All Classes and Interfaces
Class
Description
Vector2
wrapper that contains body orientation.A
Box2dRadiusProximity
is a Proximity
that queries the world for all fixtures that potentially overlap the
circle having the specified detection radius and whose center is the owner position.A
Box2dSquareAABBProximity
is a Proximity
that queries the world for all fixtures that potentially overlap the
square AABB built around the circle having the specified detection radius and whose center is the owner position.Box2D
Body
and logic for AI agents, the Box2dSteeringBody
responds to
inputs from a SteeringBehavior
.Collision categories allow specifying which Box2D fixtures collide with each
other.
Animations specific to the cooks.
Controls the AI Customers, creates orders.
Animations specific to the customers.
Factory pattern class that creates entities used in the game.
Simple timer class suitable for this project.
HUD user interface rendering for the game, also includes the win screen.
Links up the cook's inventory to the hud.
Helper class that stores light definitions.
Main menu of the game, transitions the player to the Tutorial
Slideshow
on button pressPopulates the world with bodies created from the obstacle layer.
Loads and owns the
TiledMap
object.Static class, holds all the
ComponentMapper
instances we need, as
there is no reason to have multiple instaces of a ComponentMapper
.Create a generic tuple.
Steps the Box2D world and maps the body positions to their
TransformComponents to link physics and rendering.
This class wraps the spritebatch.
Controls the one cook that has the PlayerComponent
A screen that displays a slideshow of images.
Slideshow type enumeration.
Helper class for storing station recipes and
Station.StationType
of the
current station.Named enumeration of the station types.
This system manages player-station interaction and station food processing.
Abstract class that helps with setting up animations for characters in the
game.
All directions that the animations support.
Handles collision events, allows interactivity between the player and other objects.
Renders a
TiledMap
that is loaded using MapLoader
.Compares entities by their Y coordinate, so entities that are lower on the
screen appear in front for a consistent perspective.
Compares the entities by their Z coordinate.