All Classes and Interfaces

Class
Description
By implementing the Actor interface and adding an instance of such a class to a World will make the simulation call the act method during each step of the simulation.
An abstract representation of an animation which produces individual draw actions (AnimationFrame).
The AnimationFactory is used to determine which animations should be used for individual objects.
A class representing the drawing of a single object for a single frame (using ObjectInformation).
AnimationSets are used to parallelise the drawing of individual frames (by aggregating different object drawings, i.e., AnimationFrame)
An animation that makes an object appear.
Provides a canvas painting the various objects within our world.
A class to support the drawing of clouds
A special case animation used to show the sun / moon cycle.
Utility to produce the display of day/night cycle
An abstraction used to determine the visual appearance of objects within the simulation.
By implementing this interface, an object can dynamically control a objects display information at runtime.
Provides a frame for the Canvas and controls for the Simulator.
An animation that makes an object dissapear (used on 'remove' within World).
A class to allow caching of all images in resource folder.
Utility for scaling images.
Utility to generate iso perspective coordinates for squares.
Utility for producing isomorphic coordinates (in the form of polygons and points)
Provides an abstraction to deal with coordinates (x,y) and compare them.
An animation used to indicate that an object is moving
By implementing this interface, other actors / objects within the world may exist on top of it.
Wrapping class to associate more information with objects than simply their display information provider.
A class to show the overlay (i.e., buttons, information)
Utility class to produce points
Sets up the program to run simulations.
Simulator handles the execution of actual simulations and keeps track of how many steps have been executed (Not required to execute and build simulations).
An animation used to show no change to an object.
The World class provides an abstraction for our simulated worlds.