All Classes and Interfaces
Class
Description
main class to start a game with only one level.
Advanced version of abstract
BreakoutLevelBase
providing a complete implementation of
BreakoutLevelBaseAdvanced.prepareLevel(String)
.Collider for round objects
abstract base class for all Colliders to detect collisions between GameObjects
An EgoController which cannot move through obstacle objects (is collission aware).
Controller using key events for up, down, left, right and space (shooting) to control the ego
object behavior.
This class controls the space invaders.
Controls background stars.
Main class starting any game, contains main().
The class
GameObject
represents a (possibly animated) object appearing in a level of the
game.creates the game UI JFrame containing a canvas (see class
GamePanel
)) for the levels to
paint the games.extends
SpaceInvadersLevel
with a boring start messageextends
SpaceInvadersLevel
with a different startup message.extends
SpaceInvadersLevel
with a ZigZack move of the enemies in
Level3.createSingleEnemy(String, double, double, double, double, ObjectController, double)
and
sets a different Level3.getStartupMessage()
.extends
SpaceInvadersLevel
with aliens that need two hits to be destroyed.Class that realizes all the game logic of a very simple game level.
extends
SpaceInvadersLevel
with 10 enemies that need two shots each to be destroyed.Level that creates two RectObjects moving around and if ego is hit by them game is directly lost
(lives = 0).
This level adds two distracting objects to the canvas that cannot collide but bounce around all the time.
extends
SpaceInvadersLevel
with a red box.Controls and abject that is deleted after a lifetime specified in the constructor, and when it
leaves the display.
Stops GameObject movement at bottom of level and let it 'fly' in x-direction towards ego object.
main class to start a game with only one level
LevelMovingObjects
.Class that controls the LOGICAL behavior of an object independently of how it is displayed or
drawn.
Playground represents a level of the game, focusing on the game LOGIC, i.e., not so much on the
graphical representation.
Controller to let Objects bounce from the outer level limits back and forth.
a
Collider
for Rectangles, usually used for RectObject
instances.A rectangle object.
Class that realizes all the game logic of a very simple game level.
Rendering an object as a text of a specified color, size and font.
Convenience Class subclassing
GameObject
, directly instanciating TextArtist
a
subclass of Artist
that draws a text.