C# (CSharp) Nez Namespace

Nested Namespaces

Nez.AI
Nez.Analysis
Nez.Audio
Nez.BitmapFontImporter
Nez.BitmapFonts
Nez.Console
Nez.DeferredLighting
Nez.Farseer
Nez.LibGdxAtlases
Nez.NormalMapGenerator
Nez.Overlap2D
Nez.ParticleDesignerImporter
Nez.Particles
Nez.PhysicsShapes
Nez.Pipeline
Nez.PipelineImporter
Nez.Spatial
Nez.Splines
Nez.Sprites
Nez.Svg
Nez.Systems
Nez.TextureAtlasGenerator
Nez.TextureAtlases
Nez.TexturePackerImporter
Nez.Textures
Nez.Tiled
Nez.TiledMaps
Nez.Timers
Nez.Tweens
Nez.UI
Nez.Verlet

Сlasses

Name Description
ArcadeRigidbody Note that this is not a full, multi-iteration physics system! This can be used for simple, arcade style physics. Based on http://elancev.name/oliver/2D%20polygon.htm#tut5
Assert
Batcher
Batcher.VertexPositionColorTexture4
BatcherBitmapFontExt provides the full SpriteFont assortment of drawString methods
BatcherDrawingExt an assortment of helper methods to assist with drawing
BatcherIFontExt provides the full SpriteFont assortment of drawString methods
BatcherSpriteFontExt helper methods for drawing text with NezSpriteFonts
BitSet This class can be thought of in two ways. You can see it as a vector of bits or as a set of non-negative integers. The name BitSet is a bit misleading. It is implemented by a bit vector, but its equally possible to see it as set of non-negative integer; each integer in the set is represented by a set bit at the corresponding index. The size of this structure is determined by the highest integer in the set. You can union, intersect and build (symmetric) remainders, by invoking the logical operations and, or, andNot, resp. xor. This implementation is NOT synchronized against concurrent access from multiple threads. Specifically, if one thread is reading from a bitset while another thread is simultaneously modifying it, the results are undefined. author Jochen Hoenicke author Tom Tromey ([email protected]) author Eric Blake ([email protected]) status updated to 1.4
BitmapFontExtensions provides the full SpriteFont assortment of DrawString methods
BloomPostProcessor
BloomSettings Class holds all the settings used to tweak the bloom effect.
BoolInspector
BoxCollider
Camera
CameraShake
CinematicLetterboxPostProcessor
CircleCollider
Clipboard prep for a proper multi-platform clipboard system. For now it just mocks the clipboard and will only work in-app
Collider
ColliderTriggerHelper helper class used by the Movers to manage trigger colliders interactions and calling ITriggerListeners.
CollisionResult
Collisions
ColorCycler
ColorExt
ColorInspector
CompiledImageElement
CompiledTextElement
ComponentTypeManager
Coroutine
CrossFadeTransition fades from the current Scene to the new Scene
CrosshatchEffect
Cube3D
CustomInspectorAttribute
Debug
Debug.Colors we store all the default colors for various systems here such as collider debug rendering, Debug.drawText and others. The naming convention is CLASS-THING where possible to make it clear where it is used.
Debug.Size
DebugDrawItem
DefaultRenderer
DissolveEffect
DotsEffect
EdgeExt
EffectInspector
EffectResource
EntityExt
EntityProcessingSystem Basic entity processing system. Use this as the base for processing many entities with specific components
EntitySystem
EnumInspector
FadeTransition fades to fadeToColor then fades to the new Scene
Flags utility class to assist with dealing with bitmasks. All methods except isFlagSet expect the flag parameter to be a non-shifted flag. This lets you use plain old ints (0, 1, 2, 3, etc) to set/unset your flags.
FloatExt
FloatInspector
FollowCamera basic follow camera. LockOn mode uses no deadzone and just centers the camera on the target. CameraWindow mode wraps a deadzone around the target allowing it to move within the deadzone without moving the camera.
FontCharacterSource helper that wraps either a string or StringBuilder and provides a common API to read them for measuring/drawing
FormatInstruction
FramesPerSecondCounter
GamePadData
GaussianBlurEffect
GeometricPrimitive3D
GooCursor cursor with trails. Note that this should be rendered in screen space (ScreenSpaceRenderer) so it isnt transformed by the camera matrix Adapted from: http://www.catalinzima.com/xna/samples/world-of-goo-cursor/
GooCursor.TrailNode
Graphics wrapper class that holds in instance of a Batcher and helpers so that it can be passed around and draw anything.
GraphicsDeviceExt
GraphicsResource this class exists only so that we can sneak the Batcher through and have it work just like SpriteBatch with regard to resource handling.
GrayscaleEffect
HeatDistortionPostProcessor
IMGUI
ImageMaskTransition uses an image to mask out part of the scene scaling it from max-to-min then from min-to-max with rotation. Note that the Texture should be loaded in the main Core.contentManager, not a Scene contentManager. The transition will unload it for you. The Texture should be transparent where it should be masked out and white where it should be masked in.
InputUtils
InspectorList container for a Component/PostProcessor/Transform and all of its inspectable properties
IntInspector
KeysExt
LineRenderer Renders a trail behind a moving object Adapted from http://www.paradeofrain.com/2010/01/28/update-on-continuous-2d-trails-in-xna/
LineRenderer.Segment helper class used to store some data when calculating verts
LineRenderer.SegmentPoint
ListPool simple static class that can be used to pool Lists
MarkupText MarkupText lets you set fonts, textures and conditionals and provide some XML text to render that uses them. You must first set the fonts, textures and conditionals before you can use them in your markup. Lorem Ipsum

Some more text with color in the middle

Images are inlined too

conditions can be negated as well isTrue isnt trueisTrue is true

]]>
Matcher
Mathf
Mesh basic class that can be used to create simple meshes. For more advanced usage subclass and override what is needed. The general gist of usage is the following: - call setVertPositions - call setTriangles to set the triangle indices - call recalculateBounds to prepare the Mesh for rendering and culling
MethodInspector
MonoGameCompat implements some methods available in MonoGame that do not exist in FNA/XNA to make transitioning a codebase from MG/XNA to FNA a little bit easier.
Mover helper class illustrating one way to handle movement taking into account all Collisions including triggers. The ITriggerListener interface is used to manage callbacks to any triggers that are breached while moving. An object must move only via the Mover.move method for triggers to be properly reported. Note that multiple Movers interacting with each other will end up calling ITriggerListener multiple times.
NezSpriteFont
NineSliceSprite
NoiseEffect
ObjectExt
PaletteCyclerEffect retro palette swap/cycle effect. If cycleSpeed is 0 (the default) this works as a plain old palette swap. It should be used with a grayscale texture and a paletteTexture that has a 1 pixel height.
ParticleCollisionConfig
PassiveSystem
Physics
PixelBloomPostProcessor this PostProcessor expects that the layerRenderTarget is the top-most layer and that it contains
PixelGlitchPostProcessor glitch effect where the screen is divided into rows verticalSize high. Each row is shifted horizonalAmount left or right. It is best used by changing horizontalOffset every few frames for a second then going back to normal.
PixelMosaicRenderDelegate overlays a mosaic on top of the final render. Useful only for pixel perfect pixel art.
PolygonCollider Polygons should be defined in clockwise fashion.
PolygonMesh renders a basic, CCW, convex polygon
PrimitiveBatch batcher that draws vertex colored triangles
ProcessingSystem A basic processing system that doesn't rely on entities. It's got no entities associated but it's still being called each frame. Use this as a base class for generic systems that need to coordinate other systems
ProjectileMover moves taking collision into account only for reporting to any ITriggerListeners. The object will always move the full amount so it is up to the caller to destroy it on impact if desired.
PrototypeSprite skewable rectangle sprite for prototyping
RangeAttribute
Ray2D while technically not a ray (rays are just start and direction) it does double duty as both a line and a ray.
RaycastHit
RectangleExt
ReflectionEffect
ReflectionRenderer assists in creating a mirror effect. To use the ReflectionRenderer do the following: - call createAndSetupScene being sure to pass in a renderOrder BEFORE the renderer that contains your reflective surface. - reflectableObjectRenderLayers should contain all the renderLayers that contain objects that you want reflected - create a ReflectionMaterial which you will use to render your reflective surfaces. Note that your reflective surfaces should NOT be rendered by the ReflectionRenderer! It needs to create a RenderTexture with just the objects to reflect. - you can optionally set a normal map on the ReflectionEffect for a refraction effect - move the ReflectionRenderer.camera around to get the desired offset for your reflections. You can also change the zoom of the Camera.
RenderLayerExcludeRenderer Renderer that only renders all but one renderLayer. Useful to keep UI rendering separate from the rest of the game when used in conjunction with a RenderLayerRenderer. Note that UI would most likely want to be rendered in screen space so the camera matrix shouldn't be passed to Batcher.Begin.
RenderLayerRenderer Renderer that only renders the specified renderLayers. Useful to keep UI rendering separate from the rest of the game when used in conjunction with other RenderLayerRenderers rendering different renderLayers.
Renderable3D convenience base class for 3D objects. It reuses and wraps the Transform in Vector3s for easy access and provides a world transform for rendering.
RenderableComponentList
RuntimeInspector
ScanlinesEffect
SceneTransition SceneTransition is used to transition from one Scene to another or within a scene with an effect. If sceneLoadAction is null Nez will perform an in-Scene transition as opposed to loading a new Scene mid transition. The general gist of a transition is the following: - onBeginTransition will be called allowing you to yield for multipart transitions - for two part transitions with Effects you can yield on a call to tickEffectProgressProperty for part one to obscure the screen - next, yield a call to loadNextScene to load up the new Scene - finally, yield again on tickEffectProgressProperty to un-obscure the screen and show the new Scene
ScissorStack A stack of Rectangle objects to be used for clipping via GraphicsDevice.ScissorRectangle. When a new Rectangle is pushed onto the stack, it will be merged with the current top of stack.The minimum area of overlap is then set as the real top of the stack.
Screen
ScreenSpaceCamera
ScreenSpaceRenderer Renderer that renders using its own Camera which doesnt move.
SepiaEffect
SoundEffectInstanceExt
Sphere3D
SpringGrid grid of springs based on the tutorial: http://gamedevelopment.tutsplus.com/tutorials/make-a-neon-vector-shooter-for-ios-the-warping-grid--gamedev-14637
SpringGrid.PointMass
SpringGrid.Spring
SpriteAlphaTestEffect
SpriteBatchExt
SpriteBlinkEffect
SpriteEffect
SpriteLightPostProcessor post processor to assist with making blended sprite lights. Usage is as follows: - render all sprite lights with a separate Renderer to a RenderTarget. The clear color of the Renderer is your ambient light color. - render all normal objects in standard fashion - add this PostProcessor with the RenderTarget from your lights Renderer
SpriteLinesEffect draws the sprite with just vertical or horizonal lines of the specified color. The effect works in screen space.
SpriteOutlineRenderer renders a sprite with an outline in a very inefficient (but simple) way. The sprite is rendered multiple times offset/colored then it is rendered normally on top of that.
SquaresTransition builds up a cover of squares then removes them
StringInspector
StructInspector
SubpixelFloat simple helper class that manages a float value. It stores the value until the total accumulated is greater than 1. Once it exceeds 1 the value will be added on to amount when update is called. General usage would be something like the following. - calculate your objects velocity however you normally would - multiply by deltaTime to keep it framerate independent - pass the calculated delta movement for this frame to the SubpixelFloat.update method for both x and y. This will result in deltaMove being rounded to an int and the SubpixelFloat will deal with accumulating the excess value. var deltaMove = velocity * Time.deltaTime; _x.update( ref deltaMove.X ); _y.update( ref deltaMove.Y );
Text
TextRun provides a cached run of text for super fast text drawing. Note that this is only appropriate for text that doesnt change often and doesnt move.
TextRun.CharDetails
TextRunComponent very basic wrapper around TextRun. Note that the TextRunComponent.compile method should be used not TextRun.compile so that the Component data can be passed off to the TextRun.
TextureWipeTransition uses a texture (transitionTexture) to control a wipe animation. the blue channel of the texture determines if color is shown or the previous scenes render. Sample textures are based on: https://www.youtube.com/watch?v=LnAoD7hgDxw
TiledMapComponent
TiledSprite Tiled sprite. Note that TiledSprite overrides the Material so that it can wrap the UVs. This class requires the texture to not be part of an atlas so that wrapping can work.
Time provides frame timing information
TooltipAttribute
Torus3D
TouchInput to enable touch input you must first call enableTouchSupport()
TrailRibbon Renders a trail behind a moving object Adapted from http://www.paradeofrain.com/2010/01/28/update-on-continuous-2d-trails-in-xna/
TrailRibbon.RibbonSegment
Transform
TransformTransition
Triangulator simple ear clipping triangulator. the final triangles will be present in the triangleIndices list
TweenExt
TwistEffect
UICanvas simple component that houses a Stage and delegates update/render/debugRender calls
Vector2Ext
Vector2Inspector
Vector3Ext
VertexPositionColorNormal
VignettePostProcessor
VirtualAxis A virtual input represented as a float between -1 and 1
VirtualAxis.GamePadDpadLeftRight
VirtualAxis.GamePadDpadUpDown
VirtualAxis.GamePadLeftStickX
VirtualAxis.GamePadLeftStickY
VirtualAxis.GamePadRightStickX
VirtualAxis.GamePadRightStickY
VirtualAxis.KeyboardKeys
VirtualAxis.Node
VirtualButton A virtual input that is represented as a boolean. As well as simply checking the current button state, you can ask whether it was just pressed or released this frame. You can also keep the button press stored in a buffer for a limited time, or until it is consumed by calling consumeBuffer()
VirtualButton.GamePadButton
VirtualButton.GamePadDPadDown
VirtualButton.GamePadDPadLeft
VirtualButton.GamePadDPadRight
VirtualButton.GamePadDPadUp
VirtualButton.GamePadLeftTrigger
VirtualButton.GamePadRightTrigger
VirtualButton.KeyboardKey
VirtualButton.KeyboardModifiedKey works like KeyboardKey except the modifier key must also be down for isDown/isPressed to be true. isReleased checks only key.
VirtualButton.MouseLeftButton
VirtualButton.MouseRightButton
VirtualButton.Node
VirtualInput Represents a virtual button, axis or joystick whose state is determined by the state of its VirtualInputNodes
VirtualInputNode Add these to your VirtualInput to define how it determines its current input state. For example, if you want to check whether a keyboard key is pressed, create a VirtualButton and add to it a VirtualButton.KeyboardKey
VirtualIntegerAxis A virtual input that is represented as a int that is either -1, 0, or 1. It corresponds to input that can range from on to nuetral to off such as GamePad DPad left/right. Can also use two keyboard Keys as the positive/negative checks.
VirtualJoystick A virtual input that is represented as a Vector2, with both X and Y as values between -1 and 1
VirtualJoystick.GamePadDpad
VirtualJoystick.GamePadLeftStick
VirtualJoystick.GamePadRightStick
VirtualJoystick.KeyboardKeys
VirtualJoystick.Node
WaitForSeconds helper class for when a coroutine wants to pause for some duration. Returning Coroutine.waitForSeconds returns one of these to avoid having to return an int/float and paying the boxing penalty.
WaterReflectionEffect
WaterReflectionPlane adds a water reflection effect designed to be placed on the bottom of the screen. Note that transform.position is the top-left point in the water plane. Usage is as follows: - create a Renderer that renders after all of your other renderers and renders only renderLayer WATER_LAYER (you choose the int value) - put the WaterReflectionPlane on renderLayer WATER_LAYER and ensure no other Renderers are rendering WATER_LAYER - configure the material (you can fetch it via component.getMaterial()). Be sure to set the normalMap property.
WindTransition sweeps wind accross the screen revealing the new Scene