All Classes and Interfaces

Classes
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 message
extends 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.