Object 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
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W
· X · Y ·
Z
A
App
Attack
Attack2
B
Bob
BrainManager
C
Camera
CameraSetting
Color
ColorFade
ColorFlash
D
DataManager
Die
DrawManager
E
EffectBase
EffectExplosion
EffectManager
Entity
F
FadeIn
FadeOutAndDelete
ForceVisual
Frozen
G
GameLogic
GoalManager
I
Idle
InputManager
J
Joystick
Jump
L
LayerList
LayerManager
M
Map
MapManager
Material
MaterialManager
MotionController
P
Pain
Particle
R
Rect
Rectf
Run
S
Scale
Shake
SoundManager
Special1
SpecialEntity
StandardBase
T
Tag
TagManager
TextManager
Tile
TileList
TilePic
Turn
V
Vector2
W
Walk
WatchManager
Z
Zone
General functions related to the whole application.
A state that causes an entity to stop moving and play his attack animation.
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.
All Entity objects can use their BrainManager to add brains to control behavior and functions.
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.
An object designed to flexibly store and retrieve numbers and strings very quickly use key/value pairs.
A state that causes an entity to stop moving and play his die animation.
For drawing primitives like rectangles and lines.
All effect emitters are based on this type and can use its functions.
Particle emitter based on EffectBase that is good for explosions.
Allows interesting visual effects to be created and attached to entities.
The Entity object.
A brain for use with the BrainManager that causes its owner Entity to become visible over time and then
removes itself
from the brain stack.
A brain for use with the BrainManager that causes its owner Entity to become invisible over time and then deletes the Entity completely.
A brain for use with the BrainManager that overrides its owner Entity’s visual settings.
A state that causes an entity to stop moving.
Contains general game-related functions.
All Entity objects can use their GoalManager to allow high-level AI features.
A state that causes an entity to stop and play his idle animation.
Handles user input such as keyboard, mouse and joystick.
By using InputManager::GetJoystick you can access extra information about a specific gamepad or joystick.
A state that causes an entity to play his jump animation.
Contains a list of layerID’s.
Every Map contains its own LayerManager which contains information about its layers.
A map is a single area that can be any size and contain any amount of tiles, including Entities and TilePic’s.
Handles loading and unloading maps.
Stores data and properties for an individual material.
This object stores all the information about materials in the game.
All Particles have a motion controller that can be accessed for extra effects.
A state that causes an entity to stop moving and play his attack animation.
Information about a certain particle type that is shared between effects.
The Rect object.
The Rectf object.
A state that causes an entity to play his run animation and move in the direction he’s current facing at the speed set in Entity::SetDesiredSpeed.
A brain for use with the BrainManager that causes its owner Entity to scale to a specific size then optionally delete the Entity completely.
A brain for use with the BrainManager that causes its owner Entity to rapidly change position randomly.
Controls all game audio.
A state that causes an entity to stop moving and play his attack animation.
Special entities are not associated with a tile and have a limited API that is much simpler than a normal Entity.
A brain for use with the BrainManager that performs many generic functions such as movement and path-finding.
Contains information about a named Entity.
When an Entity is “named”, it’s instantly locatable throughout the world at all times through the tag manager.
Intelligently draws text and captions.
Anything placeable on the map is housed in a Tile.
Contains a list of tiles.
TilePics are the simplest form of visual.
A state that causes an entity to stop moving and play his attack animation.
The Vector2 object.
A state that causes an entity to play his walk animation and move in the direction he’s current facing at the speed set in Entity::SetDesiredSpeed.
Allows entities to function off-screen.
A simple object that contains information about a collision.
©2008 Seth A. Robinson · Last updated May 16th ·
Generated by Natural Docs
Novashell Scripting Reference
Overview
System Objects
App
GameLogic
MapManager
InputManager
EffectManager
Camera
SoundManager
TextManager
TagManager
WatchManager
MaterialManager
DrawManager
Game Objects
Map
LayerManager
Tile
TilePic
Entity
Entity Related Objects
BrainManager
GoalManager
DataManager
SpecialEntity
Simple Objects
Math Objects
Color
CameraSetting
TileList
LayerList
Tag
Zone
Joystick
Material
Effect Objects
Particle
MotionController
EffectBase
EffectExplosion
Brains
StandardBase
Bob
ColorFade
ColorFlash
FadeIn
FadeOutAndDelete
Shake
Scale
ForceVisual
States
Idle
Walk
Attack
Pain
Frozen
Die
Attack2
Jump
Run
Special1
Turn
Global Functions
About Visual Profiles
Known Issues
Index
Everything
Constants
Functions
Objects
Variables
Everything
Constants
Functions
Objects
Variables
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