Uses of Package
org.xjge.core

Packages that use org.xjge.core
Package Description
org.xjge.core
Contains various classes, objects, and utilities many of which are essential to the function of the engine.
org.xjge.graphics
Supplies abstractions of OpenGL into various objects and data structures to be used by other parts of the engine.
  • Classes in org.xjge.core used by org.xjge.core
    Class Description
    Camera
    Abstract class which can be used to create specialized objects that will render the current perspective of a Viewport.
    Command
    Abstraction of the Gang of Four pattern by the same name- command objects serve as a point at which a Control from an InputDevice can be coupled to various player actions and passed to a Puppet object.
    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.
    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.
    Light
    Represents a source of visible light at some point in 3D space.
    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 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.
    TerminalCommand
    Abstract class used to define additional commands for the Terminal.
    Widget
    An abstract class which can be used to define subclasses that will comprise individual elements of a user interface.
  • Classes in org.xjge.core used by org.xjge.graphics
    Class Description
    Light
    Represents a source of visible light at some point in 3D space.