value of a history of values.
Check out the State for more details.
The basis system.
Systems provide a convenient way to group systems.
Teardown systems run once at the end of your program.
This object is used for communication between entities.
Some functions for converting 2D vectors between World and Local space.
A 2D Vector.
Supported methods for windows.
Point in 2D.
Point in 2D.