All Classes and Interfaces

Class
Description
Abstract command that contains basic functionality for a generic command.
 
Represents an action used to move in the game graph.
Serializes the Action class.
Class that implements configuration object.
Interface for application context.
This class implements a singleton pattern.
Item used for attack.
Singleton that predicts text when pressing tab
Direction to follow when selecting the next prediction
Interface for basic application controller.
Class that implements storage service based on AWS S3 bucket.
Command used during a fight to attack an enemy.
Command used to go back to the previous room, if there is one.
Clears the console.
Command used to delete an existing game.
Command used to dodge an attack.
Command used to drop an item.
Equips an item in the inventory.
Command used to start a fight with an enemy (if there is one).
 
Command used to display possible command with descriptions.
Command used to list available games.
Command used to load a new game.
Command used to retrieve information about the room the user is in.
Command used by the player to move inside the game graph.
Command used to create a new game.
Command used to pick an item from a room.
Command used to run away from a fight.
Command used to save the current game.
Command used to show player stats/inventory.
Command used to consume an item.
Command used to gather information about current player location.
Interface for command.
Object that stores metadata for a specific command.
Class responsible for parsing and instantiating commands.
Configuration object.
 
Item used for defence.
 
FXML component that represents a display.
Command that does nothing Only to be used when you want "dummy" command to appear as enabled (e.g.
Entity enemy.
Represents a generic entity.
Equipable interface.
 
Class that represents an active game and its state.
 
Controller used to handle game loading for the first time during application lifetime.
Node used for game loading.
 
Class that serializes a graph
Class used to generated unique ids.
Class used to handle an inventory of items.
Enum used to
 
Class that represents a generic item.
Item used to unlock game graph locked edges.
 
Main class used to start the application.
Exception thrown when the item that the player is trying to use is not usable.
Class used for a generic Non-Playing-Character.
Player entity.
Class used to pick an item randomly from a list with a given probability.
Class used to gather useful resources.
 
Controller for the Room.
 
Player stats.
Interfaces for a storage service.
Class that represents a node in the game graph.
This class represents a game graph edge.
Writer used for handling a StringProperty.
Supported type of storages by the application.
 
Usable interface.
Usable item.
Controller used in victory view.
Node that corresponds to the victory state.