Title Description
LoadMusic 

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

rotateY 

Builds a matrix that rotates around the y-axis.

...
translate 

Builds a translation matrix.

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

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...

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...

AddToCameraPos 

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

ArePersistentResourcesEnabled 

Returns true if persistent resources are enabled, false otherwise.

...
ARGB 

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

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...
degreeToRadian 

Converts degrees to radians.

...
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...

distance 

Returns the distance between a and b.

...
distance 

Returns the distance between a and b.

...
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...

EnableLightmaps 

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

EnablePreLoadedLightmapsFromFile 

Toggles pre rendered lightmaps. If the scene has pre rendered lightmaps, the engine will...

EnableQuitKeys 

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

EnableRealTimeShadows 

Toggles real-time shadow rendering.

  • ...
Exit 

Closes the game window.

Warning This...
FileExists 

Returns true if the file exists.

if...
FileInPackageExists 

Returns true if the file in package exists.

if...
ForwardCommand 

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

GenerateLightmaps 

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

GetAbsolutePath 

Returns the absolute path of fileName. Example:

string str =...
GetAllEntitiesInScene 

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

GetAmbientLight 

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

GetArgc 

Retrieves the application argument count.

...
GetArgv 

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

GetBackgroundColor 

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

GetBucket 

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

GetCameraPos 

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

...
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...

GetEntitiesAroundBucket 

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

GetEntitiesAroundEntity 

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

GetEntitiesFromBucket 

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

GetEntityArray 

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

GetExternalStorageDirectory 

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

GetFixedTimeStepValue 

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

GetFPSRate 

Returns the current FPS rate.

...
GetGlobalExternalStorageDirectory 

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

GetGlobalVolume 

Returns the global volume.

  • 0.0f for complete silence...
GetGravity 

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

...
GetInputHandle 

Returns a pointer to a valid ETHInput instance.

ETHInput@ input =...
GetLastFrameElapsedTime 

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

...
GetNumEntities 

Returns the number of entities in scene.

...
GetNumIterations 

Copies into &velocityIterations and &positionIterations the...

GetNumRenderedEntities 

Returns the number of entities drawn on the last time the scene was rendered.

If the...

GetPositionRoundUp 

Returns true if the position roundup is enabled.

...
GetResourceDirectory 

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

GetScale 

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

...
GetSceneFileName 

Returns the currently loaded scene file name.

 
...
GetScreenSize 

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

GetSharedData 

Returns the value of the shared data named key. Returns an empty string if...

GetSpriteFrameSize 

Returns the sprite current frame size.

Sample:

void onSceneLoaded()
{
	//...
GetSpriteSize 

Returns the sprite bitmap actual size in pixels.

Sample:

void...
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...

GetSystemScreenSize 

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

GetTime 

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

GetTimeF 

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

GetTimeStepScale 

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

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...

GetVisibleEntities 

Fills &outArray with handles to all visible entities.

All entities...

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.

...
HideCursor 

Hides or shows the default mouse cursor on desktop environments.

...
IsDrawingBorderBuckets 

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

IsFixedTimeStep 

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

IsPixelShaderSupported 

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

...
IsSamplePlaying 

Returns true if the sample is playing.

if...
IsSharedDataConstant 

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

length 

Returns the vector length.

...
length 

Returns the vector length.

...
LoadScene 

Send a request to load a scene from the file named fileName.

The new...

LoadScene 

Send a request to load the scene and assigns an onSceneCreated and/or an...

LoadScene 

Send a scene load request and assigns an onSceneCreated, an...

LoadScene 

Send a scene load request and assigns...

LoadSoundEffect 

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

LoadSprite 

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

LoopSample 

Toggles the sound or music looping.

void onSceneCreated()
{
   ...
multiply 

Returns the product of matrices a and b.

...
multiply 

Returns the product of vector v and matrix m.

...
multiply 

Returns the product of vector v and matrix m.

...