| body |
A Body is the representation of an Entity in physics space. |
| bound_object |
Some weird meta stuff that lets us create a nice object oriented interface
around the C bindings. |
| camera |
An interface for modifying how a Scene is projected to the player. |
| canvas |
A layer the user can draw on |
| collection |
An interface for managing groups of objects that belong to a parent. |
| controller |
An interface for receiving input from the player. |
| easer |
An object for modifying values over time. |
| entity |
The logical encapsulation of a single game object within a Scene. |
| music |
A controllable OGG Vorbis audio stream. |
| net |
An interface for implementing multiplayer games over the internet. |
| net_match |
Represents an individual internet multiplayer game. |
| object |
The base class for all objects. |
| overlay |
A layer that sprites or text can manually be drawn in. |
| parallax |
A repeating background that features proportional scrolling in
relation to a Scene's Camera. |
| parallax_layer |
A single layer of a Parallax. |
| recorder |
Records and replays the motion of an Entity |
| scene |
The logical encapsulation of a single game space and everything in it. |
| scene_manager |
A global object that creates an entry and transition point for
Scenes. |
| sensor |
Adds qualitative collision detection to a Body. |
| sfx |
A one-shot OGG Vorbis audio sample. |
| shape |
Defines a shape for use in a ShapeMatcher. |
| shape_matcher |
Enables a Canvas to detect drawn shapes by letting the user
play a dynamic game of connect-the-dots. |
| sprite |
A drawable graphic with multiple frames determined by a sprite sheet. |
| sprite_animation |
Represents a timed sequence of Sprite frames |
| step_sequencer |
Manages a sequence of update callbacks over time. |
| util |
Assorted utility functions |