Adonthell
0.4
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![]() ![]() | To notify when a mapcharacter "act" on a square |
![]() ![]() | This is the heart of the Adonthell engine |
![]() ![]() | Class that handles animated elements, their update and their playback |
![]() ![]() | Handles images properties in an animation |
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![]() ![]() | Class holding game characters |
![]() ![]() | Base character class containing attributes and dialog stuff |
![]() ![]() | This class contains the engine's configuration read either from the config file or from the command line |
![]() ![]() | The gui for loading/saving games |
![]() ![]() | The lowlevel dialog class |
![]() ![]() | Allows the running of dialogues through a nice interface |
![]() ![]() | Stores objects of any kind |
![]() ![]() | Abstract class for drawable objects manipulation |
![]() ![]() | Implements "drawing zones" for drawing operations |
![]() ![]() | To notify when a character entered a mapsquare |
![]() ![]() | Base class for events |
![]() ![]() | It ensures global access to the individual event handlers |
![]() ![]() | This is the base class for actual event handlers |
![]() ![]() | Base class for objects that want to register events |
![]() ![]() | File version control class |
![]() ![]() | Holds information about global settings |
![]() ![]() | Contains all the attributes related to a saved game and the high level methods for loading/saving the game |
![]() ![]() | Keeps track of the time the player spent within the game so far |
![]() ![]() | Tehe gametime class makes the speed of the game independent of the machine it runs on |
![]() ![]() | Base class for igzstream and ogzstream |
![]() ![]() | Class to read data from a Gzip compressed file |
![]() ![]() | Image manipulation class |
![]() ![]() | Handles keyboard and mouse input |
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![]() ![]() | Map where the world takes place |
![]() ![]() | To notify when a mapcharacter left a mapsquare |
![]() ![]() | Baseclass for map enter/leave/action events |
![]() ![]() | This class keeps track of map events, i.e |
![]() ![]() | Representation of characters on a landmap |
![]() ![]() | Objects that can be placed on a landmap |
![]() ![]() | Base unit of a landsubmap, where you can place mapobjects or mapcharacters |
![]() ![]() | Area of mapsquares, for use with landmap |
![]() ![]() | Contains informations about the position of a character on a map |
![]() ![]() | Contains informations about the position of an object on a map |
![]() ![]() | Contains information about the walkability of a mapsquare |
![]() ![]() | Area of mapsquare_walkables, for use with mapcharacter and mapobject classes |
![]() ![]() | Allows you to display a landmap on a specified area of a surface |
![]() ![]() | Provides various services for i18n and l10n |
![]() ![]() | The global container for access to all the different game objects from within a script |
![]() ![]() | Class to write data from a Gzip compressed file |
![]() ![]() | A* pathfinding algorithm implementation class |
![]() ![]() ![]() | (x, y) coordinates of a point on a submap |
![]() ![]() | Allow reading and writing PNM files |
![]() ![]() | Stores the C++ <-> Python callback binding |
![]() ![]() | Python object class |
![]() ![]() | Grant simplified access to the Python interpreter |
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![]() ![]() | Screen access is made through this class |
![]() ![]() | Base storage class |
![]() ![]() | Class where drawables can actually be drawn to |
![]() ![]() | Displays neat little text speech bubbles |
![]() ![]() | The time event executes the attached script or callback at a certain point in game-time |
![]() ![]() | This class keeps track of time events, i.e |
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![]() ![]() | Common properties for each win_base's object |
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![]() ![]() | The window manager takes care of basic GUI functions, such as input focus, window state updates and displaying everything in the right order |
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