All Classes and Interfaces
Class
Description
The representation of a player's AI during the game's execution.
The representation of the/a player's AI during the game's execution.
An Exception thrown by
getOutputs()
when the player's AI did not respond in time after an execute()
.The Referee is the brain of your game, it implements all the rules and the turn order.
The representation of the player's AI during the game's execution.
A data class for Agent data.
A data transfer object for Agent data.
Represents a label on screen, you can use any bitmap font in your asset folder as it's font.
Any PIXI Entity that can be attributed a
BlendMode
.The list of supported PIXI blend modes and their associated constant.
A BufferedGroup is an Entity which acts as a container for other entities.
The CameraModule allow you to have a dynamic camera following a set of objects
A Circle specifies an area in a the
world
defined by the Circle's center point (x,y) and its radius.This class is used in with the
GameRunner
to add an AI as a player.A data transfer object for level configuration data.
The function that will be used to animate the transition of given properties between two states of an
Entity
.The EndScreen takes care of displaying and animating an end screen with the scores of the players at the end of the game.
A graphical entity, displayed on screen in the game's replay.
The
GameManager
takes care of running each turn of the game and computing each visual frame of the replay.A data class for the result of one game launch.
A data transfer object for game execution data.
The GraphicEntityModule takes care of displaying and animating graphical entities on the replay of the game.
A Group is an Entity which acts as a container for other entities.
A participating AI written as a Java class.
Represents a line segment from (x,y) to (x2,y2) in world units.
Entities that implement this interface can be used as a
Mask
by other entities.A Module can be registered to the
GameManager
in order to send information to the game view or provide utility functions to the
Referee.The
AbstractMultiplayerPlayer
takes care of running each turn of a multiplayer game and computing each visual frame of the replay.The class to use to run local games and display the replay in a webpage on a temporary local server.
A Polygon specifies an area in a the
world
defined by a sequence of points.
A Rectangle specifies an area in a the
world
enclosed by the Rectangle's upper-left point (x,y), its width, and its height.Entry point for the local
GameRunner
and CodinGame's server side game runnerA RoundedRectangle specifies an area in a the
world
enclosed by the Rectangle's upper-left point (x,y), its width, and its height.A Shape represents a graphical entity with a fill and a line, both of which have an alpha and color.
The
AbstractMultiplayerPlayer
takes care of running each turn of a multiplayer game and computing each visual frame of the replay.The class to use to run local games and display the replay in a webpage on a temporary local server.
A Sprite is a graphical entity which displays an image.
A
SpriteAnimation
is a graphical entity which displays a sequence of images.A Sprite is a graphical entity which displays an image.
Utility to load an image containing several subimages displayed in sequential rectangles.
Represents a label on screen.
The list of supported font weights.
Generic type for entities containing text.
This is an enumeration that contains the three options for text alignment: left, center, and right.
Any PIXI Entity based on a texture shares the properties found in this
TextureBasedEntity
.A TilingSprite is a graphical entity which displays a tiling image.
The data for a tooltip which appears on the progress bar of the replay of a game to give information about significant game events.
A data class for tooltips displayed on the progress bar of the viewer.
A data transfer object for tooltips displayed on the progress bar of the viewer.
The TooltipModule takes care of displaying tooltips under the mouse cursor when an element has a linked tooltip text.
The ViewportModule allows you to create a zoomable/draggable container.
The World represents a coordinate mapping from the positions of entities to the pixels on screen.