All Classes and Interfaces

Class
Description
An animation used to leave a Scene.
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 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 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 Entitys having PhysicsComponent and ChaoticMovementComponent.
Customize the drawing of circles.
The style used to draw.
Fills the Screen with multiple circles growin in size.
 
 
 
Used to store color information used in Graphics.
Fades the Screen to the specified Color.
 
 
 
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.
 
 
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.
 
 
Utility functions for math operations.
Subsystem for getting Information on the Mouse.
The mouse-Buttons.
Some predefined mouse cursors that you can use.
 
 
 
 
 
Moves the entity towards the specified postion.
Moves entities having MovementTargetComponent towards the specified postion.
 
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.
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.
An AssetBundle for ParticleOptionss shipped with the ScrewBox game engine.
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 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.
 
 
Automatically added by ReflectionRenderSystem.
 
 
 
 
Provides convenience methods to access ClassLoader accessible resources.
Represents the Rotation between two Lines.
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.
 
 
 
 
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.
 
 
 
 
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.
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 postion 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 ingame menus.
 
 
 
 
 
Used for validating input values.
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.