Angel 3.2
A 2D Game Prototyping Engine
Class List
Here are the classes, structs, unions and interfaces with brief descriptions:
[detail level 12]
oCAccelerometerA class to read the data from a hardware accelerometer
oCActorBasic simulation element for Angel
oCAIBrain
oCAIBrainState
oCAIEvent
oCAStarSearch
|oCHeapCompare_f
|\CNode
oCBoundingBox
oCCameraThe class that handles displaying the appropriate viewport
oCColorA class to encapsulate color information
oCCompoundLogLets you write to multiple logs at once
oCConfigUpdater(Internal) Just sits and checks the tuning file periodically
oCConsoleThe on-screen console: handles input, history, and executing commands
oCConsoleLogA log that writes to the current Console
oCControllerA class representing a gamepad controller
oCControllerInputA struct that wraps all controller input values into one unit
oCControllerManager(Internal) Manages multiple controllers (currently up to 2)
oCDebugDrawBase
oCDebugLine
oCDeveloperLogAbstract base class for logs
oCEventHandler
oCFileLogA log which writes to a file on disk
oCFindNextMoveState
oCFollowMoveState
oCFullScreenActorAn Actor which takes up the whole drawing space
oCGameManagerA class to oversee the high-level aspects of your game
oCGestureData
oCGotoAIEvent
oCGotoTargetAIEvent
oCGridActorAn Actor to draw lines at regular intervals
oCGwenRenderer
oCHUDActorAn Actor that gets drawn in screen-space
oCInputBinding(Internal) Handles the binding of keypresses to Messages
oCInputManager(Internal) Handles keyboard input, and mapping controller input to messages
oCIntervalSimplifies lerping Actor properties across a timeframe
oCLoadedVariableAn internal structure used by the preferences and tuning system
oCLuaConsoleConsole to process Lua input during the game
oCLuaScriptingModule(Internal) Handles all interactions with our Lua layer
oCMathUtilA set of static functions that handle typical math needed for games
oCMessageThe base message class which signals an event
oCMessageListenerAn interface for sending and receiving Messages via the Switchboard
oCMobileSimulatorA class to somewhat simulate the setup of an iOS app on the desktop
oCMouseListenerAn abstract interface for getting mouse events
oCNamedEventAIEvent
oCParticleActorAn Actor that draws and keeps track of drawing a particle system on screen
|\CParticle
oCPathFinder
oCPathFinderMove
oCPhysicsActorAn Actor that interacts with other Actors using our built-in physics system
oCPreferencesA centralized class that handles any persistent preferences
oCRay2
oCRecoverMoveState
oCRenderableOur base simulation element that gets inserted to the World
oCRenderableIteratorAn iterator class to access Renderables in the World
oCSearchInterface
oCSentient
oCSoundDeviceOur (very simple) sound system
oCSpatialGraph
oCSpatialGraphKDNode
oCSpatialGraphManager
oCStartMoveState
oCStartRecoverMoveState
oCSwitchboardThe central class which handles delivery of Messages
oCSystemLogA log which writes to standard output (rather than the in-game console)
oCTagCollectionA helper class that manages the tags you can set on Actors
oCTestConsoleAn example Console implementation
oCTextActorAn Actor for displaying text on the screen
oCTextureCacheEntry
oCTGenericCallback(Internal) A callback template to simplify storage/retrieval of method pointers
oCTimerAIEvent
oCTouchStruct to represent an individual touch in a multi-touch system
oCTouchListenerAn abstract interface for getting mouse events
oCTraversal
oCTraversalAIEvent
oCTuningThe class which handles getting and setting tuning variables
oCTypedMessageA templated class for delivering additional information with Messages
oCUserInterface
oCValidateMoveState
oCVec2iA handy set of structures for passing around sets of numbers
oCVec2ui
oCVec3i
oCVec3ui
oCVector2A two-dimensional floating point vector and associated math functions
oCVector3A three-dimensional floating point vector and associated math functions
oCWorldThe central class that manages all aspects of the simulation
\CXboxButtonBindRecord