All Classes and Interfaces
Class
Description
The Batch class represents a collection of items to be rendered with a specific texture;
Its allows adding items with specific positions, scales rotation and origin point.
The Button class represents a UI
Component.The ButtonRenderer class is responsible for rendering button components in the UI.
The Camera class represents a camera in a 2D space.
You can calculate camera data here.
Render objects within the canvas of the camera.
The CameraSoundPlayer class is responsible for playing sounds relative to the camera's position.
The Chunk class represents a segment of the game world, containing tiles ad entities.
The ClientKeyClickEvent class represents an event triggered by a key click.
The ClientLeftClickEvent class represents an event triggered by a left mouse click.
The ClientListener class is an abstract class that implements the
Listener interface.The ClientRightClickEvent class represents an event triggered by a right mouse click.
This class is responsible for managing every Client Session that has made a valid connection with the socket.
The Component class is an abstract class that represents a UI component in the game.
This abstract class representing the core engine for EJGEngine on the Client side.
EngineObject represents an object in the game engine,
holding its position (as a Vector2D) and texture (for visual representation).
The Event class is a abstract class that represents en event within the game engine.
Class responsible for handling and registering client events in the EJGEngine.
The Field class represents a UI
Component.The FieldRenderer class is responsible for rendering field components in the UI.
The FrustumCulling class provides a method to determine if a given position is within the camera's frustum.
The GameLocation class represents the location of GameObject's in the game.
Abstract class representing the game manager in the EJGEngine.
The GameObject class represents a object in the game world.
The GameRegister class is responsible for managing players, entities, and worlds within the game.
The Light class represents a light source in a 2D space.
The MainWindow class represents the main window of the EJGEngine application.
The Panel class represents a user interface panel in a window.
The RenderHandler class is responsible for managing different types of renderers engine.
This is the server side of the EJGEngine project.
This ServerConsole class is responsible for managing the server console.
The Sound class represents an audio object which you can play.
The SoundBuilder class is used to construct
Sound objects with specific properties.The SoundHandler class is responsible for managing sound players and camera sound players in the game.
The SoundPlayer class manages the playback of audio sounds in the game.
The ModifySound class is used to modify sound properties before playing.
The Text class represents a text element that can be rendered on the screen.
This class contains all the methods to render text on a Panel.
The Texture class represents a texture in the EJGEngine.
This class contains everything you need to render Textures on a Panel.
The UIRenderer class is responsible for managing UI renderers.
This 2D game Vector represents a quantity with both direction and magnitude (length),
typically used for movement, velocity, and position.
The VolumeCalculator class is responsible for calculating the volume of a sound based on its position relative to the listener's position.
Abstract class representing a game world in the EJGEngine.
Abstract class representing a world generator in the EJGEngine.
Class responsible for loading chunks in the EJGEngine.
The WorldRenderer class contains several methods to simply render world and chunks.