All Classes and Interfaces

Class
Description
Abstract class representing a stage in the game.
The AddTileContentUpdate class represents a game state update that adds specific tile content to a map.
A GameStateUpdate that changes the Texture of a specified TileContent
Represents the cardinal directions used for movement and orientation in the game.
A TileContent that is initially not player-passable.
A TileContent that is able to unlock a door on the different client.
Represents an empty tile with no special properties.
A GameStateUpdate that triggers the next level to be loaded.
Central manager responsible for handling interactions within the game.
GameStage class -> initializes alle game relevant actors and handles fixed updates
Abstract class representing an atomic change to the game state.
Exception thrown when a GameStateUpdate fails.
A ItemObject that can be picked up by the player.
The TileContent that needs to be reached by both players to complete a level.
Represents a basic ground tile.
HoleTest Class Represents a hole on the tile grid that can interact with movable blocks.
The HostStage is a screen in the game where the host player can start a session, view the session ID, and manage the connection.
Represents an interaction between two objects in the game world.
Represents a sequence of interactions resulting from a player's action.
Actor for displaying the inventory
A tile content that represents an invisible wall.
Generic TileContent that is the Base of every Item that can be used in the Game.
The JoinStage is a screen in the game where players can connect to a session using a session ID.
Manages the levels in the game.
Enum representing different game levels.
Game implementation shared by all platforms.
A AbstractStage containing the data for the main-menu.
Represents the game map, which is a 2D array of Tile objects.
Actor representing the game map in the stage.
Class for generating maps from text files.
Abstract base class representing a generic message in the remote game controller system.
Contains nested classes that represent various types of messages used in the remote game controller system.
Message indicating that the application should abort any pending remote Game State Updates (GSUs).
Message used to append an interaction to a remote interaction chain.
Response message for an append remote interaction request.
Message used to trigger the application of remote Game State Updates (GSUs).
Message to request the creation of a new remote interaction chain.
Response message for a create remote interaction chain request.
Message indicating a request to exit to the main menu.
Message containing a lobby identifier.
Message to initiate the start of a game.
A TileContent that is able to be moved around the play field.
Transcendent Version of MovableBlock that gets synced between both clients
A GameStateUpdate that moves a TileContent from one location to another.
The PauseMenu class represents an on-screen pause menu that provides options for the player to either reset the current level or exit to the main menu.
The TileContent representing the Player on the playing field.
Handles player input and movement
A GameStateUpdate that changes the player-passability-parameter of a TileContent
The PortalObject class represents a portal within the game world that allows the player to send an item to the other player through the portal.
Represents a remote game controller responsible for managing remote interactions and game state updates through WebSocket communication.
The RemoveTileContentUpdate class represents a game state update that removes specific tile content from a map.
The AbstractStage that contains various settings regarding the game
Represents a snapshot of the game state at a specific point in time.
Manages the different screens (stages) of the game.
Enum representing the different stages/screens in the game.
Represents a test content that can be placed on a tile.
Test-Item
Test-Item
A test implementation of GameStateUpdate for adding TestContent to a tile.
This class is responsible for providing the textures for the game elements.
Klasse übernimmt die Erstellung von Texture-Objekten
The Tile class represents a single tile on the game board.
The TileContent class represents the content that can be placed on a Tile.
Enum representing different types of tile contents.
Enum representing different types of tiles.
Test Block for transcendent interactions
A TileContent that displays text on the Map.
The different ways the text can be shifted and tilted.
This class is responsible for providing the skin for the UI elements.
Exception thrown when a GameStateUpdate fails.
Enum representing the types of GameStateUpdates.
Enum representing the visibility state of a TileContent.
Represents a wall that blocks movement on a tile.
A WebSocket client for communicating with the remote game server.
The WebSocketMessagesManager class is responsible for managing the sending and receiving of messages over the WebSocket connection in the game.