All Classes and Interfaces

Class
Description
Describes a specific type of Entity by its Components.
 
 
Asset is used to wrap your i/o intense game resources like graphics and sounds when loaded for the first time.
Marks Asset positions in your game classes.
Preload Assets 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 AudioConfigurationEvents.
 
 
 
 
 
 
Bounds represents a space in the 2d world.
 
Get information abound the Camera like Camera.position().
 
 
 
 
Adds chaotic movement to an Entity.
Enables chaotic movement behaviour for all Entitys having PhysicsComponent and ChaoticMovementComponent.
 
 
 
 
 
 
Used to store color information used in Graphics.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
An implementation of the Dijkstra algorithm.
 
Represents a Duration between two Times.
This is the central point of controlling the ScrewBox-Engine.
 
 
Occurs when a Component is added or removed from an Entity.
 
 
Listener interface for receiving EntityEvents.
 
 
 
EntitySystems implement the game logic.
The Environment manages all Environment.entities() and all Environment.systems() that are contained in a Scene.
 
 
 
 
Returns the vertical and or horizontal flip (mirror) mode for an Sprite.
 
 
 
 
 
 
Gives access to all graphics related configuration and operations.
 
Occurs on any Change of the GraphicsConfiguration properties.
 
Listener interface for receiving GraphicsConfigurationEvents.
 
 
A Grid to raster your game world.
A node in (or out of) the Grid.
 
 
A key on your Keyboard.
 
 
 
A combination of multiple Keys.
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.
 
 
 
Defines the Line between two Vectors.
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.
Gives support for MacOs specific features.
 
 
 
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.
 
 
 
 
 
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 Sprites (even animated ones) for system independent rendering.
Information about currently playing Sound.
 
 
 
 
Customize the drawing of rectangles.
 
 
 
 
 
 
Provides convenience methods to access ClassLoader accessible resources.
 
 
Represents the Rotation between two Lines.
 
 
 
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.
Sets options for the playback of a specific Sound via Audio.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Represents a specific Time after starting the Engine.
 
 
 
 
Adds tweening to an Entity.
Marks an Entity for removal at the end of a tween.
Removes all Entitys that have ended tweening and have an TweenDestroyComponent.
Configures the direction and the value change in a tween.
Links tweening to the opacity of the RenderComponent of an Entity.
Updates the opacity of all Entitys 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 Entitys that use tweening and have an TweenPositionComponent or TweenOrbitPositionComponent.
Updates the state TweenComponents 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.