Angel 3.2
A 2D Game Prototyping Engine
Class Hierarchy
This inheritance list is sorted roughly, but not completely, alphabetically:
[detail level 1234]
oCAccelerometerA class to read the data from a hardware accelerometer
oCAIBrain
oCAIBrainState
oCAIEvent
|oCGotoAIEvent
||\CGotoTargetAIEvent
|oCNamedEventAIEvent
|oCTimerAIEvent
|\CTraversalAIEvent
oCAStarSearch< UserState >
oCb2ContactListener
|\CWorldThe central class that manages all aspects of the simulation
oCb2QueryCallback
|\CSpatialGraphManager
oCBase
|\CGwenRenderer
oCBoundingBox
oCColorA class to encapsulate color information
oCConsoleThe on-screen console: handles input, history, and executing commands
|oCLuaConsoleConsole to process Lua input during the game
|\CTestConsoleAn example Console implementation
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
|\CDebugLine
oCDeveloperLogAbstract base class for logs
|oCCompoundLogLets you write to multiple logs at once
|oCConsoleLogA log that writes to the current Console
|oCFileLogA log which writes to a file on disk
|\CSystemLogA log which writes to standard output (rather than the in-game console)
oCFindNextMoveState
|oCFollowMoveState
|oCRecoverMoveState
|oCStartMoveState
|oCStartRecoverMoveState
|\CValidateMoveState
oCGestureData
oCHandler
|\CEventHandler
oCAStarSearch< UserState >::HeapCompare_f
oCInputBinding(Internal) Handles the binding of keypresses to Messages
oCInputManager(Internal) Handles keyboard input, and mapping controller input to messages
oCInterval< T >Simplifies lerping Actor properties across a timeframe
oCInterval< Color >
oCInterval< float >
oCInterval< Vector2 >
oCInterval< Vector3 >
oCiterator
|\CRenderableIteratorAn iterator class to access Renderables in the World
oCLoadedVariableAn internal structure used by the preferences and tuning system
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
|\CTypedMessage< T >A templated class for delivering additional information with Messages
oCMessageListenerAn interface for sending and receiving Messages via the Switchboard
|oCActorBasic simulation element for Angel
||oCCameraThe class that handles displaying the appropriate viewport
||oCFullScreenActorAn Actor which takes up the whole drawing space
||oCHUDActorAn Actor that gets drawn in screen-space
||oCParticleActorAn Actor that draws and keeps track of drawing a particle system on screen
||oCPhysicsActorAn Actor that interacts with other Actors using our built-in physics system
||\CTextActorAn Actor for displaying text on the screen
|oCConfigUpdater(Internal) Just sits and checks the tuning file periodically
|oCGameManagerA class to oversee the high-level aspects of your game
|\CWorldThe central class that manages all aspects of the simulation
oCMouseListenerAn abstract interface for getting mouse events
|oCMobileSimulatorA class to somewhat simulate the setup of an iOS app on the desktop
|\CUserInterface
oCAStarSearch< UserState >::Node
oCParticleActor::Particle
oCPathFinder
oCPathFinderMove
oCPreferencesA centralized class that handles any persistent preferences
oCRay2
oCRenderableOur base simulation element that gets inserted to the World
|oCActorBasic simulation element for Angel
|oCGameManagerA class to oversee the high-level aspects of your game
|oCGridActorAn Actor to draw lines at regular intervals
|\CMobileSimulatorA class to somewhat simulate the setup of an iOS app on the desktop
oCSearchInterface
oCSoundDeviceOur (very simple) sound system
oCSpatialGraph
oCSpatialGraphKDNode
oCSwitchboardThe central class which handles delivery of Messages
oCTagCollectionA helper class that manages the tags you can set on Actors
oCTextureCacheEntry
oCTGenericCallback< ClassInstance, ParamType >(Internal) A callback template to simplify storage/retrieval of method pointers
oCTGenericCallback< GameManager, AngelSoundHandle >
oCTouchStruct to represent an individual touch in a multi-touch system
oCTouchListenerAn abstract interface for getting mouse events
oCTraversal
oCTuningThe class which handles getting and setting tuning variables
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
\CXboxButtonBindRecord