Class Index
The Render Engine namespace
An abstract class to represent broad-phase collision models.
A node within a broad-phase collision model which contains a list of
game objects within it.
A structure which divides a finite space up into a coarse grid to
perform "broad phase" collision determinations within the space.
A single node within a
R.collision.broadphase.SpatialGrid.
A convex hull with which to perform collision testing.
A rectangular convex hull.
All components extend from this object class.
Creates a collider component which tests the collision model for
potential collisions.
An extension of the
R.components.Collider which will check the
object's axis-aligned bounding boxes for collision.
An extension of the ColliderComponent which will check if the
object's are colliding based on their world bounding circles.
An extension of the ColliderComponent which will check the
object's convex collision hulls using the Separating Axis Theorm (SAT).
A debugging component to render helpful debug widgets alongside an object.
A component which can read an input device and make those inputs
available to a
R.engine.GameObject.
A component which responds to keyboard events and notifies
its
R.engine.GameObject when one of the events occurs.
A component which responds to mouse events and notifies
the host object when one of the events occurs.
A component which responds to touch events and notifies
its
R.engine.GameObject by triggering one of three events.
A component which responds to the Wiimote (in the Opera browser)
is notifies its host object by calling a number of methods.
Logic components are sort of a catch-all of components.
The arrival behavior component.
The base behavior component.
The flee behavior component.
The obstacle avoidance behavior component.
The seek behavior component.
The unaligned collision avoidance behavior component.
The wander behavior for the vehicle.
A component that can execute game objects.
A very simple example component which sends the game object's
client position in the world using a web socket.
A component which notifies objects when an action occurs.
A component that uses a behavior tree to process state changes.
The base motor joint for all joints which can be driven by a motor.
An extension of the R.components.BaseBody which creates a rectangular
rigid body.
An extension of R.components.BaseBody which creates a polygonal
rigid body.
A prismatic joint which allows movement in one degree of freedom: translation along
an axis anchored in the first body.
A revolute joint which allows two bodies to revolve around a common
anchor point in a
R.physics.Simulation.
The base component class for components which render
to an {@link R.rendercontexts.AbstractRenderContext render context}.
The billboard component renders the contents of an image which
was generated by a linked render component.
Render component for DOM elements.
A {@link R.components.Render render component} that draws an image to the render context.
A {@link R.components.Render render component} that allows the developer
to link a particle emitter to a game object.
A render component that renders its contents from an
Array of points.
A 2d transform component driven by different behaviors.
A mover component that adds simplified physical transformations to an object.
A transform component to move around a tile map like the old "platformer" games
A simple component that maintains position, rotation, and scale.
A class for logging messages to a console reference object.
The base class for all console objects.
A static class to be used to measure metrics of engine and game performance.
A static JavaScript implementation of a simple profiler.
The main engine class which is responsible for keeping the world up to date.
The base object class which represents an object within
the engine.
A static object for uniformly handling events within all browser
platforms.
The game object represents an instance of a game.
A game object is a container for components.
Pooled objects are created as needed, and reused from a static pool
of all objects, organized by classname.
A static class which is used to load new JavaScript into the browser.
A static class with support methods the engine or games can use.
The base abstract class for all timer objects.
A static class which provides methods for generating random integers
and floats between 0 and 1.
An extension of
R.lang.Timeout that will repeat the specified number of times before
destroying itself.
An extension of
R.lang.Timeout which is a one-shot timer that cannot
be restarted and will self-destroy after it completes its interval.
An extension of
R.lang.OneShotTimeout which is a one-shot timer that triggers a callback,
at regular intervals, until the timer has expired.
A 2D circle class with helpful manipulation methods.
A static class with methods and fields that are helpful
when dealing with two dimensional mathematics.
A static class with methods and fields that are helpful
when dealing with two dimensional mathematics.
A 2D point class with helpful methods for manipulation
A 3D point class with helpful methods for manipulation
The base object class which represents a math object within
the engine.
A 2D rectangle class with helpful manipulation methods.
A 2D vector class with helpful manipulation methods.
A 3D vector class with helpful manipulation methods.
A fixture is a simple rectangular area used to define either
a solid area, or a trigger for a callback.
An object for use in a 2d game environment.
A
R.objects.PhysicsActor is an actor object within a game represented by
a collection of components which can include rigid bodies and joints.
A
SpriteActor is an actor object within a game, whose renderer
is a 2D sprite.
An updated particle engine with an accumulator buffer so that
effects such as bloom, glow, and tail can be achieved.
The particle engine is a system for updating and expiring
particles within a game environment.
A representation of a physical world.
A base rendering context.
A
canvas element represented within the engine.
A reference to the
document.body element as a rendering context.
A wrapper for any HTML element to convert it into a targetable render context.
All 2D contexts should extend from this to inherit the
methods which abstract the drawing methods.
A canvas render context whose world boundary is larger than the actual
viewport.
A HTML element render context whose world boundary is larger than the actual
viewport.
A resource loader is a generalized interface used by all resource
loaders.
Loads bitmap fonts and makes them available to the system.
Loads images and stores the reference to those images.
Loads 2D tilemapped levels for use in games.
A resource loader which can load files of varying types from the
server.
Loads JSON objects from a specified URL.
A base loader which implements the #exists method to
synchronously check for the existence of a file.
Loads sounds and stores the reference to them using the provided sound
system.
Loads sprite resources and makes them available to the system.
Loads tile resources and makes them available to the system.
Loads XML files from a specified URL.
A wrapper class for images.
Creates an instance of a Level object.
Represents a sound object that is abstracted from the sound system.
A 2d tile map, comprised of many tiles.
A web socket for two-way network communication.
Sound system abstraction class for pluggable sound architecture.
Initializes the HTML5 sound system.
Initializes the SoundManager2 sound system.
R.storage.AbstractStorage is the base class of all storage objects.
R.storage.AbstractStorage is the base class of all storage objects.
R.storage.BrowserStorage is a generalized class for browser-based
storage mechanisms.
R.storage.CookieStorage is used to maintain data in a
cookie using a JSON object.
R.storage.PersistentStorage is used to maintain data between browser
sessions.
R.storage.TransientStorage is used to hold data that is used only
while the game is active.
R.storage.WindowStorage is used to maintain data in "window.name"
using a JSON object.
An object which contains information about a collision.
A container is a logical collection of objects.
A hash container is a logical collection of objects.
A linked list is a logical collection of objects.
An object which contains information about the mouse in relation to
a rendering context.
An object which contains information about a ray.
An implementation of a RedBlackTree data structure.
A data object which represents a touch event generated by R.components.TouchInput.
An object which contains information about touch gestures in relation to
a rendering context.
Abstract class that provides the basic interface for all
text render objects used by the
R.text.TextRenderer.
A text renderer which draws text from a bitmap font file.
A text renderer which draws text using the context's native
text rendering mechansim.
A 2d text rendering object.
A text renderer which draws text with simple vectors.
Abstract class that provides the foundation for all UI controls which are
rendered to a graphical context.
A physical grouping of UI controls.
UI input control for the input of a single line of text.
A console reference to the Firebug console.
A debug console that will use a pre-defined element to display its output.
A console reference to the MSIE console.
A debug console for Opera browsers.
A debug console abstraction for Webkit browsers.
Implementation of FNV1 - a fast hash function.
Implementation of FNV1a - a fast hash function.
A class for creating a hash value from a string.
A static class of rendering utilities.
A static class to create sockets for two-way network communication.