Open Dev Kit Documentation :: Game
Game
Classes
- Input
- Defines an input event in the game
- Keybind
- Keybinding configuration for handling input events
- Keybinds Data
- Data structure for managing keybindings
- Keybinds
- Resource containing keybindings
- Game Cursor
- Cursor used within the game environment for interaction
- Config Canvas
- Configuration canvas for managing canvases on all windows automatically
- Game Canvas
- Canvas used within the game environment
- Hologram Parameters
- Options for defining holographic objects in the game world
- Shape
- Shape used in physics
- Shape Capsule
- Capsule-shaped geometric shape
- Shape Box
- Box-shaped geometric shape
- Physics
- Manages physics simulation within the game world
- Sprite Sequence Key
- Keyframe in a sprite sequence
- Sprite Sequence Key Position
- Keyframe for sprite position in a sequence
- Sprite Sequence Key Scale
- Keyframe for sprite scale in a sequence
- Sprite Sequence Key Orientation
- Keyframe for sprite orientation in a sequence
- Sprite Sequence Key Color
- Keyframe for sprite color in a sequence
- Sprite Sequence Track
- Track in a sprite sequence
- Sprite Sequence Result
- Result of a sprite sequence
- Sprite Sequence
- Specific orientation for a sprite pose
- Sprite Pose
- Pose for a sprite tile
- Sprite Tile
- Tile for a sprite set
- Sprite Animation Frame
- Frame of a sprite animation
- Sprite Animation
- Sprite animation
- Sprite Asset
- Details of a sprite asset
- Sprite Data
- Sprite set data
- Sprite
- Sprite set resource
- Scene Resource
- Scene resource
- Physics Force
- Structure for physics forces
- Object
- Generic object class
- Light
- Light source in the game world
- Scene
- Scene in the game
- Actor Layer
- Layer of a sprite attached to an actor
- Actor Pose
- Pose for an actor
- Actor
- Actor in the game world, capable of playing different poses and layers of sprites
- Hologram
- Hologram object in the game world, capable of displaying images or custom models as holographic projections
- Label
- Label object in the game world, typically used for displaying text
- Camera
- View
- View that can display scenes, actors, and other game objects
- Location
- Location in a scene with a specific position
- Render Group
- Group used for rendering objects
- Config
Enumerations
- Gamepad Action
- VR Action
- Cursor Action
- Physics Type
- Types of physics behaviors
- Physics Queued
- Options for queuing physics properties to update
- Sprite Sequence Shared
- Options for shared properties in a sprite sequence
- Render Group Sorting
- Methods of sorting a render group
- Camera Projection
- Projection types for the camera
Functions
- Get Grid Coord By Vector ( Position 3D Vector, Grid Axis X 3D Vector, Grid Axis Y 3D Vector, Grid Axis Z 3D Vector ) Integer Array
- Returns the grid co-ordinates that corresponds to the particular location and grid
- Get Grid Vector By Coord ( Coord 3D Vector, Grid Axis X 3D Vector, Grid Axis Y 3D Vector, Grid Axis Z 3D Vector ) 3D Vector
- Returns the location based on the grid co-ordinates and grid
Properties
- Game State Game State*
- current state of the game
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