Namespace containing core game systems shared between the game and the editor.
More...
|
class | AI |
| Manages NPC's and trainers and their behaviors. More...
|
|
class | Clock |
| Simple time keeping systems. Tracks in game time and date based on real elapsed play time. More...
|
|
class | Controllable |
| Simple systems for performing batch locks and unlocks on all controllable entities. More...
|
|
class | Entity |
| Basic helper system for creating entities and their required components. Also manages player data and entity id. More...
|
|
class | Flight |
| Special system to manage player flight between their current location and a town. More...
|
|
class | HUD |
| The primary HUD system for the player. Manages displaying messages and asking questions. A callback is issued when messages are complete or when choices are made. More...
|
|
class | Interaction |
| The main interaction system. Manages interaction between entities. Handles item logic and NPC conversations followed by trainer battles if applicable. More...
|
|
class | Movement |
| Primary System for managing entity movement and interpolation. More...
|
|
class | Player |
| Primary system for managing the player and their data. More...
|
|
class | Position |
| The primary entity positioning system. Handles determining which entities get updated as well as tracking where entities are for collisions. More...
|
|
class | Render |
| Basic system that synchronizes animation states based on movement state events. More...
|
|
class | Scripts |
| System that stores and handles saving/loading of save entries for scripts. More...
|
|
class | Systems |
| Owns all primary systems and a reference to the engine. More...
|
|
class | Trainers |
| This system manages trainers. It handles their vision and makes them walk up to the player. More...
|
|
class | WildPeoplemon |
| Manages the appearances of wild peoplemon when walking through catch tiles. More...
|
|
class | World |
| System for managing the current map and previous maps. More...
|
|
Namespace containing core game systems shared between the game and the editor.