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