All Classes and Interfaces
Class
Description
An animation used to leave a
Scene
.Asset
is used to wrap your i/o intense game resources like graphics
and sounds when loaded for the first time.Marks enums (
FontBundle
) to serve as container for Assets
.Marks
Asset
positions in your game classes.An implementation of the A* algorithm.
Execute long running tasks within the
Engine
.Controls the audio playback of the
Engine
and gives information to the currently Audio.activePlaybacks()
.Read and change the current
AudioConfiguration
.Occurs on any Change of the
AudioConfiguration
properties.Listener interface for receiving
AudioConfigurationEvent
s.Bounds
represents a space in the 2d world.Get information abound the
Camera
like Camera.position()
.Configures the shake of the
Camera
.Adds chaotic movement to an
Entity
.Enables chaotic movement behaviour for all
Entity
s having PhysicsComponent
and ChaoticMovementComponent
.Customize the drawing of circles.
The style used to draw.
Used to store color information used in
Graphics
.An implementation of the Dijkstra algorithm.
Configures the direction and the progress of a value change.
This is the central point of controlling the ScrewBox-Engine.
Listener interface for receiving
EntityEvent
s.EntitySystems implement the game logic.
The
Environment
manages all Environment.entities()
and all Environment.systems()
that are contained in a Scene
.Gives access to all graphics related configuration and operations.
Occurs on any Change of the
GraphicsConfiguration
properties.Listener interface for receiving
GraphicsConfigurationEvent
s.A
Grid
to raster your game world.A node in (or out of) the
Grid
.A key on your
Keyboard
.A combination of multiple
Key
s.Utility class that holds two instances of a class to be easily swapped
between an active and inactive state.
Subsystem for creating and rendering light effects to the screen.
Customize the drawing of lines.
Provides some super basic logging features and the ability to pick up engine
log events via
Log.setAdapter(LoggingAdapter)
.Attaches the
Engine
logging events your preferred logging system.Severity of a log message.
Provides access to current performance metrics and to controls the target
frames per second.
Utility functions for math operations.
Subsystem for getting Information on the Mouse.
The mouse-Buttons.
Some predefined mouse cursors that you can use.
Represents a Position on the
Window
.Used to automatically shutdown particle emitters after some time.
Finds particle emitters that have a
ParticleBurstComponent
and shut them down if they are active for too long.Marks entities that were created as particles.
Can be used to mark particles and particle emitters on the
Screen
.Is used by the
ParticleEmitterComponent
to create Environment.entities()
that are used for particle effects.Used to add special customization to the particles that is not already available via
ParticleOptions
methods.Add particle effects to create some nice visuals.
A percent value between 0.0 and 1.0.
Advanced searching for entities, pathfinding, raycasting and adjusting Entites to a
Grid
.A font made of
Sprite
s (even animated ones) for system independent rendering.Information about currently playing
Sound
.Customize the drawing of rectangles.
The style used to draw.
Automatically added by
ReflectionRenderSystem
.Provides convenience methods to access
ClassLoader
accessible
resources.Structures game sitations in
Scenes
.Manage different game situations like pause or options in different
Scenes
.Configures a scene transition.
Access drawing operations on the game screen.
Defines the area on the
Screen
.Best game engine ever made (not).
A simple sheduler to trigger timed actions.
A
Sound
that can be played via Engine.audio()
.The source format of the sound data.
Container for multiple sorted
sprites
.A single entry in a
SpriteBatch
.Customize the drawing of
Sprite
s.Customize the drawing of texts with system fonts.
Alignment of the text.
Customize the drawing of texts using a
Pixelfont
.Alignment of the text.
Different time units.
Adds tweening to an
Entity
.Marks an
Entity
for removal at the end of a tween.Removes all
Entity
s that have ended tweening and have an TweenDestroyComponent
.Links tweening to the opacity of the
SpotLightComponent
, GlowComponent
, PointLightComponent
and ConeLightComponent
of an Entity
.Updates the opacity of all light components of an
Entity
, that use tweening and have an TweenLightComponent
.Links tweening to the opacity of the
RenderComponent
of an Entity
.Updates the
SpriteDrawOptions.opacity()
of all Entity
s that use tweening and have an TweenOpacityComponent
.Links tweening to the position of the
TransformComponent
of an Entity
around a center position.Links tweening to the position of the
TransformComponent
of an Entity
.Updates the postion of all
Entity
s that use tweening and have an TweenPositionComponent
or TweenOrbitPositionComponent
.Updates the
SpriteDrawOptions.scale()
of all Entity
s that use tweening and have an TweenScaleComponent
.Updates the state
TweenComponent
s in the Environment
.Create simple ingame menus.
The
Vector
represents a position or a distance in the 2d world.Used to control the game window and retrieve information about the game window.