All Classes and Interfaces
Class
Description
A list of textures from an animation.
Thrown when a graph cannot be planar due to the demand requirements.
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.
Should be implemented by all objects that have an
Animation
.Must be implemented for all objects that should be controlled by the
EntityController
.Should be implemented by all HUD objects.
Each type of field in a level can be represented by an integer value.
ApplicationListener that delegates to the MainGameController.
The heart of the framework.
Thrown when no solution could be found after several attempts
Uses LibGDX to draw sprites on the various
SpriteBatch
es.For easy handling of positions in the dungeon.
can be used to replace placeholder in a room layout
loads and stores replacements from a jsons
loads and stores roomtemplates from a json
A texture handler class for managing textures paths for further use.