All Classes and Interfaces

Class
Description
Provides utility methods to start and stop the Activerse application.
Represents an image loader for loading images from files.
Provides utility methods to retrieve information about the mouse pointer location and detect mouse clicks.
Represents a sound player for playing audio files.
The base class for all actors in the world.
The ActorVector class represents a 2D vector in the Activerse game engine.
Camera - Viewport management system for following actors and scrolling worlds Essential for infinite world generation and smooth camera movement
Manages collision detection between actors in the world.
ColorUtils - Utility functions for color manipulation
ConfigPuller - Utility for loading configuration from Activerse.properties Provides centralized configuration management for ActiverseEngine applications
ErrorLogger - Centralized ACEHS formatting and logging utility.
FileUtils - A utility class for common file operations such as reading, writing, appending, checking existence, and creating directories.
Represents a highly parallelized game loop maximizing CPU usage while maintaining stability.
ImageUtils - Shared helpers for safe image dimension lookups.
Represents an item in the Activerse game engine.
Provides utility methods to retrieve information about keyboard input.
MathUtils - Common mathematical utility functions for game development
MemoryTracker class is used to track memory usage of the game along with other statistics
ParticleSystem - System for creating and managing visual particle effects
PerlinNoise generates smooth gradient-based noise commonly used for procedural textures, terrain, and other effects.
The Physics class provides a comprehensive suite of physics-related calculations, suitable for simulations, games, and educational tools.
Utility class for creating and managing shapes for actors.
Represents a circle shape configuration.
Represents a rectangle shape configuration.
TextLabel - A text display component for World UI Allows drawing text without using Graphics2D directly in game code
Advanced Timer class for game loop timing, delays, and repeated events.
UIBar - A progress bar component for World UI (health, stamina, etc.) Allows drawing bars without using Graphics2D directly in game code
Represents the world where actors interact.
WorldGeneration provides advanced utilities for procedural world generation.
Tile is a serializable record that stores the type of tile and any custom metadata.
WorldManager - Handles saving and loading world data Manages world.json and player.json files in Worlds/[WorldName]/ directories This is a significantly harder class to implement than the others, so don't mess with it unless you know what you're doing