leap library

Classes

AnchoredAnimationGroup<TKey, TParent extends PositionComponent>
A SpriteAnimationGroupComponent with extra funcationality to automatically handle what common positioning. Should be a direct child of a PositionedEntity.
AnimationVelocityFlipBehavior
Flips a AnchoredAnimationGroup based on the parent entity's current velocity so that it is facing the correct direction.
ApplyVelocityBehavior
CollisionDetectionBehavior
Contains all the logic for the collision detection system, updates the velocity, x, y, and collisionInfo of the as needed.
CollisionInfo
Stores collision data for PhysicalEntity.
CommonTags
Common PhysicalEntity.tags
EntityStatus
A base for building status effects pertaining to PhysicalEntity. Effects could be implemented as mixins (see IgnoresGravity), whereas fully custom statuses may simply extend this and have no mixins.
FourButtonInput
Combines touch screen and keyboard input into one API.
FourButtonKeyboardInput
FourButtonTapInput
GravityAccelerationBehavior
GroundTileHandler
Interface for custom handling of a LeapMapGroundTile, used by LeapMap.
JumperAccelerationBehavior
Updates velocity for jumper's movement.
JumperCharacter<TGame extends LeapGame<LeapWorld>>
An example base class for a jumping player character.
Ladder
A vertical ladder that entities (usually the player) can climb up/down.
LeapConfiguration
A configurable class that allows the developer to customize different options that Leap will use when reading the map.
LeapFadeInOutMapTransition
LeapGame<TWorld extends LeapWorld>
A FlameGame with all the Leap built-ins.
LeapMap
This component encapsulates the Tiled map, and in particular builds the grid of ground tiles that make up the terrain of the game.
LeapMapGroundTile
Represents the one tile in the map for collision detection. TiledComponent handles drawing the tile images.
LeapMapTransition
LeapWorld
The world component encapsulates the physics engine and all of the World components.
MovingPlatform
A base class for moving platforms, which behave the same as groun tiles but move around, typically on a set path.
OneWayBottomPlatformHandler
Modifies a ground tile to be phased through from all directions except the bottom.
OneWayLeftPlatformHandler
Modifies a ground tile to be phased through from all directions except the left.
OneWayRightPlatformHandler
Modifies a ground tile to be phased through from all directions except the right.
OneWayTopPlatformHandler
Modifies a ground tile to be phased through from all directions except the top.
OnLadderMovementBehavior
OnLadderStatus
Status indicating the PhysicalEntity this is added to is on a ladder.
PhysicalBehavior<T extends PhysicalEntity>
Base class for behaviors on PhysicalEntity.
PhysicalEntity
A component which has a physical representation in the world, with collision detection, movement, etc.
RemoveAfterDeathAnimationBehavior<T>
RemoveOnDeathBehavior
SimpleDamageBevhavior
Health behavior that takes 1 damage per incomingDamageSources
ThreeButtonInput
Combines touch screen and keyboard input into one API.
ThreeButtonKeyboardInput
ThreeButtonTapInput
TiledObjectHandler
Interface for custom handling of a TiledObject, used by LeapMap.
TiledOptions
A configurable class specifically about Tiled names, classes and etc.
TwoButtonInput
Combines touch screen and keyboard input into one API.
TwoButtonKeyboardInput
TwoButtonTapInput

Enums

HorizontalDirection
LadderMovement
The possible ladder movement states.
MovingPlatformLoopMode
Options for MovingPlatformBehavior when it reaches the extends of its path.
VerticalDirection

Mixins

AppLifecycleAware
Interface for opting into app lifecycle state changes
HasAnimationGroup
HasDeathAnimation
HasHealth
HasJumps
HasTrackedComponents<W extends LeapWorld>
HasWalkSpeed
IgnoredByCollisions
A status mixin which indicates the parent entity should not be eligible to collide with by others.
IgnoredByWorld
A status mixin which indicates the parent entity should not be considered part of the physical world anymore. This means it will not be moved by gravity or velocity (unless you manually update the position) and it will be completely ignored by the collision system so nothing else will collide with it.
IgnoresCollisions
A status mixin which indicates the parent entity should not collide attempt to collide with other things.
IgnoresCollisionTags
A status mixin which indicates the parent entity should not collide with any other entities which have a tag in ignoreTags
IgnoresGravity
A status mixin which indicates the parent entity should not be affected by gravity while the status is present (via GravityAccelerationBehavior).
IgnoresNonSolidCollisions
A status mixin which indicates the parent entity should not collide with non-solids.
IgnoresSolidCollisions
A status mixin which indicates the parent entity should not collide with solids (ground).
IgnoresVelocity
A status mixin which indicates the parent entity should not be automatically moved by its velocity (via ApplyVelocityBehavior)
TrackedComponent<K, T extends HasTrackedComponents<LeapWorld>>