All Classes and Interfaces

Class
Description
Internal game implementation of a chess piece
 
 
Behavior<P extends Piece>
 
 
Board<P extends Piece>
 
Castle i.e.
 
 
 
 
 
 
 
 
 
Chess kernel that implements behavior of standard chess
Exception thrown when board state is disturbed
 
Utility class to simplify chessboard creation
 
 
Utility class for operations on Field that are related to chess
 
 
 
Move specific for chess
Information about ChessPiece that is exposed to the users of chess package
Color of a chess piece - white or black
Factory to easily create piece from kind and color
 
Shakin' Stevens - Cry just a little bit

 
Applies color and border filter to supplied image.
 
 
DumbPlayer<M extends Move<P>,P extends Piece>
AI that makes random moves one second after receiving an update
Elephant that jumps as the menu changes
 
 
 
 
Game<M extends Move<P>,P extends Piece>
Interface of any game the application can play.
 
GameSocket<M extends Move<P>,P extends Piece>
Interface of socket that players and spectators can connect to in order to play/spectate the game
GameView<M extends Move<P>,P extends Piece>
Interface for retrieving game state
 
 
 
 
 
 
HotSeatPlayer<M extends Move<P>,P extends Piece>
Creates and controls all game players at once allowing to connect pieces only once
Thrown when an illegal move is attempted, e.g.
Images used to render menus
InteractiveGame<M extends Move<P>,P extends Piece,G extends Game<M,P>>
Wraps game allowing players to interact with each other and notifies participants about events
InteractivePiece<M extends Move<P>,P extends Piece>
Interface for moving single piece, to be used with external controllers such as UI.
 
 
 
 
 
 
 
 
LogicalPiece<M extends Move<P>,P extends Piece>
 
Machine<P extends Piece>
 
 
 
 
 
 
 
 
 
 
In minesweeper, we only pick a new state for a tile - we either uncover it or flag/unflag it
 
Kind of minesweeper tile - type of tile + number of mines around
Type of tile - standard types in minesweeper and a shovel which is used as a choice for picking.
 
Move<P extends Piece>
Phantom interface to ensure type correctness in higher abstraction layers.
Emulates enum-like behavior on moves.
 
NoControls<M extends Move<P>,P extends Piece>
Controls that disallow moving
Normal<P extends Piece>
 
 
Standard move of piece from one field to another
 
 
 
 
Abstract piece for any game
Piece<M extends Move<P>,P extends Piece>
 
PieceControls<M extends Move<P>,P extends Piece>
Controls a single piece of a single player
 
PieceMove<P extends Piece>
Represents moving a piece into a position
PiecePick<P extends Piece>
Represents transformation of piece into another one e.g.
 
 
PieceSocket<M extends Move<P>,P extends Piece>
Socket for interacting with game using individual pieces.
PieceSpectator<M extends Move<P>,P extends Piece>
PiecePlayer that only spectates the game i.e.
Player<M extends Move<P>,P extends Piece>
Player exposed to external controllers such as UI, abstracts out player number and underlying game.
PlayerControls<M extends Move<P>,P extends Piece>
Controls that allow moving pieces
 
 
 
 
Class used to convey information about a promotion of a piece
Please note that it carries information about the CURRENT location of said piece.
 
 
 
 
 
 
 
 
Utility class for decoding moves from standard algebraic notation
 
 
Spectator<M extends Move<P>,P extends Piece>
Spectator that receives information about moves done by players
StandalonePiecePlayer<M extends Move<P>,P extends Piece>
Wraps single player allowing controlling it with individual pieces
Chessboard that initializes with standard chess layout
 
Default rules used in standard chess
 
State<P extends Piece>
 
 
 
Properties used to style user interface
 
 
Maps displayed names to style configuration
 
Thrown when Player methods are called without previous call of connectPlayer on InteractiveGame object
 
 
 
Validator is used to filter potential piece moves and leave only those that don't break supplied rules