C# (CSharp) Gruppe22.Backend Namespace

Classes

Name Description
Ability The class used to create
Actor A living entity (backend) for example the player
ActorTile A tile on the map used to represent an actor.
AddObject Add objects as part of a quest
BombTile A tile which could be used to manage something like a bomb.
CheckpointTile A tile used as a saving point for the player.
DoorTile This tile is used to seperate the different levels. A boss enemy in one level should have the key to the next level.
Enemy The class used to generate computer controlled enemies in the game. The enemies are a type of actors like the player is.
Exit A connection between two rooms
FloorTile A tile representing the floor of the world. Everything is build on the floor and actors also move on the floor.
GapTile A tile to have something like a hole in the floor.
Generator
GeneratorTile A tile used to generate the rooms.
Item Class to represent items ingame e.g. weapons, armor
ItemEffect Class for the effects of items e.g. increasing the health by 5
ItemTile A class used to manage items laying on the floor of a room.
Logic
Map Backend object representing a room in the game
MapChange Changes occuring as part of a quest
NPC The class used to generate NPCs. NPCs can either tell a story to the player or have a shop.
NPCChange Changes to an NPC as part of a quest
NetLogic All Game Logic events are handled server side -> send / receive events via network instead of handling them locally
Player The class used for players, a type of an actor.
PlayerChange The reward provided on quest completion to player.
PureLogic Program Logic completely abstracted from Frontend
Quest A class representing a (multiple step) quest in the game.
QuestChange Changes in (other) Quests/queststeps (for branching questlines)
QuestRequirement Requirement to meet to finish a quest step
QuestStep
RemoveObject Remove objects as part of a quest
ReservedTile
SwitchTile A tile used to represent a switch in the game. e.g. a switch could open a door.
TargetTile The tile which ends the game if the player enters it.
TeleportTile A tile used to connect rooms. If the player enters this tile he changes the room.
Tile An abstract class representing a generic tile (i.e. blank floor)
TrapTile A tile representing a trap in the game. Traps deal damage to actors which stand on them.
TriggerTile
WallTile A tile representing a wall in the game. A wall blocks actor movements.