All Classes and Interfaces

Class
Description
Represents a bomb in the game, which can explode and affect surrounding squares.
A custom dialog used in the game to confirm user actions, with styled buttons and title.
Main class of the Bomber7 game, extending LibGDX's Game class.
An abstract Screen class that all bomber screens should inherit from.
A Table extension that provides some helpful function for cleaner UI initialization.
Represents the state of a bomb in the game.
The BombType enum represents the different types of bombs that can be used in the game.
Abstract class representing a bonus in the game.
Represents a bonus that adds an additional bomb to the player's inventory.
Represents a bonus that grants an additional life to the player.
Represents a bonus that increases the player's speed.
Change the bomb type of the player to TRIGGER.
An enum representing the different bonuses present in the game.
Represents a breakable wall in the game.
Classe Character.
Enum representing different animation states of a character.
Utility class for enhancing UI components with additional behaviors.
Config class is used to manage the configuration settings for the game.
Represents the user configuration settings such as global volume, music volume, and selected language.
A singleton manager responsible for loading, saving, and managing the user's configuration.
Constant variables used in the app.
Enum representing possible player control actions in Bomber7.
A utility class that holds the default configuration values for the game.
Dimension and sizing variables used in the app.
A TextButton that supports being enabled or disabled.
Represents a visual effect at a specific position with an associated sprite animation.
Enum listing different effects in the game.
Abstract class representing a texture for an element in the game.
Represents a game session.
This class holds the state of the game to create.
Represents the different playable characters in the game, each associated with a specific sprite and a number of points required to unlock them.
Enum containing all the maps that exist in the game.
Represents the game screen in the Bomber7 game.
The HumanController class is responsible for handling user input and controlling the movement of a HumanPlayer in the game.
Human player class.
IllegalBombOperationException is raised if illegal value for bomb operation is tried to be set.
IllegalLifeSetException is raised if illegal value for life is tried to be set.
IllegalPositionSetException is raised if illegal value for x or y (Axis-Position) is tried to be set.
IllegalPowerOperationException is raised if an illegal value for power is tried to be set.
IllegalScoreOperationException is raised if illegal value for score is tried to be set.
IllegalSpeedSetException is raised if illegal value for speed is tried to be set.
A dialog that listens for user key input to rebind controls for a specific player.
A screen where a player can bind its input controls.
An enum that lists all the languages supported by the game.
Represents a level with a map in the game.
Factory class for creating LevelMap instances.
The main menu of the game.
A checkbox component used in MapSelection screen to allow the user select the map(s) he wants to play on.
Abstract class representing a map element in the game.
Screen where the user selects the map Here he can define the number of players, their skins, as well as their type (human or AI) as well as the difficulty of the AI.
An interface that all UI classes should implement to separate the View and the Controller.
Observer in the Observer design pattern.
Pause screen.
Class Player.
Represents the player a user can configure in the PlayerSelector widget.
Observable wrapper of PlayerBlueprint.
Represents the key bindings configuration for a player.
Represents a scoreboard for a player in the Bomber7 game.
Screen where the user adds or removes players to the game he is creating.
A component used in PlayerSelectionScreen to add / remove / setup players in a game.
Represents the different strategies that a BomberGame player's can use.
Utility class for managing project paths.
A singleton manager responsible for loading, saving, and managing the resources used in the game (textures, skin, bundles).
A utility class representing the score points to credit or debit to the player when specific game events occur.
Represents the scoreboard screen in the Bomber7 game.
Singleton class responsible for managing screen transitions in the game.
Represents the various screens or states of the game user interface.
Settings screen where the user can configure game options such as volume levels, key bindings, and player controls.
SoundManager manages sound effects used in the game.
Enum representing different types of sounds used in the game.
List of spawnpoint for each player.
Represents a square in the game, which can be a wall, a bomb, or any other future map element.
Subject in the Observer design pattern.
The Timebomb class is a special type of Bomb that has a countdown timer.
TriggerBomb is a type of bomb that can be manually activated by the player.
Represents an unbreakable wall in the game.
A view component for displaying a character in our game.
An actor used in ViewMap to draw animated game effects.
The view that shows the game map in GameScreen.
Abstract class representing a wall in the game.