Index
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L
 LastStateWas, BrainManager
 Layer Related Constants
 LayerList
 LayerManager
 left
 Length, Vector2
 Lerp
 LoadCollisionInfo, Entity
 LoadMapByName, MapManager
 Local Variables
 LogError
 LogMsg
M
 Map
 MapManager
 Material
 Material Related Constants
 materialID, Zone
 MaterialManager
 Math Related Objects
 Member Functions
 Member Variables, Zone
 Miscellaneous
 Miscellaneous Functions
 ModNum, DataManager
 MotionController
 Multiply Operator, Vector2
 MuteAll, SoundManager
N
 Normalize, Vector2
O
 Operators
 Overview
P
 Pain
 Pain State Anims
 pain_down
 pain_down_left
 pain_down_right
 pain_left
 pain_right
 pain_up
 pain_up_left
 pain_up_right
 ParmExists, App
 Particle
 Physics/ Collision Related, Entity
 PlaceHolder, SpecialEntity
 Play, SoundManager
 PlayLooping, SoundManager
 PlaySound, Entity
 PlaySoundPositioned, Entity
 Position And Scale, Camera
 Profile Related, GameLogic
Q
 Quit, GameLogic
R
 Rect
 Rect(left,top,right,bottom), Rect
 Rect(Rect), Rect
 Rectf
 Rectf(left,top,right,bottom), Rectf
 Rectf(Rectf), Rectf
 RectToString
 RegisterAsWarp, TagManager
 Related Constants
 Remove
 RemoveAllSubgoals, GoalManager
 RemoveBinding, InputManager
 RemoveBindingByEntity, InputManager
 Reset, Camera
 ResetNext, TileList
 ResetUserProfile, GameLogic
 Retrieving Data, DataManager
 right
 Run
 Run State Anims
 run_down
 run_down_left
 run_down_right
 run_left
 run_right
 run_up
 run_up_left
 run_up_right
 RunFunction, Entity
 RunFunctionIfExists, Entity
 RunScript
Contains a list of layerID’s.
Every Map contains its own LayerManager which contains information about its layers.
The left coordinate.
The left coordinate.
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.
One of the C_MATERIAL_TYPE_CONSTANTS describing what the collision was with, or C_MATERIAL_TYPE_NONE if no collision was made.
This object stores all the information about materials in the game.
All Particles have a motion controller that can be accessed for extra effects.
*number
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 Pain state.
Information about a certain particle type that is shared between effects.
The Rect object.
The Rectf object.
The right coordinate.
The right coordinate.
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.
Anim’s with these names are preferred by the engine when in the Run state.