Package org.xjge.core
Contains various classes, objects, and utilities many of which are essential
to the function of the engine. These are listed in greater detail below:
Name | Description |
Hardware | Manages the state of various peripheral devices including those used for audio output and visual display. |
Input | Provides a single point of access through which the state of peripheral input devices may be managed. |
Monitor | Represents a visual display device such as a computer monitor or television. |
Viewport | Represents a rectangular region of the game window through which the perspective of a scene and its rendered objects may be viewed. |
Window | Provides a point of access which can be used to alter the properties of the game window at runtime. |
Name | Description |
Audio | Provides a single point of access through which sound effects and music can be played. |
Camera | Abstract class which can be used to create specialized objects that will render the current perspective of a viewport. |
Command | Allows an interactive component of an input device to be coupled to some player action. |
Entity | Abstract class which can be used to represent dynamic game objects in the game world. |
Event | Represents a game or engine event (such as a pause, cutscene, or error) that temporarily disrupts the normal flow of execution. |
Game | Provides utilities for managing high-level game logic. |
InputDevice | Represents a peripheral device that can capture input actions from a user. |
Observable | Used to relay information about state changes occurring in the implementing object to one or more observers located anywhere in the codebase. |
Puppet | Component object that enables implementing objects to make use of input actions captured from an input device. |
Scene | A 3D representation of the game world that contains entities, light sources, and camera objects. |
Skybox | An object which can be used to create a background to a scene. |
Text | Provides utilities for rendering text to the screen. |
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. |
Name | Description |
ErrorUtils | Provides convenience methods for locating errors encountered by the engine at runtime. |
Font | Supplies the data parsed from a font file as an immutable object which can be used to render text in some desired font. |
Song | Represents a musical composition. |
Sound | Supplies the data parsed from an audio
file into a new sound object that can be used by the Audio
class |
- See Also:
XJGE
-
Class Summary Class Description Audio Provides an abstraction of the OpenAL API through which sound effects and music may be played.Camera Abstract class which can be used to create specialized objects that will render the current perspective of aViewport
.Command 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 aWidget
to render text in some desired font.Game Provides utilities for managing high-level game logic.Hardware Provides utilities to manage the state of various connected peripheral devices not directly related to user input.Input Provides a single point of access through which the state of peripheral input devices may be managed.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.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.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.Scene A 3D representation of the game world that contains entities, light sources, and camera objects.ShadowMap Shadow maps generate a 2D texture that is then projected over the scene to create the appearance of dynamic shadows.Skybox Enables aScene
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 theAudio
class to play sound effects.Speaker Represents a peripheral audio output device such as a speaker, headset, or headphones.StopWatch Provides a simple timing mechanism that exhibits greater accuracy thanGame.tick(int)
alone by capturing the timestamp of the initial game tick from whichStopWatch.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 theTerminal
.TerminalOutput A data structure which contains information pertaining to a commands response when executed.Text Provides utilities for rendering text to the screen.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.