Ctrl+K

Strawberry API Documentation

Auto-generated API reference from source code XML documentation comments.

Namespaces

Namespace Types Description
Strawberry 9 The Base Class for any object containing unmanaged references.
Strawberry.Android 3 The game launcher for android platform. It represents the main activity.
Strawberry.Android.Graphics 7
Strawberry.Android.Helpers 2
Strawberry.Android.Input 2
Strawberry.Collection 1 Represents an Ordered Collection
Strawberry.Common 2 Represents a floating-point rectangle defined by its X, Y, Width, and Height coordinates.
Strawberry.Components 10
Strawberry.Core 9 Base class for all components in the Strawberry engine. Custom components should inherit from this class to integrate with the entity-component system.
Strawberry.Desktop 2 Launches a game using an opengl renderer.
Strawberry.Desktop.Graphics 7
Strawberry.Desktop.Input 3
Strawberry.EventSystem 4 This is a static class that manages events in the game.
Strawberry.Graphics 27 Represents a basic shader that can be used for sprites and simple geometry. It only supports position, texture coordinates and colors as inputs
Strawberry.Graphics.Layers 9 Background layer. Renders a single sprite as background.
Strawberry.Graphics.ParticleSystem 16 An affector that modifies particle color using gradients over lifetime.
Strawberry.Graphics.Text 7 Glyph metrics structure used by the Font and text renderer.
Strawberry.Input 6 The possible pointer buttons of a pointing device For a mouse this is the left, right and middle button This enumeration supports a bitwise combination of its member values.
Strawberry.Math 7
Strawberry.Misc 1 The storage manager that handles file storage on different platforms and allows you to read data from a file system.
Strawberry.OpenAL 7
Strawberry.Serialization 18
Strawberry.Sound 11 Specifies the attenuation (fall-off) model used for 3D spatialized sounds, determining how the volume decreases as the distance between the audio source and the listener increases.
Strawberry.Sound.Midi 9 Abstraction over a MIDI synthesis engine. Two implementations are provided: - -
Strawberry.Web 3 The game launcher for web assembly platform.
Strawberry.Web.Graphics 7
Strawberry.Web.Helpers 4
Strawberry.Web.Input 3
tainicom.Aether.Physics2D 1
tainicom.Aether.Physics2D.Collision 31 The features that intersect to form the contact point This must be 4 bytes or less.
tainicom.Aether.Physics2D.Collision.Shapes 7 A chain shape is a free form sequence of line segments. The chain has two-sided collision, so you can use inside and outside collision. Therefore, you may use any winding order. Connectivity information is used to create smooth collisions. WARNING: The chain will not collide properly if there are self-intersections.
tainicom.Aether.Physics2D.Common 17
tainicom.Aether.Physics2D.Common.ConvexHull 3 Andrew's Monotone Chain Convex Hull algorithm. Used to get the convex hull of a point cloud. Source: http://www.softsurfer.com/Archive/algorithm_0109/algorithm_0109.htm
tainicom.Aether.Physics2D.Common.Decomposition 2
tainicom.Aether.Physics2D.Common.PhysicsLogic 7 A type of body that supports multiple fixtures that can break apart.
tainicom.Aether.Physics2D.Common.PolygonManipulation 5
tainicom.Aether.Physics2D.Common.TextureTools 4
tainicom.Aether.Physics2D.Content 5
tainicom.Aether.Physics2D.Controllers 5
tainicom.Aether.Physics2D.Dynamics 28
tainicom.Aether.Physics2D.Dynamics.Contacts 7 A contact edge is used to connect bodies and contacts together in a contact graph where each body is a node and each contact is an edge. A contact edge belongs to a doubly linked list maintained in each attached body. Each contact has two contact nodes, one for each attached body.
tainicom.Aether.Physics2D.Dynamics.Joints 17 Maintains a fixed angle between two bodies