Name |
Description |
App |
Provides application-specific behavior to supplement the default Application class. |
ControllableCamera |
|
DebugDrawer |
Draw axis aligned bounding boxes, points and lines. |
GameStateManager |
Implements a Finite State Machine to control game state flow. State should not be directly accessable or assignable - state transitions should be communicated via events only. |
InputManager |
This class handles all user input for the game, implemented as a system. |
KeyMapping |
Class to map keys to their desired input effect. Allows for key remapping. |
MainPage |
|
OptionsPage |
A page that displays a group title, a list of items within the group, and details for the currently selected item. |
PhysicsSystem |
This class encapsulates the physics system for a given world of physics bodies. A physics body is a (usually) non-drawn, relatively simple shape or mesh that contains properties (mass, inertia, etc) that the physics engine uses to resolve collisions and solve kinematics for. A physics body may be dynamic or static. A static body's position cannot be changed by the physics engine, but needs to be moved externally. A dynamic object's position will be affected by gravity and other forces and collisions, and does not get moved manually. Its position and orientation are queried externally and used to render representative objects/models on screen (usually more detailed than the physics mesh). This class is implemented as a GameSystem, meaning that once it is registered, it is automagically updated at the correct frequency. |
Project2Game |
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ThirdPersonCamera |
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