Uses of Class
rekit.logic.gameelements.GameElement
Packages that use GameElement
Package
Description
-
Uses of GameElement in rekit.logic
Methods in rekit.logic with parameters of type GameElementModifier and TypeMethodDescriptionvoid
IScene.addGameElement
(GameElement e) Adds a GameElement to the Model.void
IScene.markForRemove
(GameElement e) Removes a GameElement from the Model The elements will not directly be removed from the internal data structure to prevent concurrency errors.default void
Collidable.reactToCollision
(GameElement element, Direction dir) Notification that this GameElement has been collided with from another GameElement element from the given direction dir.Method parameters in rekit.logic with type arguments of type GameElementModifier and TypeMethodDescriptionvoid
IScene.applyToGameElements
(Consumer<GameElement> function) Apply function on all game elements.void
IScene.applyToNonNeutralGameElements
(Consumer<GameElement> function) Apply function on game elements (non-neutral). -
Uses of GameElement in rekit.logic.gameelements
Methods in rekit.logic.gameelements that return GameElementModifier and TypeMethodDescriptionStub Factory method that everyGameElement
must implement in order to being able to be instantiated dynamically by the level creation.static GameElement
Generate a new GameElement at position.static GameElement
GameElementFactory.generate
(GameElement element) Generate a new GameElement.static GameElement
GameElementFactory.generateDefaultCoin
(int x, int y) Generate aDefaultCoin
at position.static GameElement
GameElementFactory.generateInanimate
(int x, int y) GenerateInanimate
at position.static GameElement
GameElementFactory.getPrototype
(String id) Get Prototype by identifier.Methods in rekit.logic.gameelements with parameters of type GameElementModifier and TypeMethodDescriptionfinal void
GameElement.checkCollision
(GameElement e2) Check for collision with another element and invoke necessary methods.static GameElement
GameElementFactory.generate
(GameElement element) Generate a new GameElement.void
GameElement.reactToCollision
(GameElement element, Direction dir) Method parameters in rekit.logic.gameelements with type arguments of type GameElementModifier and TypeMethodDescriptionstatic void
GameElementFactory.createGroup
(Set<? extends GameElement> prototypes, String name) Create a new group of Elements. -
Uses of GameElement in rekit.logic.gameelements.entities
Subclasses of GameElement in rekit.logic.gameelements.entitiesModifier and TypeClassDescriptionclass
This class represents one of the most importantGameElement
-Type:
These are the moving GameElements, which can interact between each other, so as thePlayer
,Enemies
,Pickups
, etc.final class
The (maybe) most importantEntity
of the Game:
The Player (most likely you).class
-
Uses of GameElement in rekit.logic.gameelements.entities.pickups
Subclasses of GameElement in rekit.logic.gameelements.entities.pickupsModifier and TypeClassDescriptionclass
This class represents default coins.final class
This class defines a simplePickup
; a Life which will give the player lives.Methods in rekit.logic.gameelements.entities.pickups with parameters of type GameElement -
Uses of GameElement in rekit.logic.gameelements.inanimate
Subclasses of GameElement in rekit.logic.gameelements.inanimateModifier and TypeClassDescriptionfinal class
This class represents an EndPortal.class
This is the default implementation of an inanimate in the game.class
This is the default implementation of an inanimate in the game (no ground).class
This is the default implementation of an inanimate door in the game.class
The standard Inanimate that will be used for the lowest height in the level.class
This is the default implementation of an inanimate trigger in the game.Methods in rekit.logic.gameelements.inanimate with parameters of type GameElementModifier and TypeMethodDescriptionvoid
Inanimate.reactToCollision
(GameElement element, Direction dir) void
InanimateFloor.reactToCollision
(GameElement element, Direction dir) final void
InanimateTrigger.reactToCollision
(GameElement element, Direction dir) -
Uses of GameElement in rekit.logic.gameelements.particles
Subclasses of GameElement in rekit.logic.gameelements.particlesModifier and TypeClassDescriptionclass
class
A simple GameElement with no collision and only with graphical effects.class
Particle
that shows a text, that can be specified viaTextParticle.setText(String)
Methods in rekit.logic.gameelements.particles with parameters of type GameElementModifier and TypeMethodDescriptionvoid
DamageParticle.reactToCollision
(GameElement element, Direction dir) -
Uses of GameElement in rekit.logic.gameelements.type
Subclasses of GameElement in rekit.logic.gameelements.typeModifier and TypeClassDescriptionclass
This class shall be extended in case of creating Bosses.class
This class defines a simplePickup
; a Coin which will give the player points.class
This class is the parent class of all dynamically loaded Inanimate.class
This class is the parent class of all Enemies in the game.class
This class is the parent class of all Pickups in the game.Fields in rekit.logic.gameelements.type declared as GameElementMethods in rekit.logic.gameelements.type that return types with arguments of type GameElementModifier and TypeMethodDescriptionstatic final Set<? extends GameElement>
Boss.getPrototypes()
Get all instances of BossPrototypes.static final Set<? extends GameElement>
Coin.getPrototypes()
Get a set of coin prototypes.static Set<? extends GameElement>
DynamicInanimate.getPrototypes()
Load all dynamic inanimate-prototypes.static final Set<? extends GameElement>
Enemy.getPrototypes()
Load all Enemies.static Set<? extends GameElement>
Pickup.getPrototypes()
Load all Pickups.Methods in rekit.logic.gameelements.type with parameters of type GameElementModifier and TypeMethodDescriptionvoid
Coin.perform
(GameElement collector) abstract void
Pickup.perform
(GameElement collector) Template method that should be overwritten in concretePickups
to add the action that is performed upon being collected by the Player.final void
Pickup.reactToCollision
(GameElement element, Direction dir) final void
Boss.setTarget
(GameElement target) Set the target of the boss. -
Uses of GameElement in rekit.logic.gui.parallax
Subclasses of GameElement in rekit.logic.gui.parallaxModifier and TypeClassDescriptionclass
This is the parent class which all background elements shall extend.class
This class shall be extended by each heap element.class
class