All Classes and Interfaces

Class
Description
Manages the achievements in the game, including loading, saving, and updating their status.
Screen that displays the list of achievements.
UI component for displaying achievement notifications.
Enumeration of all available animation types in the game.
Screen displaying the background story of the game.
Bouncer enemy with multiple lives that intelligently chases the player.
Memento storing Bouncer enemy state including remaining lives.
A Buff effect that increases the player's speed for a duration.
Manages the game camera, including following the player, zooming, and shake effects.
Handles player input for WASD movement and attack animations.
Base class for collectables that can be picked up by the player.
Factory class for creating random collectables.
A Dash effect that provides a short burst of speed to the player.
A cooldown effect for the Dash ability.
Represents a dawn hazard that damages players after activating.
Developer console for debugging and testing.
Handles drawing and animation management for game objects.
Abstract base class for all status effects applied to the player.
Screen for the Endless Mode menu.
Interface defining enemy behavior patterns like fleeing, patrolling, and chasing.
Base enemy class with AI behavior, death handling, and collision detection.
Exit portal that can be locked or unlocked with keys.
Memento storing Exit state including locked status.
A flickering effect that periodically hides the player character.
A short-duration effect that hides the player during the Flicker effect.
A Freeze effect that significantly slows down the player.
Trap that applies freeze effect to slow player movement.
Memento storing FreezeTrap state.
Main game controller handling input, updates, and game logic.
Represents the game field grid containing tiles and game objects.
Memento storing game field state including tiles, objects, and player start position.
Holds global game information, including settings and achievement controllers.
Screen displayed when the player loses the game.
Enum representing different game modes available.
Base class for all game objects with position, movement, and animation.
Memento storing basic game object state including position, velocity, and animation.
Temporary/legacy game object class for simple static objects.
The GameScreen class is responsible for rendering the gameplay screen.
Memento storing the complete game screen state including field, player, and mode.
Manages game settings and key bindings.
Screen displayed when the player wins the game.
An alternative implementation of the Game Won screen.
Trap that applies poison effect to damage player over time.
Memento storing GarlicTrap state.
A God Mode effect that grants invulnerability or other cheats.
Heart collectable that heals the player.
Memento storing Heart collectable state.
Head-Up Display (HUD) for the game.
An Invisibility effect that makes the player invisible to enemies.
A cooldown effect for Invisibility.
Junkie enemy that randomly moves and occasionally attacks nearby players.
Memento storing Junkie enemy state.
Key collectable required to unlock the exit.
A UI button that allows users to rebind keys.
Callback interface for handling key binding changes.
Memento storing Key collectable state.
Screen that displays the leaderboard with high scores.
Screen for the Level Mode menu.
Screen for selecting a level to play.
Utility class for converting text-based maze maps to properties format.
Handles rendering of the game field including floors, walls, and objects.
Generates random mazes using depth-first search algorithm.
 
The MazeRunnerGame class represents the core of the Maze Runner game.
Marker interface for memento objects used in the Memento pattern.
The MenuScreen class is responsible for displaying the main menu of the game.
Overlay screen displayed when the game is paused.
Main player character with health, abilities, inventory, and effects management.
Memento storing complete player state including health, abilities, keys, and position.
A Poison effect that deals damage over time and slows the player.
Overlay for the character progression system.
Saveable<T extends Memento>
Interface for objects that can be saved and loaded using the Memento pattern.
Manages saving and loading game state to/from JSON files.
Manages high scores for endless mode with persistent storage.
Screen for game settings.
Manages game sound effects and music.
Utility class for loading sprite sheets.
Screen for the Story Mode menu.
A Sunscreen effect that protects the player.
Enum defining all possible tile types in the maze including walls, floors, and decorations.
Tourist enemy that dances idly and flees when startled by kills.
Memento storing Tourist enemy state.
Base class for traps that apply effects on player contact.
Factory class for creating random traps.
Manages enemy spawning waves in endless mode with increasing difficulty.