Interface | Description |
---|---|
Action |
Represents the action.
|
Direction |
Represents something that can have a direction on two axis, such as horizontal and vertical.
|
Mover |
Represents something that can move.
|
Persistable |
Represents something which can be saved and loaded.
|
State |
States are designed to implement easily a gameplay by reducing implementation complexity.
|
Tiled |
Represents something that can have a tile representation (in location and in size).
|
Class | Description |
---|---|
ActionConfig |
Represents the action data from a configurer.
|
ActionRef |
Action reference structure.
|
ActionsConfig |
Represents the action references data from a configurer.
|
Alterable |
Represents a value which can change between 0 and a maximum.
|
AnimationConfig |
Represents the animations data from a configurer node.
|
Attribute |
Can describe an attribute (vitality, agility...).
|
Bar |
Surface representing a bar designed to display a kind of progress bar (life...).
|
Configurer |
Allows to retrieve informations from an external XML configuration file.
|
Cursor |
Used to represent a pointer cursor, desynchronized from the system pointer or not.
|
Damages |
Represents a container designed to return a random value between a range.
|
Force |
Represents a 2D vector force, using double precision.
|
ForceConfig |
Represents the force data from a configurer.
|
FramesConfig |
Represents the frames data from a configurer node.
|
MoverModel |
Mover model implementation.
|
SizeConfig |
Represents the size data from a configurer.
|
StateFactory |
State object factory.
|
StateTransition |
Represents the transition between two
State . |
SurfaceConfig |
Represents the surface data from a configurer.
|
TextGame |
Game text implementation.
|
TimedMessage |
Class representing a timed message handler.
|
Enum | Description |
---|---|
Orientation |
List of available orientations.
|
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