Package nz.ac.vuw.ecs.swen225.gp22.domain


package nz.ac.vuw.ecs.swen225.gp22.domain
  • Class
    Description
    Represents a tile that makes the player jump by 2 tiles in a direction.
    Template for Tile objects that need a color property.
    Enum with values that represent all valid colors.
    This class is used to aid my development of this module.
    Used when an element needs to enforce postconditions.
    Used when an element needs to enforce preconditions.
    A custom repeatable annotation where extra info can be provided about the work that needs to be done.
    Allows WIP to be repeatable.
    Tests to check the integrity of the game state in the domain module.
    EnemyEntity<S extends Observable<S>>
    Base class for enemies, has a speed property so app knows how often to ping the enemy.
    Entity<S extends Observable<S>>
    Template for entities in a level, including the player.
    A record used to store an action taken.
    Represents an interaction with a tile that happened in the action.
    Represents the entity interacting with a tile.
    Enum with values for each direction, which each have a point representing the change in position.
    Represents a tile that will transition to the next level when the player walks onto the tile.
    Represents an empty tile.
    Deprecated.
    Represents a tile which will give the player additional information if they are on it.
    Represents a tile with a key on it, which the player can pick up by walking onto the tile.
    Represents a tile which the player can only walk on if they have a key of the correct color.
    Represents a tile which the player can only walk on if they have collected all the treasures.
    This class stores the game state (player, tilemap, entities, and treasures).
    Represents a point on the tilemap.
    Represents a tile that kills the player.
    Observable<S extends Observable<S>>
    A class can extend this so an instance of it can be observed by Observer objects.
    Observer<S extends Observable<S>>
    A functional interface, instances of it will be attached to an Observable, which will call the update method.
    The entity that will be controller by user input, this functions just like a base Entity but with an inventory to hold keys.
    Template for tiles that has fields and methods that all tiles will need.
    Used by persistency module to create tiles based on an ID (for loading), as well as get the ID of a current object (for saving).
    Represents a tile with a treasure on it, which the player can pick up by walking onto the tile.
    Represents a wall, the main tile that will obstruct the player.