All Classes and Interfaces
Class
Description
Achievement that can be completed by the player.
An achievable goal to keep players engaged.
Configures the details of an
AchievementDefinition
.Add achievement to challenge players with custom goals.
Reduces
PhysicsComponent.momentum
of Entity
over time.An animation used to leave a
Scene
.A simple way to import
entities
into the
Environment
from a string.A tile within the
AsciiMap
.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
.Read and change the current
AudioConfiguration
.Occurs on any Change of the
AudioConfiguration
properties.The property of the
AudioConfiguration
changed.Listener interface for receiving
AudioConfigurationEvent
s.Bounds
represents a square area in the 2d world.Simple cache implementation used to store values that are expensive to retrieve.
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.
Fills the
Canvas
with multiple circles growing in size.Adds more information on collisions when added to
Entity
also having a CollisionSensorComponent
.Processes
entities
and adds collision details for collision collected via CollisionSensorComponent
to CollisionDetailsComponent
.Collects all collided
entities
.Used to store color information used in
Graphics
.Components contain data that is processed by
entity systems
every single frame.Moves the
Entity
towards the current mouse cursor position.Moves all
entities
having a CursorAttachmentComponent
to the current mouse cursor position.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
.Applies a continuous rotation to the
Sprite
of an RenderComponent
.Applies a continuous spin to the
Sprite
of an RenderComponent
.Represents a single image within a
Sprite
.Applies friction on all
entities
having a PhysicsComponent
.Gives access to all graphics related configuration and operations.
Configuration of major
Graphics
and rendering properties.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
.Layouts
viewports
on next to each other.A key on your
Keyboard
.Use keyboard input to control your game.
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.
A notification visible on
Screen
.Specifies attributes of a
Notification
.Calculates the
ScreenBounds
of a notification based on its value and the surrounding canvas bounds
.Represents a Position on the
Window
.Specify the order of the execution of an
EntitySystem
in the game Loop
.The order of execution of an
EntitySystem
.Marks an
Entity
as orthographic wall.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
.Specify the area where
Particles
are emitted.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.
Adds a patrolling movement pattern to
entities
also having a PhysicsComponent
.Applies a patrolling movement pattern to
entities
having a PhysicsComponent
and a PatrolMovementComponent
.A percent value between 0.0 and 1.0.
A font made of
Sprite
s (even animated ones) for system independent rendering.Customize the drawing of rectangles.
The style used to draw.
Adds a reflection effect to the
Entity
.Renders
entities
having a RenderComponent
and also adds refections for entities
having a ReflectionComponent
.Provides convenience methods to access
ClassLoader
accessible
resources.Represents any
Rotation
in degrees.Structures game situations in
Scenes
.Manage different game situations like pause or options in different
Scenes
.Configures a scene transition.
A simple scheduler to trigger timed actions.
Access drawing operations on the game
Screen
.Defines the area on the
Screen
.Best game engine ever made (not).
Adds
Sizeable.width()
and Sizeable.height()
methods to any class that has a size.A
Sound
that can be played via Engine.audio()
.The source format of the sound data.
Adds a constantly playing sound output to an
Entity
.Renders
Notification
with spinning Icon.Configures split screen mode.
Container for multiple sorted
sprites
.A single entry in a
SpriteBatch
.Customize the drawing of
Sprite
s.Adds a finite state machine to an
Entity
.Customize the drawing of texts with system fonts.
Alignment of the text.
Layouts
viewports
in columns.Rotates the sprites of the
RenderComponent
towards the
specified target Entity
.Moves the entity towards the specified position.
Moves entities having
TargetMovementComponent
towards the specified position.Customize the drawing of texts using a
Pixelfont
.Alignment of the text.
Utils to help you with texts.
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 entities
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 position 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
.Links tweening to the spin of the
RenderComponent
of an Entity
.Updates the
SpriteDrawOptions.spin()
and SpriteDrawOptions.isSpinHorizontal()
of all
entities
that use tweening and have an TweenOpacityComponent
.Updates the state
TweenComponent
s in the Environment
.Create simple in game menus and show
notifications
.Used for validating input values.
The
Vector
represents a position or a distance in the 2d world.Layouts
viewports
on top of each other.This layout can be used to calculate the position and size of a
Viewport
that is present in a split screen.Used to control the game window and retrieve information about the game window.