All Classes and Interfaces
Class
Description
A list of textures from an animation.
An edge, that creates a circle in the graph.
Thrown when a graph cannot be planar due to the demand requirements.
A Chain is a list of nodes where each node is connected to his predecessor and his successor.
Specifies which textures and layouts should be used for the room.
Sauron's eye.
Keeps a set of entities and calls their update method every frame.
Can read in graphs from .json or can generate new graphs.
Uses LibGDX to draw sprites on the various
SpriteBatch
es.Should be implemented by all objects that have an
Animation
.Must be implemented for all objects that should be controlled by the
EntityController
.A level is a set of connect rooms to play in.
Each type of field in a level can be represented by an integer value.
Uses RoomG and GraphG to generate level.
ApplicationListener that delegates to the MainGameController.
The heart of the framework.
A node in a graph.
Thrown when no solution could be found.
Uses LibGDX to draw sprites on the various
SpriteBatch
es.For easy handling of positions in the dungeon.
Will be used to replace placeholder in a room layout.
Loads and stores replacements from a .json.
A Room is a collection of tiles and has a position in the global system.
A RoomTemplate is a blueprint for a room.
Loads and stores roomtemplates from a .json.
A texture handler class for managing textures paths for further use.
A Tile is a field of the level.
Represents a connection between two tile