All Classes
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All Classes Interface Summary Class Summary Enum Summary Class Description AnimatedEntity AnEntity
with animationsAttacker Boundary An imaginary boundary, or border, with a width, height and coordinatesBoundaryOffset A numeric offset from the top left (relative origin) of an entityBoundaryPadding Extra spacing for boundaries, values can be negative or positiveBuilding A place that the player can enter, treated seperately from the current mapBuildingChanger An area that will trigger a change in the player's location and floor within a buildingBuildingFloor A floor within aBuilding
where the player can walk aroundCalculate Character CharacterDialogue ClickableArea Collisions CurrentYear Cutscene CutsceneTrigger An area that will trigger a cutscene to start playingDamageable Debug DebugMap Test mapDefaultRock Rock that the player cannot walk over, but can walk behindDefaultTree Basic tree that the player can walk under, but not overDelayedEvent DialogueController DialogueExchange DialogueExchangeFinishedEvent DialoguePanel DroppedItem An item that was dropped from the player's inventory (by the user or programatically)Dummy Entities Commonly referenced entities, such as the playerEntity Anything that is rendered with aSprite
at a specified locationEntityBoundary EntityEntityCollision A collision between two different entitiesEntityEntityCollisionEvent A "event" that can be used for accessing information about anEntityEntityCollision
EntityEntityInteraction EntityExpression An image that appears above an entity to convey an emotionEntityInventory Game The "main" class, mostly for interacting with the Slick2D libraryGameItem GenericButton Hmm House1 Test buildingImageButton Images InGameState Item Items ItemStack Keyboard KeyboardController KeyTyped Loadable MainMenuState Map Collection of "sectors" that make up a map, which is like a level or worldMapSector Specific part, or area, of a map that fills the entire windowMapSectorChangeBoundary An area (boundary) where a map sector change can occurMapSectorChangeCollision MapSectorChangeEvent A custom "event" that can be used for gathering information about a sector changeMapTile MenuButton Monster Test enemyMouse MouseClicked MouseController NotificationBanner Player PlayerInventory PlayerInventorySlot A graphical slot in the player's inventory that the user can interact with and manipulatePlayerInventoryStack What's visible to the user in the player's inventory slotsPlayerMenu What shows up when the user presses E in gameQuest A list of tasks, or objectives, the player should complete.QuestObjective Something the player must do to progress in aQuest
Quests QuestSlot QuestsPanel QuestsSidePanel Renderable Saveable SaveFile SaveLoad Sector1 Sector1 Sector2 Sector3 Sector4 Sprite A row, or "strip", of individual frames for an entity (they are all the same height and width)SpriteSheet An image that contains multiple sprites, each represented by a row, or "strip" that is specified in the constructorStaticEntity An entity that does have not any animationsTestBattleMap TestScene Tickable UIElement Util WarpPad Testing for changing mapsWizard An NPC for testing dialogue and quests.WizardHat WizardHatQuest Test quest, where the player has to retrieve the wizard's lost hatWoodenFence Testing dynamic creation of sprites/images