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See:
Description
Interface Summary | |
CollisionManager | Defines an interface for classes that know how to check collision between sprites. |
DisplayManager | Defines an interface for classes that know how to paint sprites. |
Tickable | When an object need to receive a tick, it has to implement this interface, and the playfield will call its method every ticks. |
Class Summary | |
AnimatedSprite | This sprite is an animation of pictures in one image. |
DebugPlayField | A Debugging playfield. |
ImageSequenceSprite | This sprite is a sequence of pictures from one image. |
MovingPrecisionSpriteWrapper | Sprite wrapper with the ability to move with precision positions. |
MovingSpriteWrapper | Sprite wrapper with the ability to move. |
PlayField | A playfield is a Canvas Component that can contain Sprite objects. |
SimpleAnimationSprite | A simple animation sprite provides a sprite for an animated picture with several cycles of animation. |
SpotSprite | This sprite is a pink disk, it is only used in TraceSpriteWrapper |
Sprite | A sprite is an object having a graphical representation that have its own behavior. |
SpriteCollisionManager | The sprite collision manager checks collisions in the general case for sprites. |
SpriteCounter | This object is for representation of all counter types such player's score. |
SpriteDisplayManager | This display manager draws efficiently sprites in the playfield. |
SpriteImageCounter | This object is for representation of all counter type such player's score with an image. |
SpriteLabel | A Label object is a sprite for placing text in a playfield. |
SpriteWrapper | This Sprite is a special sprite, its goal is only to wrap another Sprite Object. |
TraceSpriteWrapper | Still in development. |
Contains all of the classes for creating sprite-based games. A visible object such as the hero, a piece of the
background or a counter is called, in Genuts terminology, a sprite. The Sprite class is the root of all Genuts
sprites. See Sprite
for a detailed description of properties that all Genuts'
sprites share.
All actions made on a sprite such as movements, user's actions or special behaviors are done by one or several
sprite wrappers. The SpriteWrapper
class inherit Sprite and makes any
type of action to a Sprite. The principe is the same as Russian dolls. In that way, we can reuse the same SpriteWrapper
for different sprites.
A playfield is an AWT component that contains all sprites of the game. It manages its own thread to advise sprites
for animation with a 'tick' message to all of them whose implements the Tickable
interface. In that way, no other thread is needed for the game. After each tick, the collision manager checks for
collision and fires an event to all concerned sprites by a collision.
See PlayField
for a detailed description of properties that a playfield share and
CollisionManager
for collisions.
The display of the playfield and all sprites is delegated to a display manager. By default, the playfield use a
SpriteDisplayManager
, which is sufficient in the majority of the
situations.
See DisplayManager
interface for a detailed description of properties needed
to make display manager object.
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Genuts ME API | |||||||||
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