All Classes
Class | Description |
---|---|
Atlas |
Represents a texture atlas (or sprite sheet) that will provide the texture
coordinates of sub-images within a larger
Texture . |
Audio |
Provides an abstraction of the OpenAL API through which sound effects and
music may be played.
|
BufferType |
Represents a GLSL data type that will be used to allocate a data buffer of
corresponding size.
|
Camera |
Abstract class which can be used to create specialized objects that will
render the current perspective of a
Viewport . |
Color |
An immutable object used to represent color.
|
Command | |
Control |
Represents an interactive component on a
Gamepad such as an analog
stick, button, or trigger. |
Entity |
Abstract class which can be used to represent dynamic game objects within
the game world.
|
ErrorUtils |
Provides convenience methods for locating errors encountered by the engine
at runtime.
|
Event |
Objects of this type represent a game or engine event (such as a pause,
cutscene, or error) that temporarily disrupts the normal flow of execution.
|
Font |
Supplies the data parsed from a font file as an immutable object which can
be passed to the
drawString()
method of a
Widget to render text in some desired
font. |
Game |
Provides utilities for managing high-level game logic.
|
GLCaps |
Supplies a
Model object with user-defined OpenGL capabilities. |
GLProgram |
Represents a completed shader program comprised of multiple
Shader
objects that specify how data sent to the GPU will be processed at different
rendering stages while the program is active. |
Graphics |
Component object that supplies implementing objects with the following:
A vertex buffer object - As a default buffer through which the
implementing class may supply its vertex data to the
graphics pipeline .
A index buffer object - To discourage data redundancy by specifying
which vertices to reuse for the objects model mesh.
A vertex array object - For providing convenient access to the default
vertex buffer in addition to any the implementation may define.
|
Hardware |
Provides utilities to manage the state of various connected peripheral
devices not directly related to user input.
|
Icon |
Represents a quickly comprehensible symbol included to help users better
understand an interface.
|
Input |
Provides a single point of access through which the state of peripheral
input devices may be managed.
|
Instance2D |
Defines a set of reusable vertex data that can be utilized to represent a 2D
object that makes use of instanced rendering techniques.
|
Light |
Represents a source of visible light at some point in 3D space.
|
Logger |
A lightweight application logger comprised of a single static class which
can be used to keep a chronological record of significant events occurring
within the application at runtime.
|
Mesh |
Represents a 3D polygonal collection of vertices, edges, and faces that will
define the shape of a
Model . |
Model |
Represents a 3D model.
|
Monitor |
Represents a visual display device such as a computer monitor or television.
|
Observable |
A Component object which can be used to relay information about state
changes occurring in the implementing object to one or more observers
located anywhere in the codebase.
|
Point | |
Polygon |
Objects of this class can be used as part of a larger
UI widget to represent a
regular 2D shape such as a pentagon, hexagon, or circle by utilizing the
number of sides specified through its constructor. |
PostProcessShader |
These objects are used to apply post-processing effects to the framebuffer
texture of a viewport.
|
Puppet |
Component object that enables implementing objects to make use of input
actions captured from an input device by coupling
interactive components to some
meaningful action.
|
Rectangle |
Data structure used by
RectangleBatch objects to draw single color
rectangles. |
RectangleBatch |
Used to batch render rectangles.
|
Scene |
A 3D representation of the game world that contains entities, light sources,
and camera objects.
|
Shader |
Encapsulates an OpenGL shader object.
|
ShadowMap |
Shadow maps generate a 2D texture that is then projected over the scene to
create the appearance of dynamic shadows.
|
Skybox |
Enables a
Scene to exhibit a greater level of detail in its
environment by projecting a 3D texture onto the corresponding faces of a
cuboid mesh, creating the illusion of an infinitely distant sky. |
Song |
Represents a musical composition, may or may not contain an intro which is
played once before entering a looping body section.
|
Sound |
Supplies the data parsed from an audio file into a new sound object that can
be used by the
Audio class to play sound effects. |
Speaker |
Represents a peripheral audio output device such as a speaker, headset, or
headphones.
|
Split |
Represents a way in which the screen can be divided during split screen
mode.
|
SpriteAnimation |
Represents a 2D sprite animation that iterates over a series of sub-images
from a texture atlas in sequence to create the illusion
of movement.
|
StopWatch |
Provides a simple timing mechanism that exhibits greater accuracy than
Game.tick(int) alone by capturing the timestamp of the initial game
tick from which StopWatch.tick(int,int,boolean) was called and comparing it
to subsequent ticks until the specified number of cycles have passed. |
TerminalCommand |
Abstract class used to define additional commands for the
Terminal . |
TerminalOutput |
A data structure which contains information pertaining to a commands
response when executed.
|
Text |
Provides utilities for rendering text to the screen.
|
Texture |
Supplies the data parsed from an image file into a new two-dimensional
texture object that can be used by the graphics pipeline.
|
Timer |
A simple monotonic timing mechanism.
|
Widget |
An abstract class which can be used to define subclasses that will
comprise individual elements of a user interface.
|
Window |
Provides a point of access which can be used to alter the properties of the
game window at runtime.
|
XJGE |
Represents the game engine in its broadest sense and provides a point at
which its functionality may be extended to better suit the individual
requirements of the implementation.
|