Index
$#! · 0-9 · A · B · C · D · E · F · G · H · I · J · K · L · M · N · O · P · Q · R · S · T · U · V · W · X · Y · Z
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 -=-=-=-=-=-, Color
A
 About Visual Profiles
 Add
 AddApproach, GoalManager
 AddApproachAndSay, GoalManager
 AddBinding, InputManager
 AddCallbackOnPostLogicUpdate, GameLogic
 AddCallbackOnResolutionChange, App
 AddCustom, TextManager
 AddCustomScreen, TextManager
 AddDelay, GoalManager
 AddForce, Entity
 AddForceAndTorque, Entity
 AddForceAndTorqueConstant, Entity
 AddForceConstant, Entity
 AddImageToMapCache, Entity
 Addition Operator
 AddMaterial, MaterialManager
 AddModPath, GameLogic
 AddMoveToMapAndPosition, GoalManager
 AddMoveToPosition, GoalManager
 AddNewGoal, GoalManager
 AddParticle, EffectBase
 AddRunScriptString, GoalManager
 AddSay, GoalManager
 AddSayByID, GoalManager
 AI Related, Entity
 App
 AskBrainByName, BrainManager
 Assignment Operator, Vector2
 Attack
 Attack1 State Anims
 attack1_down
 attack1_down_left
 attack1_down_right
 attack1_left
 attack1_right
 attack1_up
 attack1_up_left
 attack1_up_right
 Attack2
 Audio Related, Entity
B
 Binding Related, InputManager
 Bob
 bottom
 boundingRect, Zone
 Brain Related, BrainManager
 BrainManager
 BuildLocalNavGraph, Map
C
 C_ANIM_FRAME_CONSTANTS
 C_ANIM_FRAME_LAST
 C_BLEND_MODE_ADDITIVE
 C_BLEND_MODE_CONSTANTS
 C_BLEND_MODE_NEGATIVE
 C_BLEND_MODE_NORMAL
 C_CATEGORIES_ALL
 C_CATEGORIES_CONSTANTS
 C_CATEGORIES_NONE
 C_CATEGORY_BULLET
 C_CATEGORY_CHARACTER
 C_CATEGORY_CONSTANTS
 C_CATEGORY_DAMAGE
 C_CATEGORY_ENEMY
 C_CATEGORY_ENTITY
 C_CATEGORY_PLATFORM
 C_CATEGORY_PLAYER
 C_CATEGORY_POWER_UP
 C_CATEGORY_TILEPIC
 C_DISTANCE_CLOSE
 C_DISTANCE_CONSTANTS
 C_DISTANCE_INSIDE
 C_DISTANCE_NOT_ON_SAME_MAP
 C_DISTANCE_TALK
 C_DRAW_SCREEN_COORDS
 C_DRAW_TYPE_CONSTANTS
 C_DRAW_WORLD_COORDS
 C_FACING_CONSTANTS
 C_FACING_COUNT
 C_FACING_DOWN
 C_FACING_DOWN_LEFT
 C_FACING_DOWN_RIGHT
 C_FACING_LEFT
 C_FACING_NONE
 C_FACING_RIGHT
 C_FACING_UP
 C_FACING_UP_LEFT
 C_FACING_UP_RIGHT
 C_FONT_CONSTANTS
 C_FONT_DEFAULT
 C_FONT_SMALL
 C_GRAVITY_CONSTANTS
 C_GRAVITY_OVERRIDE_DISABLED
 C_LAYER_CONSTANST
 C_LAYER_NONE
 C_MATERIAL_SPECIAL_CONSTANTS
 C_MATERIAL_SPECIAL_NONE
 C_MATERIAL_TYPE_CONSTANTS
 C_MATERIAL_TYPE_DUMMY
 C_MATERIAL_TYPE_NONE
 C_MATERIAL_TYPE_NORMAL
 C_MATERIAL_TYPE_VERTICAL_LADDER
 C_MATERIAL_TYPE_WARP
 C_NODE_TYPE_CONSTANTS
 C_NODE_TYPE_NORMAL
 C_NODE_TYPE_WARP
 C_ORIGIN_BOTTOM_CENTER
 C_ORIGIN_CENTER
 C_ORIGIN_CENTER_LEFT
 C_ORIGIN_CENTER_RIGHT
 C_ORIGIN_CONSTANTS
 C_ORIGIN_TOP_LEFT
 C_PLATFORM_CONSTANTS
 C_PLATFORM_LINUX
 C_PLATFORM_OSX
 C_PLATFORM_WINDOWS
 C_PROBABILITY_CONSTANTS
 C_PROBABILITY_DEFAULT
 C_RAY_CONSTANTS
 C_RAY_DEBUG
 C_RAY_ENTITIES
 C_RAY_EVERYTHING
 C_RAY_TILE_PIC
 C_SOUND_CONSTANTS
 C_SOUND_NONE
 C_TILE_TYPE_BLANK
 C_TILE_TYPE_CONSTANTS
 C_TILE_TYPE_ENTITY
 C_TILE_TYPE_PIC
 C_TIME_CONSTANTS
 C_TIME_FOREVER
 C_TRIGGER_BEHAVIOR_CONSTANTS
 C_TRIGGER_BEHAVIOR_NORMAL
 C_TRIGGER_BEHAVIOR_PULSE
 C_TRIGGER_TYPE_CONSTANTS
 C_TRIGGER_TYPE_NONE
 C_TRIGGER_TYPE_REGION_IMAGE
 CalculateCombined
 CalculateUnion
 Camera
 CameraSetting
 CanWalkBetween, Entity
 CanWalkTo, Entity
 Clear, DataManager
 ClearModPaths, GameLogic
 Clone, Entity
 Color
 Color(r,g,b,a), Color
 ColorFade
 ColorFlash
 ColorToString
 ComputeWorldRect, Map
 Conversion
 CreateEffectExplosion, EffectManager
 CreateEntity
 CreateEntitySpecial
 CreateParticle, EffectManager
 Cross, Vector2
A visual profile is an .xml text file that contains data explaining what an Entity should look like.
+Rect
+Rectf
+Vector2
General functions related to the whole application.
=Vector2
A state that causes an entity to stop moving and play his attack animation.
Anim’s with these names are preferred by the engine when in the Attack state.
A state that causes an entity to stop moving and play his attack animation.
A brain for use with the BrainManager that causes its Entity’s visuals to “bob” up and down, without really moving the Entity.
The bottom coordinate.
The bottom coordinate.
Usually is the local rectangle of the collision box of the thing we hit.
All Entity objects can use their BrainManager to add brains to control behavior and functions.
Means the last frame of the animation.
Colors overlay to get brighter.
Colors are removed to make things darker.
Default blending mode.
Sets all to on.
Default constants used with Entity::SetCategories or Entity::SetCollisionCategories to control setting all 16 bits at once.
Sets all to off.
A default category setup for your own use.
A default category setup for your own use.
Default constants used with Entity::SetCategory or Entity::SetCollisionCategory to control turning on and off specific categories.
A default category setup for your own use.
A default category setup for your own use.
All entities start as being a member of this.
A default category setup for your own use.
A default category setup for your own use.
A default category setup for your own use.
All tilepics are marked as this category.
The closest you can get to someone/something without trying to go inside him.
Various uses.
Means actually try to go inside the target when used with GoalManager::AddApproach.
If Entity::GetDistanceFromEntityByID returns this, you know the entity in question has left the map.
How close someone should be to talk.
The numbers passed in are in screen coordinates, so 0,0 would always mean the upper-left most dot on the screen.
Used with the DrawManager
The numbers passed in are in world coordinates, drawing a dot at an entities position would draw it over wherever the entity is, possibly offscreen.
How many directions we support, this will be 8.
Means no facing at all.
Can be used as fontID’s with functions such as TextManager::AddCustom.
A medium sized font.
A very small font.
Used with Entity::SetGravityOverride.
Use the default Map’s gravity on this entity instead of a user defined one.
Used with LayerManager::GetLayerIDByName.
This means an invalid layer.
Default, no special properties.
For tweaking sorting and smart shadows.
Means invalid material.
The default.
For designating shapes as ladders.
For designating shapes as warps.
Use with Entity::SetNavNodeType to describes special properties related to path-finding.
A normal node, nothing special.
A warp or door.
Used with EffectBase::AddParticle.
Used to say “equal chance of creating all types particles we add”.
Used with Map::GetCollisionByRay.
The rays will be visually drawn on the screen, helps to figure out problems.
The ray will hit only entities.
The ray will hit entities as well as tile pics.
The ray will hit only tile pics.
Used with sound functions.
Sound functions return this if no sound was created.
A blank/invalid tile.
Use with Tile::GetType to see what a Tile is actually housing inside.
This means the Tile houses an Entity inside and Tile::GetAsEntity is safe to use.
This means the Tile houses a TilePic inside and Tile::GetAsTilePic is safe to use.
Used with WatchManager::Add.
A very large number, as close to “forever” as we can get with milliseconds of time.
Use with Entity::SetTrigger to describe what happens when a trigger is activated.
OnTriggerEnter(ent) and OnTriggerExit(ent) are called.
In addition to OnTriggerEnter(ent) and OnTriggerExit(ent) being called, OnTriggerInside(ent) is called at the interval set by behaviorParm.
Use with Entity::SetTrigger to describe what activates the trigger.
Disables the trigger.
Trigger is enabled when active player overlaps this entity’s image.
Controls what part of the world is currently on the screen, and at what zoom level.
A simple data object that contains state information for the camera.
The color object stores R G B A color information.
A brain for use with the BrainManager that causes its Entity’s base color values to change over time.
A brain for use with the BrainManager that causes its Entity’s to flash different colors/alpha values.