From WorkCDN
Direct Interactions
Find all "core.eng", Subfolders, Find Results 1, "Entire Solution"
\Creature\Creature.cs(175): level.core.eng.PlaySound(soundName, 1, null, 0);
\Creature\Creature.cs(199): sprite = level.core.eng.NewSprite(klass + Serial.next, klass, level.core.getMapLayerTop(), x, y);
\Creature\Creature.cs(202): hitBox = level.core.eng.NewSprite("hitbox" + Serial.next, "hitbox", level.core.getMapLayerTop(), x, y);
\Creature\Creature.cs(205): marker = level.core.eng.NewSprite("marker" + Serial.next, "marker", level.core.getMapLayerTop(), x, y);
\Creature\Player.cs(18): if(core.eng.IsKeyPressedNow(tagKeyVal.Key_UP)) up = true;
\Creature\Player.cs(19): if(core.eng.IsKeyPressedNow(tagKeyVal.Key_DOWN)) down = true;
\Creature\Player.cs(20): if(core.eng.IsKeyPressedNow(tagKeyVal.Key_LEFT)) left = true;
\Creature\Player.cs(21): if(core.eng.IsKeyPressedNow(tagKeyVal.Key_RIGHT)) right = true;
\Creature\Player.cs(22): if(core.eng.IsKeyPressedNow(tagKeyVal.Key_Z)) jump = true;
\Creature\Player.cs(23): if(core.eng.IsKeyPressedNow(tagKeyVal.Key_X)) attack = true;
\Creature\Player.cs(24): if(core.eng.IsKeyPressedNow(tagKeyVal.Key_C)) select = true;
\Creature\Player.cs(26): if(core.eng.IsKeyReleasedNow(tagKeyVal.Key_UP)) up = false;
\Creature\Player.cs(27): if(core.eng.IsKeyReleasedNow(tagKeyVal.Key_DOWN)) down = false;
\Creature\Player.cs(28): if(core.eng.IsKeyReleasedNow(tagKeyVal.Key_LEFT)) left = false;
\Creature\Player.cs(29): if(core.eng.IsKeyReleasedNow(tagKeyVal.Key_RIGHT)) right = false;
\Creature\Player.cs(30): if(core.eng.IsKeyReleasedNow(tagKeyVal.Key_Z)) jump = false;
\Creature\Player.cs(31): if(core.eng.IsKeyReleasedNow(tagKeyVal.Key_X)) attack = false;
\Creature\Player.cs(32): if(core.eng.IsKeyReleasedNow(tagKeyVal.Key_C)) select = false;
\Creature\Player.cs(123): healthBar = level.core.eng.NewSprite("player_health", "player_health", level.core.getHudLayer(), 8, 8);
\Creature\Player.cs(126): itemDisplay = level.core.eng.NewSprite("items", "items", level.core.getHudLayer(), 36, 8 + 2);
\Creature\Player.cs(128): itemFrame = level.core.eng.NewSprite("item_frame", "item_frame", level.core.getHudLayer(), 36, 8);
\Creature\Player.cs(156): level.core.eng.PlaySound("ronan_falls", 1, null, 0);
\Creature\Stone.cs(27): sprite = level.core.eng.NewSprite("stone" + Serial.next, "stone", level.core.getMapLayerBottom(), x, y);
\Dialog\Dialog.cs(104): window = core.eng.NewSprite("dialog", "dialog", core.getHudLayer(), 0, 208);
\Dialog\Dialog.cs(121): frame = core.eng.NewSprite("face_frame", "face_frame", core.getHudLayer(), 10, 207);
\Dialog\Dialog.cs(126): face = core.eng.NewSprite(p.spriteName, p.spriteName, core.getHudLayer(), 268, 207);
\Dialog\Dialog.cs(134): face = core.eng.NewSprite(p.spriteName, p.spriteName, core.getHudLayer(), 12, 207);
\Dialog\Dialog.cs(158): textSpriteTop = core.eng.NewSprite("DialogTextTop", "font1", core.getHudLayer(), textX, textY);
\Dialog\Dialog.cs(163): textSpriteBottom = core.eng.NewSprite("DialogTextBottom", "font1", core.getHudLayer(), textX, textY + textY2);
\FindingAdina.cs(12): this.core.eng.title = "Finding Adina";
\FindingAdina.cs(45): core.eng.PlaySound("buzz", 1, null, 0);
\FindingAdina.cs(59): core.eng.PlaySound("buzz", 1, null, 0);
\Gfx\Effect\EffectPlane.cs(24): sprite = core.eng.NewSprite(name, klass, core.getEffectsLayer(), x, y);
\Gfx\Effect\MireFog.cs(37): plane4 = core.eng.NewSprite("mire4", "bkg_fade", core.getEffectsLayer(), 0, 0);
\Gfx\Effect\Rain.cs(24): fog = core.eng.NewSprite("rainfade", "bkg_fade", core.getEffectsLayer(), 0, 0);
\Gfx\Effect\Rain.cs(34): emit[i] = core.eng.NewParticles("rain" + i, "raindrop", core.getEffectsLayer());
\Gfx\Effect\Sandstorm.cs(44): plane4 = core.eng.NewSprite("sandstorm4", "bkg_fade", core.getEffectsLayer(), 0, 0);
\Gfx\Parallaxer.cs(31): sprite = core.eng.NewSprite_(klass, core.getBkgLayer());
\Gfx\Poofer.cs(17): emit = core.eng.NewParticles("poof" + Serial.next, "poof", layer);
\Level\LevelEngine.cs(35): core.eng.set_layerX(core.getMapLayerTop(), -xPos);
\Level\LevelEngine.cs(36): core.eng.set_layerX(core.getMapLayerBottom(), -xPos);
\Level\LevelEngine.cs(48): core.eng.SST = "data/" + sst;
\Level\LevelEngine.cs(49): core.eng.AllowCollide(PlayerCollideGroup, EnemyCollideGroup);
\Level\LevelEngine.cs(50): core.eng.AllowCollide(AttackCollideGroup, EnemyCollideGroup);
\Level\LevelEngine.cs(63): fgMapSprite = core.eng.NewSprite(levelId + "_fgmap", levelId + "_fgmap", core.getMapLayerTop(), 0, 0);
\Level\LevelEngine.cs(64): bgMapSprite = core.eng.NewSprite(levelId + "_bgmap", levelId + "_bgmap", core.getMapLayerBottom(), 0, 0);
\Level\LevelEngine.cs(78): core.eng.Display();
\Level\LevelEngine.cs(85): pauseScreen = core.eng.NewSprite("quit", "quit", core.getFadeLayer(), 0, 0);
\Level\LevelEngine.cs(89): if(core.eng.NextEvent()) {
\Level\LevelEngine.cs(90): tagEventType t = core.eng.EvtEvent();
\Level\LevelEngine.cs(93): tagKeyVal key = core.eng.EvtKey();
\Level\LevelEngine.cs(115): core.eng.DisplayEx(12);
\Level\LevelEngine.cs(117): if(core.eng.NextEvent()) {
\Level\LevelEngine.cs(118): tagEventType t = core.eng.EvtEvent();
\Level\LevelEngine.cs(121): tagKeyVal key = core.eng.EvtKey();
\Level\LevelEngine.cs(124): core.eng.fullscreen = !core.eng.fullscreen;
\Level\LevelEngine.cs(134): core.eng.DisplayEx(11);
\Level\LevelEngine.cs(146): core.eng.DisplayEx(17);
\Level\LevelEngine.cs(195): map = core.eng.NewTileMap_(mapWidth, 16, 16, core.getMapLayerTop());
\Level\LevelEngine.cs(286): fadeImg = core.eng.NewSprite_("bkg_fade", core.getFadeLayer());
\Level\LevelEngine.cs(347): core.eng.PlaySound(soundName, 1, null, 0);
\Menu.cs(159): menuSprite = core.eng.NewSprite(menuSpriteName, menuSpriteName, core.getHudLayer(), x, y);
\Menu.cs(171): menuTextSprite = core.eng.NewSprite(menuSpriteName + "Text", "font1", core.getHudLayer(), x, y);
\Sequence\Contemplation.cs(35): ISprite ronan = core.eng.NewSprite("ronan", "ronan", core.getMapLayerBottom(), 70, 110);
\Sequence\HopefulSound.cs(24): ronan = core.eng.NewSprite("ronan", "ronan", core.getMapLayerBottom(), 0, 110);
\Sequence\Intro.cs(27): ISprite ccnLeft = core.eng.NewSprite("ccnleft", "bkg_ccn", core.getBkgLayer(), 0, 0);
\Sequence\Intro.cs(28): ISprite ccnRight = core.eng.NewSprite("ccnright", "bkg_ccn", core.getBkgLayer(), 160, 0);
\Sequence\Intro.cs(67): title = core.eng.NewSprite_("title", core.getMapLayerTop());
\Sequence\Intro.cs(171): ronanSpr = core.eng.NewSprite_("ronan_walk_right", core.getMapLayerBottom());
\Sequence\Intro.cs(178): grassSpr1 = core.eng.NewSprite_("night_grass1", core.getMapLayerBottom());
\Sequence\Intro.cs(184): grassSpr2 = core.eng.NewSprite_("night_grass2", core.getMapLayerBottom());
\Sequence\Intro.cs(190): mountainSpr = core.eng.NewSprite_("night_mountains", core.getMapLayerBottom());
\Sequence\MainMenu.cs(27): title = core.eng.NewSprite_("title", core.getMapLayerTop());
\Sequence\MainMenu.cs(122): ronanSpr = core.eng.NewSprite_("ronan_walk_right", core.getMapLayerBottom());
\Sequence\MainMenu.cs(129): grassSpr1 = core.eng.NewSprite_("night_grass1", core.getMapLayerBottom());
\Sequence\MainMenu.cs(135): grassSpr2 = core.eng.NewSprite_("night_grass2", core.getMapLayerBottom());
\Sequence\MainMenu.cs(141): mountainSpr = core.eng.NewSprite_("night_mountains", core.getMapLayerBottom());
\Sequence\MeetEben.cs(31): ISprite ronan = core.eng.NewSprite("ronan", "ronan", core.getMapLayerBottom(), -100, 120);
\Sequence\MeetEben.cs(35): ISprite eben = core.eng.NewSprite("eben", "eben", core.getMapLayerBottom(), 135, 120);
\Sequence\MeetOfer.cs(29): ISprite ronan = core.eng.NewSprite("ronan", "ronan", core.getMapLayerBottom(), 85, 112);
\Sequence\MeetOfer.cs(105): ISprite ofer = core.eng.NewSprite("ofer", "ofer", core.getMapLayerBottom(), 90, 110);
\Sequence\MeetOfer.cs(143): ISprite tent2 = core.eng.NewSprite("tent2", "tent2", core.getMapLayerTop(), 2, 2);
\Sequence\Reunited.cs(24): ronan = core.eng.NewSprite("ronan", "ronan", core.getMapLayerBottom(), 0, 110);
\Sequence\Sequence.cs(98): core.eng.Display();
\Sequence\Sequence.cs(103): if(core.eng.NextEvent()) {
\Sequence\Sequence.cs(104): tagEventType t = core.eng.EvtEvent();
\Sequence\Sequence.cs(107): tagKeyVal key = core.eng.EvtKey();
\Sequence\Sequence.cs(145): core.eng.DisplayEx(33);
\Sequence\Sequence.cs(151): core.eng.DisplayEx(33);
\Sequence\Sequence.cs(182): fadeImg = core.eng.NewSprite_("bkg_fade", core.getFadeLayer());
\Sequence\Sequence.cs(233): bkgImg = core.eng.NewSprite_(imageName, core.getBkgLayer());
\Sequence\Sequence.cs(246): core.eng.PlaySound(soundName, 1, null, 0);
\Sequence\Sequence.cs(250): ISprite item2 = core.eng.NewSprite("items", "items", core.getHudLayer(), 36, 8 + 2);
\Sequence\Sequence.cs(254): ISprite frame = core.eng.NewSprite("item_frame", "item_frame", core.getHudLayer(), 36, 8 );
\Sequence\StormApproaches.cs(34): ISprite ronan = core.eng.NewSprite("ronan"+Serial.next, "ronan", core.getMapLayerBottom(), 70, 110);
\Sequence\TheCount.cs(27): ISprite ronan = core.eng.NewSprite("ronan", "ronan", core.getMapLayerBottom(), 135, 120);
\Sequence\TheCount.cs(33): ISprite kish = core.eng.NewSprite("kish", "kish", core.getMapLayerBottom(), -96, 120);
\Sequence\TheCount.cs(237): ISprite x = core.eng.NewSprite("sheep"+Serial.next,"sheep",core.getMapLayerBottom(),r.Next(-16,320),y);
\Sequence\TheEnd.cs(31): adina = core.eng.NewSprite("adina", "adina", core.getMapLayerBottom(), 158, 148);
\Sequence\TheEnd.cs(36): ronan = core.eng.NewSprite("ronan", "ronan", core.getMapLayerBottom(), 143, 130);
\Sequence\TheEnd.cs(131): ronan = core.eng.NewSprite("ronan_adina", "ronan_adina", core.getMapLayerBottom(), 71, 130);
\Sequence\TheEnd.cs(135): adina = core.eng.NewSprite("parable", "parable", core.getMapLayerBottom(), 240, 130);
Matching lines: 102 Matching files: 24 Total files searched: 69
Functions Needing SDL.Net Shim Implementation
- core.eng.AllowCollide(PlayerCollideGroup, EnemyCollideGroup);
- Enables collision detection between two collision groups
- core.eng.Display();
- Refreshes the display. Like a flip() command
- core.eng.DisplayEx(int milliseconds);
- Refreshes the display and also waits the specified number of milliseconds
- core.eng.EvtEvent();
- core.eng.EvtKey();
- core.eng.fullscreen
- Boolean property, when set to true, changes the system to fullscreen mode, when set to false changes to windowed mode
- core.eng.IsKeyPressedNow(tagKeyVal.Key_UP)
- Returns true if the specified key is currently pressed
- core.eng.NewParticles("rain" + i, "raindrop", core.getEffectsLayer());
- core.eng.NewSprite(klass + Serial.next, klass, level.core.getMapLayerTop(), x, y);
- core.eng.NewSprite_(klass, core.getBkgLayer());
- I believe this is a simplified sprite creation function. We should consolidate these with the plain NewSprite.
- core.eng.NewTileMap_(mapWidth, 16, 16, core.getMapLayerTop());
- Creates a tile map. This is used for the collision map.
- core.eng.NextEvent()
- core.eng.PlaySound(soundName, 1, null, 0);
- core.eng.set_layerX(core.getMapLayerTop(), -xPos);
- Sets a layer's x coordinate (position relative to the screen top-left)
- core.eng.SST = "data/" + sst;
- I never really liked the SST idea. I'd rather have it in code. Thoughts?
- core.eng.title = "Finding Adina";
- This sets the title of the game window in windowed mode.
Functions Implemented in SDL.Net Shim
none yet