Package | Description |
---|---|
com.b3dgs.lionengine.game |
Main types and tools related to game design.
|
com.b3dgs.lionengine.game.feature |
Feature system that allows to reduce functionality complexity by splitting a single system into multiple sub systems.
|
com.b3dgs.lionengine.game.feature.body |
Describe the gravitational force support.
|
com.b3dgs.lionengine.game.feature.collidable |
Object and map collision handling.
|
com.b3dgs.lionengine.game.feature.launchable |
Represents the launch system, by using a
Launchable and a
Launcher to throw it. |
com.b3dgs.lionengine.game.feature.producible |
Describe the production capacity of an object by using a
Producer
to create new Featurable as
Producible . |
com.b3dgs.lionengine.game.feature.rasterable |
Describe the raster bar representation.
|
com.b3dgs.lionengine.game.feature.tile |
Tile based handling with
Feature layer that will allow to customize the
services provided by the tile dynamically. |
com.b3dgs.lionengine.game.feature.tile.map |
Tile based map handling with
Features layer that will allow to customize
the services provided by the map dynamically. |
com.b3dgs.lionengine.game.feature.tile.map.collision |
Object and map collision handling.
|
com.b3dgs.lionengine.game.feature.tile.map.extractable |
Represents the extraction system, which allows to extract something from another thing.
|
com.b3dgs.lionengine.game.feature.tile.map.pathfinding |
A-Star algorithm implementation, allowing to search a path on a
MapTilePath . |
com.b3dgs.lionengine.game.feature.tile.map.persister |
Allows to save and load a map.
|
com.b3dgs.lionengine.game.feature.tile.map.transition.circuit.generator |
Package dedicated to random map generation.
|
com.b3dgs.lionengine.game.feature.tile.map.transition.fog |
Dedicated package to handle map fog of war.
|
com.b3dgs.lionengine.game.state |
State object representation which allows to represent a gameplay as a finite state machine.
|
Class and Description |
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ActionConfig
Represents the action data from a configurer.
|
ActionRef
Action reference structure.
|
AnimationConfig
Represents the animations data from a configurer node.
|
Configurer
Allows to retrieve informations from an external XML configuration file.
|
Direction
Represents something that can have a direction on two axis, such as horizontal and vertical.
|
Force
Represents a 2D vector force, using double precision.
|
FramesConfig
Represents the frames data from a configurer node.
|
Mover
Represents something that can move.
|
Orientation
List of available orientations.
|
SizeConfig
Represents the size data from a configurer.
|
State
States are designed to implement easily a gameplay by reducing implementation complexity.
|
StateTransition
Represents the transition between two
State . |
SurfaceConfig
Represents the surface data from a configurer.
|
Class and Description |
---|
Action
Represents the action.
|
ActionRef
Action reference structure.
|
Configurer
Allows to retrieve informations from an external XML configuration file.
|
Direction
Represents something that can have a direction on two axis, such as horizontal and vertical.
|
Mover
Represents something that can move.
|
State
States are designed to implement easily a gameplay by reducing implementation complexity.
|
StateFactory
State object factory.
|
Class and Description |
---|
Direction
Represents something that can have a direction on two axis, such as horizontal and vertical.
|
Class and Description |
---|
Configurer
Allows to retrieve informations from an external XML configuration file.
|
Class and Description |
---|
Configurer
Allows to retrieve informations from an external XML configuration file.
|
Direction
Represents something that can have a direction on two axis, such as horizontal and vertical.
|
Force
Represents a 2D vector force, using double precision.
|
Class and Description |
---|
ActionRef
Action reference structure.
|
Configurer
Allows to retrieve informations from an external XML configuration file.
|
Class and Description |
---|
Configurer
Allows to retrieve informations from an external XML configuration file.
|
Class and Description |
---|
Tiled
Represents something that can have a tile representation (in location and in size).
|
Class and Description |
---|
Orientation
List of available orientations.
|
Tiled
Represents something that can have a tile representation (in location and in size).
|
Class and Description |
---|
Configurer
Allows to retrieve informations from an external XML configuration file.
|
Orientation
List of available orientations.
|
Class and Description |
---|
Tiled
Represents something that can have a tile representation (in location and in size).
|
Class and Description |
---|
Configurer
Allows to retrieve informations from an external XML configuration file.
|
Orientation
List of available orientations.
|
Tiled
Represents something that can have a tile representation (in location and in size).
|
Class and Description |
---|
Persistable
Represents something which can be saved and loaded.
|
Class and Description |
---|
Tiled
Represents something that can have a tile representation (in location and in size).
|
Class and Description |
---|
Tiled
Represents something that can have a tile representation (in location and in size).
|
Class and Description |
---|
State
States are designed to implement easily a gameplay by reducing implementation complexity.
|
StateFactory
State object factory.
|
StateTransition
Represents the transition between two
State . |
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