Title Description
EnableQuitKeys 

Enables or disables the window quit shortcuts (the Alt+F4 on Windows for...

Exit 

Closes the game window.

Warning This...
ForwardCommand 

Forwards a custom command line that can be captured by Android Java side or iOS Objective-C...

GetArgc 

Retrieves the application argument count.

...
GetArgv 

Retrieves an application argument sent by the user usually through command...

GetInputHandle 

Returns a pointer to a valid ETHInput instance.

ETHInput@ input =...
GetScreenSize 

Returns the current back-buffer size where x describes its width and y...

GetSystemScreenSize 

Returns the system's screen size (if the application is running on windowed mode, the system...

GetVideoMode 

Returns the supported video mode n.

The snippet above lists all supported...

GetVideoModeCount 

Returns the number of supported video modes.

The snippet above lists all supported video...

HideCursor 

Hides or shows the default mouse cursor on desktop environments.

...
IsPixelShaderSupported 

Returns true if the GPU supports the required pixel shader model.

...
print 

Prints to the console window.

...
print 

Prints a float primitive value to the output console.

...
print 

Prints an int primitive value (decimal) to the output console.

...
print 

Prints an uint primitive value (decimal) to the output console.

...
SetWindowProperties 

Resets window properties.

SetWindowProperties("My Game", 1280, 720, true, true,...
Windowed 

Returns true if the application is on windowed mode.

...
LoadMusic 

Loads a music sample for playback, usually through streaming. Long ambient sound effects should...

GetGlobalVolume 

Returns the global volume.

  • 0.0f for complete silence...
IsSamplePlaying 

Returns true if the sample is playing.

if...
LoadSoundEffect 

Loads a sound effect sample. Unlike LoadMusic, this function loads the entire sound...

LoopSample 

Toggles the sound or music looping.

void onSceneCreated()
{
   ...
PauseSample 

Pauses a sample playback.

if (DoPauseGameStuff())
{
   ...
PlaySample 

Plays a preloaded audio sample.

Example:

void onSceneCreated()
{
   ...
SampleExists 

Returns true if the given sound effect sample has already been...

SetGlobalVolume 

Sets the global volume. 0.0f means complete silence and 1.0f means full...

SetSamplePan 

Set sample pan.

  • -1.0 completely to the...
SetSampleSpeed 

Sets the sample playback frequency scale. Some systems have software or hardware limitations that...

SetSampleVolume 

Sets the sample volume.

  • 0.0f completely...
StopSample 

Stops an audio sample playback.

Example:

void DoGameOverStuff()
{
   ...
DisableContact 

Disables collision solving for the current contact. This function can only be called inside the...

GetClosestContact 

Casts a ray from a to b and returns a handle to the first entity-body...

GetClosestContact 

Casts a ray from a to b and returns a handle to the...

GetContactEntities 

Copies into &outArray a handle to every entity-body that intersects the line...

GetCurrentPhysicsTimeStepMS 

Returns the amount of milliseconds that are currently being used by the physics simulator frame...

GetFixedTimeStepValue 

Returns the amount of seconds used by the physics simulator time step frame when the fixed time...

GetGravity 

Returns the current gravity vector. The default gravity is vector2(0, 10).

...
GetNumIterations 

Copies into &velocityIterations and &positionIterations the...

GetTimeStepScale 

Returns the current time step scale. Scaling the time step is useful to create slow motion...

IsFixedTimeStep 

Returns true if the fixed time step is enabled. By default, fixed time step is...

ResolveJoints 

Scans all joint declarations in the entities in scene and connects all entities if their parts...

SetFixedTimeStep 

Enables or disables fixed time stepping. By default, fixed time step is disabled in...

SetFixedTimeStepValue 

Sets the fixed time step in seconds. The default value is 1.0f / 60.0f. By default,...

SetGravity 

Sets a new gravity value for the current scene. The current gravity value is vector2(0,...

SetNumIterations 

Sets the number of velocity and position iterations of the simulator. The default velocity...

SetTimeStepScale 

Sets the current time step scale. Scaling the time step is useful to create slow motion...

AssembleColorCode 

Generates as string which encodes color values that are recognised by the DrawText...

ComputeCarretPosition 

Computes and returns the carret 2D coordinates based on the...

ComputeTextBoxSize 

Computes and returns the text bounding box size.

const string text = "the quick brown...
DrawFadingText 

Draws a temporary fading text string that will last lifeTimeMS...

DrawLine 

Draws a line connecting p0 and p1. If two different colors are set, the...

DrawRectangle 

Draws a rectangle at position pos and with size...

DrawShapedSprite 

Draws a sprite at position pos and with size dimensions. If...

DrawSprite 

Draw a non-entity sprite from a bitmap file.

Optionally, a custom color value may be...

DrawText 

Draw text strings to screen. This function supports bitmap fonts exported by the AngelCode's...

GetSpriteFrameSize 

Returns the sprite current frame size.

Sample:

void onSceneLoaded()
{
	//...
GetSpriteSize 

Returns the sprite bitmap actual size in pixels.

Sample:

void...
LoadSprite 

Load sprite bitmaps into video memory which can be used to draw in-game menus and such items....

PlayParticleEffect 

Inserts a temporary particle effect the the sprite layer. This function loads a...

SetSpriteOrigin 

Sets the normalized origin point for the sprite named spriteName. The default origin...

SetSpriteRect 

Selects a sprite frame for a sprite which has been cut by the SetupSpriteRects...

SetupSpriteRects 

Cuts the sprite into a custom number of rows and columns. Useful if you...

AddLight 

Adds an odd dynamic light to the scene. To keep the light on it must be added at every...

AddToCameraPos 

Scrolls the scene by adding the direction vector to the camera...

EnableLightmaps 

Toggles pre-rendered lightmaps. It is recommended to leave it enabled for faster static light...

EnableRealTimeShadows 

Toggles real-time shadow rendering.

  • ...
GenerateLightmaps 

Recalculates scene static lightmaps (more about how static lights...

GetAmbientLight 

Gets the ambient light. x, y and z attributes are used as...

GetBackgroundColor 

Returns the current background color in a 32-bit pixel format (e.g. 0xFFFF0000 or...

GetCameraPos 

Returns the camera position. Camera movement is used to scroll the scene.

...
GetPositionRoundUp 

Returns true if the position roundup is enabled.

...
GetWorldSpaceCursorPos2 

Returns the current cursor position in world space (considering the camera...

GetZAxisDirection 

Returns the current scene Z-axis direction vector. More about Z-axis...

GetZBuffer 

Returns true if the hardware depth sorting is enabled.

...
SetAmbientLight 

Sets the ambient light color. x, y and z attributes are...

SetBackgroundColor 

Sets the background color. The background color is used to fill the entire back-buffer at the...

SetCameraPos 

Sets the camera position. The camera movement can be used to scroll game...

SetParallaxIntensity 

Changes parallax intensity value. The default parallax intensity is the one set in the Scene...

SetParallaxOrigin 

Sets the parallax origin spot for the scene. The default value is vector2(0.5f,...

SetPositionRoundUp 

Toggles the position roundup for sprites. When enabled, the engine will render sprites using...

SetZAxisDirection 

Sets Z-axis direction to the current scene. More about z-axis...

SetZBuffer 

Toggles hardware depth sorting.

...
UsePixelShaders 

Enables or disables pixel shaders.

...
FileExists 

Returns true if the file exists.

if...
FileInPackageExists 

Returns true if the file in package exists.

if...
GetAbsolutePath 

Returns the absolute path of fileName. Example:

string str =...
GetExternalStorageDirectory 

Returns the full path to the directory where the game should store files that can be shared among...

GetGlobalExternalStorageDirectory 

Returns the full path to the directory where the game should store files such as player...

GetResourceDirectory 

Returns the full path to the directory where the game is getting its resources from (with a slash...

GetStringFromFile 

Returns the entire content from a file as a string.

If it fails, an empty string is...

GetStringFromFileInPackage 

Returns the entire content from a file as a string. This function looks for the file in the game...

SaveStringToFile 

Saves str content to a file. If the file already exists it will be...

GetScale 

Returns the current global scale factor. The default value is 1.0f.

...
Scale 

Scales the value using the current global scale...

Scale 

Scales the v vector using the current global scale...

Scale 

Scales the v vector using the current global scale...

SetFixedHeight 

This functions is used to compute and set the global scale factor to a value that will...

SetFixedWidth 

This functions is used to compute and set the global scale factor to a value that will...

SetScaleFactor 

Sets the current global scale factor value....