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 |