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).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
.This Interface defines the Controller for the MVC.
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
These are the moving GameElements, which can interact between each other, so as the
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 class can be used for set the camera fixed (e.g.
This class defines a Frame which will be used to check collisions.
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
So everything which will not interact in the game and has to be shown is a GuiElement
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 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
This state will print to the syserr that the wrong constructor
Entity
.This state will print to the syserr that the wrong constructor
Entity(Team team)
was used to create this elementThis interface represents a Observer of the Observer Pattern.
This class realized a
VoidFunctionWithException
which can executed
once.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
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
The Player (most likely you).
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
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.
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.
This enum defines all different teams and their relationships.
This class defines a range to define z-layers.
This class realizes a simple
A Text which can be visualized on the view.
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
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
.