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sgeAction

sgeActions

sgeActor

sgeAnimation

sgeAssetManager

sgeBoundingBox

sgeCamera

sgeEffectBlend

sgeEffectBloom

sgeEffectBoxBlur

sgeEffectColorAdjust

sgeEffectColorInput

sgeEffectDropShadow

sgeEffectGaussianBlur

sgeEffectGlow

sgeEffectImageInput

sgeEffectInnerShadow

sgeEffectLightingDistant

sgeEffectLightingPoint

sgeEffectLightingSpot

sgeEffectMotionBlur

sgeEffectPerspectiveTransform

sgeEffectReflection

sgeGraphics

sgeGroup

sgeInput

sgeInterpolators

sgeKeyEvent

sgeMapCell

sgeMapTile

sgeMapTileset

sgeMusic

sgeNavigationGrid

sgeNavigatorAStar

sgePoint2D

sgeRegion

sgeRootGroup

sgeScreen

sgeSound

sgeText

sgeTiledMap

sgeTiledMapImageLayer

sgeTiledMapObject

sgeTiledMapObjectLayer

sgeTiledMapTileLayer

sgeUtils

Stop

Update(ElapsedSinceLastFrame As Double)

Render(ElapsedSinceLastFrame As Double)

Once initialized, StartLoop can be called to start the game loop and raise events.

AnimationSmoothness: A value between 1 (animations may be choppy but the elapsed time given by the events is accurate) and 20 (animations are very smooth but the elapsed time is averaged, and thus not accurate). 10 should be fine for most cases.

Once started, the loop will raise regularly Update and Render events.

If the loop is paused by PauseLoop, this function restarts the loop without raising the Start event.

All events are redirected. To raise again the initial events, set Screen to Null .

ActionEnd

ActionProgression(Progression As Double, Data As Object)

ActionEnd

Loading(AssetType As String, AssetName As String, Dir As String, FileName As String, Progression As Float)

Loaded

Raises a Loading event before loading each asset, then a Loaded event when the task is finished.

If a loading fails, an Error event is raised and the operation is cancelled.

X and Y are in the coordinate space of the node. To take the camera position into account, subtract sgeCamera.LeftX from X and sgeCamera.TopY from Y.

X is in the coordinate space of the node. To take the camera position into account, subtract sgeCamera.LeftX from X.

Y is in the coordinate space of the node. To take the camera position into account, subtract sgeCamera.TopY from Y.

X and Y are in the coordinate space of the node. To take the camera position into account, subtract sgeCamera.LeftX from X and sgeCamera.TopY from Y.

X is in the coordinate space of the node. To take the camera position into account, subtract sgeCamera.LeftX from X.

Y is in the coordinate space of the node. To take the camera position into account, subtract sgeCamera.TopY from Y.

The choke is the portion of the radius where the contribution of the source material will be 100%. The remaining portion of the radius will have a contribution controlled by the blur kernel.

X: The X coordinate of the light position.

Y: The Y coordinate of the light position.

Z: The Z coordinate of the light position.

X: The X coordinate of the direction vector for this light.

Y: The Y coordinate of the direction vector for this light.

Z: The Z coordinate of the direction vector for this light.

SpecularExponent: The specular exponent, which controls the focus of this light source.

StartAngle: The starting angle of the arc in degrees.

ArcExtent: The angular extent of the arc in degrees.

Closure: One of the CLOSURE_... constants.

Point2Ds: List of sgePoint2D objects containing the coordinates of the polygon's points.

Point2Ds: Array of sgePoint2D objects containing the coordinates of the polygon's points.

xPoints: Array containing the X coordinates of the polygon's points.

yPoints: Array containing the Y coordinates of the polygon's points.

nPoints: The number of points that make the polygon.

Point2Ds: List of sgePoint2D objects containing the coordinates of the polyline's points.

Point2Ds: Array of sgePoint2D objects containing the coordinates of the polyline's points.

xPoints: Array containing the X coordinates of the polyline's points.

yPoints: Array containing the Y coordinates of the polyline's points.

nPoints: The number of points that make the polyline.

ArcWidth,ArcHeight: The arc dimensions of the rectangle corners.

MaxWidth: If the width of the text extends past this value, then it will be sized to fit.

- CurrentTransform

- Effect

- Fill

- Font

- GlobalAlpha

- LineCap

- LineDashes

- LineWidth

- Stroke

- TextAlignment

- CurrentTransform

- Effect

- Fill

- Font

- GlobalAlpha

- LineCap

- LineDashes

- LineWidth

- Stroke

- TextAlignment

X: Factor by which coordinates are scaled along the X axis direction.

Y: Factor by which coordinates are scaled along the Y axis direction.

X: Factor by which coordinates are scaled along the X axis direction.

Y: Factor by which coordinates are scaled along the Y axis direction.

PivotX: The X coordinate about which point the scale occurs.

PivotY: The Y coordinate about which point the scale occurs.

X: Multiplier by which coordinates are shifted in the direction of the positive X axis as a factor of their Y coordinate.

Y: Multiplier by which coordinates are shifted in the direction of the positive Y axis as a factor of their X coordinate.

X: Multiplier by which coordinates are shifted in the direction of the positive X axis as a factor of their Y coordinate.

Y: Multiplier by which coordinates are shifted in the direction of the positive Y axis as a factor of their X coordinate.

PivotX: The X coordinate of the shear pivot point.

PivotY: The Y coordinate of the shear pivot point.

ActionEnd

KeyReleased(KeyData As sgeKeyEvent)

MouseClicked(EventData As MouseEvent)

MouseDragged(EventData As MouseEvent)

MouseEntered(EventData As MouseEvent)

MouseExited(EventData As MouseEvent)

MouseMoved(EventData As MouseEvent)

MousePressed(EventData As MouseEvent)

MouseReleased(EventData As MouseEvent)

Scroll(DeltaY As Double)

Each cell has a navigation cost (the cost to enter the cell), which allows to simulate varying terrain difficulties.

WorldWidth,WorldHeight: The world size in pixels.

CellSize: The size of each cell in pixels.

CostsArray: An optional two-dimensional array (column, row) containing the navigation cost of each cell, which ranges from 1 (no obstacle, fast move) to 10 (impassable obstacle, impossible move). If CostsArray is Null, the default cost (1.0) is used.

DiagonalMove: Whether each cell is connected to the 8 surrounding cells (allowing diagonal moves) or just 4 cells (allowing only orthogonal moves).

Cost(C As Int, R As Int, NeighborC As Int, NeighborR As Int, Diagonal As Boolean, GridCost As Float) As Float

Path(LWP As List, ExceptionMsg As String, Tag As Object)

This function returns Null if no path was found.

Grid: A navigation grid.

Heuristic: One of the methods (HEURISTIC_...) to estimate the movement cost between the considered cell and the final cell to reach.

Cost: One of the methods (COST_...) to compute the movement cost between two cells.

EventPrefix: Prefix of events. This function will fire a Heuristic event if you set Heuristic to Custom, and a Cost event if you set Cost to Custom.

If an exception occurs, the LWP parameter is null and the ExceptionMsg parameter contains the exception message.

Should be read right after the call to FindShortestPath if the result is not Null.

A region is not a cropped copy; if the source image is modified, the region is modified too.

ActionEnd

Sampling: Sampling factor of the quantization algorithm. From 1 (slow, but good quality) to 30 (fast, but low quality).

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