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 · 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.