Packages | |
| package | Base |
Classes | |
| class | ActionBase |
| The base class for all actions. More... | |
| class | ActionWithDuration |
| The base class for actions with a finite duration. More... | |
| class | CallFunc |
| A one shot action that calls a user function. More... | |
| class | DelayTime |
| A wait action, that ends after a user specified duration. More... | |
| class | ActionTweenGeneric |
| The base class for generic interpolating actions, you just pass set/get functions. More... | |
| class | ActionTweenGenericVector2 |
| ActionTweenGenericVector2 does a simple element wise blend from start value to target value. More... | |
| class | ActionTweenGenericVector4 |
| ActionTweenGenericVector4 does a simple element wise blend from start value to target value. More... | |
| class | ActionTweenGenericVector2Scale |
| ActionTweenGenericVector2Scale is similar to ActionTweenGenericVector2, but acts on scale values (multiplicative). More... | |
| class | ActionTweenGenericVector2Rotation |
| ActionTweenGenericVector2Rotation interpolates a unit vector (a unit vector interpreted as a rotation). More... | |
| class | MoveBy |
| An action that gradually adds an offset to the current position. More... | |
| class | MoveTo |
| An action that gradually moves position to the specified target. More... | |
| class | ScaleBy |
| An action that gradually applies an extra scale to the current scale. More... | |
| class | ScaleTo |
| An action that gradually sets the scale to the specified value. More... | |
| class | SkewBy |
| An action that gradually adds an offset to the current skew. More... | |
| class | SkewTo |
| An action that gradually sets the skew to the specified value. More... | |
| class | RotateBy |
| An action that gradually adds an offset to the current rotation. More... | |
| class | RotateTo |
| An action that gradually sets the rotation to the specified value. More... | |
| class | TintBy |
| An action that gradually adds an offset to the color. More... | |
| class | TintTo |
| An action that gradually sets the color to the specified value. More... | |
| class | Sequence |
| An action that runs a sequence of other actions, in order. More... | |
| class | RepeatForever |
| An action that repeats an other action forever. More... | |
| class | Repeat |
| An action that repeats an action a finite number of times. More... | |
| class | ActionManager |
| The ActionManager is the singleton object that manages all Node's actions. More... | |
| class | DebugFlags |
| The flag bits used by Director.Instance.DebugFlags. More... | |
| class | Director |
| The Director is a singleton (accessed via Director.Instance) that manages the scene stack and calls the update loop of the Scheduler and ActionManager. More... | |
| class | Label |
| Draw text primitive. More... | |
| class | Node |
| Node is the base class for all scenegraph nodes. More... | |
| class | Plane3D |
| The Plane3D node allows 3d orientations in the scenegraph, to some extent. More... | |
| class | ParticleSystem |
| A simple particle system effect. More... | |
| class | Particles |
| Particles wraps a single ParticleSystem into a scenegraph node. More... | |
| class | Scene |
| Scene is the type of a root node in the scene graph. More... | |
| class | Scheduler |
| The Scheduler is the singleton that manages Node related update functions registered by the user. More... | |
| class | SpriteBase |
| Base class for single sprite nodes. More... | |
| class | SpriteUV |
| SpriteUV is a sprite for which you set uvs manually. More... | |
| class | SpriteTile |
| SpriteTile is a sprite for which you specify a tile index (1D or 2D) in a TextureInfo. More... | |
| class | SpriteList |
| Draw sprites in batch to reduce the number of draw calls, state setup etc. More... | |
| struct | RawSpriteTile |
| Data struct used by RawSpriteTileList. More... | |
| class | RawSpriteTileList |
| Draw sprites in batch to reduce number of draw calls, state setup etc. More... | |
| class | TransitionScene |
| Base class for scenes transition nodes. More... | |
| class | TransitionFadeBase |
| Base class for scenes transition doing a fade of some kind, requiring offscreen rendering for both scenes. More... | |
| class | TransitionSolidFade |
| TransitionSolidFade fades the current scene to black before fading the next scene in. More... | |
| class | TransitionCrossFade |
| TransitionCrossFade uses a blend to cross fades the 2 transitioning scenes. More... | |
| class | TransitionDirectionalFade |
| TransitionDirectionalFade uses a translating blend mask to cross fade between 2 scenes. More... | |
Functions | |
| delegate void | DSchedulerFunc (float dt) |
| The delegate type for functions added to the Scheduler has to match Node.Update's signature. | |
| delegate float | DTween (float t) |
| delegate type. | |
| delegate void Sce.PlayStation.HighLevel.GameEngine2D.DSchedulerFunc | ( | float | dt | ) |
The delegate type for functions added to the Scheduler has to match Node.Update's signature.
We can't use anonymous functions because we want to be able to find and delete.