Uses of Class
logic.ScreenManager

Packages that use ScreenManager
data   
logic   
presentation   
 

Uses of ScreenManager in data
 

Fields in data declared as ScreenManager
protected  ScreenManager GameEntity.sm
          The rectangle used for other entities during collision resolution
 

Constructors in data with parameters of type ScreenManager
Balloon(GameEngine ge, java.lang.String file, int x, int y, ScreenManager sm, int size)
          Look for GameEntity
Balloon(GameEngine ge, java.lang.String file, int x, int y, ScreenManager sm, int size, boolean reversedWay)
          Look for GameEntity
Bonus(GameEngine ge, java.lang.String file, int x, int y, ScreenManager sm)
           
GameEntity(GameEngine ge, java.lang.String file, int x, int y, ScreenManager sm)
          This is the constructor of our abstract class GameEntity.
Obstacle(GameEngine ge, java.lang.String file, int x, int y, ScreenManager sm, boolean type)
           
Player(GameEngine ge, java.lang.String file, int x, int y, ScreenManager sm, java.lang.String playerFolder)
          Player Entity object is created.
Sting(GameEngine ge, java.lang.String file, int x, int y, ScreenManager sm, boolean type, Player player)
           
 

Uses of ScreenManager in logic
 

Fields in logic declared as ScreenManager
private  ScreenManager GameEngine.sm
          Our Screen manager.
 

Constructors in logic with parameters of type ScreenManager
GameEngine(ScreenManager sm, SaveManager save, SoundManager sound, HighScoreManager score, javax.swing.JPanel cardPanel, java.awt.CardLayout layout, MainPanel mainPanel, boolean multiplayer, int level)
          Here our constructor, GameEngine is being initialized.
 

Uses of ScreenManager in presentation
 

Fields in presentation declared as ScreenManager
protected  ScreenManager PangPanel.sm
          This is our ScreenManager
private  ScreenManager PangMain.sm
          Here we create our managers.
 

Constructors in presentation with parameters of type ScreenManager
AboutPanel(ScreenManager sm, SaveManager save, SoundManager sound, HighScoreManager score, javax.swing.JPanel cardPanel, java.awt.CardLayout layout)
           
HelpPanel(ScreenManager sm, SaveManager save, SoundManager sound, HighScoreManager score, javax.swing.JPanel cardPanel, java.awt.CardLayout layout)
           
HighScorePanel(ScreenManager sm, SaveManager save, SoundManager sound, HighScoreManager score, javax.swing.JPanel cardPanel, java.awt.CardLayout layout)
           
MainPanel(ScreenManager sm, SaveManager save, SoundManager sound, HighScoreManager score, javax.swing.JPanel cardPanel, java.awt.CardLayout layout)
          Initializes all other panels.
NewGamePanel(ScreenManager sm, SaveManager save, SoundManager sound, HighScoreManager score, javax.swing.JPanel cardPanel, java.awt.CardLayout layout, MainPanel mainPanel)
           
OptionsPanel(ScreenManager sm, SaveManager save, SoundManager sound, HighScoreManager score, javax.swing.JPanel cardPanel, java.awt.CardLayout layout)
           
PangPanel(ScreenManager sm, SaveManager save, SoundManager sound, HighScoreManager score, javax.swing.JPanel cardPanel, java.awt.CardLayout layout)
          This is an abstract class that every other menu panel will inherit.