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Awperative/docs/_site/index.json
2026-02-11 17:28:13 -05:00

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{
"Docs/chapter1.html": {
"href": "Docs/chapter1.html",
"title": "| Awperative",
"summary": ""
},
"Docs/whatis.html": {
"href": "Docs/whatis.html",
"title": "What Is Awperative? | Awperative",
"summary": "What Is Awperative? Awperative is a passion fueled Game Development Platform in C#; created by me, Avery Norris. With the goal of low level, customizable and event driven game design. It is completely free and open source and modifying it is actually encouraged! Awperative could also be considered a Game Library but the definition is rather loose. I prefer to narcissistically use the term Game Framework. Due to the alternate nature of Awperative compared to most Game Development Tools. Principles Instead of offering specific \"Technology\" or \"Tools\" Awperative's goal is to provide a platform and system rather than the content itself. My initial efforts have gone into purging as much \"Development Bias\" from Awperative as possible. Unity has a very good example of this bias. If you have worked in Unity 2D you are almost certainly familiar with the fact that all Vectors for 2D Game Objects, are actually 3D despite the 2D environment. This is becuase Unity was originally built as a 3D Game Engine. After initial success they decided to make a 2D version. And when they did, rather than completely modify Unity internals, They sanely chose to bandaid this original 3D environment by pretending the Z axis did not exist. In other words, what I call \"Developmental Bias\" is when Development Tools implement ideas with specific assumptions or panderings to a certain type of Game; It is not detrimental to development. However it can certainly muddy the waters. Modern Game engines have hundreds if not thousands of small bias' plaguing their Renderers, Physics, Lighting, etc. While Awperative does not claim to be a 100% bias free system. I believe it is quite close, and certainly more effective than any Game Engine by many times. Design So then how does one purge bias from a System? There's two schools of thought. Make a system that works in any circumstance imaginable. Allow people to modify the framework such that they can make it do anything. If it's not immediately clear, one of these goals is very unrealistic. To explain why let's imagine we are building a different Game Engine, and we would like to provide developers with a Player Movement system, the system should work with any player provided transformation struct (Which should generally hold things such as position, rotation etc.). Idea 1 Following our previous rule of bias elimination, we should make it work in as many environments as possible; For the sake of this example we will pretend the only factor that can change how transform works in the world. For instance 2d or 3d, Quaternions or Euler Angles, etc. Making a player controller that could work from 0-∞ dimensions is nothing short of computer magic. And even if we did find a way to make that, we are still restricted to one type. Because our goal is to be able to use structs provided by developers, Lest we modify the source code, our only option is to implement an interface or abstract class so that we can actually use the transformation struct. Even if we get past all of these problems, making a system that works for every design philosophy is still impossible. You can only build systems with so much foresight. We can't make a system that uses Quaternions AND Euler Angles without manually coding them both in. Our availablility and customization relies solely on what our foresight predicted. We have no way of knowing if someone will ever make another Quaternion type of Angle. And if someone happens to, and wants to use it in the game, our library cannot magically support it unfortunately. Idea 2 That leaves us with one other option, which is the idea of modification. In Awperatives case I like to call this \"Modulation\". Since Awperative is already nearly unbiased you rarely need to remove specific old features. Think of it as modding a video game. The end goal of Awperative is to provide a very special kind of asset store; where even Transformation profiles are something you get or make outside of Awperative. Imagine creating a new project and being prompted with a list of modules you can import. Say \"Johns Transformation Matrix\", and then \"Jasons Collision System\", which uses Johns Matrix as a dependency. I'd love to eventually see a module based philosophy like this become mainstream, even if not within Awperative. Purpose So if most of the Game-Related features you would expect from a Game Development Tool is something meant to be built on it's own, what is Awperative actually? Well I'm glad you asked. The purpose of this documentation is to be discussing what I have been calling \"Awperative\", but I also like the call it the Awperative \"Kernel\". The Kernel's unique strength comes from two core design principles Generalization Reduction and Modulation Generalization Starting with Generalization; I've worked very hard to reduce redundancy and specification in some scenarios. A good example of Generalizaiton is Doors and Windows. To us humans they are different things, but in General, they are both just passages that open. Awperative takes a doors and windows approach with multiple core systems; Most times we can generalize this scenario by having both doors and windows inherit an interface called something along the lines of \"ThingsThatOpen\". The same can be done with abstract classes or sometimes even better, we can compress both systems into one class, for instance: bowls and cups can be combined into one joined receptical class. Reduction And Modulation While filled with much lamer examples, I would say reduction is much more important to what makes Awperative special. Reduction is the affirmentioned process of simplifying what Awperative handles, when you purge Development Bias, that is Reduction, since it is reducing what is in the way. Modulation is almost the opposite of reduction, the process of turning some specific element or system into a deployable feature. For instance, if you make a sick Json Loading System, a good Game Framework should make it easy to share it for other projects. A good module should always work unless nefarious modules do not play nice with one another."
},
"Docs/whyuse.html": {
"href": "Docs/whyuse.html",
"title": "Why use Awperative? | Awperative",
"summary": "Why use Awperative? In an industry dominated by \"triple AAA\" game engines a lot of people question why you would bother with the little guy. Many people don't currently consider making games outside of a familiar three (or four), which most consider to be Unity Unreal Engine Godot GameMaker (Depending on who you ask) It undeniable that most people will start out with one of these engines and in fact most people should! Compared to lower level game libaries such as MonoGame or Love it is comparatively easy to make quick games and learn the basics of programming when you are using one of the high level engines. However, as you progress throughout your developing journey it may be more tempting and realistic to build your projects from complete or near scratch. Such a goal is not unrealistic either. The most accomplished low level \"Game Library\" is probably MonoGame. Which has a very long and proven track record of hits. Specifically, both Stardew Valley and Celeste Personal favorites of mine. Making your game with a library also has stark financial incentives; Large game engines tend to levy significant bills over developers using their platform. While most libraries and specifically Awperative are completely free and open source!"
},
"api/Awperative.Awperative.html": {
"href": "api/Awperative.Awperative.html",
"title": "Class Awperative | Awperative",
"summary": "Class Awperative Namespace Awperative Assembly Awperative.dll Initiating class of Awperative. Call Start() to start the kernel. public static class Awperative Inheritance object Awperative Inherited Members object.Equals(object) object.Equals(object, object) object.GetHashCode() object.GetType() object.MemberwiseClone() object.ReferenceEquals(object, object) object.ToString() Properties Base Bottom class of Awperative. Contains the MonoGame instance. public static Base Base { get; } Property Value Base ContentManager Handles loading content through MonoGame. public static ContentManager ContentManager { get; } Property Value ContentManager EventHooks List of all event hooks currently loaded in the kernel. public static List<AwperativeHook> EventHooks { get; } Property Value List<AwperativeHook> GraphicsDeviceManager Handles graphics settings through MonoGame. public static GraphicsDeviceManager GraphicsDeviceManager { get; } Property Value GraphicsDeviceManager LoadedScenes List of all scenes currently loaded in the kernel. public static List<Scene> LoadedScenes { get; } Property Value List<Scene> SpriteBatch Handles drawing sprites to the screen through MonoGame. public static SpriteBatch SpriteBatch { get; } Property Value SpriteBatch Methods Start(List<AwperativeHook>) Start() begins the game; and begins communication with all event hooks. public static void Start(List<AwperativeHook> __hooks) Parameters __hooks List<AwperativeHook> List of all event hooks you wish to use. Remarks You cannot add new hooks later; so make sure to register all of them in the Start() method."
},
"api/Awperative.AwperativeHook.html": {
"href": "api/Awperative.AwperativeHook.html",
"title": "Interface AwperativeHook | Awperative",
"summary": "Interface AwperativeHook Namespace Awperative Assembly Awperative.dll Awperative hooks are the source of entry for scripts using Awperative. Create a hook and send into Start() to be recognized by the engine. public interface AwperativeHook Methods Load() Called when the program starts; It is not recommended you load assets here. void Load() Unload() Called when the program closes. void Unload()"
},
"api/Awperative.Base.html": {
"href": "api/Awperative.Base.html",
"title": "Class Base | Awperative",
"summary": "Class Base Namespace Awperative Assembly Awperative.dll Base class of Awperative. Carries events from MonoGame into scenes and hooks. public sealed class Base : Game, IDisposable Inheritance object Game Base Implements IDisposable Inherited Members Game.Dispose() Game.Exit() Game.ResetElapsedTime() Game.SuppressDraw() Game.RunOneFrame() Game.Run() Game.Run(GameRunBehavior) Game.Tick() Game.LaunchParameters Game.Components Game.InactiveSleepTime Game.MaxElapsedTime Game.IsActive Game.IsMouseVisible Game.TargetElapsedTime Game.IsFixedTimeStep Game.Services Game.Content Game.GraphicsDevice Game.Window Game.Activated Game.Deactivated Game.Disposed Game.Exiting object.Equals(object) object.Equals(object, object) object.GetHashCode() object.GetType() object.ReferenceEquals(object, object) object.ToString() Methods Draw(GameTime) Draw() is called every frame; after Update(). Override Draw() in scripting tools to call from this event. protected override void Draw(GameTime __gameTime) Parameters __gameTime GameTime Remarks Hooks are unable to receive both Update() and Draw() EndRun() EndRun() is called if the program closes. Override Terminate() in scripting tools or use hooks to call from this event. protected override void EndRun() Remarks This event may not trigger if the program is force closed. Initialize() Initialize() is called when the program starts. Goes before LoadContent(). And prepares the kernel for use. protected override void Initialize() Remarks It is recommended not to load content in Initialize() LoadContent() LoadContent() is called when the program starts; right after Initialize(). Override Load() in scripting tools or use hooks to call from this event. protected override void LoadContent() Remarks It is recommended to load content during LoadContent() Update(GameTime) Update() is called every frame; before Draw(). Override Update() in scripting tools to call from this event. protected override void Update(GameTime __gameTime) Parameters __gameTime GameTime Remarks Hooks are unable to receive both Update() and Draw()"
},
"api/Awperative.Body.html": {
"href": "api/Awperative.Body.html",
"title": "Class Body | Awperative",
"summary": "Class Body Namespace Awperative Assembly Awperative.dll public sealed class Body : DockerEntity Inheritance object DockerEntity Body Inherited Members DockerEntity.AddComponent<Generic>() DockerEntity.AddComponent<Generic>(object[]) DockerEntity.GetComponent<Generic>() DockerEntity.GetComponents<Generic>() DockerEntity.RemoveComponent(Component) DockerEntity.RemoveComponent<Generic>() DockerEntity.RemoveComponents<Generic>() object.Equals(object) object.Equals(object, object) object.GetHashCode() object.GetType() object.ReferenceEquals(object, object) object.ToString() Properties Components All components attached to the body public List<Component> Components { get; } Property Value List<Component> Scene Current scene the body exists in public Scene Scene { get; } Property Value Scene Tags All tags attached to the body public List<string> Tags { get; } Property Value List<string> transform Position of the body public Transform transform { get; } Property Value Transform"
},
"api/Awperative.BodyComponent.html": {
"href": "api/Awperative.BodyComponent.html",
"title": "Class BodyComponent | Awperative",
"summary": "Class BodyComponent Namespace Awperative Assembly Awperative.dll public class BodyComponent : Component Inheritance object Component BodyComponent Inherited Members Component.Scene Component.Unload() Component.Load() Component.Update(GameTime) Component.Draw(GameTime) Component.Create() Component.Destroy() Component.AddBody() Component.AddBody(Transform) Component.GetBody(string) Component.GetBodies(string) Component.DestroyBody(Body) Component.AddComponent<Generic>() Component.AddComponent<Generic>(object[]) Component.GetComponent<Generic>() Component.GetComponents<Generic>() Component.RemoveComponent<Generic>() object.Equals(object) object.Equals(object, object) object.GetHashCode() object.GetType() object.MemberwiseClone() object.ReferenceEquals(object, object) object.ToString() Fields Body public Body Body Field Value Body Properties Transform public Transform Transform { get; } Property Value Transform"
},
"api/Awperative.BodyCreateEvent.html": {
"href": "api/Awperative.BodyCreateEvent.html",
"title": "Class BodyCreateEvent | Awperative",
"summary": "Class BodyCreateEvent Namespace Awperative Assembly Awperative.dll public sealed record BodyCreateEvent : IEquatable<BodyCreateEvent> Inheritance object BodyCreateEvent Implements IEquatable<BodyCreateEvent> Inherited Members object.Equals(object) object.Equals(object, object) object.GetHashCode() object.GetType() object.ReferenceEquals(object, object) object.ToString() Fields body public readonly Body body Field Value Body scene public readonly Scene scene Field Value Scene"
},
"api/Awperative.BodyDestroyEvent.html": {
"href": "api/Awperative.BodyDestroyEvent.html",
"title": "Class BodyDestroyEvent | Awperative",
"summary": "Class BodyDestroyEvent Namespace Awperative Assembly Awperative.dll public sealed record BodyDestroyEvent : IEquatable<BodyDestroyEvent> Inheritance object BodyDestroyEvent Implements IEquatable<BodyDestroyEvent> Inherited Members object.Equals(object) object.Equals(object, object) object.GetHashCode() object.GetType() object.ReferenceEquals(object, object) object.ToString() Fields body public readonly Body body Field Value Body scene public readonly Scene scene Field Value Scene"
},
"api/Awperative.Component.html": {
"href": "api/Awperative.Component.html",
"title": "Class Component | Awperative",
"summary": "Class Component Namespace Awperative Assembly Awperative.dll The lowest level scripting class in Awperative. Components are scene level and provide access to all scene level methods, can be applied to any docker and inherited Sadly component does not have excessive access to specific types. Anything that inherits Component is built to work in any DockerEntity, which leads to generic Assumptions. If you want to make a body specific or scene specific component both classes are available. public abstract class Component Inheritance object Component Derived BodyComponent SceneComponent Inherited Members object.Equals(object) object.Equals(object, object) object.GetHashCode() object.GetType() object.MemberwiseClone() object.ReferenceEquals(object, object) object.ToString() Properties Scene public Scene Scene { get; set; } Property Value Scene Methods AddBody() protected Body AddBody() Returns Body AddBody(Transform) protected Body AddBody(Transform __transform) Parameters __transform Transform Returns Body AddComponent<Generic>() public Component AddComponent<Generic>() where Generic : Component Returns Component Type Parameters Generic AddComponent<Generic>(object[]) public Component AddComponent<Generic>(object[] __args) where Generic : Component Parameters __args object[] Returns Component Type Parameters Generic Create() public virtual void Create() Destroy() public virtual void Destroy() DestroyBody(Body) protected void DestroyBody(Body __body) Parameters __body Body Draw(GameTime) public virtual void Draw(GameTime __gameTime) Parameters __gameTime GameTime GetBodies(string) protected Body[] GetBodies(string __tag) Parameters __tag string Returns Body[] GetBody(string) protected Body GetBody(string __tag) Parameters __tag string Returns Body GetComponent<Generic>() public Component GetComponent<Generic>() where Generic : Component Returns Component Type Parameters Generic GetComponents<Generic>() public Component[] GetComponents<Generic>() where Generic : Component Returns Component[] Type Parameters Generic Load() public virtual void Load() RemoveComponent<Generic>() public void RemoveComponent<Generic>() where Generic : Component Type Parameters Generic Unload() public virtual void Unload() Update(GameTime) public virtual void Update(GameTime __gameTime) Parameters __gameTime GameTime"
},
"api/Awperative.ComponentCreateEvent.html": {
"href": "api/Awperative.ComponentCreateEvent.html",
"title": "Class ComponentCreateEvent | Awperative",
"summary": "Class ComponentCreateEvent Namespace Awperative Assembly Awperative.dll public sealed record ComponentCreateEvent : IEquatable<ComponentCreateEvent> Inheritance object ComponentCreateEvent Implements IEquatable<ComponentCreateEvent> Inherited Members object.Equals(object) object.Equals(object, object) object.GetHashCode() object.GetType() object.ReferenceEquals(object, object) object.ToString() Fields body public readonly Body body Field Value Body component public readonly Component component Field Value Component scene public readonly Scene scene Field Value Scene"
},
"api/Awperative.ComponentDestroyEvent.html": {
"href": "api/Awperative.ComponentDestroyEvent.html",
"title": "Class ComponentDestroyEvent | Awperative",
"summary": "Class ComponentDestroyEvent Namespace Awperative Assembly Awperative.dll public sealed record ComponentDestroyEvent : IEquatable<ComponentDestroyEvent> Inheritance object ComponentDestroyEvent Implements IEquatable<ComponentDestroyEvent> Inherited Members object.Equals(object) object.Equals(object, object) object.GetHashCode() object.GetType() object.ReferenceEquals(object, object) object.ToString() Fields body public readonly Body body Field Value Body component public readonly Component component Field Value Component scene public readonly Scene scene Field Value Scene"
},
"api/Awperative.Debug.html": {
"href": "api/Awperative.Debug.html",
"title": "Class Debug | Awperative",
"summary": "Class Debug Namespace Awperative Assembly Awperative.dll public static class Debug Inheritance object Debug Inherited Members object.Equals(object) object.Equals(object, object) object.GetHashCode() object.GetType() object.MemberwiseClone() object.ReferenceEquals(object, object) object.ToString() Properties LogFilePath True path of the log file Awperative dumps to. public static string LogFilePath { get; } Property Value string Methods AssertAction(bool, string) Writes the current message to the log file if the condition is true. public static void AssertAction(bool __condition, string __message) Parameters __condition bool Condition to debug __message string Message to debug AssertError(bool, string) Writes the current message to the log file if the condition is true. public static void AssertError(bool __condition, string __message) Parameters __condition bool Condition to debug __message string Message to debug AssertGeneric(bool, string, string, string[], string[]) Writes the current message to the log file if the condition is true. With any given call sign. public static void AssertGeneric(bool __condition, string __message, string __callSign, string[] __parameters, string[] __values) Parameters __condition bool Condition to debug __message string Message to debug __callSign string Message identifier __parameters string[] Names of values to debug __values string[] Values to debug AssertState(bool, string) Writes the current message to the log file if the condition is true. public static void AssertState(bool __condition, string __message) Parameters __condition bool Condition to debug __message string Message to debug AssertValue(bool, string) Writes the current message to the log file if the condition is true. public static void AssertValue(bool __condition, string __message) Parameters __condition bool Condition to debug __message string Message to debug AssertWarning(bool, string) Writes the current message to the log file if the condition is true. public static void AssertWarning(bool __condition, string __message) Parameters __condition bool Condition to debug __message string Message to debug LogAction(string) Writes the current message to the log file. public static void LogAction(string __message) Parameters __message string Message to debug LogAction(string, string[], string[]) Writes the current message to the log file. With any given call sign. public static void LogAction(string __message, string[] __parameters, string[] __values) Parameters __message string Message to debug __parameters string[] Names of values to debug __values string[] Values to debug LogError(string) Writes the current message to the log file. public static void LogError(string __message) Parameters __message string Message to debug LogError(string, string[], string[]) Writes the current message to the log file. With any given call sign. public static void LogError(string __message, string[] __parameters, string[] __values) Parameters __message string Message to debug __parameters string[] Names of values to debug __values string[] Values to debug LogGeneric(string, string, string[], string[]) Writes the current message to the log file. With any given call sign. public static void LogGeneric(string __message, string __callSign, string[] __parameters, string[] __values) Parameters __message string Message to debug __callSign string Message identifier __parameters string[] Names of values to debug __values string[] Values to debug LogState(string) Writes the current message to the log file. public static void LogState(string __message) Parameters __message string Message to debug LogState(string, string[], string[]) Writes the current message to the log file. With any given call sign. public static void LogState(string __message, string[] __parameters, string[] __values) Parameters __message string Message to debug __parameters string[] Names of values to debug __values string[] Values to debug LogValue(string) Writes the current message to the log file. public static void LogValue(string __message) Parameters __message string Message to debug LogValue(string, string[], string[]) Writes the current message to the log file. With any given call sign. public static void LogValue(string __message, string[] __parameters, string[] __values) Parameters __message string Message to debug __parameters string[] Names of values to debug __values string[] Values to debug LogWarning(string) Writes the current message to the log file. public static void LogWarning(string __message) Parameters __message string Message to debug LogWarning(string, string[], string[]) Writes the current message to the log file. With any given call sign. public static void LogWarning(string __message, string[] __parameters, string[] __values) Parameters __message string Message to debug __parameters string[] Names of values to debug __values string[] Values to debug"
},
"api/Awperative.DockerEntity.html": {
"href": "api/Awperative.DockerEntity.html",
"title": "Class DockerEntity | Awperative",
"summary": "Class DockerEntity Namespace Awperative Assembly Awperative.dll Base class for all Awperative entities, manages components as a requirement because that is the job of all entities. public abstract class DockerEntity Inheritance object DockerEntity Derived Body Scene Inherited Members object.Equals(object) object.Equals(object, object) object.GetHashCode() object.GetType() object.MemberwiseClone() object.ReferenceEquals(object, object) object.ToString() Fields Scene public Scene Scene Field Value Scene Methods AddComponent<Generic>() public Component AddComponent<Generic>() where Generic : Component Returns Component Type Parameters Generic AddComponent<Generic>(object[]) public Component AddComponent<Generic>(object[] __args) where Generic : Component Parameters __args object[] Returns Component Type Parameters Generic GetComponent<Generic>() public Component GetComponent<Generic>() where Generic : Component Returns Component Type Parameters Generic GetComponents<Generic>() public Component[] GetComponents<Generic>() where Generic : Component Returns Component[] Type Parameters Generic RemoveComponent(Component) public void RemoveComponent(Component __component) Parameters __component Component RemoveComponent<Generic>() public void RemoveComponent<Generic>() where Generic : Component Type Parameters Generic RemoveComponents<Generic>() public void RemoveComponents<Generic>() where Generic : Component Type Parameters Generic"
},
"api/Awperative.Kernel.Communication.Config.Config.html": {
"href": "api/Awperative.Kernel.Communication.Config.Config.html",
"title": "Class Config | Awperative",
"summary": "Class Config Namespace Awperative.Kernel.Communication.Config Assembly Awperative.dll public static class Config Inheritance object Config Inherited Members object.Equals(object) object.Equals(object, object) object.GetHashCode() object.GetType() object.MemberwiseClone() object.ReferenceEquals(object, object) object.ToString() Fields logFileName public static string logFileName Field Value string"
},
"api/Awperative.Kernel.Communication.Config.html": {
"href": "api/Awperative.Kernel.Communication.Config.html",
"title": "Namespace Awperative.Kernel.Communication.Config | Awperative",
"summary": "Namespace Awperative.Kernel.Communication.Config Classes Config"
},
"api/Awperative.Scene.html": {
"href": "api/Awperative.Scene.html",
"title": "Class Scene | Awperative",
"summary": "Class Scene Namespace Awperative Assembly Awperative.dll public sealed class Scene : DockerEntity Inheritance object DockerEntity Scene Inherited Members DockerEntity.AddComponent<Generic>() DockerEntity.AddComponent<Generic>(object[]) DockerEntity.Scene DockerEntity.GetComponent<Generic>() DockerEntity.GetComponents<Generic>() DockerEntity.RemoveComponent(Component) DockerEntity.RemoveComponent<Generic>() DockerEntity.RemoveComponents<Generic>() object.Equals(object) object.Equals(object, object) object.GetHashCode() object.GetType() object.ReferenceEquals(object, object) object.ToString() Properties bodies public List<Body> bodies { get; } Property Value List<Body> Methods AddBody() public Body AddBody() Returns Body AddBody(Transform) public Body AddBody(Transform __transform) Parameters __transform Transform Returns Body DestroyBody(Body) public void DestroyBody(Body __body) Parameters __body Body Draw(GameTime) public void Draw(GameTime __gameTime) Parameters __gameTime GameTime GetBodies(string) public Body[] GetBodies(string tag) Parameters tag string Returns Body[] GetBody(string) public Body GetBody(string tag) Parameters tag string Returns Body Load() public void Load() Unload() public void Unload() Update(GameTime) public void Update(GameTime __gameTime) Parameters __gameTime GameTime Events BodyCreatedEvent public event EventHandler<BodyCreateEvent> BodyCreatedEvent Event Type EventHandler<BodyCreateEvent> BodyDestroyedEvent public event EventHandler<BodyDestroyEvent> BodyDestroyedEvent Event Type EventHandler<BodyDestroyEvent>"
},
"api/Awperative.SceneComponent.html": {
"href": "api/Awperative.SceneComponent.html",
"title": "Class SceneComponent | Awperative",
"summary": "Class SceneComponent Namespace Awperative Assembly Awperative.dll public class SceneComponent : Component Inheritance object Component SceneComponent Inherited Members Component.Scene Component.Unload() Component.Load() Component.Update(GameTime) Component.Draw(GameTime) Component.Create() Component.Destroy() Component.AddBody() Component.AddBody(Transform) Component.GetBody(string) Component.GetBodies(string) Component.DestroyBody(Body) Component.AddComponent<Generic>() Component.AddComponent<Generic>(object[]) Component.GetComponent<Generic>() Component.GetComponents<Generic>() Component.RemoveComponent<Generic>() object.Equals(object) object.Equals(object, object) object.GetHashCode() object.GetType() object.MemberwiseClone() object.ReferenceEquals(object, object) object.ToString()"
},
"api/Awperative.SceneCreateEvent.html": {
"href": "api/Awperative.SceneCreateEvent.html",
"title": "Class SceneCreateEvent | Awperative",
"summary": "Class SceneCreateEvent Namespace Awperative Assembly Awperative.dll public sealed record SceneCreateEvent : IEquatable<SceneCreateEvent> Inheritance object SceneCreateEvent Implements IEquatable<SceneCreateEvent> Inherited Members object.Equals(object) object.Equals(object, object) object.GetHashCode() object.GetType() object.ReferenceEquals(object, object) object.ToString() Fields scene public Scene scene Field Value Scene"
},
"api/Awperative.SceneDestroyEvent.html": {
"href": "api/Awperative.SceneDestroyEvent.html",
"title": "Class SceneDestroyEvent | Awperative",
"summary": "Class SceneDestroyEvent Namespace Awperative Assembly Awperative.dll public sealed record SceneDestroyEvent : IEquatable<SceneDestroyEvent> Inheritance object SceneDestroyEvent Implements IEquatable<SceneDestroyEvent> Inherited Members object.Equals(object) object.Equals(object, object) object.GetHashCode() object.GetType() object.ReferenceEquals(object, object) object.ToString() Fields scene public Scene scene Field Value Scene"
},
"api/Awperative.Transform.html": {
"href": "api/Awperative.Transform.html",
"title": "Class Transform | Awperative",
"summary": "Class Transform Namespace Awperative Assembly Awperative.dll public sealed class Transform Inheritance object Transform Inherited Members object.Equals(object) object.Equals(object, object) object.GetHashCode() object.GetType() object.ReferenceEquals(object, object) object.ToString() Constructors Transform() public Transform() Transform(Vector2, Vector2, float, float, Vector2) public Transform(Vector2 __origin, Vector2 __position, float __depth, float __rotation, Vector2 __scale) Parameters __origin Vector2 __position Vector2 __depth float __rotation float __scale Vector2 Properties Depth public float Depth { get; set; } Property Value float Origin public Vector2 Origin { get; set; } Property Value Vector2 Position public Vector2 Position { get; set; } Property Value Vector2 Rotation public float Rotation { get; set; } Property Value float Scale public Vector2 Scale { get; set; } Property Value Vector2 Methods Clone() public Transform Clone() Returns Transform Set(Vector2, Vector2, float, float, Vector2) public void Set(Vector2 __origin, Vector2 __position, float __depth, float __rotation, Vector2 __scale) Parameters __origin Vector2 __position Vector2 __depth float __rotation float __scale Vector2 ToMatrix() public Matrix ToMatrix() Returns Matrix Events OnTransformChangedEvent public event EventHandler<TransformModifyEvent> OnTransformChangedEvent Event Type EventHandler<TransformModifyEvent>"
},
"api/Awperative.TransformModifyEvent.html": {
"href": "api/Awperative.TransformModifyEvent.html",
"title": "Class TransformModifyEvent | Awperative",
"summary": "Class TransformModifyEvent Namespace Awperative Assembly Awperative.dll public sealed record TransformModifyEvent : IEquatable<TransformModifyEvent> Inheritance object TransformModifyEvent Implements IEquatable<TransformModifyEvent> Inherited Members object.Equals(object) object.Equals(object, object) object.GetHashCode() object.GetType() object.ReferenceEquals(object, object) object.ToString() Fields after public readonly Transform after Field Value Transform before public readonly Transform before Field Value Transform"
},
"api/Awperative.html": {
"href": "api/Awperative.html",
"title": "Namespace Awperative | Awperative",
"summary": "Namespace Awperative Classes Awperative Initiating class of Awperative. Call Start() to start the kernel. Base Base class of Awperative. Carries events from MonoGame into scenes and hooks. Body BodyComponent BodyCreateEvent BodyDestroyEvent Component The lowest level scripting class in Awperative. Components are scene level and provide access to all scene level methods, can be applied to any docker and inherited Sadly component does not have excessive access to specific types. Anything that inherits Component is built to work in any DockerEntity, which leads to generic Assumptions. If you want to make a body specific or scene specific component both classes are available. ComponentCreateEvent ComponentDestroyEvent Debug DockerEntity Base class for all Awperative entities, manages components as a requirement because that is the job of all entities. Scene SceneComponent SceneCreateEvent SceneDestroyEvent Transform TransformModifyEvent Interfaces AwperativeHook Awperative hooks are the source of entry for scripts using Awperative. Create a hook and send into Start() to be recognized by the engine."
},
"index.html": {
"href": "index.html",
"title": "Welcome To **Awpera | Awperative",
"summary": "Welcome To **Awpera Refer to Markdown for how to write markdown files. Quick Start Notes: Add images to the images folder if the file is referencing an image."
}
}