All Classes and Interfaces

Class
Description
A simple manager for playing background music (BGM) in a JavaFX application.
Represents a boss enemy in the game.
Represents a boss room, which is a specialized type of CombatRoom.
Represents a bullet in the game.
Utility class for handling bullet interactions in the game.
Abstract base class representing a character in the game.
Enumeration representing the different types of characters in the game.
Represents a Chaser enemy in the game.
A collectible coin item.
Interface representing objects that can be collected by a player.
A room where the player must defeat all enemies to unlock the door.
Represents a door in a room.
Abstract base class for all enemy types.
Main game application class for JavaFX Bullet Hell.
Abstract base class for all objects in the game world.
A collectible health potion item.
Interface representing objects that can be hit or take damage in the game.
Handles keyboard input for the game.
Abstract base class for all collectible items in the game.
Represents a Jumper enemy.
Represents a laser beam in the game.
Entry point for the JavaFX Bullet Hell game.
A collectible item that increases the player's maximum health.
A collectible mystery box item.
Represents a standard room with no special behavior.
Represents the player character in the game.
Abstract base class for all types of rooms in the game.
Singleton class that manages room creation, transitions, and difficulty scaling.
Manages sound effects (SFX) in the game.
Interface for objects that can use a special ability.
Represents a store room where the player can purchase items.
A collectible strength potion item.
A collectible treasure box item.
Represents a treasure room where the player can find random items.