UI Theme and Scripting Jar files
Entity Framework

The Entity Component System framework classes
Some key components

Some key components
- Expires contains timer data
- Physics contains information to instantiate a Bullet Physics object
- RenderableSkinned contains an animated model index and various
attributes to manage the animation
- RenderableStatic contains a static model index
- Trigger contains the name of a script function
Main game simulation

The game simulation contains a set of SubSystems which control the game.
Managers which control various types of game object

Managers track lists of various core game objects.
Config, Log, Preferences, and StringHelper

Log is an abstraction of the libgdx logging classes
Preferences contains various configurable game options such as controls
Config contains constants
StringHelper contains various string functions and a string builder
object
Screen

The Abstract screen implements the Screen interface
View Interface

A View has a render method.
WorldLoader

The WorldLoader is responsible for loading and unloading a World
AssetList

An AssetList holds a map of asset file paths and Class types which are
related to each other. The asset list batches loading and unloading of
the related files to and from the asset manager. This allows all the
assets for a World or Screen to be easily managed.
PlayerInputProcessor

This input processor is taken directly from an early prototype and
controls a KinematicCharacter. This will need to be refactored to fir
with the overall architecture of the System.
ComponentFactory

The ComponentFactory class contains static methods for instantiating
Components.

Managed Components are added automatically to their appropriate
managers.

Components are also added to the ComponentManager which handles
recycling of Component Instances.
Interface to Observe Entity Recycle events

Interface to Observe Entity Recycle events
PhysicsSystem

The PhysicsSystem is responsible for updating Physics Components by
pulling data from the physics simulation. The data in the components can
then be stored to disk or accessed by other systems.
Message Interface

A Message is an event created by a System or Script and consumed by
other Systems.
SimulationView

The SimulationView implements the View interface and contains various
Systems to display the game world.
LuaScript

This class manages a single script file and allows methods in the script
to be executed.
MotionState

A MostionState is attached to a physics object and allows
transformations to be copied to Representations by sharing a single
Matrix.
PlayerProfile

The PlayerProfile is managed by the ProfileManager. It contains
information about the player's name, the current level and campaign, as
well as the database name for the profile.
LoadingScreen

The LoadingScreen is responsible for initialising the loading of the
next world's assets into the asset manager and giving feedback to the
player about the progress.