All Classes and Interfaces

Class
Description
This class represents an abstract version of an Image.
This class realizes a MenuItem with contains an arcade level (switch to).
This Command will pass the users attack indicator into the current IScene.
The standard background of the Game.
This is the parent class which all background elements shall extend.
Same as BiFunction but with Exception.
This class defines a menu to modify setting (boolean) of GameConf.
This class shall be extended in case of creating Bosses.
This class realizes a Structure for bosses.
This class contains several methods to calculate between units.
This interface has to be implemented by Objects which can set or calculate the current CameraOffset.
This class defines a simple Pickup; a Coin which will give the player points.
Defines the interface that every GameElement that can collide must have.
Methods which are annotated with this annotation, are optional methods for special behavior.
This interface defines a command for a Controller.
This interface defines methods to get info from a Model and will be used by EntityCommands.
Same as Consumer but with Exception.
This Interface defines the Controller for the MVC.
Regular Particle with the only difference, that it damages the Player upon collision.
This enum contains the keys for level-data which can be saved to a user-dat file.
This class defines the necessary methods to update the data of a level.
This class represents default coins.
The default state a entity is in after initialization.
Representation of the 4 directions there are.
This class contains all Directory and File constants.
This class is the parent class of all dynamically loaded Inanimate.
This class represents an EndPortal.
This class is the parent class of all Enemies in the game.
This class represents one of the most important GameElement-Type:
These are the moving GameElements, which can interact between each other, so as the Player, Enemies, Pickups, etc.
This class defines an Command which will be executed by a Controller and is linked to an Entity.
The abstract state an entity can be in.
The default state a entity is in after jumping.
This interface defines all kind of image filters for the game.
This Command Type is used for attaching and/or detaching Filters to a View.
This class can be used for set the camera fixed (e.g.
This class defines a Frame which will be used to check collisions.
Same as Function but with Exception.
Configuration class that holds static options.
Abstract class that represents an Element that is a visual part of a IScene, eg.
This class will be used to load and group all GameElements.
This class defines all necessary methods for drawing GameElements etc.
Main class of the Model.
This class manages the time of the game and replaces System.currentTimeMillis().
This filter realizes a filter which will convert all colors to grayscale.
This annotation defines a group.
In contrast to GameElements this class represents stuff like score banners, texts etc.
So everything which will not interact in the game and has to be shown is a GuiElement
This class shall be extended by each heap element.
 
 
 
This interface extends IScene and adds necessary methods to encapsulate Levels.
This class helps to load images from the resources.
This is the default implementation of an inanimate in the game.
This is the default implementation of an inanimate in the game (no ground).
This is the default implementation of an inanimate door in the game.
The standard Inanimate that will be used for the lowest height in the level.
This is the default implementation of an inanimate trigger in the game.
This interface establishes a Listener to Components of the View.
This enum is used to indicate a press or release state of a key.
This filter realizes a filter which will invert all colors.
This is the public interface of all Scenes.
This EntityCommand will cause a Jump of an Entity.
The jumping state a entity is in upon jumping until landing Represents the state where a player can not jump anymore.
A converter class to convert Functions/Consumers ..
This class contains several methods to work with Lambdas.
This class represents a Level for a ILevelScene with its StructurePart and LogicalPart.
 
This class holds all necessary information about a level.
Factory class which creates all Levels.
This class represents a GuiElement attached to a ILevelScene.
This class manages all Level depended stuff as defined in DataKey.
This class shall be implemented from all classes which want to parse a LevelDefinition.
Scene that holds a playable Level created by a LevelCreator.
The type of a level.
This class defines a simple Pickup; a Life which will give the player lives.
This GuiElement realizes a status view of the Player's Lives.
The logical part of a Level.
Game class that instantiates all necessary classes that are required for a game.
This class realizes the Main Menu displaying a list of MenuItems.
This class realizes a MenuItem with an attached Action.
This class is used for the MenuGameState.
The enum defines the different directions of KeyPress in a Menu Context.
This class realizes a MenuList.
This class realizes an Item of a menu.
This class realizes a Menu displaying a list of MenuItems.
This Interface defines the Model for the MVC.
This enum defines the different states of the game.
This class handles the loading of additional Jars / Mods.
This state is used for all prototypes of Entity.
This state will print to the syserr that the wrong constructor Entity(Team team) was used to create this element
This interface represents a Observer of the Observer Pattern.
This class realized a VoidFunctionWithException which can executed once.
Operable<T extends Operable<T>>
This interface defines the kind of Objects a OpProgress will handle.
Dynamically scale (linear) an Operable.
 
 
A simple GameElement with no collision and only with graphical effects.
This class will be used to manage the spawning of particles.
You have to set the parameters of the particles by the public Fields of your ParticleSpawner Object
Represents an option for a ProgressDependency.
This class realize a parser for a ParticleSpawnerOption.
This class is the parent class of all Pickups in the game.
The (maybe) most important Entity of the Game:
The Player (most likely you).
This class will be used while ingame to toggle pause.
This class defines a polygon.
Data class that holds an start and an end float.
This Parser is used for parsing Progress objects.
This filter realizes a filter which will map a color to a random color.
This class can be used for set the range camera target (e.g.
This class contains several methods for using Java Reflections in a proper way.
This annotation has to be applied to Classes which shall be loaded as implementation of a specific class and shall be instantiated.
If a class wants to be loaded, the class needs a default constructor
This class defines a Color with RGBA channels.
This Parser is used for parsing RGBAColors.
This class represents a container or pointer, which can be used to set variables in lambdas and can only set one time to a value not equal to null.
This class represents a container or pointer, which can be used to set variables in lambdas.
This enum manages all different types of Scenes in the game.
This GuiElement realizes a status view of the Player's Score.
This enum defines all valid settings of a LevelDefinition.
The shutdown manager of the system.
Abstract State whose concrete implementations that a TimeStateMachine can be in.
This class represents a special kind of Entity, a Entity with inner state.
Represents a collection if GameElements that can be build into a level.
The structure part of a Level.
This class realizes a Menu displaying a list of MenuItems.
Same as Supplier but with Exception.
This enum defines all different teams and their relationships.
This class defines a range to define z-layers.
This class realizes a simple GuiElement:
A Text which can be visualized on the view.
This class realizes a TextField for a Menu.
This class combines several text options for formatting texts.
Particle that shows a text, that can be specified via TextParticle.setText(String)
A custom implementation of the ParticleSpawner that sets the settings for an internal TextParticle that it can ParticleSpawner.spawn(rekit.logic.IScene, rekit.primitives.geometry.Vec).
This class contains several methods for a better usability of Threads.
This class can decorate all GuiElements so that they will be deleted after a specific time.
Data class that holds an duration time.
Simple StateMachine that is meant to be extended or decorated to achieve state dependent behavior where every state has a fixed duration.
This class represents a token for the LevelLanguage.
This class realizes a tokenizer for the LevelLanguage.
This class defines the different TokenTypes which exist in the LevelLanguage.
 
A simple tuple of two values
A simple tuple of three values
A simple tuple of three values
The Class UnexpectedTokenExecption.
This exception will thrown when an Unexpected Token reached
A three dimensional Vector with operations.
This Parser is used for parsing Vectors.
This Interface defines the View for the MVC.
 
Same as VoidFunction but with Exception.
This EntityCommand will cause a Walk of an Entity.