feathers library

Classes

ActionComponent
Animation vs Tweening ? Should these names be changed? * SpriteSheetComponent AnimationComponent: For SpriteSheet Animations TweenComponent: For tweening animation between point A and point B. [...]
Animation
AnimationComponent
AnimationFrame
Audio
CameraQuill
ColorComponent
Component
Context
Event
This is our event handler
Feather
The main class of feathers, this class is each and every node of our application. Each feather has a single Quill attached to it, by default this quill is empty (with no components attached). Quill's have presets, such as the SpriteQuill. If you don't wish to use a preset, you can attach Components individually.
FeatherEngine
This is where the game engine initializes from the main function call
InputComponent
LabelQuill
ManagerComponent
Does the manager component only allow for 1 active feather at a time? perhaps have a separate component for multiple active feathers
PositionComponent
Quill
The Quill class contains all components attached to any given Feather. You can create your own preset Quills by extending this class, or you can simply attach components on to the default quill provided in each Feather.
SizeComponent
SoundComponent
SpriteQuill
TextComponent
Texture
TextureComponent
Things to do with this component: ...add color support ...add blending support
Time
This is the game time, that will give up elapsed seconds, total time, and other things
Timer
The timer class is used to cause events to be triggered when the time is up. This needs to be made into a component.
TimerComponent

Enums

AnimationOptions
All animation options are set in this enum such as how the animation will act. Teeter animation will go from start to end to start Repeat will go from start to end, repeating TODO: More options, or refactor
EventType
Event Types Eventually we will have swipe, and double tap, drag, etc.
TextOptions