All Classes and Interfaces

Class
Description
Abstract class from which all screens extend
Appears when the Player interacts with an Item AND that Item provides more than one PlayerAction
Utility class to manage the undo/redo history in the LevelEditorScreen
An EditorAction modifies the LevelEditorScreen in a way that can be undone and redone
Captures all player actions and emits to a UI element in the bottom left hand corner of the game screen
A Conditional which is true only when all of its children are true
A trivially true Conditional
Conditional corresponding to logical and.
Animated items have a texture that is `N` item widths wide, where N is the number of frames in the animation and width is in pixels.
A tool to select areas
A UI for area selection.
A wrapper around AssetManager
Static class for managing "go back" actions
Represent a back action.
Represent a possible back action.
Barrier items block player movement and provide the boundary of what the player can see through fog of war.
A base class for conditonals with two children
A base class for properties which are true or false
A wrapper around a boolean that is also a ItemPropertyValue
Base class for Brushes
This item can be used as a brush in the level editor
A manager for your camera
Camera translations directions
A UI element for building collapsible sections
Collidable items block the player movement.
 
 
 
 
 
 
 
 
 
ConfigurationMenu<CC extends com.badlogic.gdx.scenes.scene2d.Actor & ConfigurationMenu.HandlesMenuClose>
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Represents a deletion operation
 
Represents a placement operation
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Game dialog is different than ConfirmDialog in that it closes when the player moves away
 
 
 
 
 
 
Extension of AbstractScreen with game utilities
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
A single decoration that is applied to an Item
How two types should be merged
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Dependent on ItemEditor
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
A per-map record for a given player.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
A PhantomProperty is to be used as a marker object to represent simple object behavior.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
A permanent record for a given player that records global statistics
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Represents a deletion operation
 
As a convention, properties that hold some value or state should be "NameProperty" but a property that is a marker property (extends PhantomProperty) should be just a "Name" e.g.
 
 
 
 
 
 
 
 
 
 
 
Represents a rotation operation
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
An item implementing Toggleable should have a texture