Angel
A 2D Game Prototyping Engine
Class List
Here are the classes, structs, unions and interfaces with brief descriptions:
AccelerometerA class to read the data from a hardware accelerometer
ActorBasic simulation element for Angel
AIBrain
AIBrainState
AIEvent
AStarSearch< UserState >
BoundingBox
CameraThe class that handles displaying the appropriate viewport
ColorA class to encapsulate color information
CompoundLogLets you write to multiple logs at once
ConfigUpdater(Internal) Just sits and checks the tuning file periodically
ConsoleThe on-screen console: handles input, history, and executing commands
ConsoleLogA log that writes to the current Console
ControllerA class representing a gamepad controller
ControllerInputA struct that wraps all controller input values into one unit
ControllerManager(Internal) Manages multiple controllers (currently up to 2)
DebugDrawBase
DebugLine
DeveloperLogAbstract base class for logs
FileLogA log which writes to a file on disk
FindNextMoveState
FollowMoveState
FullScreenActorAn Actor which takes up the whole drawing space
GameManagerA class to oversee the high-level aspects of your game
GestureData
GotoAIEvent
GotoTargetAIEvent
GridActorAn Actor to draw lines at regular intervals
AStarSearch< UserState >::HeapCompare_f
HUDActorAn Actor that gets drawn in screen-space
InputBinding(Internal) Handles the binding of keypresses to Messages
InputManager(Internal) Handles keyboard input, and mapping controller input to messages
Interval< T >Simplifies lerping Actor properties across a timeframe
LoadedVariableAn internal structure used by the preferences and tuning system
LuaConsoleConsole to process Lua input during the game
LuaScriptingModule(Internal) Handles all interactions with our Lua layer
MathUtilA set of static functions that handle typical math needed for games
MessageThe base message class which signals an event
MessageListenerAn interface for sending and receiving Messages via the Switchboard
MobileSimulatorA class to somewhat simulate the setup of an iOS app on the desktop
MouseListenerAn abstract interface for getting mouse events
NamedEventAIEvent
AStarSearch< UserState >::Node
ParticleA struct that keeps track of data for individual particles
ParticleActorAn Actor that draws and keeps track of drawing a particle system on screen
PathFinder
PathFinderMove
PhysicsActorAn Actor that interacts with other Actors using our built-in physics system
PreferencesA centralized class that handles any persistent preferences
Ray2
RecoverMoveState
RenderableOur base simulation element that gets inserted to the World
RenderableIteratorAn iterator class to access Renderables in the World
SearchInterface
Sentient
SoundDeviceOur (very simple) sound system
SpatialGraph
SpatialGraphKDNode
SpatialGraphManager
StartMoveState
StartRecoverMoveState
SwitchboardThe central class which handles delivery of Messages
SystemLogA log which writes to standard output (rather than the in-game console)
TagCollectionA helper class that manages the tags you can set on Actors
TestConsoleAn example Console implementation
TextActorAn Actor for displaying text on the screen
TextureCacheEntry
TGenericCallback< ClassInstance, ParamType >(Internal) A callback template to simplify storage/retrieval of method pointers
TimerAIEvent
TouchStruct to represent an individual touch in a multi-touch system
TouchListenerAn abstract interface for getting mouse events
Traversal
TraversalAIEvent
TuningThe class which handles getting and setting tuning variables
TypedMessage< T >A templated class for delivering additional information with Messages
ValidateMoveState
Vec2iA handy set of structures for passing around sets of numbers
Vec2ui
Vec3i
Vec3ui
Vector2A two-dimensional floating point vector and associated math functions
Vector3A three-dimensional floating point vector and associated math functions
WorldThe central class that manages all aspects of the simulation
XboxButtonBindRecord