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See:
Description
| Interface Summary | |
|---|---|
| ControlledInputReciever | Description of any class capable of recieving and controlling it's own
reception of input
You'll shouldn't really need to implement this one for your self, use one of the sub-interfaces:
InputListener
MouseListener
KeyListener
ControllerListener |
| ControllerListener | Description of classes capable of responding to controller events |
| Font | The proprites of any font implementation |
| Game | The main game interface that should be implemented by any game being developed using the container system. |
| InputListener | A listener that will be notified of keyboard, mouse and controller events |
| KeyListener | Describes classes capable of responding to key presses |
| MouseListener | Description of classes that respond to mouse related input events |
| MusicListener | The description of any class needing to recieve notification of changes to music state. |
| Renderable | Description of anything that can be drawn |
| ShapeFill | A filling method for a shape. |
| Class Summary | |
|---|---|
| AngelCodeFont | A font implementation that will parse BMFont format font files. |
| Animation | A utility to hold and render animations |
| AppGameContainer | A game container that will display the game as an stand alone application. |
| AppletGameContainer | A game container that displays the game as an applet. |
| BasicGame | A basic implementation of a game to take out the boring bits |
| BigImage | An image implementation that handles loaded images that are larger than the maximum texture size supported by the card. |
| CachedRender | A set of rendering that is cached onto the graphics card and hopefully is quicker to render. |
| CanvasGameContainer | A game container that displays the game on an AWT Canvas. |
| Color | A simple wrapper round the values required for a colour |
| GameContainer | A generic game container that handles the game loop, fps recording and managing the input system |
| Graphics | A graphics context that can be used to render primatives to the accelerated canvas provided by LWJGL. |
| Image | An image loaded from a file and renderable to the canvas |
| ImageBuffer | A utility for creating images from pixel operations
Expected usage is:
ImageBuffer buffer = new ImageBuffer(320,200);
buffer.setRGBA(100,100,50,50,20,255);
.. |
| Input | A wrapped for all keyboard, mouse and controller input |
| Music | A piece of music loaded and playable within the game. |
| PackedSpriteSheet | A sprite sheet packed and defined by the Pacific Software Image Packer available from: http://homepage.ntlworld.com/config/imagepacker/ |
| SavedState | A utility to allow game setup/state to be stored locally. |
| ScalableGame | A wrapper to allow any game to be scalable. |
| Sound | A single sound effect loaded from either OGG or XM/MOD file. |
| SpriteSheet | A sheet of sprites that can be drawn individually |
| SpriteSheetFont | A font implementation that will use the graphics inside a SpriteSheet for its data. |
| TrueTypeFont | Deprecated. Use UnicodeFont instead |
| UnicodeFont | A Slick bitmap font that can display unicode glyphs from a TrueTypeFont. |
| UnicodeFont.DisplayList | A simple descriptor for display lists cached within this font |
| XMLPackedSheet | A sprite sheet based on an XML descriptor generated from the simple slick tool |
| Exception Summary | |
|---|---|
| SlickException | A generic exception thrown by everything in the library |
This package contains the actual API the game developer should be using.
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