cturtle/game_manager
include "cturtle/game_manager";
Types
GameViewFrame
Object
| Field | Type | Writable | Description |
|---|---|---|---|
values | array<float> | yes |
width infallible
infallible fn width() -> float
height infallible
infallible fn height() -> float
dpiScale infallible
infallible fn dpiScale() -> float
viewX infallible
infallible fn viewX() -> float
viewY infallible
infallible fn viewY() -> float
viewWidth infallible
infallible fn viewWidth() -> float
viewHeight infallible
infallible fn viewHeight() -> float
entityX infallible
infallible fn entityX() -> float
entityY infallible
infallible fn entityY() -> float
entityZ infallible
infallible fn entityZ() -> float
entityPresented infallible
infallible fn entityPresented() -> bool
GameOverlayCircle
Object
| Field | Type | Writable | Description |
|---|---|---|---|
x | float | yes | |
y | float | yes | |
radius | float | yes | |
stroke | float | yes | |
r | float | yes | |
g | float | yes | |
b | float | yes | |
a | float | yes |
Interfaces
GameAction
Interface
invoke
fn invoke()
GameManager
Interface
init
fn init()
start
fn start()
update
fn update(float dt)
draw
fn draw(float dt)
overlay
fn overlay(float dt)
stop
fn stop()
InteractiveGameManager
Interface
init
fn init()
start
fn start()
update
fn update(float dt)
draw
fn draw(float dt)
overlay
fn overlay(float dt)
stop
fn stop()
keyDown
fn keyDown(int key, int modifiers, bool repeated)
keyUp
fn keyUp(int key, int modifiers, bool repeated)
keyPress
fn keyPress(int key, int modifiers, bool repeated)
mouseDown
fn mouseDown(int button, float x, float y, int modifiers)
mouseUp
fn mouseUp(int button, float x, float y, int modifiers)
mouseMove
fn mouseMove(float x, float y, float dx, float dy, int modifiers)
mouseScroll
fn mouseScroll(float x, float y, int modifiers)
resized
fn resized(
int width,
int height,
int framebufferWidth,
int framebufferHeight)
focus
fn focus()
unfocus
fn unfocus()
GameManagerCommand
Interface
command
fn command(string text)
GameTouchHandler
Interface
touch
fn touch(int phase, int identifier, float x, float y, bool changed)
Functions
game_send_manager_command infallible
infallible fn game_send_manager_command(string name, string command) -> task<bool>
game_set_fps_counter_enabled infallible
infallible fn game_set_fps_counter_enabled(bool enabled) -> task<bool>
game_toggle_fps_counter infallible
infallible fn game_toggle_fps_counter() -> task<bool>
game_configure_sprite_systems infallible
infallible fn game_configure_sprite_systems(int instancesPerBuffer) -> task<bool>
game_configure_spatial infallible
infallible fn game_configure_spatial(
float cellSize,
int shardCount,
int maxEvents,
bool indexPointlike) -> task<bool>
game_worker_count infallible
infallible fn game_worker_count() -> int
game_enable_touch_fullscreen_prompt infallible
infallible fn game_enable_touch_fullscreen_prompt() -> task<bool>
game_enable_hang_diagnostics infallible
infallible fn game_enable_hang_diagnostics(
string reportName,
string endpoint) -> task<bool>
gameRunAction
fn gameRunAction(GameAction action)
game_register_manager infallible
infallible fn game_register_manager(string name, GameManager manager) -> task<bool>
game_register_interactive_manager infallible
infallible fn game_register_interactive_manager(
string name,
InteractiveGameManager manager) -> task<bool>
game_bind_manager_commands infallible
infallible fn game_bind_manager_commands(
string name,
GameManagerCommand manager) -> task<bool>
game_bind_touch_input infallible
infallible fn game_bind_touch_input(
string name,
GameTouchHandler handler) -> task<bool>
gameViewFrame infallible
infallible fn gameViewFrame() -> GameViewFrame
gameCameraFrame
tree gameCameraFrame(int camera, Entity entity, GameViewFrame frame) -> bool
gameCameraOrthographicCreate
tree gameCameraOrthographicCreate(float nearClip, float farClip) -> int
gameCameraOrthographicSet
tree gameCameraOrthographicSet(
int camera,
float x,
float y,
float width,
float height) -> bool
gameOverlayCircles
tree gameOverlayCircles(array<GameOverlayCircle> circles) -> bool