Title Description
AddEntity 

Adds a new entity to scene with an initial position, but instead of naming it with...

AddScaledEntity 

Adds a new entity to scene with an initial position and scales it using...

AddScaledEntity 

Adds a new entity to scene with an initial position and scales it...

AddEntity 

Adds an entity to scene with an initial position.

The...

AddEntity 

Adds an entity to scene with an initial position.

A handle to the new entity...

AddEntity 

Adds an entity to scene.

position are the initial...

AddLight 

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

rotateX 

Builds a matrix that rotates around the x-axis.

...
rotateY 

Builds a matrix that rotates around the y-axis.

...
rotateZ 

Builds a matrix that rotates around the z-axis.

...
scale 

Builds a matrix that scales along the x-axis, the y-axis, and the z-axis.

...
translate 

Builds a translation matrix.

...
GetBucket 

Calculates and returns the bucket key where point belongs to. For example, in a...

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...

SetParallaxIntensity 

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

Exit 

Closes the game window.

Warning This...
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...
ARGB 

Converts alpha, red, green and blue values to...

degreeToRadian 

Converts degrees to radians.

...
radianToDegre 

Converts radians to degrees.

...
GetEntitiesAroundBucket 

Copies into &out a handle to each entity contained in the buckets around...

GetContactEntities 

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

GetNumIterations 

Copies into &velocityIterations and &positionIterations the...

GetEntitiesAroundEntity 

Copies into &out a handle to each entity contained in the buckets...

SetSharedData 

Creates or changes a shared data value named key with the given string-based...

SetupSpriteRects 

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

RemoveSharedData 

Deletes a shared data entry named key and returns true if it was...

DeleteEntity 

Deletes the entity and returns null if it has been successfully removed...

DisableContact 

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

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...

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...

DrawFadingText 

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

SetFixedTimeStep 

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

UsePixelShaders 

Enables or disables pixel shaders.

...
EnableQuitKeys 

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

GetEntitiesFromBucket 

Fills the array with handles to entities from the bucket bucketKey. This function is...

GetVisibleEntities 

Fills &outArray with handles to all visible entities.

All entities...

ForwardCommand 

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

randF 

Generates and returns a random floating point value between 0.0f and...

randF 

Generates and returns a random floating point value between min and...

rand 

Generates and returns a random number between 0 and n.

...
rand 

Generates and returns a random number between min and max.

...
GetAmbientLight 

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

HideCursor 

Hides or shows the default mouse cursor on desktop environments.

...
PlayParticleEffect 

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

GetEntityArray 

Inserts into &outArray handles to all entities named...

GetAllEntitiesInScene 

Inserts to &outArray a handle to every entity in the...

LoadSprite 

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

LoadMusic 

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

LoadSoundEffect 

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

parseFloat 

Parses a string into a float.

Sample:

string str =...
parseInt 

Parses a string into an int primitive.

Sample:

string...
parseUInt 

Parses a string into an uint...

PauseSample 

Pauses a sample playback.

if (DoPauseGameStuff())
{
   ...
PlaySample 

Plays a preloaded audio sample.

Example:

void onSceneCreated()
{
   ...
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.

...
print 

Prints to the console window.

...
GenerateLightmaps 

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

ReleaseResources 

Release all graphic and buffered audio resources loaded so far. ...

SetWindowProperties 

Resets window properties.

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

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

GetArgc 

Retrieves the application argument count.

...
ArePersistentResourcesEnabled 

Returns true if persistent resources are enabled, false otherwise.

...
Windowed 

Returns true if the application is on windowed mode.

...
IsDrawingBorderBuckets 

Returns true if the border bucket processing is enabled. ...

FileExists 

Returns true if the file exists.

if...
FileInPackageExists 

Returns true if the file in package exists.

if...
IsFixedTimeStep 

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

SampleExists 

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

GetZBuffer 

Returns true if the hardware depth sorting is enabled.

...
GetPositionRoundUp 

Returns true if the position roundup is enabled.

...
IsSamplePlaying 

Returns true if the sample is playing.

if...
SharedDataExists 

Returns true if the shared data named key exists.

...
IsSharedDataConstant 

Returns true if the shared data named key is constant. Constant data...

SeekEntity 

Returns a handle to the entity whose name equals entityName. Returns...

SeekEntity 

Returns a handle to the entity with the given id.

Returns null...

GetInputHandle 

Returns a pointer to a valid ETHInput instance.

ETHInput@ input =...
GetAbsolutePath 

Returns the absolute path of fileName. Example:

string str =...
GetLastFrameElapsedTime 

Returns the amount of milliseconds elapsed during the latest game frame.

...
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...

UnitsPerSecond 

Returns the approximate distance that an object should move during the current frame to keep a...

GetCameraPos 

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

...
GetScreenSize 

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

GetBackgroundColor 

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

GetWorldSpaceCursorPos2 

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

GetTimeF 

Returns the current elapsed time in milliseconds. The timer starts running when the application...

GetTime 

Returns the current elapsed time in milliseconds. The timer starts running when the application...

GetFPSRate 

Returns the current FPS rate.

...
GetScale 

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

...
GetGravity 

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

...
GetZAxisDirection 

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

GetTimeStepScale 

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