All Classes and Interfaces

Class
Description
An abstract class that extends AbstractPanel and implements the UIKeyListener interface.
An abstract panel that provides a foundation for custom JPanel implementations.
This annotation is used to integrate functionality from one plugin into another.
This class provides a set of algorithms for generating labyrinths.
This class represents the core of the game plugin and serves as the foundation of the plugin system.
An enum that represents different build systems (e.g., Gradle, Gradle Kotlin DSL).
The ColoredPoint class extends the Point class by adding a Color attribute to represent the point's color.
Represents the core of a plugin, providing access to various class loaders.
Represents the default wall state in the labyrinth.
A default implementation of the PluginLoader interface that provides basic plugin loading functionality for plugins of type Loadable.
This interface represents an object that can be drawn on a 2D graphics context.
Represents an empty space in the labyrinth.
Represents the boundary wall of the labyrinth.
Represents a task or process that can be executed within the system.
A PluginLoader implementation for loading Executable plugins.
A utility class that provides color filtering operations such as mixing and applying masks (musk).
A utility class for generating a plugin project template.
Provides information about the core system of the game engine.
Deprecated.
This annotation is used to mark a class as an implementation of the Loadable interface.
An abstract class that provides a base implementation for creating an "About" informational dialog for plugins.
Abstract class that provides a way to initialize objects of type T.
A plugin loader implementation for loading Initializer plugins of a specific type T.
A utility class for initializing plugin data files required for loading plugins in the application.
A utility class for generating a plugin project template.
Deprecated.
This class is deprecated.
Enumeration of possible actions that can be mapped to keys.
Deprecated.
This class is deprecated.
Represents a 2D labyrinth consisting of walls and light sources.
Represents a frame for displaying a labyrinth game.
The LabyrinthGraphics2D class provides the logic for rendering a 2D labyrinth with ray casting effects, simulating what the player sees, including light sources, reflections, and walls.
Represents a panel for rendering a labyrinth game and handling user input.
LabyrinthPanelInit is an implementation of the Initializer class for creating instances of LabyrinthPanel.
A PluginLoader implementation for loading AbstractLabyrinthPanel initializers.
Represents a light-emitting source in the labyrinth.
Represents a 2D line in the Cartesian plane.
This marker interface is used to identify classes or interfaces that can be loaded into the system.
Represents the main menu window of the Maze Adventure game.
Base class for child windows that open from the main menu.
Custom JPanel that handles the rotating background effect used in the main menu.
Represents a color using double precision floating-point values for the red, green, and blue components.
Represents a 2D minimap of a labyrinth, displaying walls, light sources, and the player.
This annotation is used to mark the core of a plugin (mod) and specify its unique identifier.
The Player class represents a player in a 2D space, extending the Point class.
A utility class responsible for generating files that contain information about classes annotated with ImplementationOf.
Custom IOException subclass with an additional comment to provide context about the error.
Defines the contract for plugin loaders that load and manage plugins of type Loadable.
Manages plugin loading from the plugins directory.
The PluginsFrame class represents a window for managing plugins within the application.
A concrete implementation of the PluginLoader interface that loads Core plugins.
The Point class represents a point in a 2D Cartesian coordinate system with x and y coordinates.
The entry point for launching the application.
The SettingsFrame class represents a settings window for configuring key bindings and saving the changes.
An interface for handling key events in a user interface (UI).
The Wall class extends the ColoredPoint class and adds a WallState attribute to represent the state of a wall (such as whether it's passable, blocked, or any other custom state).
Represents the state of a wall in a labyrinth.
A PluginLoader implementation for loading WallState plugins.
The World class represents a game world, including a labyrinth and various attributes such as the world size, lighting, and world-specific settings.
The WorldFrame class provides a user interface for selecting and creating worlds.