- CameraRts - Class in com.b3dgs.lionengine.game.rts
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This camera should be used for a strategy oriented game.
- CameraRts(MapTile<?, ?>) - Constructor for class com.b3dgs.lionengine.game.rts.CameraRts
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Create a strategy oriented camera.
- CameraRts(int, int) - Constructor for class com.b3dgs.lionengine.game.rts.CameraRts
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Create a strategy oriented camera.
- canAttack() - Method in interface com.b3dgs.lionengine.game.rts.ability.attacker.AttackerUsedServices
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Check if the attacker can attack (called when attack is possible).
- canBeProduced(P) - Method in interface com.b3dgs.lionengine.game.rts.ability.producer.ProducerUsedServices
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Condition to make production start.
- canCarry() - Method in interface com.b3dgs.lionengine.game.rts.ability.extractor.ExtractorUsedServices
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Check if extractor can bring back its extraction (called while bring back resources).
- canClick(CursorRts) - Method in class com.b3dgs.lionengine.game.rts.ControlPanelModel
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Check if cursor can click on panel.
- canExtract() - Method in interface com.b3dgs.lionengine.game.rts.ability.extractor.ExtractorUsedServices
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Check if extractor can extract (called while going to resources location).
- canProduce(P) - Method in interface com.b3dgs.lionengine.game.rts.ability.producer.ProducerUsedServices
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Condition to start production check (able to produce).
- canSee(EntityRts) - Method in class com.b3dgs.lionengine.game.rts.CameraRts
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Check if camera can see the entity.
- checkAll(Border20[][], int, int, int, int, int) - Method in class com.b3dgs.lionengine.game.rts.map.Border20Map
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Check all tiles around the specified location using the specified ray (area).
- checkResourceType(C) - Method in class com.b3dgs.lionengine.game.rts.map.TileRts
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Check resource type from collision.
- clearIgnoredId() - Method in class com.b3dgs.lionengine.game.rts.ability.mover.MoverModel
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- clearSharedPathIds() - Method in class com.b3dgs.lionengine.game.rts.ability.mover.MoverModel
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- com.b3dgs.lionengine.game.rts - package com.b3dgs.lionengine.game.rts
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- com.b3dgs.lionengine.game.rts.ability - package com.b3dgs.lionengine.game.rts.ability
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- com.b3dgs.lionengine.game.rts.ability.attacker - package com.b3dgs.lionengine.game.rts.ability.attacker
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- com.b3dgs.lionengine.game.rts.ability.extractor - package com.b3dgs.lionengine.game.rts.ability.extractor
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- com.b3dgs.lionengine.game.rts.ability.mover - package com.b3dgs.lionengine.game.rts.ability.mover
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- com.b3dgs.lionengine.game.rts.ability.producer - package com.b3dgs.lionengine.game.rts.ability.producer
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- com.b3dgs.lionengine.game.rts.ability.skilled - package com.b3dgs.lionengine.game.rts.ability.skilled
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- com.b3dgs.lionengine.game.rts.entity - package com.b3dgs.lionengine.game.rts.entity
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- com.b3dgs.lionengine.game.rts.map - package com.b3dgs.lionengine.game.rts.map
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- com.b3dgs.lionengine.game.rts.skill - package com.b3dgs.lionengine.game.rts.skill
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- ControlPanelListener - Interface in com.b3dgs.lionengine.game.rts
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List of events linked to the control panel.
- ControlPanelModel<E extends EntityRts> - Class in com.b3dgs.lionengine.game.rts
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This class represents the control panel (HUD), which will contain selected entities, actions, and many other
informations.
- ControlPanelModel() - Constructor for class com.b3dgs.lionengine.game.rts.ControlPanelModel
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Constructor.
- create(T) - Method in class com.b3dgs.lionengine.game.rts.ability.producer.FactoryProductionRts
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Create a new producible from the entity type.
- create(T, int, int) - Method in class com.b3dgs.lionengine.game.rts.ability.producer.FactoryProductionRts
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Create a new producible from the entity type.
- create(MapTile<?, ?>) - Method in class com.b3dgs.lionengine.game.rts.map.Border20Map
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Constructor.
- create(MapTile<?, T>) - Method in class com.b3dgs.lionengine.game.rts.map.FogOfWarRts
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Constructor.
- create(int, int) - Method in class com.b3dgs.lionengine.game.rts.map.MapTileRts
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- createLayers(MapTile<?, T>) - Method in class com.b3dgs.lionengine.game.rts.entity.HandlerEntityRts
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Prepare rendering layers, depending of the map height.
- CursorRts - Class in com.b3dgs.lionengine.game.rts
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This class can be used to handle easily a strategy cursor, designed to select and give order to any kind of entity.
- CursorRts(Mouse, CameraRts, Resolution, MapTile<?, ?>, Media...) - Constructor for class com.b3dgs.lionengine.game.rts.CursorRts
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Constructor.
- CursorRts(Mouse, CameraRts, Resolution, int, int, Media...) - Constructor for class com.b3dgs.lionengine.game.rts.CursorRts
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Constructor.