Package | Description |
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me.lihq.game | |
me.lihq.game.models | |
me.lihq.game.people | |
me.lihq.game.screen.elements |
Modifier and Type | Method and Description |
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java.util.List<NPC> |
GameMain.getNPCS(Room room)
This method returns a list of the NPCs that are in the specified room
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Modifier and Type | Field and Description |
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private Room |
Room.Transition.newRoom
The new room to transition to
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Modifier and Type | Field and Description |
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private java.util.List<Room> |
Map.rooms
Store of the rooms in the map
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Modifier and Type | Method and Description |
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Room |
Room.addTransition(Room.Transition t)
This adds a transition to the map.
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Room |
Room.Transition.getNewRoom()
getter for the value of newRoom
Room.Transition.newRoom |
Room |
Map.getRoom(int id)
This returns a room from the list based on the id.
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Modifier and Type | Method and Description |
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java.util.List<Room> |
Map.getRooms()
Gets the rooms in the map.
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Modifier and Type | Method and Description |
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Room.Transition |
Room.Transition.setTo(Room room,
int newTileCoordinateX,
int newTileCoordinateY,
AbstractPerson.Direction newDirection)
This method takes the parameters and sets the values of the relevant properties
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Modifier and Type | Field and Description |
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private Room |
AbstractPerson.currentRoom
The current room of the AbstractPerson.
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Modifier and Type | Method and Description |
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Room |
AbstractPerson.getRoom()
This method returns the room that the Person is in
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Modifier and Type | Method and Description |
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void |
AbstractPerson.setRoom(Room room)
This method sets the currentRoom to the room parameter
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Constructor and Description |
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NPC(java.lang.String name,
java.lang.String spriteSheet,
int tileX,
int tileY,
Room room,
boolean canBeKiller,
java.lang.String jsonFile)
Define an NPC with location coordinates , room, spritesheet and whether or not they can be the killer
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Modifier and Type | Method and Description |
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static void |
DebugOverlay.renderDebugTiles(Room room,
com.badlogic.gdx.graphics.g2d.Batch batch)
This method draws overlays on the tiles to display whether a tile is both walkable and hideable
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