Otter  0.9.8.91
2d Game Development Framework based on SFML.Net
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Class Hierarchy
This inheritance list is sorted roughly, but not completely, alphabetically:
[detail level 123]
oCOtter.AnimClass used for animations in Spritemap.
oCOtter.AtlasClass used for loading textures from an Atlas, or a set of Atlases. This class is built to support atlases created with Sparrow/Starling exporting from TexturePacker http://www.codeandweb.com/texturepacker
oCOtter.AtlasTextureClass used for representing a texture on a texture atlas.
oCAttribute
oCOtter.BaseFont
oCOtter.BitmapFontConfig
oCOtter.Bone.BoneSlot
oCOtter.CharData
oCOtter.ColliderThe base class used for collision detection. Entities contain Colliders that can check for collisions which each other. Note that some functions for detecting collisions can take generic Enums as their tags. Be aware that these functions are slightly slower than casting your Enums to int for the int tags functions.
oCOtter.ColorClass that represents a color with red, green, blue, and alpha channels.
oCOtter.ComponentBase Component class. Components can be added to Entities.
oCOtter.CoroutineClass that manages Coroutines.
oCOtter.DataSaverClass that is used for storing strings, ints, floats, or bools with keys of enum or string. The saver can output data in an semi-encrypted format, and also an editable config file format.
oCOtter.DebuggerThe debug console. Only exists when the game is built in Debug Mode. The game will handle using this class. Can be summoned by default with the ~ key.
oCOtter.DebugInputClass that is used for debug input. Wraps the Input class but only works when debug input is enabled.
oCDictionary< string, string >
oCOtter.DrawClass used for rendering graphics.
oCOtter.EntityClass used for a game object. The bread and butter of your game. Entities are added to Scenes which are controlled by the Game.
oCEventRouter.EventEvent data class, passed in to the subscriber whenever an event occours.
oCOtter.EventProcessorEvent
oCEventRouterClass for broadcasting messages to subscribers. Clients of the EventRouter register themselves by calling Subscribe and passing in the even they are interested in along with a delegate to be called back when the event is received. Events are published via the Publish method which allows arbitrary data to be passed along with the event to be interpreted by the event receiver. Events do not have to be pre-defined
oCOtter.FilesManages files used for game assets. Can use a packed data file of paths and byte arrays. The game will attempt to use local files before the packed data file. Packed data is expected as: bool: true to continue reading, false to stop string: the path of the file that was packed int32: the size of the file that was packed bytes: the actual data from the file
oCOtter.FontsClass that manages the cache of fonts.
oCOtter.Gameᶜ(ᵔᴥᵔ)ᵓ Core class Otter. Create a Game, and then use Game.Start(); to run it.
oCOtter.GlideLerper
oCOtter.GraphicBase abstract class used for anything that can be rendered.
oCIDisposable
oCIEquatable< Matrix >
oCIEquatable< Point >
oCIEquatable< Quaternion >
oCIEquatable< Rectangle >
oCIEquatable< Vector2 >
oCIEquatable< Vector3 >
oCIEquatable< Vector4 >
oCOtter.InputClass used for managing input from the keyboard, mouse, and joysticks. Updated by the active Game.
oCOtter.Line2Class for a simple line with two points.
oCOtter.OgmoLayerClass representing a layer loaded from Ogmo.
oCOtter.OgmoProjectClass used for importing OgmoProject files quickly, and loading levels created in Ogmo Editor (http://ogmoeditor.com) Currently OgmoProjects must export in XML Co-ords for Tiles and Entities, and Bitstring for Grids.
oCOtter.PolygonClass representing a Polygon.
oCOtter.RangeClass used to represent a range using a min and max.
oCOtter.RichTextCharacterInternal class for managing characters in RichText.
oCOtter.RichTextConfigA utility class used for storing default values for a RichText object. Set the values by using "var config = new RichTextConfig() { Font = "MyFont.ttf", FontSize = 16, ... };"
oCOtter.SceneClass used to manage Entities. The active Game should update the active Scene, which then updates all of the contained Entities.
oCOtter.SessionClass that represents a player session. Use this for maintaining and using information about a player. For example a two player game might have two sessions, one for each player, each with their own controls configured and save data.
oCOtter.ShaderClass representing a shader written in GLSL. Warning: Visual Studio encoding must be set to Western European (Windows) Codepage 1252 when editing shaders! More details here: http://blog.pixelingene.com/2008/07/file-encodings-matter-when-writing-pixel-shaders/
oCOtter.SoundClass used to play a sound from a file or an IO Stream. Sounds are cached if loaded from a file.
oCOtter.SoundsClass that manages the cache of sounds.
oCOtter.SpeedClass used for tracking an X and Y speed of an object. Speed also has an XMax and YMax that can be used to clamp the X and Y values automatically.
oCOtter.SpriteBatchNOT YET SUPPORTED Very WIP class, probably internal for Otter, don't use it yet.
oCOtter.StateUsed in StateMachine. Contains functions for enter, update, and exit.
oCOtter.TextureClass representing a texture. Can perform pixel operations on the CPU, but those will be pretty slow and shouldn't be used that much.
oCOtter.TexturesClass that manages the cache of Textures.
oCOtter.TileInfoA class containing all the info to describe a specific tile.
oCOtter.Transformation
oCOtter.Tween
oCOtter.Tween.TweenerImpl
oCOtter.VertClass that represents a Vertex. Just a wrapper for an SFML Vertex.
\COtter.Vertebra.VertebraSlotA struct containing the final transformation of the Vertebra from the Snake.