All Classes
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All Classes Class Summary Enum Summary Class Description Alien Alien is a really simple sprite which also keeps track of how long it has been alive, and gives it certain properties depending onConstants.AlienTypeArrow Creates a polygon which looks like an arrow which points to a target vectorBackgroundBox Custom actor to allow for a shape to be rendered on the stage.CarparkScreen This screen shows the player the "car park" which is an interface allowing the user to manage bought fire trucks as well as buy new ones to add to the user's arsenalConstants Game constants for use by Kroy.Constants.AlienType Constants.CarparkEntrances Constants.Direction Constants.FortressType Constants.Outcome Constants.TruckType ETFortress The ET Fortress implementation, a static sprite in the game.Firestation The Firestation implementation, a static sprite in the game.Firetruck The Firetruck implementation.GameInputHandler Input handler processor forGameScreenGameOverScreen Really basic screen that provides the user whether they have won or lost the game, displays their score and allows them to navigate back to the main menuGameScreen Display the main game.HowToPlayScreen Screen that appears when the user enters the controls screen.Junction Kroy Entry point to the main game, called by DesktopLauncher.MainMenuScreen Displays the main menu screen with selection buttons.MapGraph This class creates a MapGraph which contains all junctions and connections between them.MapHeuristic This class creates the Heuristic that should be used when finding a pathMiniGameInputHandler Input handler for Minigame, when the player clicks down on the screen, a water image will appear and destroy an alien if there is one there.MinigameScreen MinigameScreen, as suggested, a Mini game contained within the game, which allows the player to play a different style of game ("whack-a-mole"), but keeping the same theme (aliens and fire trucks).MinigameSprite This sprite can be located around the map and when a player drives over it, the mini game will beginMovementSprite MovementSprite adds movement facilities to a sprite.Patrol This class is used to create a patrol.PatrolMovementSprite This class is the super class for Patrol and is used to move the patrol around the map.PauseScreen Screen that appears when the user pauses the game.PowerupSprite This sprite can be located around the map and when a player drives over it, the power up will be appliedProjectile The Projectile implementation.ResourceBar Resource bars used by sprites to indicate properties of sprites.Road This class creates a road between two Junctions and calculates a cost for travelling on this roadSaveControls A class to store the functions required to save objects in the main game.SFX SimpleSprite Simplify and add functionality to the sprite object provided by libGDX.StoryScreen Screen to tell the user the back story to the game This text is taken from the product brief and sets the scene before the user enters the gameStringInputListener A class to produce a popup allowing the player to enter a string for the save name.