All Classes and Interfaces

Class
Description
A character in the game, which can store and update its location on the game graph and interact with the game model based on its location.
A record class that represents ordered pairs of doubles
 
Run a sequence of non-interactive PacMan games and report final scores and other metrics.
Represents a weighted, directed edge between two vertices of type `VertexType` in a graph.
Uses Perlin noise to generate the heights of each tile in the maze grid.
 
A window that allows playing an interactive game of PacMann.
Represents a map to be used by a game of PacMann.
The underlying state representation of a PacMann game, including the game graph and actors.
During its lifetime, the game transitions from READY -> PLAYING -> either VICTORY/DEFEAT
Each path tile contains a dot, contains a pellet, or is empty.
Indicates that a collision between PacMann and a CHASING ghost was detected, meaning that the current round should end.
The position and velocity of an actor on an associated _undirected_ edge.
An unordered pair of values of type `T`.
A ghost in the game.
The three possible behavior states of ghosts
Runs the PacMann game in its GUI mode.
 
 
Used to generate a "Pac-Man style" maze on which the game is played.
Connected components of Cells model wall segments in our generator algorithm.
Edges represent the boundaries of cells.
The direction of this edge.
Each tile (i.e.
A graph representing a game's maze, connecting the "path" tiles of a tile grid.
The direction of a (directed) edge in this graph.
An ordered pair of integers.
Represents a directed edge from `src` to `dst` with weight `weight`, which points in direction `direction` on the tile grid.
A vertex in our graph, corresponding to a path tile in the tile grid.
A min priority queue of distinct elements of type `KeyType` associated with (extrinsic) double priorities, implemented using a binary heap paired with a hash table.
Pairs an element `key` with its associated priority `priority`.
The yellow protagonist of the game who seeks to eat the dots in the board maze while evading capture by the ghosts.
 
Represents a path ending at `lastEdge.end()` along with its total weight (distance).
A button that facilitates starting and pausing an interactive game of PacMann.
Provides random number generator seeds to support reproducible randomness that is robust to different compositions of submodels with unique string identifiers.
A label that displays the current score and number of lives remaining in a game of PacMann.
Represents one square unit of the maze grid.
The type of wall tile, specified by its shape (0=non-wall, 2=wall cap, 3=wall flat, 4=wall joint) and rotation.
Represents a vertex in a graph whose edges have type `EdgeType`.