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<div id="projectname">Otter
&#160;<span id="projectnumber">0.9.8.91</span>
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<div id="projectbrief">2d Game Development Framework based on SFML.Net</div>
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<a href="#pub-methods">Public Member Functions</a> &#124;
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<p>ᶜ(ᵔᴥᵔ)ᵓ Core class <a class="el" href="namespace_otter.html">Otter</a>. Create a <a class="el" href="class_otter_1_1_game.html" title="ᶜ(ᵔᴥᵔ)ᵓ Core class Otter. Create a Game, and then use Game.Start(); to run it. ">Game</a>, and then use <a class="el" href="class_otter_1_1_game.html#a35b294f4bc003c2961e11fc7be3e9302" title="Start the game. This will begin the game loop and no other code past Start() in your entry point will...">Game.Start()</a>; to run it.
<a href="class_otter_1_1_game.html#details">More...</a></p>
<table class="memberdecls">
<tr class="heading"><td colspan="2"><h2 class="groupheader"><a name="pub-methods"></a>
Public Member Functions</h2></td></tr>
<tr class="memitem:a93919fe051a18d565a419b107aa611a2"><td class="memItemLeft" align="right" valign="top">&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_game.html#a93919fe051a18d565a419b107aa611a2">Game</a> (string title=&quot;Game&quot;, int width=640, int height=480, int targetFramerate=60, bool fullscreen=false)</td></tr>
<tr class="memdesc:a93919fe051a18d565a419b107aa611a2"><td class="mdescLeft">&#160;</td><td class="mdescRight">Creates a new game to run in the program. <a href="#a93919fe051a18d565a419b107aa611a2">More...</a><br/></td></tr>
<tr class="separator:a93919fe051a18d565a419b107aa611a2"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:addb32f74bbe10000c42b97b5117a9edd"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_game.html#addb32f74bbe10000c42b97b5117a9edd">SetWindow</a> (int width, int height=0, bool fullscreen=false, bool vsync=false)</td></tr>
<tr class="memdesc:addb32f74bbe10000c42b97b5117a9edd"><td class="mdescLeft">&#160;</td><td class="mdescRight">Creates a new window for the game to be shown in. <a href="#addb32f74bbe10000c42b97b5117a9edd">More...</a><br/></td></tr>
<tr class="separator:addb32f74bbe10000c42b97b5117a9edd"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ad68d4cb6e6b2fc512eb2e34f7c962257"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_game.html#ad68d4cb6e6b2fc512eb2e34f7c962257">SetWindowAutoFullscreen</a> (bool vsync=false)</td></tr>
<tr class="memdesc:ad68d4cb6e6b2fc512eb2e34f7c962257"><td class="mdescLeft">&#160;</td><td class="mdescRight">Creates a new window that is the resolution of the screen and in fullscreen mode. <a href="#ad68d4cb6e6b2fc512eb2e34f7c962257">More...</a><br/></td></tr>
<tr class="separator:ad68d4cb6e6b2fc512eb2e34f7c962257"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a73a753e6fc6ff0570f5cf72f4e943aee"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_game.html#a73a753e6fc6ff0570f5cf72f4e943aee">ForceDebugger</a> ()</td></tr>
<tr class="memdesc:a73a753e6fc6ff0570f5cf72f4e943aee"><td class="mdescLeft">&#160;</td><td class="mdescRight">Force the creation of a <a class="el" href="class_otter_1_1_debugger.html" title="The debug console. Only exists when the game is built in Debug Mode. The game will handle using this ...">Debugger</a> object (even in Release mode!) <a href="#a73a753e6fc6ff0570f5cf72f4e943aee">More...</a><br/></td></tr>
<tr class="separator:a73a753e6fc6ff0570f5cf72f4e943aee"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a0a6039a1a9a6014fc627e0c50e490972"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_game.html#a0a6039a1a9a6014fc627e0c50e490972">CenterWindow</a> ()</td></tr>
<tr class="memdesc:a0a6039a1a9a6014fc627e0c50e490972"><td class="mdescLeft">&#160;</td><td class="mdescRight">Center the window on the monitor that the window was initialized on. <a href="#a0a6039a1a9a6014fc627e0c50e490972">More...</a><br/></td></tr>
<tr class="separator:a0a6039a1a9a6014fc627e0c50e490972"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a49ee5b034ecc35d0b019fa5d16269bf2"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_game.html#a49ee5b034ecc35d0b019fa5d16269bf2">AddSurface</a> (<a class="el" href="class_otter_1_1_surface.html">Surface</a> surface)</td></tr>
<tr class="memdesc:a49ee5b034ecc35d0b019fa5d16269bf2"><td class="mdescLeft">&#160;</td><td class="mdescRight">Add a surface to the list of surfaces to be rendered to the window. <a href="#a49ee5b034ecc35d0b019fa5d16269bf2">More...</a><br/></td></tr>
<tr class="separator:a49ee5b034ecc35d0b019fa5d16269bf2"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a4ab418d0edaa39efffd929f703a18e20"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_game.html#a4ab418d0edaa39efffd929f703a18e20">RemoveSurface</a> (<a class="el" href="class_otter_1_1_surface.html">Surface</a> surface)</td></tr>
<tr class="memdesc:a4ab418d0edaa39efffd929f703a18e20"><td class="mdescLeft">&#160;</td><td class="mdescRight">Remove a surface from the list of surfaces to be rendered to the window. <a href="#a4ab418d0edaa39efffd929f703a18e20">More...</a><br/></td></tr>
<tr class="separator:a4ab418d0edaa39efffd929f703a18e20"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a8a37887730a6285a0b8d0cb0f30cad96"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_game.html#a8a37887730a6285a0b8d0cb0f30cad96">SetWindowScale</a> (float scale=1)</td></tr>
<tr class="memdesc:a8a37887730a6285a0b8d0cb0f30cad96"><td class="mdescLeft">&#160;</td><td class="mdescRight">Create a new window using a scale value instead of pixels. <a href="#a8a37887730a6285a0b8d0cb0f30cad96">More...</a><br/></td></tr>
<tr class="separator:a8a37887730a6285a0b8d0cb0f30cad96"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a83808b4af161ca20d54462398756b3a2"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_game.html#a83808b4af161ca20d54462398756b3a2">SetIcon</a> (string source)</td></tr>
<tr class="memdesc:a83808b4af161ca20d54462398756b3a2"><td class="mdescLeft">&#160;</td><td class="mdescRight">Set the icon of the current window. <a href="#a83808b4af161ca20d54462398756b3a2">More...</a><br/></td></tr>
<tr class="separator:a83808b4af161ca20d54462398756b3a2"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ac6a004968d71a8ee3ba1ba90d2c8a064"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_game.html#ac6a004968d71a8ee3ba1ba90d2c8a064">Stop</a> ()</td></tr>
<tr class="memdesc:ac6a004968d71a8ee3ba1ba90d2c8a064"><td class="mdescLeft">&#160;</td><td class="mdescRight">Stop the game from running completely. <a href="#ac6a004968d71a8ee3ba1ba90d2c8a064">More...</a><br/></td></tr>
<tr class="separator:ac6a004968d71a8ee3ba1ba90d2c8a064"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a9c3f04790a13f5f98e3980efdfd7b205"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_game.html#a9c3f04790a13f5f98e3980efdfd7b205">Pause</a> ()</td></tr>
<tr class="memdesc:a9c3f04790a13f5f98e3980efdfd7b205"><td class="mdescLeft">&#160;</td><td class="mdescRight">Pause the game. <a href="#a9c3f04790a13f5f98e3980efdfd7b205">More...</a><br/></td></tr>
<tr class="separator:a9c3f04790a13f5f98e3980efdfd7b205"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ad1105084de110cc5581b4cc15a5bad92"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_game.html#ad1105084de110cc5581b4cc15a5bad92">Resume</a> ()</td></tr>
<tr class="memdesc:ad1105084de110cc5581b4cc15a5bad92"><td class="mdescLeft">&#160;</td><td class="mdescRight">Resume the game after pausing. <a href="#ad1105084de110cc5581b4cc15a5bad92">More...</a><br/></td></tr>
<tr class="separator:ad1105084de110cc5581b4cc15a5bad92"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a65b3085bb6549dcd2b8672f777c11b79"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_game.html#a65b3085bb6549dcd2b8672f777c11b79">PauseToggle</a> ()</td></tr>
<tr class="memdesc:a65b3085bb6549dcd2b8672f777c11b79"><td class="mdescLeft">&#160;</td><td class="mdescRight">Toggle the pause state on and off. <a href="#a65b3085bb6549dcd2b8672f777c11b79">More...</a><br/></td></tr>
<tr class="separator:a65b3085bb6549dcd2b8672f777c11b79"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a43f86c64be69606d1404eb9caaed603e"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_game.html#a43f86c64be69606d1404eb9caaed603e">Sleep</a> (int milliseconds)</td></tr>
<tr class="memdesc:a43f86c64be69606d1404eb9caaed603e"><td class="mdescLeft">&#160;</td><td class="mdescRight">Pauses the game for a certain time. Only works with fixed framerate currently. <a href="#a43f86c64be69606d1404eb9caaed603e">More...</a><br/></td></tr>
<tr class="separator:a43f86c64be69606d1404eb9caaed603e"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a9845d1faf6bea68903cda99f08812278"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_game.html#a9845d1faf6bea68903cda99f08812278">Start</a> (<a class="el" href="class_otter_1_1_scene.html">Scene</a> firstScene)</td></tr>
<tr class="memdesc:a9845d1faf6bea68903cda99f08812278"><td class="mdescLeft">&#160;</td><td class="mdescRight">Start the game using a specific <a class="el" href="class_otter_1_1_scene.html" title="Class used to manage Entities. The active Game should update the active Scene, which then updates all...">Scene</a>. Shortcut for setting the FirstScene then using Start. <a href="#a9845d1faf6bea68903cda99f08812278">More...</a><br/></td></tr>
<tr class="separator:a9845d1faf6bea68903cda99f08812278"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a35b294f4bc003c2961e11fc7be3e9302"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_game.html#a35b294f4bc003c2961e11fc7be3e9302">Start</a> ()</td></tr>
<tr class="memdesc:a35b294f4bc003c2961e11fc7be3e9302"><td class="mdescLeft">&#160;</td><td class="mdescRight">Start the game. This will begin the game loop and no other code past <a class="el" href="class_otter_1_1_game.html#a35b294f4bc003c2961e11fc7be3e9302" title="Start the game. This will begin the game loop and no other code past Start() in your entry point will...">Start()</a> in your entry point will run. Make sure to set the first scene before executing this. <a href="#a35b294f4bc003c2961e11fc7be3e9302">More...</a><br/></td></tr>
<tr class="separator:a35b294f4bc003c2961e11fc7be3e9302"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a3ad73036bb4b62c07c699afe3ce84a30"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_game.html#a3ad73036bb4b62c07c699afe3ce84a30">Close</a> ()</td></tr>
<tr class="memdesc:a3ad73036bb4b62c07c699afe3ce84a30"><td class="mdescLeft">&#160;</td><td class="mdescRight">Close the current game window. <a href="#a3ad73036bb4b62c07c699afe3ce84a30">More...</a><br/></td></tr>
<tr class="separator:a3ad73036bb4b62c07c699afe3ce84a30"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:af64ba0513b9f04bcc18a5fdf2becd9b4"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_game.html#af64ba0513b9f04bcc18a5fdf2becd9b4">SwitchScene</a> (<a class="el" href="class_otter_1_1_scene.html">Scene</a> scene)</td></tr>
<tr class="memdesc:af64ba0513b9f04bcc18a5fdf2becd9b4"><td class="mdescLeft">&#160;</td><td class="mdescRight">Switch to a new scene. This removes the scene stack! <a href="#af64ba0513b9f04bcc18a5fdf2becd9b4">More...</a><br/></td></tr>
<tr class="separator:af64ba0513b9f04bcc18a5fdf2becd9b4"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a90a838a0c56f191345e5496a02fdddc5"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_game.html#a90a838a0c56f191345e5496a02fdddc5">AddScene</a> (<a class="el" href="class_otter_1_1_scene.html">Scene</a> scene)</td></tr>
<tr class="memdesc:a90a838a0c56f191345e5496a02fdddc5"><td class="mdescLeft">&#160;</td><td class="mdescRight">Add a scene to the top of the stack. You do not have to use <a class="el" href="class_otter_1_1_game.html#af69ac4b297ffa24e683123baed4f2d23" title="The first scene that the game should load when Start() is called. ">Game.FirstScene</a> if you use this before <a class="el" href="class_otter_1_1_game.html#a35b294f4bc003c2961e11fc7be3e9302" title="Start the game. This will begin the game loop and no other code past Start() in your entry point will...">Game.Start()</a>. <a href="#a90a838a0c56f191345e5496a02fdddc5">More...</a><br/></td></tr>
<tr class="separator:a90a838a0c56f191345e5496a02fdddc5"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a040cadcd337bdc337ec8bf6e1e6b645f"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_game.html#a040cadcd337bdc337ec8bf6e1e6b645f">AddScene</a> (params <a class="el" href="class_otter_1_1_scene.html">Scene</a>[] scenes)</td></tr>
<tr class="memdesc:a040cadcd337bdc337ec8bf6e1e6b645f"><td class="mdescLeft">&#160;</td><td class="mdescRight">Add multiple scenes to the top of the stack. The last scene added will be on top. <a href="#a040cadcd337bdc337ec8bf6e1e6b645f">More...</a><br/></td></tr>
<tr class="separator:a040cadcd337bdc337ec8bf6e1e6b645f"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a92e54b7086b5a8c6c21a481965ec5ea6"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_game.html#a92e54b7086b5a8c6c21a481965ec5ea6">RemoveScene</a> ()</td></tr>
<tr class="memdesc:a92e54b7086b5a8c6c21a481965ec5ea6"><td class="mdescLeft">&#160;</td><td class="mdescRight">Remove the scene from the top of the scene stack. <a href="#a92e54b7086b5a8c6c21a481965ec5ea6">More...</a><br/></td></tr>
<tr class="separator:a92e54b7086b5a8c6c21a481965ec5ea6"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a3b3c545a28a36ee3a93954c9d9aaf44b"><td class="memItemLeft" align="right" valign="top">T&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_game.html#a3b3c545a28a36ee3a93954c9d9aaf44b">GetScene&lt; T &gt;</a> ()</td></tr>
<tr class="memdesc:a3b3c545a28a36ee3a93954c9d9aaf44b"><td class="mdescLeft">&#160;</td><td class="mdescRight">Get the current scene cast to a specific type. Useful for when you extend <a class="el" href="class_otter_1_1_scene.html" title="Class used to manage Entities. The active Game should update the active Scene, which then updates all...">Scene</a> to your own class. <a href="#a3b3c545a28a36ee3a93954c9d9aaf44b">More...</a><br/></td></tr>
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<tr class="memitem:a41ca26308d1be14ae2109ad103efe8eb"><td class="memItemLeft" align="right" valign="top"><a class="el" href="class_otter_1_1_session.html">Session</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_game.html#a41ca26308d1be14ae2109ad103efe8eb">AddSession</a> (string name)</td></tr>
<tr class="memdesc:a41ca26308d1be14ae2109ad103efe8eb"><td class="mdescLeft">&#160;</td><td class="mdescRight">Adds a new <a class="el" href="class_otter_1_1_session.html" title="Class that represents a player session. Use this for maintaining and using information about a player...">Session</a> to the game. <a href="#a41ca26308d1be14ae2109ad103efe8eb">More...</a><br/></td></tr>
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<tr class="memitem:a2252b000dcf0fa58ba152fdfd2996444"><td class="memItemLeft" align="right" valign="top"><a class="el" href="class_otter_1_1_session.html">Session</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_game.html#a2252b000dcf0fa58ba152fdfd2996444">AddSession</a> (Enum name)</td></tr>
<tr class="memdesc:a2252b000dcf0fa58ba152fdfd2996444"><td class="mdescLeft">&#160;</td><td class="mdescRight">Adds a new <a class="el" href="class_otter_1_1_session.html" title="Class that represents a player session. Use this for maintaining and using information about a player...">Session</a> to the game. <a href="#a2252b000dcf0fa58ba152fdfd2996444">More...</a><br/></td></tr>
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<tr class="memitem:a270eea35a159d855aecb5a716737533b"><td class="memItemLeft" align="right" valign="top"><a class="el" href="class_otter_1_1_session.html">Session</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_game.html#a270eea35a159d855aecb5a716737533b">Session</a> (string name)</td></tr>
<tr class="memdesc:a270eea35a159d855aecb5a716737533b"><td class="mdescLeft">&#160;</td><td class="mdescRight">Get a session by the name. <a href="#a270eea35a159d855aecb5a716737533b">More...</a><br/></td></tr>
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<tr class="memitem:a1294e46a90030ef19007c88e496da51b"><td class="memItemLeft" align="right" valign="top"><a class="el" href="class_otter_1_1_session.html">Session</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_game.html#a1294e46a90030ef19007c88e496da51b">Session</a> (Enum name)</td></tr>
<tr class="memdesc:a1294e46a90030ef19007c88e496da51b"><td class="mdescLeft">&#160;</td><td class="mdescRight">Get a <a class="el" href="class_otter_1_1_session.html" title="Class that represents a player session. Use this for maintaining and using information about a player...">Session</a> by the name. <a href="#a1294e46a90030ef19007c88e496da51b">More...</a><br/></td></tr>
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<tr class="memitem:a80915e6116b2e38089edc4aee08c5618"><td class="memItemLeft" align="right" valign="top"><a class="el" href="class_otter_1_1_session.html">Session</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_game.html#a80915e6116b2e38089edc4aee08c5618">Session</a> (int id)</td></tr>
<tr class="memdesc:a80915e6116b2e38089edc4aee08c5618"><td class="mdescLeft">&#160;</td><td class="mdescRight">Get a session by id. <a href="#a80915e6116b2e38089edc4aee08c5618">More...</a><br/></td></tr>
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</table><table class="memberdecls">
<tr class="heading"><td colspan="2"><h2 class="groupheader"><a name="pub-attribs"></a>
Public Attributes</h2></td></tr>
<tr class="memitem:ae13bc7ccb06219ec33838f9c61780243"><td class="memItemLeft" align="right" valign="top">int&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_game.html#ae13bc7ccb06219ec33838f9c61780243">TargetFramerate</a></td></tr>
<tr class="memdesc:ae13bc7ccb06219ec33838f9c61780243"><td class="mdescLeft">&#160;</td><td class="mdescRight">The desired framerate that the game should update at. <a href="#ae13bc7ccb06219ec33838f9c61780243">More...</a><br/></td></tr>
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<tr class="memitem:af58e5060ad11578306d676da30b2a76d"><td class="memItemLeft" align="right" valign="top">bool&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_game.html#af58e5060ad11578306d676da30b2a76d">FixedFramerate</a> = true</td></tr>
<tr class="memdesc:af58e5060ad11578306d676da30b2a76d"><td class="mdescLeft">&#160;</td><td class="mdescRight">Render and update the game at a fixed framerate. The game will never exceed the target framerate, and will slow down if performance decreases. <a href="#af58e5060ad11578306d676da30b2a76d">More...</a><br/></td></tr>
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<tr class="memitem:a75b280fd275e3c07efb48d4625a81042"><td class="memItemLeft" align="right" valign="top">string&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_game.html#a75b280fd275e3c07efb48d4625a81042">Title</a></td></tr>
<tr class="memdesc:a75b280fd275e3c07efb48d4625a81042"><td class="mdescLeft">&#160;</td><td class="mdescRight">The title of the game displayed in the window. <a href="#a75b280fd275e3c07efb48d4625a81042">More...</a><br/></td></tr>
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<tr class="memitem:a95936c0831682afb5569a5889af1785e"><td class="memItemLeft" align="right" valign="top">bool&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_game.html#a95936c0831682afb5569a5889af1785e">Active</a> = false</td></tr>
<tr class="memdesc:a95936c0831682afb5569a5889af1785e"><td class="mdescLeft">&#160;</td><td class="mdescRight">If the game is currently being run. <a href="#a95936c0831682afb5569a5889af1785e">More...</a><br/></td></tr>
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<tr class="memitem:a2103875ef9fc2051a248d6e23dda932e"><td class="memItemLeft" align="right" valign="top">bool&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_game.html#a2103875ef9fc2051a248d6e23dda932e">Paused</a> = false</td></tr>
<tr class="memdesc:a2103875ef9fc2051a248d6e23dda932e"><td class="mdescLeft">&#160;</td><td class="mdescRight">If the game is paused (no longer updating.) <a href="#a2103875ef9fc2051a248d6e23dda932e">More...</a><br/></td></tr>
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<tr class="memitem:a4269ebea69bd4c3216740c4299227e68"><td class="memItemLeft" align="right" valign="top">Action&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_game.html#a4269ebea69bd4c3216740c4299227e68">OnInit</a> = delegate { }</td></tr>
<tr class="memdesc:a4269ebea69bd4c3216740c4299227e68"><td class="mdescLeft">&#160;</td><td class="mdescRight">An action called when the game initializes. <a href="#a4269ebea69bd4c3216740c4299227e68">More...</a><br/></td></tr>
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<tr class="memitem:ae20a0f6c29dae6740cf10f2b06d3f865"><td class="memItemLeft" align="right" valign="top">Action&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_game.html#ae20a0f6c29dae6740cf10f2b06d3f865">OnUpdate</a> = delegate { }</td></tr>
<tr class="memdesc:ae20a0f6c29dae6740cf10f2b06d3f865"><td class="mdescLeft">&#160;</td><td class="mdescRight">An action called when the game updates (happens after all <a class="el" href="class_otter_1_1_scene.html" title="Class used to manage Entities. The active Game should update the active Scene, which then updates all...">Scene</a> and <a class="el" href="class_otter_1_1_entity.html" title="Class used for a game object. The bread and butter of your game. Entities are added to Scenes which a...">Entity</a> updates.) <a href="#ae20a0f6c29dae6740cf10f2b06d3f865">More...</a><br/></td></tr>
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<tr class="memitem:ab491b551e8873ef48a2102824f263ed9"><td class="memItemLeft" align="right" valign="top">Action&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_game.html#ab491b551e8873ef48a2102824f263ed9">OnSceneBegin</a> = delegate { }</td></tr>
<tr class="memdesc:ab491b551e8873ef48a2102824f263ed9"><td class="mdescLeft">&#160;</td><td class="mdescRight">An action called when any <a class="el" href="class_otter_1_1_scene.html" title="Class used to manage Entities. The active Game should update the active Scene, which then updates all...">Scene</a> begins. <a href="#ab491b551e8873ef48a2102824f263ed9">More...</a><br/></td></tr>
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<tr class="memitem:ad0e63a4ad1692ca0119d4b8188a6b3ee"><td class="memItemLeft" align="right" valign="top">Action&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_game.html#ad0e63a4ad1692ca0119d4b8188a6b3ee">OnSceneEnd</a> = delegate { }</td></tr>
<tr class="memdesc:ad0e63a4ad1692ca0119d4b8188a6b3ee"><td class="mdescLeft">&#160;</td><td class="mdescRight">An action called when any <a class="el" href="class_otter_1_1_scene.html" title="Class used to manage Entities. The active Game should update the active Scene, which then updates all...">Scene</a> ends. <a href="#ad0e63a4ad1692ca0119d4b8188a6b3ee">More...</a><br/></td></tr>
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<tr class="memitem:ae7c80661be9b1d0fccba1d5c1954c4f7"><td class="memItemLeft" align="right" valign="top">Action&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_game.html#ae7c80661be9b1d0fccba1d5c1954c4f7">OnEnd</a> = delegate { }</td></tr>
<tr class="memdesc:ae7c80661be9b1d0fccba1d5c1954c4f7"><td class="mdescLeft">&#160;</td><td class="mdescRight">An Action called when the game ends. The last code that executes when closing the game. <a href="#ae7c80661be9b1d0fccba1d5c1954c4f7">More...</a><br/></td></tr>
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<tr class="memitem:a111ddd172207b944380f168fb6e59fac"><td class="memItemLeft" align="right" valign="top">Action&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_game.html#a111ddd172207b944380f168fb6e59fac">OnFocusLost</a> = delegate { }</td></tr>
<tr class="memdesc:a111ddd172207b944380f168fb6e59fac"><td class="mdescLeft">&#160;</td><td class="mdescRight">An action that is called when the window loses focus. <a href="#a111ddd172207b944380f168fb6e59fac">More...</a><br/></td></tr>
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<tr class="memitem:aabd8cc106f999caa0d63731d0306eecb"><td class="memItemLeft" align="right" valign="top">Action&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_game.html#aabd8cc106f999caa0d63731d0306eecb">OnFocusGained</a> = delegate { }</td></tr>
<tr class="memdesc:aabd8cc106f999caa0d63731d0306eecb"><td class="mdescLeft">&#160;</td><td class="mdescRight">An action that is called when the window gains focus. <a href="#aabd8cc106f999caa0d63731d0306eecb">More...</a><br/></td></tr>
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<tr class="memitem:a0c045b2555c06c06fd3c3c97fba68876"><td class="memItemLeft" align="right" valign="top">Action&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_game.html#a0c045b2555c06c06fd3c3c97fba68876">OnEndOfUpdate</a> = delegate { }</td></tr>
<tr class="memdesc:a0c045b2555c06c06fd3c3c97fba68876"><td class="mdescLeft">&#160;</td><td class="mdescRight">An action that is called at the very end of the update (the very last thing before Render()) After this is called it will be cleared! <a href="#a0c045b2555c06c06fd3c3c97fba68876">More...</a><br/></td></tr>
<tr class="separator:a0c045b2555c06c06fd3c3c97fba68876"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:aac190ac737e212b01c888b09f74580fb"><td class="memItemLeft" align="right" valign="top">Action&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_game.html#aac190ac737e212b01c888b09f74580fb">OnStartOfNextUpdate</a> = delegate { }</td></tr>
<tr class="memdesc:aac190ac737e212b01c888b09f74580fb"><td class="mdescLeft">&#160;</td><td class="mdescRight">An action that is called at the very start of the next update (the very first thing before UpdateFirst()) After this is called it will be cleared! <a href="#aac190ac737e212b01c888b09f74580fb">More...</a><br/></td></tr>
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<tr class="memitem:a78478fab525867795240b27770593aa6"><td class="memItemLeft" align="right" valign="top">bool&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_game.html#a78478fab525867795240b27770593aa6">DrawInactiveScenes</a> = true</td></tr>
<tr class="memdesc:a78478fab525867795240b27770593aa6"><td class="mdescLeft">&#160;</td><td class="mdescRight">If the game should draw all scenes on the stack including inactive scenes. <a href="#a78478fab525867795240b27770593aa6">More...</a><br/></td></tr>
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<tr class="memitem:ac5dff38684dd6171ade62d71ecacbae4"><td class="memItemLeft" align="right" valign="top"><a class="el" href="class_otter_1_1_color.html">Color</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_game.html#ac5dff38684dd6171ade62d71ecacbae4">Color</a> = Color.Black</td></tr>
<tr class="memdesc:ac5dff38684dd6171ade62d71ecacbae4"><td class="mdescLeft">&#160;</td><td class="mdescRight">The default background color of the game. <a href="#ac5dff38684dd6171ade62d71ecacbae4">More...</a><br/></td></tr>
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<tr class="memitem:a17fd13572abc048f1dc0874d5fe24c52"><td class="memItemLeft" align="right" valign="top"><a class="el" href="class_otter_1_1_color.html">Color</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_game.html#a17fd13572abc048f1dc0874d5fe24c52">LetterBoxColor</a> = Color.Black</td></tr>
<tr class="memdesc:a17fd13572abc048f1dc0874d5fe24c52"><td class="mdescLeft">&#160;</td><td class="mdescRight">The default color to draw in the letterboxed areas of the window. <a href="#a17fd13572abc048f1dc0874d5fe24c52">More...</a><br/></td></tr>
<tr class="separator:a17fd13572abc048f1dc0874d5fe24c52"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ae595ca58dcff5ec17c9bfa98d1d19836"><td class="memItemLeft" align="right" valign="top">float&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_game.html#ae595ca58dcff5ec17c9bfa98d1d19836">Timer</a></td></tr>
<tr class="memdesc:ae595ca58dcff5ec17c9bfa98d1d19836"><td class="mdescLeft">&#160;</td><td class="mdescRight">How long the game has been active. Measured in units of delta time. <a href="#ae595ca58dcff5ec17c9bfa98d1d19836">More...</a><br/></td></tr>
<tr class="separator:ae595ca58dcff5ec17c9bfa98d1d19836"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:af69ac4b297ffa24e683123baed4f2d23"><td class="memItemLeft" align="right" valign="top"><a class="el" href="class_otter_1_1_scene.html">Scene</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_game.html#af69ac4b297ffa24e683123baed4f2d23">FirstScene</a></td></tr>
<tr class="memdesc:af69ac4b297ffa24e683123baed4f2d23"><td class="mdescLeft">&#160;</td><td class="mdescRight">The first scene that the game should load when <a class="el" href="class_otter_1_1_game.html#a35b294f4bc003c2961e11fc7be3e9302" title="Start the game. This will begin the game loop and no other code past Start() in your entry point will...">Start()</a> is called. <a href="#af69ac4b297ffa24e683123baed4f2d23">More...</a><br/></td></tr>
<tr class="separator:af69ac4b297ffa24e683123baed4f2d23"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a17a7997cd0b6088e9fa5fe20a0f54156"><td class="memItemLeft" align="right" valign="top">int&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_game.html#a17a7997cd0b6088e9fa5fe20a0f54156">GameFrames</a></td></tr>
<tr class="memdesc:a17a7997cd0b6088e9fa5fe20a0f54156"><td class="mdescLeft">&#160;</td><td class="mdescRight">The number of frames that have passed since the game started. If you're not using fixed framerate then this number will vary wildly. <a href="#a17a7997cd0b6088e9fa5fe20a0f54156">More...</a><br/></td></tr>
<tr class="separator:a17a7997cd0b6088e9fa5fe20a0f54156"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a4202c0cf5646832e1fa4b7f374b6f7e6"><td class="memItemLeft" align="right" valign="top">bool&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_game.html#a4202c0cf5646832e1fa4b7f374b6f7e6">MeasureTimeInFrames</a> = true</td></tr>
<tr class="memdesc:a4202c0cf5646832e1fa4b7f374b6f7e6"><td class="mdescLeft">&#160;</td><td class="mdescRight">If the game should measure time in frames when using a fixed framerate. If true delta time will increase by 1 on each update, if false it will increase by 1 / TargetFramerate. <a href="#a4202c0cf5646832e1fa4b7f374b6f7e6">More...</a><br/></td></tr>
<tr class="separator:a4202c0cf5646832e1fa4b7f374b6f7e6"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a6a6888c4149f7eda9a2f15fb85ceaf23"><td class="memItemLeft" align="right" valign="top">bool&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_game.html#a6a6888c4149f7eda9a2f15fb85ceaf23">LockMouse</a></td></tr>
<tr class="memdesc:a6a6888c4149f7eda9a2f15fb85ceaf23"><td class="mdescLeft">&#160;</td><td class="mdescRight">If the game should attempt to lock the mouse inside the window. This is not 100% accurate. <a href="#a6a6888c4149f7eda9a2f15fb85ceaf23">More...</a><br/></td></tr>
<tr class="separator:a6a6888c4149f7eda9a2f15fb85ceaf23"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a64623979ef89e157e64d76d1d5019e66"><td class="memItemLeft" align="right" valign="top">int&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_game.html#a64623979ef89e157e64d76d1d5019e66">LockMousePadding</a> = 10</td></tr>
<tr class="memdesc:a64623979ef89e157e64d76d1d5019e66"><td class="mdescLeft">&#160;</td><td class="mdescRight">The distance from the edge of the window in which the mouse cant escape when locked. <a href="#a64623979ef89e157e64d76d1d5019e66">More...</a><br/></td></tr>
<tr class="separator:a64623979ef89e157e64d76d1d5019e66"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a2c7ce20c6bffd8d71f2c45874bb9e616"><td class="memItemLeft" align="right" valign="top">bool&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_game.html#a2c7ce20c6bffd8d71f2c45874bb9e616">LockMouseCenter</a></td></tr>
<tr class="memdesc:a2c7ce20c6bffd8d71f2c45874bb9e616"><td class="mdescLeft">&#160;</td><td class="mdescRight">If the mouse should be locked to the center of the window. The <a class="el" href="class_otter_1_1_input.html" title="Class used for managing input from the keyboard, mouse, and joysticks. Updated by the active Game...">Input</a> class should still report the mouse position accurately if this is true. This is currently the best way to lock the mouse inside of the window region. <a href="#a2c7ce20c6bffd8d71f2c45874bb9e616">More...</a><br/></td></tr>
<tr class="separator:a2c7ce20c6bffd8d71f2c45874bb9e616"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a1acc9087bfd751a1811cecdfa4b720b8"><td class="memItemLeft" align="right" valign="top">bool&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_game.html#a1acc9087bfd751a1811cecdfa4b720b8">AlwaysUpdate</a> = true</td></tr>
<tr class="memdesc:a1acc9087bfd751a1811cecdfa4b720b8"><td class="mdescLeft">&#160;</td><td class="mdescRight">If the game should keep updating even when it has lost focus. <a href="#a1acc9087bfd751a1811cecdfa4b720b8">More...</a><br/></td></tr>
<tr class="separator:a1acc9087bfd751a1811cecdfa4b720b8"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ad8807e3169e4a663aae317d7a5eeb835"><td class="memItemLeft" align="right" valign="top"><a class="el" href="class_otter_1_1_atlas.html">Atlas</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_game.html#ad8807e3169e4a663aae317d7a5eeb835">Atlas</a> = new <a class="el" href="class_otter_1_1_atlas.html">Atlas</a>()</td></tr>
<tr class="memdesc:ad8807e3169e4a663aae317d7a5eeb835"><td class="mdescLeft">&#160;</td><td class="mdescRight">The default <a class="el" href="class_otter_1_1_atlas.html" title="Class used for loading textures from an Atlas, or a set of Atlases. This class is built to support at...">Atlas</a> to search for image assets in. <a href="#ad8807e3169e4a663aae317d7a5eeb835">More...</a><br/></td></tr>
<tr class="separator:ad8807e3169e4a663aae317d7a5eeb835"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:aab9c6ef75ef9cc932a87a3f9b4f53583"><td class="memItemLeft" align="right" valign="top">bool&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_game.html#aab9c6ef75ef9cc932a87a3f9b4f53583">LockAspectRatio</a> = true</td></tr>
<tr class="memdesc:aab9c6ef75ef9cc932a87a3f9b4f53583"><td class="mdescLeft">&#160;</td><td class="mdescRight">Maintain the original aspect ratio of the game when scaling the window. <a href="#aab9c6ef75ef9cc932a87a3f9b4f53583">More...</a><br/></td></tr>
<tr class="separator:aab9c6ef75ef9cc932a87a3f9b4f53583"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a053831723f838f2f6289227b6636ebf3"><td class="memItemLeft" align="right" valign="top"><a class="el" href="class_otter_1_1_button.html">Button</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_game.html#a053831723f838f2f6289227b6636ebf3">QuitButton</a> = new <a class="el" href="class_otter_1_1_button.html">Button</a>()</td></tr>
<tr class="memdesc:a053831723f838f2f6289227b6636ebf3"><td class="mdescLeft">&#160;</td><td class="mdescRight"><a class="el" href="class_otter_1_1_button.html" title="Component used for interpreting input as a button. It can recieve input from multiple sources includi...">Button</a> that closes the game when pressed. Defaults to the Escape key. <a href="#a053831723f838f2f6289227b6636ebf3">More...</a><br/></td></tr>
<tr class="separator:a053831723f838f2f6289227b6636ebf3"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a34e4f41f2c34c1b7758866a16c26adaf"><td class="memItemLeft" align="right" valign="top"><a class="el" href="class_otter_1_1_button.html">Button</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_game.html#a34e4f41f2c34c1b7758866a16c26adaf">ScreenshotButton</a> = new <a class="el" href="class_otter_1_1_button.html">Button</a>()</td></tr>
<tr class="memdesc:a34e4f41f2c34c1b7758866a16c26adaf"><td class="mdescLeft">&#160;</td><td class="mdescRight"><a class="el" href="class_otter_1_1_button.html" title="Component used for interpreting input as a button. It can recieve input from multiple sources includi...">Button</a> that will save the game's surface out to a timestamp named .png file after the next render. <a href="#a34e4f41f2c34c1b7758866a16c26adaf">More...</a><br/></td></tr>
<tr class="separator:a34e4f41f2c34c1b7758866a16c26adaf"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a6f3b916d96002e282ce34e81dd38264c"><td class="memItemLeft" align="right" valign="top">bool&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_game.html#a6f3b916d96002e282ce34e81dd38264c">EnableQuitButton</a> = true</td></tr>
<tr class="memdesc:a6f3b916d96002e282ce34e81dd38264c"><td class="mdescLeft">&#160;</td><td class="mdescRight">Determines if the QuitButton can close the game. <a href="#a6f3b916d96002e282ce34e81dd38264c">More...</a><br/></td></tr>
<tr class="separator:a6f3b916d96002e282ce34e81dd38264c"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a83d0355390c80f9374b795cffced136b"><td class="memItemLeft" align="right" valign="top">bool&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_game.html#a83d0355390c80f9374b795cffced136b">EnableAltF4</a> = true</td></tr>
<tr class="memdesc:a83d0355390c80f9374b795cffced136b"><td class="mdescLeft">&#160;</td><td class="mdescRight">Determines if Alt+F4 will close the game immediately. <a href="#a83d0355390c80f9374b795cffced136b">More...</a><br/></td></tr>
<tr class="separator:a83d0355390c80f9374b795cffced136b"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a9e7dce013f7a20be69ed88b3f2b85263"><td class="memItemLeft" align="right" valign="top">bool&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_game.html#a9e7dce013f7a20be69ed88b3f2b85263">InvertAngleY</a> = true</td></tr>
<tr class="memdesc:a9e7dce013f7a20be69ed88b3f2b85263"><td class="mdescLeft">&#160;</td><td class="mdescRight">Determines if Y values determined by angles in the Util class will invert the Y axis. This is mostly for backwards compatibility. Turn it back to false if you don't want to change all of your math. <a href="#a9e7dce013f7a20be69ed88b3f2b85263">More...</a><br/></td></tr>
<tr class="separator:a9e7dce013f7a20be69ed88b3f2b85263"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:abf3bc89ce1f3e88af9f18ba4fe16926a"><td class="memItemLeft" align="right" valign="top">bool&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_game.html#abf3bc89ce1f3e88af9f18ba4fe16926a">ReleaseModeDebugger</a> = false</td></tr>
<tr class="memdesc:abf3bc89ce1f3e88af9f18ba4fe16926a"><td class="mdescLeft">&#160;</td><td class="mdescRight">Determines if the debug console will be available when building in release mode. Must be set before <a class="el" href="class_otter_1_1_game.html#a35b294f4bc003c2961e11fc7be3e9302" title="Start the game. This will begin the game loop and no other code past Start() in your entry point will...">Game.Start()</a> is called. <a href="#abf3bc89ce1f3e88af9f18ba4fe16926a">More...</a><br/></td></tr>
<tr class="separator:abf3bc89ce1f3e88af9f18ba4fe16926a"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a586e8c56696c266b4547aeb4b0e0f445"><td class="memItemLeft" align="right" valign="top">bool&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_game.html#a586e8c56696c266b4547aeb4b0e0f445">WindowResize</a> = true</td></tr>
<tr class="memdesc:a586e8c56696c266b4547aeb4b0e0f445"><td class="mdescLeft">&#160;</td><td class="mdescRight">Determines if the game window can be resized. Must be set before calling <a class="el" href="class_otter_1_1_game.html#addb32f74bbe10000c42b97b5117a9edd" title="Creates a new window for the game to be shown in. ">Game.SetWindow()</a> or <a class="el" href="class_otter_1_1_game.html#a35b294f4bc003c2961e11fc7be3e9302" title="Start the game. This will begin the game loop and no other code past Start() in your entry point will...">Game.Start()</a>. <a href="#a586e8c56696c266b4547aeb4b0e0f445">More...</a><br/></td></tr>
<tr class="separator:a586e8c56696c266b4547aeb4b0e0f445"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a18db56d9b602699f336a2cfc7a55dd69"><td class="memItemLeft" align="right" valign="top">bool&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_game.html#a18db56d9b602699f336a2cfc7a55dd69">WindowClose</a> = true</td></tr>
<tr class="memdesc:a18db56d9b602699f336a2cfc7a55dd69"><td class="mdescLeft">&#160;</td><td class="mdescRight">Determines if the game window has a close button or Alt+F4. Must be set before calling <a class="el" href="class_otter_1_1_game.html#addb32f74bbe10000c42b97b5117a9edd" title="Creates a new window for the game to be shown in. ">Game.SetWindow()</a> or <a class="el" href="class_otter_1_1_game.html#a35b294f4bc003c2961e11fc7be3e9302" title="Start the game. This will begin the game loop and no other code past Start() in your entry point will...">Game.Start()</a>. <a href="#a18db56d9b602699f336a2cfc7a55dd69">More...</a><br/></td></tr>
<tr class="separator:a18db56d9b602699f336a2cfc7a55dd69"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:af7ecbd8050179edab74e8a240dd6ca78"><td class="memItemLeft" align="right" valign="top">bool&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_game.html#af7ecbd8050179edab74e8a240dd6ca78">WindowBorder</a> = true</td></tr>
<tr class="memdesc:af7ecbd8050179edab74e8a240dd6ca78"><td class="mdescLeft">&#160;</td><td class="mdescRight">Determines if the game window has a border. If the window has no border it cannot be resized or closed with the close button or Alt+F4. Must be set before calling <a class="el" href="class_otter_1_1_game.html#addb32f74bbe10000c42b97b5117a9edd" title="Creates a new window for the game to be shown in. ">Game.SetWindow()</a> or <a class="el" href="class_otter_1_1_game.html#a35b294f4bc003c2961e11fc7be3e9302" title="Start the game. This will begin the game loop and no other code past Start() in your entry point will...">Game.Start()</a> <a href="#af7ecbd8050179edab74e8a240dd6ca78">More...</a><br/></td></tr>
<tr class="separator:af7ecbd8050179edab74e8a240dd6ca78"><td class="memSeparator" colspan="2">&#160;</td></tr>
</table><table class="memberdecls">
<tr class="heading"><td colspan="2"><h2 class="groupheader"><a name="pub-static-attribs"></a>
Static Public Attributes</h2></td></tr>
<tr class="memitem:a9f00ae7b894cd7b30e3604afe44a3750"><td class="memItemLeft" align="right" valign="top">static <a class="el" href="class_otter_1_1_game.html">Game</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_game.html#a9f00ae7b894cd7b30e3604afe44a3750">Instance</a></td></tr>
<tr class="memdesc:a9f00ae7b894cd7b30e3604afe44a3750"><td class="mdescLeft">&#160;</td><td class="mdescRight">A reference to the active <a class="el" href="class_otter_1_1_game.html" title="ᶜ(ᵔᴥᵔ)ᵓ Core class Otter. Create a Game, and then use Game.Start(); to run it. ">Game</a> instance. <a href="#a9f00ae7b894cd7b30e3604afe44a3750">More...</a><br/></td></tr>
<tr class="separator:a9f00ae7b894cd7b30e3604afe44a3750"><td class="memSeparator" colspan="2">&#160;</td></tr>
</table><table class="memberdecls">
<tr class="heading"><td colspan="2"><h2 class="groupheader"><a name="properties"></a>
Properties</h2></td></tr>
<tr class="memitem:a7e0aaa841e76990bc8f70239abc43050"><td class="memItemLeft" align="right" valign="top">int&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_game.html#a7e0aaa841e76990bc8f70239abc43050">WindowX</a><code> [get, set]</code></td></tr>
<tr class="memdesc:a7e0aaa841e76990bc8f70239abc43050"><td class="mdescLeft">&#160;</td><td class="mdescRight">Set the X position of the Window. <a href="#a7e0aaa841e76990bc8f70239abc43050">More...</a><br/></td></tr>
<tr class="separator:a7e0aaa841e76990bc8f70239abc43050"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a0841abbb9f14230bca62e497e49c810c"><td class="memItemLeft" align="right" valign="top">int&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_game.html#a0841abbb9f14230bca62e497e49c810c">WindowY</a><code> [get, set]</code></td></tr>
<tr class="memdesc:a0841abbb9f14230bca62e497e49c810c"><td class="mdescLeft">&#160;</td><td class="mdescRight">Set the Y position of the Window. <a href="#a0841abbb9f14230bca62e497e49c810c">More...</a><br/></td></tr>
<tr class="separator:a0841abbb9f14230bca62e497e49c810c"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ada1bacf32eb24be6a5d55002e88b4c30"><td class="memItemLeft" align="right" valign="top"><a class="el" href="class_otter_1_1_debugger.html">Debugger</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_game.html#ada1bacf32eb24be6a5d55002e88b4c30">Debugger</a><code> [get, set]</code></td></tr>
<tr class="memdesc:ada1bacf32eb24be6a5d55002e88b4c30"><td class="mdescLeft">&#160;</td><td class="mdescRight">The debugger. Only accessable in Debug mode, otherwise null. <a href="#ada1bacf32eb24be6a5d55002e88b4c30">More...</a><br/></td></tr>
<tr class="separator:ada1bacf32eb24be6a5d55002e88b4c30"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a3063a2a7e7856ca7ebd07fff58e8e23b"><td class="memItemLeft" align="right" valign="top"><a class="el" href="class_otter_1_1_coroutine.html">Coroutine</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_game.html#a3063a2a7e7856ca7ebd07fff58e8e23b">Coroutine</a><code> [get, set]</code></td></tr>
<tr class="memdesc:a3063a2a7e7856ca7ebd07fff58e8e23b"><td class="mdescLeft">&#160;</td><td class="mdescRight">The <a class="el" href="class_otter_1_1_coroutine.html" title="Class that manages Coroutines. ">Coroutine</a> manager. <a href="#a3063a2a7e7856ca7ebd07fff58e8e23b">More...</a><br/></td></tr>
<tr class="separator:a3063a2a7e7856ca7ebd07fff58e8e23b"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a035e43abea3006e95474920db56c3065"><td class="memItemLeft" align="right" valign="top"><a class="el" href="class_otter_1_1_tweener.html">Tweener</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_game.html#a035e43abea3006e95474920db56c3065">Tweener</a><code> [get, set]</code></td></tr>
<tr class="memdesc:a035e43abea3006e95474920db56c3065"><td class="mdescLeft">&#160;</td><td class="mdescRight">The tween manager. <a href="#a035e43abea3006e95474920db56c3065">More...</a><br/></td></tr>
<tr class="separator:a035e43abea3006e95474920db56c3065"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a9cb60bc2aac7db18fc2ed64620e85366"><td class="memItemLeft" align="right" valign="top">bool&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_game.html#a9cb60bc2aac7db18fc2ed64620e85366">ShowDebugger</a><code> [get, set]</code></td></tr>
<tr class="memdesc:a9cb60bc2aac7db18fc2ed64620e85366"><td class="mdescLeft">&#160;</td><td class="mdescRight">True if the debugger is currently open. <a href="#a9cb60bc2aac7db18fc2ed64620e85366">More...</a><br/></td></tr>
<tr class="separator:a9cb60bc2aac7db18fc2ed64620e85366"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:abf2de508b45bef64625f3b44c1209154"><td class="memItemLeft" align="right" valign="top">float&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_game.html#abf2de508b45bef64625f3b44c1209154">Framerate</a><code> [get, set]</code></td></tr>
<tr class="memdesc:abf2de508b45bef64625f3b44c1209154"><td class="mdescLeft">&#160;</td><td class="mdescRight">The current framerate of the game. <a href="#abf2de508b45bef64625f3b44c1209154">More...</a><br/></td></tr>
<tr class="separator:abf2de508b45bef64625f3b44c1209154"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a3c3378a705f2f3b1b7f36c1e67064c79"><td class="memItemLeft" align="right" valign="top">float&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_game.html#a3c3378a705f2f3b1b7f36c1e67064c79">AverageFramerate</a><code> [get, set]</code></td></tr>
<tr class="memdesc:a3c3378a705f2f3b1b7f36c1e67064c79"><td class="mdescLeft">&#160;</td><td class="mdescRight">The average framerate of the game over the past few seconds. <a href="#a3c3378a705f2f3b1b7f36c1e67064c79">More...</a><br/></td></tr>
<tr class="separator:a3c3378a705f2f3b1b7f36c1e67064c79"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a913f7b75868e7813113ef8a67feba6c7"><td class="memItemLeft" align="right" valign="top">float&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_game.html#a913f7b75868e7813113ef8a67feba6c7">DeltaTime</a><code> [get, set]</code></td></tr>
<tr class="memdesc:a913f7b75868e7813113ef8a67feba6c7"><td class="mdescLeft">&#160;</td><td class="mdescRight">How much time has passed since the last update. Will only make sense if FixedFramerate is false. <a href="#a913f7b75868e7813113ef8a67feba6c7">More...</a><br/></td></tr>
<tr class="separator:a913f7b75868e7813113ef8a67feba6c7"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a7ffdf47f5c898696bf7f949c8faa74ab"><td class="memItemLeft" align="right" valign="top">int&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_game.html#a7ffdf47f5c898696bf7f949c8faa74ab">Width</a><code> [get, set]</code></td></tr>
<tr class="memdesc:a7ffdf47f5c898696bf7f949c8faa74ab"><td class="mdescLeft">&#160;</td><td class="mdescRight">The internal width of the game. <a href="#a7ffdf47f5c898696bf7f949c8faa74ab">More...</a><br/></td></tr>
<tr class="separator:a7ffdf47f5c898696bf7f949c8faa74ab"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a4cd102c989faa682f60677276df7e9a5"><td class="memItemLeft" align="right" valign="top">int&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_game.html#a4cd102c989faa682f60677276df7e9a5">Height</a><code> [get, set]</code></td></tr>
<tr class="memdesc:a4cd102c989faa682f60677276df7e9a5"><td class="mdescLeft">&#160;</td><td class="mdescRight">The internal height of the game. <a href="#a4cd102c989faa682f60677276df7e9a5">More...</a><br/></td></tr>
<tr class="separator:a4cd102c989faa682f60677276df7e9a5"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a368b17dbab1eaf2786353f1d9f1a523a"><td class="memItemLeft" align="right" valign="top">int&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_game.html#a368b17dbab1eaf2786353f1d9f1a523a">WindowWidth</a><code> [get, set]</code></td></tr>
<tr class="memdesc:a368b17dbab1eaf2786353f1d9f1a523a"><td class="mdescLeft">&#160;</td><td class="mdescRight">The window width of the game. <a href="#a368b17dbab1eaf2786353f1d9f1a523a">More...</a><br/></td></tr>
<tr class="separator:a368b17dbab1eaf2786353f1d9f1a523a"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ab2fd30d2e0f6f740f94b3b260dc7f4c5"><td class="memItemLeft" align="right" valign="top">int&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_game.html#ab2fd30d2e0f6f740f94b3b260dc7f4c5">WindowHeight</a><code> [get, set]</code></td></tr>
<tr class="memdesc:ab2fd30d2e0f6f740f94b3b260dc7f4c5"><td class="mdescLeft">&#160;</td><td class="mdescRight">The window height of the game. <a href="#ab2fd30d2e0f6f740f94b3b260dc7f4c5">More...</a><br/></td></tr>
<tr class="separator:ab2fd30d2e0f6f740f94b3b260dc7f4c5"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:addbce10d2bc0213be19bbb8f61086f68"><td class="memItemLeft" align="right" valign="top">bool&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_game.html#addbce10d2bc0213be19bbb8f61086f68">WindowFullscreen</a><code> [get, set]</code></td></tr>
<tr class="memdesc:addbce10d2bc0213be19bbb8f61086f68"><td class="mdescLeft">&#160;</td><td class="mdescRight">If the game window is currently fullscreen. <a href="#addbce10d2bc0213be19bbb8f61086f68">More...</a><br/></td></tr>
<tr class="separator:addbce10d2bc0213be19bbb8f61086f68"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a9d0a899c84df911d1f29a19ac0104aff"><td class="memItemLeft" align="right" valign="top">Stack&lt; <a class="el" href="class_otter_1_1_scene.html">Scene</a> &gt;&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_game.html#a9d0a899c84df911d1f29a19ac0104aff">Scenes</a><code> [get, set]</code></td></tr>
<tr class="memdesc:a9d0a899c84df911d1f29a19ac0104aff"><td class="mdescLeft">&#160;</td><td class="mdescRight">The stack of scenes currently in the game. <a href="#a9d0a899c84df911d1f29a19ac0104aff">More...</a><br/></td></tr>
<tr class="separator:a9d0a899c84df911d1f29a19ac0104aff"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:abcc142b8bd5701914fe42750b86979ed"><td class="memItemLeft" align="right" valign="top">List&lt; <a class="el" href="class_otter_1_1_session.html">Session</a> &gt;&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_game.html#abcc142b8bd5701914fe42750b86979ed">Sessions</a><code> [get, set]</code></td></tr>
<tr class="memdesc:abcc142b8bd5701914fe42750b86979ed"><td class="mdescLeft">&#160;</td><td class="mdescRight">The list of player sessions currently in the game. <a href="#abcc142b8bd5701914fe42750b86979ed">More...</a><br/></td></tr>
<tr class="separator:abcc142b8bd5701914fe42750b86979ed"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a6b105211a2db99ccdfa07ebd51032d87"><td class="memItemLeft" align="right" valign="top"><a class="el" href="class_otter_1_1_input.html">Input</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_game.html#a6b105211a2db99ccdfa07ebd51032d87">Input</a><code> [get, set]</code></td></tr>
<tr class="memdesc:a6b105211a2db99ccdfa07ebd51032d87"><td class="mdescLeft">&#160;</td><td class="mdescRight">The input used by the game. <a href="#a6b105211a2db99ccdfa07ebd51032d87">More...</a><br/></td></tr>
<tr class="separator:a6b105211a2db99ccdfa07ebd51032d87"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a576656d20f3d1b819b124b1d5bb41f65"><td class="memItemLeft" align="right" valign="top"><a class="el" href="class_otter_1_1_debug_input.html">DebugInput</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_game.html#a576656d20f3d1b819b124b1d5bb41f65">DebugInput</a><code> [get, set]</code></td></tr>
<tr class="memdesc:a576656d20f3d1b819b124b1d5bb41f65"><td class="mdescLeft">&#160;</td><td class="mdescRight">The debug input used by the game. <a href="#a576656d20f3d1b819b124b1d5bb41f65">More...</a><br/></td></tr>
<tr class="separator:a576656d20f3d1b819b124b1d5bb41f65"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ac935642a5778c5113560dccb898ad21e"><td class="memItemLeft" align="right" valign="top"><a class="el" href="class_otter_1_1_surface.html">Surface</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_game.html#ac935642a5778c5113560dccb898ad21e">Surface</a><code> [get, set]</code></td></tr>
<tr class="memdesc:ac935642a5778c5113560dccb898ad21e"><td class="mdescLeft">&#160;</td><td class="mdescRight">The main surface that the game renders to. <a href="#ac935642a5778c5113560dccb898ad21e">More...</a><br/></td></tr>
<tr class="separator:ac935642a5778c5113560dccb898ad21e"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a7dff80247086e2492e3298c46805ef4b"><td class="memItemLeft" align="right" valign="top">bool&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_game.html#a7dff80247086e2492e3298c46805ef4b">IsDebugMode</a><code> [get, set]</code></td></tr>
<tr class="memdesc:a7dff80247086e2492e3298c46805ef4b"><td class="mdescLeft">&#160;</td><td class="mdescRight">If the game is currently being run in a Debug Mode build. <a href="#a7dff80247086e2492e3298c46805ef4b">More...</a><br/></td></tr>
<tr class="separator:a7dff80247086e2492e3298c46805ef4b"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:aa705315cfffac76320b189556105ec89"><td class="memItemLeft" align="right" valign="top">int&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_game.html#aa705315cfffac76320b189556105ec89">MouseDeltaX</a><code> [get, set]</code></td></tr>
<tr class="memdesc:aa705315cfffac76320b189556105ec89"><td class="mdescLeft">&#160;</td><td class="mdescRight">The change in the mouse's x position before it's relocked to the center. Only reports when LockMouseCenter is set to true. <a href="#aa705315cfffac76320b189556105ec89">More...</a><br/></td></tr>
<tr class="separator:aa705315cfffac76320b189556105ec89"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a0f24c79a5b57bde0320a68d0a1cfdfa0"><td class="memItemLeft" align="right" valign="top">int&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_game.html#a0f24c79a5b57bde0320a68d0a1cfdfa0">MouseDeltaY</a><code> [get, set]</code></td></tr>
<tr class="memdesc:a0f24c79a5b57bde0320a68d0a1cfdfa0"><td class="mdescLeft">&#160;</td><td class="mdescRight">The change in the mouse's y position before it's relocked to the center. Only reports when LockMouseCenter is set to true. <a href="#a0f24c79a5b57bde0320a68d0a1cfdfa0">More...</a><br/></td></tr>
<tr class="separator:a0f24c79a5b57bde0320a68d0a1cfdfa0"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:aa47cdff5ffd6891b233aaf7d239a62d8"><td class="memItemLeft" align="right" valign="top">bool&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_game.html#aa47cdff5ffd6891b233aaf7d239a62d8">HasFocus</a><code> [get, set]</code></td></tr>
<tr class="memdesc:aa47cdff5ffd6891b233aaf7d239a62d8"><td class="mdescLeft">&#160;</td><td class="mdescRight">If the window currently has focus. <a href="#aa47cdff5ffd6891b233aaf7d239a62d8">More...</a><br/></td></tr>
<tr class="separator:aa47cdff5ffd6891b233aaf7d239a62d8"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a51c1ffb292c57b4a9d0f9c0eb5772223"><td class="memItemLeft" align="right" valign="top"><a class="el" href="class_otter_1_1_data_saver.html">DataSaver</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_game.html#a51c1ffb292c57b4a9d0f9c0eb5772223">OptionsData</a><code> [get, set]</code></td></tr>
<tr class="memdesc:a51c1ffb292c57b4a9d0f9c0eb5772223"><td class="mdescLeft">&#160;</td><td class="mdescRight">The stored data for game options. The options file is not externally modifiable. <a href="#a51c1ffb292c57b4a9d0f9c0eb5772223">More...</a><br/></td></tr>
<tr class="separator:a51c1ffb292c57b4a9d0f9c0eb5772223"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a6d9c8039f4b999593bdcc0905e97e601"><td class="memItemLeft" align="right" valign="top"><a class="el" href="class_otter_1_1_data_saver.html">DataSaver</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_game.html#a6d9c8039f4b999593bdcc0905e97e601">SaveData</a><code> [get, set]</code></td></tr>
<tr class="memdesc:a6d9c8039f4b999593bdcc0905e97e601"><td class="mdescLeft">&#160;</td><td class="mdescRight">The stored data for the general game data. The file is not externally modifiable. <a href="#a6d9c8039f4b999593bdcc0905e97e601">More...</a><br/></td></tr>
<tr class="separator:a6d9c8039f4b999593bdcc0905e97e601"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:af8fa19f3ee873911c5acb25ee681c8f2"><td class="memItemLeft" align="right" valign="top"><a class="el" href="class_otter_1_1_data_saver.html">DataSaver</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_game.html#af8fa19f3ee873911c5acb25ee681c8f2">ConfigData</a><code> [get, set]</code></td></tr>
<tr class="memdesc:af8fa19f3ee873911c5acb25ee681c8f2"><td class="mdescLeft">&#160;</td><td class="mdescRight">The stored data for the game config file. The config file is externally modifiable. <a href="#af8fa19f3ee873911c5acb25ee681c8f2">More...</a><br/></td></tr>
<tr class="separator:af8fa19f3ee873911c5acb25ee681c8f2"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a6a7d2090269d062f4a5daa7171a12775"><td class="memItemLeft" align="right" valign="top">string&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_game.html#a6a7d2090269d062f4a5daa7171a12775">GameFolder</a><code> [get, set]</code></td></tr>
<tr class="memdesc:a6a7d2090269d062f4a5daa7171a12775"><td class="mdescLeft">&#160;</td><td class="mdescRight">The default folder to use for storing data files for the game. This will be a folder created in the current user's My Documents folder. The default is 'ottergame' so it will create a folder 'ottergame' in My Documents. <a href="#a6a7d2090269d062f4a5daa7171a12775">More...</a><br/></td></tr>
<tr class="separator:a6a7d2090269d062f4a5daa7171a12775"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a72ef64d3ff24cce30aeaaf6595528d52"><td class="memItemLeft" align="right" valign="top">string&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_game.html#a72ef64d3ff24cce30aeaaf6595528d52">Filepath</a><code> [get]</code></td></tr>
<tr class="memdesc:a72ef64d3ff24cce30aeaaf6595528d52"><td class="mdescLeft">&#160;</td><td class="mdescRight">The main filepath for saving and loading files for the game. <a href="#a72ef64d3ff24cce30aeaaf6595528d52">More...</a><br/></td></tr>
<tr class="separator:a72ef64d3ff24cce30aeaaf6595528d52"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a4ac29608895d0c08bd423ff35a09f64c"><td class="memItemLeft" align="right" valign="top">float&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_game.html#a4ac29608895d0c08bd423ff35a09f64c">AspectRatio</a><code> [get, set]</code></td></tr>
<tr class="memdesc:a4ac29608895d0c08bd423ff35a09f64c"><td class="mdescLeft">&#160;</td><td class="mdescRight">The aspect ratio of the window that the game is rendering to. <a href="#a4ac29608895d0c08bd423ff35a09f64c">More...</a><br/></td></tr>
<tr class="separator:a4ac29608895d0c08bd423ff35a09f64c"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:af5aa2639fd967f3cf69800ac68b22c4c"><td class="memItemLeft" align="right" valign="top">int&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_game.html#af5aa2639fd967f3cf69800ac68b22c4c">Second</a><code> [get]</code></td></tr>
<tr class="memdesc:af5aa2639fd967f3cf69800ac68b22c4c"><td class="mdescLeft">&#160;</td><td class="mdescRight">A second in terms of frames for fixed frame rate games. <a href="#af5aa2639fd967f3cf69800ac68b22c4c">More...</a><br/></td></tr>
<tr class="separator:af5aa2639fd967f3cf69800ac68b22c4c"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ad107118d8eb3ba143a19060921686b66"><td class="memItemLeft" align="right" valign="top">List&lt; <a class="el" href="class_otter_1_1_surface.html">Surface</a> &gt;&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_game.html#ad107118d8eb3ba143a19060921686b66">Surfaces</a><code> [get, set]</code></td></tr>
<tr class="memdesc:ad107118d8eb3ba143a19060921686b66"><td class="mdescLeft">&#160;</td><td class="mdescRight">The surfaces that should be rendered to the final game window. Useful for games that need to render to multiple surfaces. <a href="#ad107118d8eb3ba143a19060921686b66">More...</a><br/></td></tr>
<tr class="separator:ad107118d8eb3ba143a19060921686b66"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a3adda198000c942c26045ec5aec389b0"><td class="memItemLeft" align="right" valign="top">float&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_game.html#a3adda198000c942c26045ec5aec389b0">CameraAngle</a><code> [get, set]</code></td></tr>
<tr class="memdesc:a3adda198000c942c26045ec5aec389b0"><td class="mdescLeft">&#160;</td><td class="mdescRight">The camera angle for the game's main view. <a href="#a3adda198000c942c26045ec5aec389b0">More...</a><br/></td></tr>
<tr class="separator:a3adda198000c942c26045ec5aec389b0"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ab6e205bfa89f30ef5741387447a6f235"><td class="memItemLeft" align="right" valign="top">float&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_game.html#ab6e205bfa89f30ef5741387447a6f235">CameraZoom</a><code> [get, set]</code></td></tr>
<tr class="memdesc:ab6e205bfa89f30ef5741387447a6f235"><td class="mdescLeft">&#160;</td><td class="mdescRight">The camera zoom for the game's main view. <a href="#ab6e205bfa89f30ef5741387447a6f235">More...</a><br/></td></tr>
<tr class="separator:ab6e205bfa89f30ef5741387447a6f235"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a438119b2e158391676f46eddc665331f"><td class="memItemLeft" align="right" valign="top">float&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_game.html#a438119b2e158391676f46eddc665331f">RealDeltaTime</a><code> [get, set]</code></td></tr>
<tr class="memdesc:a438119b2e158391676f46eddc665331f"><td class="mdescLeft">&#160;</td><td class="mdescRight">The real delta time for each update. <a href="#a438119b2e158391676f46eddc665331f">More...</a><br/></td></tr>
<tr class="separator:a438119b2e158391676f46eddc665331f"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:aa88f0ffea339443388c18f78640a5abf"><td class="memItemLeft" align="right" valign="top">bool&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_game.html#aa88f0ffea339443388c18f78640a5abf">MouseVisible</a><code> [get, set]</code></td></tr>
<tr class="memdesc:aa88f0ffea339443388c18f78640a5abf"><td class="mdescLeft">&#160;</td><td class="mdescRight">Set the visibilty of the mouse. <a href="#aa88f0ffea339443388c18f78640a5abf">More...</a><br/></td></tr>
<tr class="separator:aa88f0ffea339443388c18f78640a5abf"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a7fc23c34478069ced22e8a51f4bc0a41"><td class="memItemLeft" align="right" valign="top">int&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_game.html#a7fc23c34478069ced22e8a51f4bc0a41">RenderTime</a><code> [get]</code></td></tr>
<tr class="memdesc:a7fc23c34478069ced22e8a51f4bc0a41"><td class="mdescLeft">&#160;</td><td class="mdescRight">The amount of time in milliseconds for the render pass to complete. <a href="#a7fc23c34478069ced22e8a51f4bc0a41">More...</a><br/></td></tr>
<tr class="separator:a7fc23c34478069ced22e8a51f4bc0a41"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a06c26d705cd28fac16021ffc0074c7c0"><td class="memItemLeft" align="right" valign="top">int&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_game.html#a06c26d705cd28fac16021ffc0074c7c0">UpdateTime</a><code> [get]</code></td></tr>
<tr class="memdesc:a06c26d705cd28fac16021ffc0074c7c0"><td class="mdescLeft">&#160;</td><td class="mdescRight">The amount of time in milliseconds for the update time to complete. <a href="#a06c26d705cd28fac16021ffc0074c7c0">More...</a><br/></td></tr>
<tr class="separator:a06c26d705cd28fac16021ffc0074c7c0"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a6f034649914fc7dece6221720127f261"><td class="memItemLeft" align="right" valign="top">int&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_game.html#a6f034649914fc7dece6221720127f261">RenderCount</a><code> [get, set]</code></td></tr>
<tr class="memdesc:a6f034649914fc7dece6221720127f261"><td class="mdescLeft">&#160;</td><td class="mdescRight">The number of draw calls in the last update. <a href="#a6f034649914fc7dece6221720127f261">More...</a><br/></td></tr>
<tr class="separator:a6f034649914fc7dece6221720127f261"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a728ab58068a2e3d279c22ef31d2545be"><td class="memItemLeft" align="right" valign="top">int&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_game.html#a728ab58068a2e3d279c22ef31d2545be">UpdateCount</a><code> [get, set]</code></td></tr>
<tr class="memdesc:a728ab58068a2e3d279c22ef31d2545be"><td class="mdescLeft">&#160;</td><td class="mdescRight">The number of objects that were updated in the last update. <a href="#a728ab58068a2e3d279c22ef31d2545be">More...</a><br/></td></tr>
<tr class="separator:a728ab58068a2e3d279c22ef31d2545be"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a49f0c031e9c06260e40caef3daf73734"><td class="memItemLeft" align="right" valign="top">int&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_game.html#a49f0c031e9c06260e40caef3daf73734">HalfWidth</a><code> [get, set]</code></td></tr>
<tr class="memdesc:a49f0c031e9c06260e40caef3daf73734"><td class="mdescLeft">&#160;</td><td class="mdescRight">Half of the game's internal width. <a href="#a49f0c031e9c06260e40caef3daf73734">More...</a><br/></td></tr>
<tr class="separator:a49f0c031e9c06260e40caef3daf73734"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:abe4be1ad38743ef14324ba555a5b968e"><td class="memItemLeft" align="right" valign="top">int&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_game.html#abe4be1ad38743ef14324ba555a5b968e">HalfHeight</a><code> [get, set]</code></td></tr>
<tr class="memdesc:abe4be1ad38743ef14324ba555a5b968e"><td class="mdescLeft">&#160;</td><td class="mdescRight">Half of the game's internal height. <a href="#abe4be1ad38743ef14324ba555a5b968e">More...</a><br/></td></tr>
<tr class="separator:abe4be1ad38743ef14324ba555a5b968e"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ab61c251415698b8d514664e801b1c57c"><td class="memItemLeft" align="right" valign="top"><a class="el" href="class_otter_1_1_scene.html">Scene</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_game.html#ab61c251415698b8d514664e801b1c57c">Scene</a><code> [get, set]</code></td></tr>
<tr class="memdesc:ab61c251415698b8d514664e801b1c57c"><td class="mdescLeft">&#160;</td><td class="mdescRight">A reference to the current scene being updated by the game. <a href="#ab61c251415698b8d514664e801b1c57c">More...</a><br/></td></tr>
<tr class="separator:ab61c251415698b8d514664e801b1c57c"><td class="memSeparator" colspan="2">&#160;</td></tr>
</table>
<a name="details" id="details"></a><h2 class="groupheader">Detailed Description</h2>
<div class="textblock"><p>ᶜ(ᵔᴥᵔ)ᵓ Core class <a class="el" href="namespace_otter.html">Otter</a>. Create a <a class="el" href="class_otter_1_1_game.html" title="ᶜ(ᵔᴥᵔ)ᵓ Core class Otter. Create a Game, and then use Game.Start(); to run it. ">Game</a>, and then use <a class="el" href="class_otter_1_1_game.html#a35b294f4bc003c2961e11fc7be3e9302" title="Start the game. This will begin the game loop and no other code past Start() in your entry point will...">Game.Start()</a>; to run it. </p>
</div><h2 class="groupheader">Constructor &amp; Destructor Documentation</h2>
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<td class="memname">Otter.Game.Game </td>
<td>(</td>
<td class="paramtype">string&#160;</td>
<td class="paramname"><em>title</em> = <code>&quot;Game&quot;</code>, </td>
</tr>
<tr>
<td class="paramkey"></td>
<td></td>
<td class="paramtype">int&#160;</td>
<td class="paramname"><em>width</em> = <code>640</code>, </td>
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<tr>
<td class="paramkey"></td>
<td></td>
<td class="paramtype">int&#160;</td>
<td class="paramname"><em>height</em> = <code>480</code>, </td>
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<tr>
<td class="paramkey"></td>
<td></td>
<td class="paramtype">int&#160;</td>
<td class="paramname"><em>targetFramerate</em> = <code>60</code>, </td>
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<tr>
<td class="paramkey"></td>
<td></td>
<td class="paramtype">bool&#160;</td>
<td class="paramname"><em>fullscreen</em> = <code>false</code>&#160;</td>
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<td></td>
<td>)</td>
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<p>Creates a new game to run in the program. </p>
<dl class="params"><dt>Parameters</dt><dd>
<table class="params">
<tr><td class="paramname">title</td><td>The title of the window.</td></tr>
<tr><td class="paramname">width</td><td>The width of the internal game resolution.</td></tr>
<tr><td class="paramname">height</td><td>The height of the internal game resolution.</td></tr>
<tr><td class="paramname">targetFramerate</td><td>The target framerate (for fixed framerate.)</td></tr>
<tr><td class="paramname">fullscreen</td><td>Run the game in fullscreen.</td></tr>
</table>
</dd>
</dl>
</div>
</div>
<h2 class="groupheader">Member Function Documentation</h2>
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<td class="memname">void Otter.Game.AddScene </td>
<td>(</td>
<td class="paramtype"><a class="el" href="class_otter_1_1_scene.html">Scene</a>&#160;</td>
<td class="paramname"><em>scene</em></td><td>)</td>
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<p>Add a scene to the top of the stack. You do not have to use <a class="el" href="class_otter_1_1_game.html#af69ac4b297ffa24e683123baed4f2d23" title="The first scene that the game should load when Start() is called. ">Game.FirstScene</a> if you use this before <a class="el" href="class_otter_1_1_game.html#a35b294f4bc003c2961e11fc7be3e9302" title="Start the game. This will begin the game loop and no other code past Start() in your entry point will...">Game.Start()</a>. </p>
<dl class="params"><dt>Parameters</dt><dd>
<table class="params">
<tr><td class="paramname">scene</td><td>The scene to add.</td></tr>
</table>
</dd>
</dl>
</div>
</div>
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<td class="memname">void Otter.Game.AddScene </td>
<td>(</td>
<td class="paramtype">params <a class="el" href="class_otter_1_1_scene.html">Scene</a>[]&#160;</td>
<td class="paramname"><em>scenes</em></td><td>)</td>
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<p>Add multiple scenes to the top of the stack. The last scene added will be on top. </p>
<dl class="params"><dt>Parameters</dt><dd>
<table class="params">
<tr><td class="paramname">scenes</td><td>The scenes to add.</td></tr>
</table>
</dd>
</dl>
</div>
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<td class="memname"><a class="el" href="class_otter_1_1_session.html">Session</a> Otter.Game.AddSession </td>
<td>(</td>
<td class="paramtype">string&#160;</td>
<td class="paramname"><em>name</em></td><td>)</td>
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<p>Adds a new <a class="el" href="class_otter_1_1_session.html" title="Class that represents a player session. Use this for maintaining and using information about a player...">Session</a> to the game. </p>
<dl class="params"><dt>Parameters</dt><dd>
<table class="params">
<tr><td class="paramname">name</td><td>The name of the <a class="el" href="class_otter_1_1_session.html" title="Class that represents a player session. Use this for maintaining and using information about a player...">Session</a>.</td></tr>
</table>
</dd>
</dl>
<dl class="section return"><dt>Returns</dt><dd>The <a class="el" href="class_otter_1_1_session.html" title="Class that represents a player session. Use this for maintaining and using information about a player...">Session</a>.</dd></dl>
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<td class="memname"><a class="el" href="class_otter_1_1_session.html">Session</a> Otter.Game.AddSession </td>
<td>(</td>
<td class="paramtype">Enum&#160;</td>
<td class="paramname"><em>name</em></td><td>)</td>
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<p>Adds a new <a class="el" href="class_otter_1_1_session.html" title="Class that represents a player session. Use this for maintaining and using information about a player...">Session</a> to the game. </p>
<dl class="params"><dt>Parameters</dt><dd>
<table class="params">
<tr><td class="paramname">name</td><td>The name of the <a class="el" href="class_otter_1_1_session.html" title="Class that represents a player session. Use this for maintaining and using information about a player...">Session</a>.</td></tr>
</table>
</dd>
</dl>
<dl class="section return"><dt>Returns</dt><dd>The <a class="el" href="class_otter_1_1_session.html" title="Class that represents a player session. Use this for maintaining and using information about a player...">Session</a>.</dd></dl>
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</div>
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<td class="memname">void Otter.Game.AddSurface </td>
<td>(</td>
<td class="paramtype"><a class="el" href="class_otter_1_1_surface.html">Surface</a>&#160;</td>
<td class="paramname"><em>surface</em></td><td>)</td>
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<p>Add a surface to the list of surfaces to be rendered to the window. </p>
<dl class="params"><dt>Parameters</dt><dd>
<table class="params">
<tr><td class="paramname">surface</td><td>The surface to add.</td></tr>
</table>
</dd>
</dl>
</div>
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<td class="memname">void Otter.Game.CenterWindow </td>
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<p>Center the window on the monitor that the window was initialized on. </p>
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<td class="memname">void Otter.Game.Close </td>
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<p>Close the current game window. </p>
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<td class="memname">void Otter.Game.ForceDebugger </td>
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<td class="paramname"></td><td>)</td>
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<p>Force the creation of a <a class="el" href="class_otter_1_1_debugger.html" title="The debug console. Only exists when the game is built in Debug Mode. The game will handle using this ...">Debugger</a> object (even in Release mode!) </p>
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<td class="memname">T Otter.Game.GetScene&lt; T &gt; </td>
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<p>Get the current scene cast to a specific type. Useful for when you extend <a class="el" href="class_otter_1_1_scene.html" title="Class used to manage Entities. The active Game should update the active Scene, which then updates all...">Scene</a> to your own class. </p>
<dl class="tparams"><dt>Template Parameters</dt><dd>
<table class="tparams">
<tr><td class="paramname">T</td><td>The class to return the scene as.</td></tr>
</table>
</dd>
</dl>
<dl class="section return"><dt>Returns</dt><dd>The scene as T.</dd></dl>
<div class="typeconstraint">
<dl><dt><b>Type Constraints</b><dt><dd>
<table border="0" cellspacing="2" cellpadding="0">
<tr><td valign="top"><em>T</em></td><td>&#160;:</td><td valign="top"><em>Scene</em></td><td>&#160;</td></tr>
</table>
</dl>
</div>
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<td class="memname">void Otter.Game.Pause </td>
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<p>Pause the game. </p>
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<td class="memname">void Otter.Game.PauseToggle </td>
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<p>Toggle the pause state on and off. </p>
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<td class="memname">void Otter.Game.RemoveScene </td>
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<p>Remove the scene from the top of the scene stack. </p>
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<td class="memname">void Otter.Game.RemoveSurface </td>
<td>(</td>
<td class="paramtype"><a class="el" href="class_otter_1_1_surface.html">Surface</a>&#160;</td>
<td class="paramname"><em>surface</em></td><td>)</td>
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<p>Remove a surface from the list of surfaces to be rendered to the window. </p>
<dl class="params"><dt>Parameters</dt><dd>
<table class="params">
<tr><td class="paramname">surface</td><td>The surface to remove.</td></tr>
</table>
</dd>
</dl>
</div>
</div>
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<td class="memname">void Otter.Game.Resume </td>
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<p>Resume the game after pausing. </p>
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<td class="memname"><a class="el" href="class_otter_1_1_session.html">Session</a> Otter.Game.Session </td>
<td>(</td>
<td class="paramtype">string&#160;</td>
<td class="paramname"><em>name</em></td><td>)</td>
<td></td>
</tr>
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<p>Get a session by the name. </p>
<dl class="params"><dt>Parameters</dt><dd>
<table class="params">
<tr><td class="paramname">name</td><td>The name of the session.</td></tr>
</table>
</dd>
</dl>
<dl class="section return"><dt>Returns</dt><dd>A session if one is found, or null.</dd></dl>
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<td class="memname"><a class="el" href="class_otter_1_1_session.html">Session</a> Otter.Game.Session </td>
<td>(</td>
<td class="paramtype">Enum&#160;</td>
<td class="paramname"><em>name</em></td><td>)</td>
<td></td>
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<p>Get a <a class="el" href="class_otter_1_1_session.html" title="Class that represents a player session. Use this for maintaining and using information about a player...">Session</a> by the name. </p>
<dl class="params"><dt>Parameters</dt><dd>
<table class="params">
<tr><td class="paramname">name</td><td>The name of the <a class="el" href="class_otter_1_1_session.html" title="Class that represents a player session. Use this for maintaining and using information about a player...">Session</a>.</td></tr>
</table>
</dd>
</dl>
<dl class="section return"><dt>Returns</dt><dd>A <a class="el" href="class_otter_1_1_session.html" title="Class that represents a player session. Use this for maintaining and using information about a player...">Session</a> if one is found, or null.</dd></dl>
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<td class="memname"><a class="el" href="class_otter_1_1_session.html">Session</a> Otter.Game.Session </td>
<td>(</td>
<td class="paramtype">int&#160;</td>
<td class="paramname"><em>id</em></td><td>)</td>
<td></td>
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<p>Get a session by id. </p>
<dl class="params"><dt>Parameters</dt><dd>
<table class="params">
<tr><td class="paramname">id</td><td>The id of the session.</td></tr>
</table>
</dd>
</dl>
<dl class="section return"><dt>Returns</dt><dd>The <a class="el" href="class_otter_1_1_session.html" title="Class that represents a player session. Use this for maintaining and using information about a player...">Session</a> with that id.</dd></dl>
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<td class="memname">void Otter.Game.SetIcon </td>
<td>(</td>
<td class="paramtype">string&#160;</td>
<td class="paramname"><em>source</em></td><td>)</td>
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<p>Set the icon of the current window. </p>
<dl class="params"><dt>Parameters</dt><dd>
<table class="params">
<tr><td class="paramname">width</td><td>The width of the icon.</td></tr>
<tr><td class="paramname">height</td><td>The height of the icon.</td></tr>
<tr><td class="paramname">source</td><td>The source path to the icon image.</td></tr>
</table>
</dd>
</dl>
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<td class="memname">void Otter.Game.SetWindow </td>
<td>(</td>
<td class="paramtype">int&#160;</td>
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<td class="paramtype">int&#160;</td>
<td class="paramname"><em>height</em> = <code>0</code>, </td>
</tr>
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<td class="paramkey"></td>
<td></td>
<td class="paramtype">bool&#160;</td>
<td class="paramname"><em>fullscreen</em> = <code>false</code>, </td>
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<td class="paramkey"></td>
<td></td>
<td class="paramtype">bool&#160;</td>
<td class="paramname"><em>vsync</em> = <code>false</code>&#160;</td>
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<p>Creates a new window for the game to be shown in. </p>
<dl class="params"><dt>Parameters</dt><dd>
<table class="params">
<tr><td class="paramname">width</td><td>The width of the window.</td></tr>
<tr><td class="paramname">height</td><td>The height of the window.</td></tr>
<tr><td class="paramname">fullscreen</td><td>Run the window in fullscreen mode.</td></tr>
<tr><td class="paramname">vsync</td><td>Enable vertical sync.</td></tr>
</table>
</dd>
</dl>
</div>
</div>
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<td class="memname">void Otter.Game.SetWindowAutoFullscreen </td>
<td>(</td>
<td class="paramtype">bool&#160;</td>
<td class="paramname"><em>vsync</em> = <code>false</code></td><td>)</td>
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<p>Creates a new window that is the resolution of the screen and in fullscreen mode. </p>
<dl class="params"><dt>Parameters</dt><dd>
<table class="params">
<tr><td class="paramname">vsync</td><td>Enable vertical sync.</td></tr>
</table>
</dd>
</dl>
</div>
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<td class="memname">void Otter.Game.SetWindowScale </td>
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<p>Create a new window using a scale value instead of pixels. </p>
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<p>Pauses the game for a certain time. Only works with fixed framerate currently. </p>
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<td class="memname">void Otter.Game.Start </td>
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<td class="paramtype"><a class="el" href="class_otter_1_1_scene.html">Scene</a>&#160;</td>
<td class="paramname"><em>firstScene</em></td><td>)</td>
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<p>Start the game using a specific <a class="el" href="class_otter_1_1_scene.html" title="Class used to manage Entities. The active Game should update the active Scene, which then updates all...">Scene</a>. Shortcut for setting the FirstScene then using Start. </p>
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<tr><td class="paramname">firstScene</td><td>The <a class="el" href="class_otter_1_1_scene.html" title="Class used to manage Entities. The active Game should update the active Scene, which then updates all...">Scene</a> to begin the game with.</td></tr>
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<p>Start the game. This will begin the game loop and no other code past <a class="el" href="class_otter_1_1_game.html#a35b294f4bc003c2961e11fc7be3e9302" title="Start the game. This will begin the game loop and no other code past Start() in your entry point will...">Start()</a> in your entry point will run. Make sure to set the first scene before executing this. </p>
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<p>Stop the game from running completely. </p>
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<td class="memname">void Otter.Game.SwitchScene </td>
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<td class="paramtype"><a class="el" href="class_otter_1_1_scene.html">Scene</a>&#160;</td>
<td class="paramname"><em>scene</em></td><td>)</td>
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<p>Switch to a new scene. This removes the scene stack! </p>
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<h2 class="groupheader">Member Data Documentation</h2>
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<p>If the game is currently being run. </p>
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<td class="memname">bool Otter.Game.AlwaysUpdate = true</td>
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<p>If the game should keep updating even when it has lost focus. </p>
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<td class="memname"><a class="el" href="class_otter_1_1_atlas.html">Atlas</a> Otter.Game.Atlas = new <a class="el" href="class_otter_1_1_atlas.html">Atlas</a>()</td>
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<p>The default <a class="el" href="class_otter_1_1_atlas.html" title="Class used for loading textures from an Atlas, or a set of Atlases. This class is built to support at...">Atlas</a> to search for image assets in. </p>
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<td class="memname"><a class="el" href="class_otter_1_1_color.html">Color</a> Otter.Game.Color = Color.Black</td>
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<p>The default background color of the game. </p>
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<p>If the game should draw all scenes on the stack including inactive scenes. </p>
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<p>Determines if Alt+F4 will close the game immediately. </p>
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<p>Determines if the QuitButton can close the game. </p>
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<td class="memname"><a class="el" href="class_otter_1_1_scene.html">Scene</a> Otter.Game.FirstScene</td>
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<p>The first scene that the game should load when <a class="el" href="class_otter_1_1_game.html#a35b294f4bc003c2961e11fc7be3e9302" title="Start the game. This will begin the game loop and no other code past Start() in your entry point will...">Start()</a> is called. </p>
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<p>Render and update the game at a fixed framerate. The game will never exceed the target framerate, and will slow down if performance decreases. </p>
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<p>The number of frames that have passed since the game started. If you're not using fixed framerate then this number will vary wildly. </p>
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<td class="memname"><a class="el" href="class_otter_1_1_game.html">Game</a> Otter.Game.Instance</td>
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<p>A reference to the active <a class="el" href="class_otter_1_1_game.html" title="ᶜ(ᵔᴥᵔ)ᵓ Core class Otter. Create a Game, and then use Game.Start(); to run it. ">Game</a> instance. </p>
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<p>Determines if Y values determined by angles in the Util class will invert the Y axis. This is mostly for backwards compatibility. Turn it back to false if you don't want to change all of your math. </p>
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<td class="memname"><a class="el" href="class_otter_1_1_color.html">Color</a> Otter.Game.LetterBoxColor = Color.Black</td>
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<p>The default color to draw in the letterboxed areas of the window. </p>
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<p>Maintain the original aspect ratio of the game when scaling the window. </p>
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<p>If the game should attempt to lock the mouse inside the window. This is not 100% accurate. </p>
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<p>If the mouse should be locked to the center of the window. The <a class="el" href="class_otter_1_1_input.html" title="Class used for managing input from the keyboard, mouse, and joysticks. Updated by the active Game...">Input</a> class should still report the mouse position accurately if this is true. This is currently the best way to lock the mouse inside of the window region. </p>
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<p>The distance from the edge of the window in which the mouse cant escape when locked. </p>
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<p>If the game should measure time in frames when using a fixed framerate. If true delta time will increase by 1 on each update, if false it will increase by 1 / TargetFramerate. </p>
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<p>An Action called when the game ends. The last code that executes when closing the game. </p>
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<p>An action that is called at the very end of the update (the very last thing before Render()) After this is called it will be cleared! </p>
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<p>An action that is called when the window gains focus. </p>
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<p>An action that is called when the window loses focus. </p>
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<p>An action called when the game initializes. </p>
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<p>An action called when any <a class="el" href="class_otter_1_1_scene.html" title="Class used to manage Entities. The active Game should update the active Scene, which then updates all...">Scene</a> begins. </p>
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<p>An action called when any <a class="el" href="class_otter_1_1_scene.html" title="Class used to manage Entities. The active Game should update the active Scene, which then updates all...">Scene</a> ends. </p>
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<p>An action that is called at the very start of the next update (the very first thing before UpdateFirst()) After this is called it will be cleared! </p>
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<p>An action called when the game updates (happens after all <a class="el" href="class_otter_1_1_scene.html" title="Class used to manage Entities. The active Game should update the active Scene, which then updates all...">Scene</a> and <a class="el" href="class_otter_1_1_entity.html" title="Class used for a game object. The bread and butter of your game. Entities are added to Scenes which a...">Entity</a> updates.) </p>
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<p>If the game is paused (no longer updating.) </p>
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<td class="memname"><a class="el" href="class_otter_1_1_button.html">Button</a> Otter.Game.QuitButton = new <a class="el" href="class_otter_1_1_button.html">Button</a>()</td>
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<p><a class="el" href="class_otter_1_1_button.html" title="Component used for interpreting input as a button. It can recieve input from multiple sources includi...">Button</a> that closes the game when pressed. Defaults to the Escape key. </p>
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<p>Determines if the debug console will be available when building in release mode. Must be set before <a class="el" href="class_otter_1_1_game.html#a35b294f4bc003c2961e11fc7be3e9302" title="Start the game. This will begin the game loop and no other code past Start() in your entry point will...">Game.Start()</a> is called. </p>
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<td class="memname"><a class="el" href="class_otter_1_1_button.html">Button</a> Otter.Game.ScreenshotButton = new <a class="el" href="class_otter_1_1_button.html">Button</a>()</td>
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<p><a class="el" href="class_otter_1_1_button.html" title="Component used for interpreting input as a button. It can recieve input from multiple sources includi...">Button</a> that will save the game's surface out to a timestamp named .png file after the next render. </p>
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<p>The desired framerate that the game should update at. </p>
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<p>How long the game has been active. Measured in units of delta time. </p>
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<p>The title of the game displayed in the window. </p>
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<p>Determines if the game window has a border. If the window has no border it cannot be resized or closed with the close button or Alt+F4. Must be set before calling <a class="el" href="class_otter_1_1_game.html#addb32f74bbe10000c42b97b5117a9edd" title="Creates a new window for the game to be shown in. ">Game.SetWindow()</a> or <a class="el" href="class_otter_1_1_game.html#a35b294f4bc003c2961e11fc7be3e9302" title="Start the game. This will begin the game loop and no other code past Start() in your entry point will...">Game.Start()</a> </p>
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<p>Determines if the game window has a close button or Alt+F4. Must be set before calling <a class="el" href="class_otter_1_1_game.html#addb32f74bbe10000c42b97b5117a9edd" title="Creates a new window for the game to be shown in. ">Game.SetWindow()</a> or <a class="el" href="class_otter_1_1_game.html#a35b294f4bc003c2961e11fc7be3e9302" title="Start the game. This will begin the game loop and no other code past Start() in your entry point will...">Game.Start()</a>. </p>
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<p>Determines if the game window can be resized. Must be set before calling <a class="el" href="class_otter_1_1_game.html#addb32f74bbe10000c42b97b5117a9edd" title="Creates a new window for the game to be shown in. ">Game.SetWindow()</a> or <a class="el" href="class_otter_1_1_game.html#a35b294f4bc003c2961e11fc7be3e9302" title="Start the game. This will begin the game loop and no other code past Start() in your entry point will...">Game.Start()</a>. </p>
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<h2 class="groupheader">Property Documentation</h2>
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<td class="memname">float Otter.Game.AspectRatio</td>
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<p>The aspect ratio of the window that the game is rendering to. </p>
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<td class="memname">float Otter.Game.AverageFramerate</td>
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<p>The average framerate of the game over the past few seconds. </p>
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<p>The camera angle for the game's main view. </p>
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<p>The camera zoom for the game's main view. </p>
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<p>The stored data for the game config file. The config file is externally modifiable. </p>
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<td class="memname"><a class="el" href="class_otter_1_1_coroutine.html">Coroutine</a> Otter.Game.Coroutine</td>
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<p>The <a class="el" href="class_otter_1_1_coroutine.html" title="Class that manages Coroutines. ">Coroutine</a> manager. </p>
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<p>The debugger. Only accessable in Debug mode, otherwise null. </p>
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<p>The debug input used by the game. </p>
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<p>How much time has passed since the last update. Will only make sense if FixedFramerate is false. </p>
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<p>The main filepath for saving and loading files for the game. </p>
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<td class="memname">float Otter.Game.Framerate</td>
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<p>The current framerate of the game. </p>
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<td class="memname">string Otter.Game.GameFolder</td>
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<p>The default folder to use for storing data files for the game. This will be a folder created in the current user's My Documents folder. The default is 'ottergame' so it will create a folder 'ottergame' in My Documents. </p>
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<p>Half of the game's internal height. </p>
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<p>Half of the game's internal width. </p>
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<td class="memname">bool Otter.Game.HasFocus</td>
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<p>If the window currently has focus. </p>
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<p>The internal height of the game. </p>
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<td class="memname"><a class="el" href="class_otter_1_1_input.html">Input</a> Otter.Game.Input</td>
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<span class="mlabels"><span class="mlabel">get</span><span class="mlabel">set</span></span> </td>
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<p>The input used by the game. </p>
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<td class="memname">bool Otter.Game.IsDebugMode</td>
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<span class="mlabels"><span class="mlabel">get</span><span class="mlabel">set</span></span> </td>
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<p>If the game is currently being run in a Debug Mode build. </p>
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<td class="memname">int Otter.Game.MouseDeltaX</td>
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<span class="mlabels"><span class="mlabel">get</span><span class="mlabel">set</span></span> </td>
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<p>The change in the mouse's x position before it's relocked to the center. Only reports when LockMouseCenter is set to true. </p>
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<td class="memname">int Otter.Game.MouseDeltaY</td>
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<span class="mlabels"><span class="mlabel">get</span><span class="mlabel">set</span></span> </td>
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<p>The change in the mouse's y position before it's relocked to the center. Only reports when LockMouseCenter is set to true. </p>
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<p>Set the visibilty of the mouse. </p>
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<td class="memname"><a class="el" href="class_otter_1_1_data_saver.html">DataSaver</a> Otter.Game.OptionsData</td>
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<p>The stored data for game options. The options file is not externally modifiable. </p>
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<p>The real delta time for each update. </p>
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<span class="mlabels"><span class="mlabel">get</span><span class="mlabel">set</span></span> </td>
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<p>The number of draw calls in the last update. </p>
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<p>The amount of time in milliseconds for the render pass to complete. </p>
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<td class="memname"><a class="el" href="class_otter_1_1_data_saver.html">DataSaver</a> Otter.Game.SaveData</td>
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<p>The stored data for the general game data. The file is not externally modifiable. </p>
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<td class="memname"><a class="el" href="class_otter_1_1_scene.html">Scene</a> Otter.Game.Scene</td>
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<p>A reference to the current scene being updated by the game. </p>
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<td class="memname">Stack&lt;<a class="el" href="class_otter_1_1_scene.html">Scene</a>&gt; Otter.Game.Scenes</td>
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<span class="mlabels"><span class="mlabel">get</span><span class="mlabel">set</span></span> </td>
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<p>The stack of scenes currently in the game. </p>
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<td class="memname">int Otter.Game.Second</td>
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<span class="mlabels"><span class="mlabel">get</span></span> </td>
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<p>A second in terms of frames for fixed frame rate games. </p>
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<td class="memname">List&lt;<a class="el" href="class_otter_1_1_session.html">Session</a>&gt; Otter.Game.Sessions</td>
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<span class="mlabels"><span class="mlabel">get</span><span class="mlabel">set</span></span> </td>
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<p>The list of player sessions currently in the game. </p>
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<td class="memname">bool Otter.Game.ShowDebugger</td>
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<p>True if the debugger is currently open. </p>
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<td class="memname"><a class="el" href="class_otter_1_1_surface.html">Surface</a> Otter.Game.Surface</td>
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<span class="mlabels"><span class="mlabel">get</span><span class="mlabel">set</span></span> </td>
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<p>The main surface that the game renders to. </p>
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<td class="memname">List&lt;<a class="el" href="class_otter_1_1_surface.html">Surface</a>&gt; Otter.Game.Surfaces</td>
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<span class="mlabels"><span class="mlabel">get</span><span class="mlabel">set</span></span> </td>
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<p>The surfaces that should be rendered to the final game window. Useful for games that need to render to multiple surfaces. </p>
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<td class="memname"><a class="el" href="class_otter_1_1_tweener.html">Tweener</a> Otter.Game.Tweener</td>
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<span class="mlabels"><span class="mlabel">get</span><span class="mlabel">set</span></span> </td>
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<p>The tween manager. </p>
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<span class="mlabels"><span class="mlabel">get</span><span class="mlabel">set</span></span> </td>
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<p>The number of objects that were updated in the last update. </p>
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<p>The amount of time in milliseconds for the update time to complete. </p>
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<span class="mlabels"><span class="mlabel">get</span><span class="mlabel">set</span></span> </td>
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<p>The internal width of the game. </p>
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<td class="memname">bool Otter.Game.WindowFullscreen</td>
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<span class="mlabels"><span class="mlabel">get</span><span class="mlabel">set</span></span> </td>
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<p>If the game window is currently fullscreen. </p>
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<span class="mlabels"><span class="mlabel">get</span><span class="mlabel">set</span></span> </td>
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<p>The window height of the game. </p>
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<span class="mlabels"><span class="mlabel">get</span><span class="mlabel">set</span></span> </td>
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<p>The window width of the game. </p>
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<td class="memname">int Otter.Game.WindowX</td>
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<span class="mlabels"><span class="mlabel">get</span><span class="mlabel">set</span></span> </td>
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<p>Set the X position of the Window. </p>
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<a class="anchor" id="a0841abbb9f14230bca62e497e49c810c"></a>
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<td class="memname">int Otter.Game.WindowY</td>
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<span class="mlabels"><span class="mlabel">get</span><span class="mlabel">set</span></span> </td>
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<p>Set the Y position of the Window. </p>
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<hr/>The documentation for this class was generated from the following file:<ul>
<li>Otter/Core/Game.cs</li>
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