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.
Describes a specific type of Entity by its Components.
 
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.
Preload Assets in your game Classes.
An implementation of the A* algorithm.
Execute long running tasks within the Engine.
Attaches the Entity containing this Component to the Entity with the specified Entity.id().
Moves all entities containing AttachmentComponent to the specified Entity they are attached to.
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 AudioConfigurationEvents.
 
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 Entitys 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.
Collects all collided entities for any Entity having CollisionSensorComponent.
Used to store color information used in Graphics.
Fades the Screen to the specified Color.
Components contain data that is processed by entity systems every single frame.
 
 
Renders a crt monitor like effect on top of the primary Viewport or on all split screen viewports.
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.
Represents a Duration between two Times.
Configures the direction and the progress of a value change.
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.
 
Applies a continuous rotation to the Sprite of an RenderComponent.
Applies a continuous spin to the Sprite of an RenderComponent.
 
 
An AssetBundle for Pixelfonts shipped with the ScrewBox game engine.
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 GraphicsConfigurationEvents.
 
 
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 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.
 
 
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.
Renders a notification on the Canvas using ScreenBounds provided by NotificationLayouter.
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.
An AssetBundle for ParticleOptionss shipped with the ScrewBox game engine.
 
 
Moves an Entity along a Path.
 
Moves entities containing PathMovementComponent along the Path.
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.
Advanced searching for entities, pathfinding, raycasting and adjusting entities to a Grid.
 
 
 
 
 
A font made of Sprites (even animated ones) for system independent rendering.
 
Contains information on a Sound played via Audio.
 
 
 
 
Customize the drawing of rectangles.
The style used to draw.
Adds a reflection effect to the Entity.
 
Adds Sprite rendering 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.
An AssetBundle for Sounds shipped with the ScrewBox game engine.
Adds a constantly playing sound output to an Entity.
Sets options for the playback of a specific Sound via Audio.
Adds a continuously playing Sound to an Entity linked to it's position.
 
 
Renders Notification with spinning Icon.
Configures split screen mode.
 
 
Container for multiple sorted sprites.
A single entry in a SpriteBatch.
An AssetBundle for Sprites shipped with the ScrewBox game engine.
Customize the drawing of Sprites.
Fades the Screen to the specified Sprite.
Customize the drawing of filling the Screen with Sprites.
 
 
 
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.
Rotates the sprites of all entities having TargetLockComponent 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.
Represents a specific Time after starting the Engine.
Different time units.
 
 
 
 
 
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.
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 Entitys that use tweening and have an TweenPositionComponent or TweenOrbitPositionComponent.
 
Updates the SpriteDrawOptions.scale() of all Entitys that use tweening and have an TweenScaleComponent.
Links tweening to the spin of the RenderComponent of an Entity.
Updates the state TweenComponents 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.
Combines a Camera with a Canvas and translates coordinates and distances between both of them.
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.