All Classes and Interfaces

Class
Description
A controller manages elements of a certain type and is based on a layer system.
A object that has an Animation.
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.
 
 
A class to represent a layer on wich elements are drawn.
Coordinate in the dungeon, based on array index.
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.
A graph indicating the structure of the level
Can read in graphs from .json or can generate new graphs.
 
 
Uses LibGDX to draw sprites on the various SpriteBatches.
 
Interface to use a custom `onLevelLoad` method.
A level is a set of connect rooms to play in.
Manages the level.
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 SpriteBatches.
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