Index
Symbols
|
_
|
A
|
B
|
C
|
D
|
E
|
F
|
G
|
H
|
I
|
J
|
K
|
L
|
M
|
N
|
O
|
P
|
Q
|
R
|
S
|
T
|
U
|
V
|
W
|
X
|
Y
|
Z
Symbols
[string] (data in Controls)
_
__new (method in Action)
(method in ActionDecision)
(method in ActionMessage)
(method in Actor)
(method in ActorStorage)
(method in Animation)
(method in AnimationMessage)
(method in BehaviorTree.Conditional)
(method in BehaviorTree.Node)
(method in BehaviorTree.Root)
(method in BehaviorTree.Selector)
(method in BehaviorTree.Sequence)
(method in BehaviorTree.Succeeder)
(method in BitmaskBuffer)
(method in BooleanBuffer)
(method in Camera)
(method in CascadingBitmaskBuffer)
(method in Cell)
(method in Collider)
(method in Color4)
(method in Component)
(method in Condition)
(method in ConditionHolder)
(method in ConditionModifier)
(method in Controller)
(method in Controls)
(method in DebugMessage)
(method in Decision)
(method in Display)
(method in DisplayPass)
(method in Drawable)
(method in Drop)
(method in DropTable)
(method in Editor)
(method in EditorState)
(method in EllipseModification)
(method in EllipseTool)
(method in Entity)
(method in Equip)
(method in Equipment)
(method in Equipper)
(method in EraseModification)
(method in EraseTool)
(method in Fill)
(method in FlickerEffect)
(method in FOV.Fraction)
(method in FOV.Quadrant)
(method in FOV.Row)
(method in GameState)
(method in GameStateManager)
(method in Grid)
(method in HeartbeatEffect)
(method in HeldByRelation)
(method in IBehavior)
(method in IdleAnimation)
(method in Inventory)
(method in InventoryRelation)
(method in Item)
(method in Level)
(method in LevelBuilder)
(method in LevelState)
(method in Light)
(method in LightBuffer)
(method in LightEffect)
(method in LightSample)
(method in LightSamplePool)
(method in LightSight)
(method in LightsRelation)
(method in LightSystem)
(method in LineModification)
(method in LineTool)
(method in LitByRelation)
(method in Log)
(method in Map)
(method in MapGeneratorState)
(method in Message)
(method in Modification)
(method in Name)
(method in Object)
(method in Opaque)
(method in PasteModification)
(method in Path)
(method in PenModification)
(method in PenTool)
(method in Pickup)
(method in PlayerController)
(method in Position)
(method in PriorityQueue)
(method in Query)
(method in Queue)
(method in Rectangle)
(method in RectModification)
(method in RectTool)
(method in Relation)
(method in Remembered)
(method in RNG)
(method in Scheduler)
(method in SeenByRelation)
(method in SeesRelation)
(method in SelectTool)
(method in SensedByRelation)
(method in Senses)
(method in SensesRelation)
(method in SensesSystem)
(method in Sight)
(method in SightLightPass)
(method in SightSystem)
(method in SimpleScheduler)
(method in SineEffect)
(method in SparseArray)
(method in SparseGrid)
(method in SparseMap)
(method in SpectrumAttachable)
(method in SpriteAtlas)
(method in System)
(method in SystemManager)
(method in Target)
(method in Tool)
(method in TurnHandler)
(method in Unequip)
(method in UnfloatSelectionModification)
(method in Vector2)
_bubbleDown (method in PriorityQueue)
_bubbleUp (method in PriorityQueue)
_cascade (method in CascadingBitmaskBuffer)
_drawRemembered (method in Display)
_elements (data in Inky.HashSet)
_hash (staticmethod in Vector2)
_heap (data in PriorityQueue)
_indices (data in Inky.HashSet)
_internal (data in ButtonProps)
(data in EditorGridProps)
(data in EditorRootProps)
(data in FilePanelProps)
(data in Inky.Props)
(data in SelectionGridProps)
(data in SelectionPanelProps)
(data in TextInputProps)
(data in TileElementProps)
(data in ToolsProps)
_optional (data in Target)
_parent (data in InputGetter)
_resolvePointerOverlappingElements (method in Inky.Scene.Internal)
_serializationBlacklist (data in Object)
_swap (method in PriorityQueue)
_unhash (staticmethod in Vector2)
_updateSparseMap (method in Level)
A
a (data in Color4)
abstract (data in Action)
acquire (method in LightSamplePool)
act (method in Controller)
Action (class)
action (data in ActionDecision)
(data in ActionMessage)
ActionDecision (class)
ActionMessage (class)
active (data in Editor)
Actor (class)
actor (data in ActionMessage)
(data in AnimationMessage)
(data in AnimationMessageOptions)
(data in Decision)
actors (data in LevelBuilder)
(data in PasteModification)
(data in SelectTool)
ActorStorage (class)
actorStorage (data in Level)
add (method in ConditionHolder)
(method in Inky.HashSet)
(method in Inky.SpatialHash)
(method in Scheduler)
(method in SparseArray)
(staticmethod in Color4)
addActor (data in SpectrumAttachable)
(method in ActorStorage)
addItem (method in Inventory)
addItems (method in Inventory)
addMessage (staticmethod in Log)
addMessageSensed (staticmethod in Log)
addPointer (method in Inky.Scene.Internal)
addRelation (method in Entity)
addScheduler (method in LevelBuilder)
addSeed (method in LevelBuilder)
addSystem (method in Level)
(method in SystemManager)
addSystems (method in LevelBuilder)
addTurnHandler (method in LevelBuilder)
adopt (method in Object)
afterAction (method in System)
(method in SystemManager)
afterOpacityChanged (method in System)
(method in SystemManager)
allowedMovetypes (data in ColliderOptions)
amplitude (data in HeartbeatEffect)
(data in HeartbeatEffectOptions)
(data in SineEffect)
(data in SineEffectOptions)
Animation (class)
animation (data in AnimationMessage)
(data in AnimationMessageOptions)
(data in IdleAnimation)
AnimationMessage (class)
AnimationMessageOptions (class)
animationName (data in IdleAnimation)
animations (data in Display)
applyDiff (method in Component)
applyPasses (method in Display)
area (method in Rectangle)
assertType (staticmethod in Object)
assignNextAvailableMovetype (staticmethod in Collision)
at (method in Query)
attachable (data in Editor)
(data in EditorGridProps)
(data in EditorRootProps)
attenuate (method in Light)
audiodisconnected (method in GameState)
autoSwitch (data in ControlsOptions)
average (method in Color4)
axis (data in Input)
B
b (data in Color4)
background (data in Sprite)
baseIntensity (data in FlickerEffect)
(data in FlickerEffectOptions)
beforeAction (method in System)
(method in SystemManager)
beforeMove (method in System)
(method in SystemManager)
beginCamera (method in Display)
beginFrame (method in Inky.Scene)
(method in Inky.Scene.Internal)
behaviorOwner (data in IBehavior)
bias (data in HeartbeatEffect)
(data in HeartbeatEffectOptions)
BitmaskBuffer (class)
BLACK (data in Color4)
blackboard (data in Controller)
blit (method in LevelBuilder)
blocking (data in AnimationMessage)
(data in AnimationMessageOptions)
(data in Display)
BLUE (data in Color4)
BooleanBuffer (class)
bottomright (data in EllipseModification)
(data in EraseModification)
(data in LineModification)
bottomRight (data in RectModification)
bpm (data in HeartbeatEffect)
(data in HeartbeatEffectOptions)
BROWN (data in Color4)
bucket (method in Fill)
buffer (data in BitmaskBuffer)
(data in BooleanBuffer)
(data in LightSystem)
build (method in LevelBuilder)
builder (staticmethod in Level)
buildFrames (staticmethod in Animation)
Button (class)
button (data in Input)
ButtonProps (class)
C
Camera (class)
camera (data in Display)
(data in Editor)
canAddItem (method in Inventory)
canEquip (method in Equipper)
canPerform (method in Action)
(method in Level)
canRemoveQuantity (method in Inventory)
captureElement (method in Inky.Pointer)
(method in Inky.Pointer.Internal)
cardinal (data in FOV.Quadrant)
carrier (data in RNG)
cascade (data in CascadingBitmaskBuffer)
CascadingBitmaskBuffer (class)
cast (method in LightSystem)
categories (data in DropTable)
category (data in EquipmentSlot)
Cell (alias in Inky.SpatialHash)
(class)
cells (data in Display)
(data in PasteModification)
(data in SelectTool)
(data in Senses)
cellSize (data in Display)
center (data in EllipseModification)
(data in EllipseTool)
(method in Rectangle)
centerOn (method in Camera)
chance (data in DropTableCategory)
changedValues (data in Inky.Props.Internal)
checkBitmaskOverlap (staticmethod in Collision)
checkRequirements (method in Component)
children (data in BehaviorTree.Root)
(data in BehaviorTree.Selector)
(data in BehaviorTree.Sequence)
clamp (staticmethod in Color4)
class (data in Registry)
className (data in Object)
clear (method in BitmaskBuffer)
(method in BooleanBuffer)
(method in Display)
(method in Grid)
(method in Inky.HashSet)
(method in LightBuffer)
(method in Queue)
(method in SparseArray)
(method in SparseGrid)
clone (method in Animation)
(method in Component)
(method in Entity)
(method in LevelBuilder)
(method in RNG)
co (data in MapGeneratorState)
Collider (class)
ColliderOptions (class)
Collision (class)
color (data in LightBuffer)
(data in LightSample)
(data in Sprite)
Color4 (class)
colorShift (data in FlickerEffect)
(data in FlickerEffectOptions)
Component (class)
componentCache (data in Entity)
components (data in Entity)
compose (method in Vector2)
(staticmethod in Color4)
computeFOV (method in Level)
(staticmethod in SightSystem)
Condition (class)
condition (data in Equipment)
Conditional (class in BehaviorTree)
conditionFunc (data in BehaviorTree.Conditional)
ConditionHolder (class)
ConditionModifier (class)
ConditionOptions (class)
conditions (data in ConditionHolder)
constructor (method in Inky.HashSet)
(method in Inky.Props.Internal)
(method in Inky.SpatialHash)
contains (method in Queue)
(method in Rectangle)
(method in SparseMap)
content (data in TextInputProps)
Controller (class)
Controls (class)
controls (data in ControlsOptions)
Controls (data in Input)
ControlsOptions (class)
ControlState (class)
copy (method in Rectangle)
(method in SelectTool)
(method in Vector2)
(staticmethod in Color4)
cost (data in Path)
count (method in Inky.HashSet)
(method in SparseMap)
countCell (method in SparseMap)
createBitmaskFromMovetypes (staticmethod in Collision)
currentQueue (data in SimpleScheduler)
custom (data in Animation)
D
DARKGREY (data in Color4)
darkvision (data in LightSight)
(data in LightSightOptions)
data (data in Grid)
(data in SparseGrid)
debug (data in SpectrumAttachable)
(staticmethod in Logger)
DebugMessage (class)
debugPrint (method in SparseArray)
debugYield (method in Level)
decide (method in Controller)
Decision (class)
decision (data in LevelState)
decompose (method in Color4)
(method in Vector2)
deepcopy (method in Object)
defaultCell (data in LevelBuilder)
definitions (data in Registry)
denominator (data in FOV.Fraction)
depth (data in FOV.Row)
(data in LightSample)
deserialize (staticmethod in Object)
didBeginFrame (method in Inky.Scene)
(method in Inky.Scene.Internal)
diff (method in Component)
difference (method in Inky.HashSet)
directorydropped (method in GameState)
disabled (data in ButtonProps)
disabledQuad (data in ButtonProps)
Display (class)
display (data in Editor)
(data in EditorGridProps)
(data in EditorRootProps)
(data in LevelState)
(data in SelectionGridProps)
(data in SelectionPanelProps)
(data in TileElementProps)
DisplayPass (class)
displayrotated (method in GameState)
distance (method in Vector2)
distanceChebyshev (method in Vector2)
distanceManhattan (method in Vector2)
div (staticmethod in Color4)
doesCaptureElement (method in Inky.Pointer)
(method in Inky.Pointer.Internal)
doesOverlapAnyElement (method in Inky.Pointer)
(method in Inky.Pointer.Internal)
doesOverlapElement (method in Inky.Pointer)
(method in Inky.Pointer.Internal)
doesPointPassBoundingboxCheck (method in Inky.Element.Internal)
doesPointPassOverlapCheck (method in Inky.Element.Internal)
doesViewDiffer (method in Inky.Element.Internal)
down (data in ControlState)
DOWN (data in Vector2)
DOWN_LEFT (data in Vector2)
DOWN_RIGHT (data in Vector2)
dragging (data in PenTool)
(data in SelectTool)
dragOrigin (data in SelectTool)
Draw (alias in Inky.Element)
draw (method in Animation)
(method in Display)
(method in Editor)
(method in GameState)
(method in Tool)
Drawable (class)
drawByIndex (method in SpriteAtlas)
drawByName (method in SpriteAtlas)
drawCell (method in Tool)
drawDrawable (method in Display)
Drop (class)
dropbegan (method in GameState)
dropcompleted (method in GameState)
dropmoved (method in GameState)
DropTable (class)
DropTableCategory (class)
DropTableWeightedOption (class)
durations (data in Animation)
E
each (method in ConditionHolder)
(method in Grid)
(method in Query)
(method in SparseGrid)
(method in SparseMap)
eachCell (data in SpectrumAttachable)
eachTile (method in FOV.Row)
Editor (class)
editor (data in EditorGridProps)
(data in EditorRootProps)
(data in EditorState)
(data in EllipseTool)
(data in FilePanelProps)
(data in LevelState)
(data in SelectionPanelProps)
(data in ToolsProps)
EditorGrid (class)
EditorGridProps (class)
EditorRoot (class)
editorRoot (data in Editor)
EditorRootProps (class)
EditorState (class)
Effect (alias in Inky.Element)
effect (data in LightBuffer)
(method in LightEffect)
Element (class in Inky)
elements (data in SelectionGridProps)
ellipse (method in LevelBuilder)
EllipseModification (class)
EllipseTool (class)
emit (method in GameStateManager)
empty (method in Queue)
(method in Scheduler)
enabled (data in Logger)
endCamera (method in Display)
endRange (data in SelectionGridProps)
endSlope (data in FOV.Row)
ensure (method in Entity)
enter (method in GameStateManager)
Entity (class)
entityHas (staticmethod in ConditionHolder)
entries (data in DropTableCategory)
entry (data in DropTableCategory)
(data in DropTableWeightedOption)
equals (method in Vector2)
Equip (class)
Equipment (class)
EquipmentSlot (class)
equipped (data in Equipper)
Equipper (class)
EraseModification (class)
EraseTool (class)
error (staticmethod in Logger)
errorhandler (method in GameState)
excludedComponents (data in Target)
excludeOwner (method in Target)
exclusive (data in Relation)
execute (method in Editor)
(method in Modification)
expect (method in Entity)
expectPosition (method in Actor)
explored (data in Senses)
exploredStorage (data in Senses)
exposesd (method in GameState)
extend (method in Object)
F
fgCallback (data in Display)
filedropped (method in GameState)
fileEnabled (data in Editor)
FilePanel (class)
FilePanelProps (class)
filepath (data in Editor)
Fill (class)
fill (method in Grid)
fillMode (data in Editor)
(data in RectModification)
filter (method in Target)
filtered (data in SelectionGridProps)
(data in SelectionPanelProps)
findPath (method in Level)
finishFrame (method in Inky.Scene)
(method in Inky.Scene.Internal)
first (data in Queue)
(method in Query)
fitWindowToTerminal (method in Display)
flickerAmplitude (data in FlickerEffect)
(data in FlickerEffectOptions)
FlickerEffect (class)
FlickerEffectOptions (class)
floatingSelection (data in UnfloatSelectionModification)
floor (method in Vector2)
focus (method in GameState)
focused (data in TextInputProps)
font (data in TextInputProps)
fov (data in SightOptions)
Fraction (class in FOV)
frames (data in Animation)
fromASCIIGrid (staticmethod in SpriteAtlas)
fromAtlased (staticmethod in SpriteAtlas)
fromComponents (staticmethod in Actor)
(staticmethod in Cell)
fromData (method in Grid)
fromGrid (staticmethod in SpriteAtlas)
fromHex (staticmethod in Color4)
fromLz4 (staticmethod in LevelBuilder)
G
g (data in Color4)
gamepadaxis (method in GameState)
(staticmethod in Input)
gamepadpressed (method in GameState)
(staticmethod in Input)
gamepadreleased (method in GameState)
(staticmethod in Input)
GameState (class)
GameStateManager (class)
gather (method in Query)
generateInverse (method in Relation)
generateSymmetric (method in Relation)
get (data in Controls)
(data in Input)
(method in BooleanBuffer)
(method in ConditionHolder)
(method in Entity)
(method in Equipper)
(method in Grid)
(method in LightBuffer)
(method in SparseArray)
(method in SparseGrid)
(method in SparseMap)
(staticmethod in Name)
getActions (method in Actor)
getActorCell (method in Level)
getActorModifiers (staticmethod in ConditionHolder)
getAllActorIDs (method in ActorStorage)
getAllActors (method in ActorStorage)
getAOE (method in Level)
getAutoSwitch (method in Controls)
getBase (method in Component)
(method in Relation)
getBit (method in BitmaskBuffer)
getBounds (method in LevelBuilder)
(method in LightBuffer)
getByHash (method in SparseMap)
getByIndex (method in Inky.HashSet)
getCascadeLevel (method in CascadingBitmaskBuffer)
getCell (data in SpectrumAttachable)
getCellOpaque (method in Level)
(method in Map)
getCellPassable (method in Level)
(method in Map)
getCellPassableByActor (method in Level)
getCellUnderMouse (method in Display)
(method in LevelState)
getCenterOffset (method in Display)
getCollisionMask (method in Cell)
getColor (method in Light)
getComponentCache (method in ActorStorage)
getComponentCount (method in ActorStorage)
getConfig (method in Controls)
getCurrentActor (method in LevelState)
getCurrentRect (method in EraseTool)
(method in RectTool)
(method in SelectTool)
getDepth (method in Inky.Element.Internal)
getDrawable (method in Tool)
getDrops (method in DropTable)
getElementParent (method in Inky.Scene.Internal)
getElementsAtPoint (method in Inky.SpatialHash)
getGeometerDisplay (method in LevelState)
getHeight (method in Rectangle)
getID (method in ActorStorage)
(method in Level)
getIndex (method in BitmaskBuffer)
(method in BooleanBuffer)
(method in Grid)
getJoystick (method in Controls)
getManager (method in GameState)
getMask (method in BitmaskBuffer)
(method in CascadingBitmaskBuffer)
(method in Collider)
getMode (method in Controls)
(method in Inky.Pointer)
(method in Inky.Pointer.Internal)
getModifiers (method in Condition)
(method in ConditionHolder)
getMovetypeByName (staticmethod in Collision)
getMovetypeName (staticmethod in Collision)
getName (method in Action)
(method in Entity)
getNormal (method in RNG)
getNumTargets (method in Action)
getOpacityCache (method in Level)
getPath (method in Path)
getPercentage (method in RNG)
getPosition (method in Actor)
(method in Camera)
(method in Inky.Pointer)
(method in Inky.Pointer.Internal)
getProps (method in Inky.Element.Internal)
getQuad (method in Display)
getQuadByIndex (method in SpriteAtlas)
getQuadByName (method in SpriteAtlas)
getRange (method in Actor)
(method in Sight)
(method in Vector2)
getRangeVec (method in Actor)
getRelation (method in Entity)
getRelations (method in Entity)
getRequirements (method in Component)
(method in System)
getRTValue (method in LightSystem)
getRTValuePerspective (method in LightSystem)
getSeed (method in RNG)
getSenses (method in LevelState)
getSize (data in SpectrumAttachable)
(method in Collider)
getSoftRequirements (method in System)
getSparseMap (method in ActorStorage)
getStack (method in Inventory)
getState (method in RNG)
getSystem (method in Level)
(method in SystemManager)
getTarget (method in Action)
(method in Inky.Pointer)
(method in Inky.Pointer.Internal)
getTargeted (method in Action)
getTotalCost (method in Path)
getTransform (method in Controls)
getUniform (method in RNG)
getUniformInt (method in RNG)
getValue (method in LightSystem)
getValuePerspective (method in LightSystem)
getVector (method in Position)
getView (method in Inky.Element)
(method in Inky.Element.Internal)
getVolume (method in Item)
getWeight (method in Item)
getWeightedValue (method in RNG)
getWidth (method in Rectangle)
give (method in Entity)
gotoFrame (method in Animation)
GREEN (data in Color4)
GREY (data in Color4)
Grid (class)
gridPosition (data in EditorRootProps)
H
h (data in BitmaskBuffer)
(data in BooleanBuffer)
(data in Grid)
handleMessage (method in LevelState)
handleTurn (method in TurnHandler)
has (method in ConditionHolder)
(method in Entity)
(method in Inky.HashSet)
(method in Scheduler)
(method in SparseMap)
hasActor (method in ActorStorage)
(method in Level)
hasFov (method in Sight)
hash (method in Vector2)
HashSet (class in Inky)
hasItem (method in Inventory)
hasRelation (method in Entity)
hasRequisiteComponents (method in Action)
hasTargeted (method in Action)
HeartbeatEffect (class)
HeartbeatEffectOptions (class)
height (data in CascadingBitmaskBuffer)
(data in Display)
(data in Rectangle)
HeldByRelation (class)
hint (data in Target)
hook (method in GameStateManager)
(staticmethod in Input)
hovered (data in ButtonProps)
hoveredQuad (data in ButtonProps)
I
IBehavior (class)
IdleAnimation (class)
image (data in SpriteAtlas)
inBounds (data in SpectrumAttachable)
index (data in Sprite)
(data in TileElementProps)
indexOf (method in Inky.HashSet)
indices (data in Sprite)
info (staticmethod in Logger)
init (staticmethod in Logger)
initialize (method in Actor)
(method in Inky.Element.Internal)
(method in System)
(method in SystemManager)
Initializer (alias in Inky.Element)
inLevel (data in Target)
Input (class)
InputGetter (class)
insert (method in SparseMap)
insertSparseMapEntries (method in ActorStorage)
instanceOf (method in Object)
Internal (class in Inky.Element)
,
[1]
(class in Inky.Pointer)
,
[1]
(class in Inky.Props)
,
[1]
(class in Inky.Scene)
,
[1]
intersects (method in Rectangle)
intervals (data in Animation)
Inventory (class)
inventory (data in Inventory)
InventoryRelation (class)
IQueryable (class)
is (method in Object)
isAbstract (method in Action)
isActive (method in Editor)
(method in Inky.Pointer)
(method in Inky.Pointer.Internal)
isActor (method in Target)
isCell (method in Target)
isCustom (method in Animation)
isEmpty (method in PriorityQueue)
isEquipped (method in Equipper)
isInBounds (method in Map)
isInitialized (method in Inky.Element.Internal)
isInstance (method in Object)
isPrototype (method in Target)
isReaction (method in Action)
isType (method in Target)
isVector2 (method in Target)
Item (class)
iter (method in Query)
iterLast (method in Log)
J
joystick (data in ControlsOptions)
joystickadded (method in GameState)
joystickaxis (method in GameState)
joystickhat (method in GameState)
joystickpressed (method in GameState)
joystickreleased (method in GameState)
joystickremoved (method in GameState)
joysticksensorupdated (method in GameState)
K
key (data in Input)
keybindsEnabled (data in Editor)
keypressed (method in GameState)
(staticmethod in Input)
keyreleased (method in GameState)
(staticmethod in Input)
L
label (data in EquipmentSlot)
last (data in Queue)
LAVENDER (data in Color4)
layer (data in Sprite)
LEFT (data in Vector2)
left (method in InputGetter)
length (method in Path)
(method in Vector2)
lerp (method in Vector2)
(staticmethod in Color4)
Level (class)
level (data in Actor)
(data in LevelState)
(data in Logger)
LevelBuilder (class)
LevelState (class)
Light (class)
LightBuffer (class)
lightBuffers (data in LightSystem)
LightEffect (class)
lightEffect (data in Light)
lighting (data in Display)
LightSample (class)
LightSamplePool (class)
LightSight (class)
LightSightOptions (class)
LightsRelation (class)
LightSystem (class)
lightSystem (data in SightLightPass)
LIME (data in Color4)
limit (data in TextInputProps)
limitCount (data in Inventory)
limitVolume (data in Inventory)
limitWeight (data in Inventory)
line (method in Display)
(method in LevelBuilder)
LineModification (class)
LineTool (class)
list (data in SparseMap)
LitByRelation (class)
load (method in GameState)
localechanged (method in GameState)
locations (data in Fill)
(data in PenModification)
(data in PenTool)
Log (class)
Logger (class)
los (method in Target)
lower (staticmethod in Name)
lowmemory (method in GameState)
lt (method in InputGetter)
M
manager (data in GameState)
manualRegistration (data in Registry)
Map (class)
map (data in Level)
(data in SparseMap)
MapGeneratorState (class)
max (method in Rectangle)
maxCascadeLevel (data in CascadingBitmaskBuffer)
maximumActorSize (data in LevelBuilder)
merge (method in ActorStorage)
Message (class)
message (data in DebugMessage)
(data in LevelState)
messageLimit (data in Log)
messages (data in Log)
min (method in Rectangle)
MINIMUM_LUMINANCE (data in LightSystem)
mixin (method in Object)
mode (data in ControlsOptions)
Modification (class)
modifierMap (data in Condition)
(data in ConditionHolder)
modifiers (data in Condition)
(data in ConditionOptions)
module (data in Registry)
mouse (data in Input)
(method in InputGetter)
mouseclicked (method in Tool)
mousefocus (method in GameState)
mousemoved (method in Editor)
(method in GameState)
(staticmethod in Input)
mousepressed (method in Editor)
(method in GameState)
(staticmethod in Input)
mousereleased (method in Editor)
(method in GameState)
(method in Tool)
(staticmethod in Input)
move (method in Camera)
(method in Inky.SpatialHash)
moveActor (method in Level)
moveCamera (method in Display)
movetypeNames (data in Collision)
MOVETYPES (data in Collision)
mul (staticmethod in Color4)
multipleStacks (data in Inventory)
MultiSprite (class)
N
Name (class)
name (data in Action)
(data in EquipmentSlot)
(data in FilePanelProps)
(data in Name)
(data in Registry)
NAVY (data in Color4)
needsRebuild (data in LightSystem)
neg (staticmethod in Color4)
neighborhood4 (data in Vector2)
neighborhood8 (data in Vector2)
next (method in FOV.Row)
(method in Scheduler)
nextQueue (data in SimpleScheduler)
Node (class in BehaviorTree)
node (data in BehaviorTree.Succeeder)
noiseScale (data in SineEffect)
(data in SineEffectOptions)
normalize (method in LevelBuilder)
(method in Vector2)
numerator (data in FOV.Fraction)
O
Object (class)
occluded (method in GameState)
offset (data in EditorGridProps)
on (method in Inky.Element)
(method in Inky.Element.Internal)
onActorAdded (method in System)
(method in SystemManager)
onActorRemoved (method in System)
(method in SystemManager)
OnCallback (alias in Inky.Element)
onComponentAdded (method in System)
onComponentRemoved (method in System)
onDisable (method in Inky.Element)
(method in Inky.Element.Internal)
OnDisableCallback (alias in Inky.Element)
onEdit (data in TextInputProps)
onEnable (method in Inky.Element)
(method in Inky.Element.Internal)
OnEnableCallback (alias in Inky.Element)
onFinish (data in MapGeneratorState)
onLoop (data in Animation)
onlyFile (data in Logger)
onMove (method in System)
(method in SystemManager)
onPointer (method in Inky.Element)
(method in Inky.Element.Internal)
onPointerActiveChanged (method in Inky.Scene.Internal)
OnPointerCallback (alias in Inky.Element)
onPointerEnter (method in Inky.Element)
(method in Inky.Element.Internal)
OnPointerEnterCallback (alias in Inky.Element)
onPointerExit (method in Inky.Element)
(method in Inky.Element.Internal)
OnPointerExitCallback (alias in Inky.Element)
onPointerInHierarchy (method in Inky.Element)
(method in Inky.Element.Internal)
OnPointerInHierarchyCallback (alias in Inky.Element)
onPointerPositionChanged (method in Inky.Scene.Internal)
onPointerTargetChanged (method in Inky.Scene.Internal)
onPress (data in ButtonProps)
onRelease (data in ButtonProps)
onSelect (data in SelectionGridProps)
(data in TileElementProps)
onSenses (method in SightSystem)
onTick (method in System)
(method in SystemManager)
onTurn (method in System)
(method in SystemManager)
onTurnEnd (method in System)
(method in SystemManager)
onYield (method in System)
(method in SystemManager)
opacityCache (data in Map)
Opaque (class)
open (data in FilePanelProps)
optional (method in Target)
ORANGE (data in Color4)
origin (data in EraseTool)
(data in LineTool)
(data in RectTool)
(data in SelectTool)
outFile (data in Logger)
outsideLevel (method in Target)
OverlapPredicate (alias in Inky.Element)
overlay (data in FilePanelProps)
(data in SelectionGridProps)
(data in SelectionPanelProps)
(data in TextInputProps)
(data in TileElementProps)
override (data in AnimationMessage)
(data in AnimationMessageOptions)
overrideActor (method in Display)
overrideCellDraw (method in Tool)
overridenActors (data in Display)
owner (data in Action)
(data in Component)
(data in Relation)
(data in System)
(data in SystemManager)
ox (data in FOV.Quadrant)
oy (data in FOV.Quadrant)
P
pad (method in LevelBuilder)
pairs (data in ControlsOptions)
(method in ConditionHolder)
(method in SparseArray)
passableCache (data in Map)
PassableCallback (alias)
passes (data in Display)
paste (method in SelectTool)
pasted (data in SelectTool)
PasteModification (class)
Path (class)
path (data in Path)
pause (method in Animation)
(method in GameState)
pauseAtEnd (method in Animation)
pauseAtStart (method in Animation)
PEACH (data in Color4)
peek (method in Queue)
PenModification (class)
PenTool (class)
perform (method in Action)
(method in Level)
Pickup (class)
PINK (data in Color4)
place (method in Modification)
placeable (data in Editor)
(data in EllipseModification)
(data in EraseModification)
(data in LineModification)
(data in PenModification)
(data in RectModification)
(data in TileElementProps)
(data in UnfloatSelectionModification)
placeables (data in SelectionGridProps)
(data in SelectionPanelProps)
placeActor (method in Modification)
placeBoundaryCell (method in RectModification)
placeCell (method in Modification)
placed (data in Modification)
placeholder (data in TextInputProps)
player (data in SightLightPass)
PlayerController (class)
Pointer (class in Inky)
polygon (method in LevelBuilder)
pool (data in LightSamplePool)
pop (method in Camera)
(method in GameStateManager)
(method in Path)
(method in PriorityQueue)
(method in Queue)
popBack (method in Path)
popPass (method in Display)
Position (class)
position (data in Animation)
(data in Camera)
(data in Rectangle)
(data in UnfloatSelectionModification)
postInitialize (method in System)
(method in SystemManager)
pressed (data in ButtonProps)
(data in ControlState)
pressedQuad (data in ButtonProps)
prettyprint (staticmethod in Object)
print (method in Display)
PriorityQueue (class)
prism.actions (data in prism)
prism.actors (data in prism)
prism.advanceCoroutine (function in prism)
prism.bresenham (function in prism)
prism.cells (data in prism)
prism.components (data in prism)
prism.conditions (data in prism)
prism.decisions (data in prism)
prism.ellipse (function in prism)
prism.loadModule (function in prism)
prism.messages (data in prism)
prism.modifiers (data in prism)
prism.register (function in prism)
prism.registerActor (function in prism)
prism.registerCell (function in prism)
prism.registerRegistry (function in prism)
prism.registerTarget (function in prism)
prism.schedulers (data in prism)
prism.systems (data in prism)
prism.targets (data in prism)
prism.targets.InventoryTarget (data in prism.targets)
Props (class in Inky)
props (data in Inky.Element)
PURPLE (data in Color4)
push (method in Camera)
(method in GameStateManager)
(method in PriorityQueue)
(method in Queue)
pushed (data in Display)
pushPass (method in Display)
put (method in Display)
putActor (method in Display)
putAnimation (method in Display)
putAnimations (method in Display)
putBG (method in Display)
putDrawable (method in Display)
putFG (method in Display)
putLevel (method in Display)
putSenses (method in Display)
putSprite (method in Display)
Q
Quadrant (class in FOV)
quadsByIndex (data in SpriteAtlas)
quadsByName (data in SpriteAtlas)
quantity (data in DropTableCategory)
(data in DropTableWeightedOption)
Query (class)
query (data in IQueryable)
(method in Senses)
Queue (class)
queue (data in Queue)
quit (data in EditorRootProps)
(method in GameState)
R
r (data in Color4)
radius (data in Light)
raise (method in Inky.Pointer)
(method in Inky.Pointer.Internal)
(method in Inky.Scene)
(method in Inky.Scene.Internal)
raiseDisable (method in Inky.Element.Internal)
raiseEnable (method in Inky.Element.Internal)
raiseOn (method in Inky.Element.Internal)
raiseOnPointer (method in Inky.Element.Internal)
raiseOnPointerInHierarchy (method in Inky.Element.Internal)
raisePointerEnter (method in Inky.Element.Internal)
raisePointerExit (method in Inky.Element.Internal)
random (method in RNG)
randomseed (data in RNG)
range (data in MultiSprite)
(data in SightOptions)
(method in Target)
rangeValue (data in Target)
reaction (data in Action)
rebuild (method in LightSystem)
Rectangle (class)
rectangle (method in Display)
(method in LevelBuilder)
RectModification (class)
RectTool (class)
RED (data in Color4)
redo (method in Editor)
redoStack (data in Editor)
registeredMovetypes (data in Collision)
registerMovetype (staticmethod in Collision)
Registry (class)
related (method in Target)
Relation (class)
relation (method in Query)
relationInfo (data in Query)
relations (data in Entity)
release (method in LightSamplePool)
released (data in ControlState)
Remembered (class)
remembered (data in Senses)
rememberedStorage (data in Senses)
remove (method in ConditionHolder)
(method in Entity)
(method in Inky.HashSet)
(method in Inky.SpatialHash)
(method in Queue)
(method in Scheduler)
(method in SparseArray)
(method in SparseMap)
removeActor (data in SpectrumAttachable)
(method in ActorStorage)
(method in Modification)
removeAll (method in SparseMap)
removeAllRelations (method in Entity)
removeAnimation (method in Display)
removed (data in Modification)
removeIf (method in ConditionHolder)
removeItem (method in Inventory)
removeQuantity (method in Inventory)
removeRelation (method in Entity)
removeSparseMapEntries (method in ActorStorage)
render (method in Inky.Element)
(method in Inky.Element.Internal)
(method in Inky.Scene.Internal)
renderIntoScene (method in Inky.Element.Internal)
replaced (data in Modification)
requiredCategories (data in Equipment)
requiredComponents (data in Action)
(data in Target)
requirements (data in Component)
(data in System)
reset (staticmethod in Input)
resetFile (data in Logger)
resize (method in GameState)
resume (method in Animation)
(method in GameState)
RIGHT (data in Vector2)
right (method in InputGetter)
RNG (class)
(data in Level)
Root (class in BehaviorTree)
rotateClockwise (method in Vector2)
rotation (data in Camera)
round (method in Vector2)
roundCount (data in SimpleScheduler)
roundTiesDown (staticmethod in FOV.Row)
roundTiesUp (staticmethod in FOV.Row)
Row (class in FOV)
rt (method in InputGetter)
rtBuffer (data in LightSystem)
run (data in IBehavior)
(method in DisplayPass)
(method in GameState)
(method in Level)
rx (data in EllipseModification)
ry (data in EllipseModification)
S
sc (data in Input)
scale (data in Camera)
(data in EditorGridProps)
(data in EditorRootProps)
(data in FilePanelProps)
scaleAroundPoint (method in Camera)
Scene (class in Inky)
Scheduler (class)
scheduler (data in LevelBuilder)
second (data in EraseTool)
(data in RectTool)
(data in SelectTool)
seed (data in LevelBuilder)
(data in RNG)
SeenByRelation (class)
SeesRelation (class)
selected (data in SelectionGridProps)
(data in SelectionPanelProps)
(data in ToolsProps)
selectedText (data in SelectionPanelProps)
SelectionGrid (class)
SelectionGridProps (class)
SelectionPanel (class)
SelectionPanelProps (class)
Selector (class in BehaviorTree)
selectorMode (data in Editor)
selectorModes (data in Editor)
SelectTool (class)
sensed (method in Target)
SensedByRelation (class)
Senses (class)
SensesRelation (class)
SensesSystem (class)
sensorupdated (method in GameState)
Sequence (class in BehaviorTree)
serializationBlacklist (data in Object)
serialize (staticmethod in Object)
set (method in BooleanBuffer)
(method in Grid)
(method in LightBuffer)
(method in LightSample)
(method in SparseGrid)
setAction (method in ActionDecision)
(method in LevelState)
setActive (method in Inky.Pointer)
(method in Inky.Pointer.Internal)
setAttachable (method in Editor)
setAutoSwitch (method in Controls)
setBit (method in BitmaskBuffer)
setCallbacks (method in ActorStorage)
setCamera (method in Display)
setCell (data in SpectrumAttachable)
setControl (method in Controls)
setControls (method in Controls)
setDirty (method in LightSystem)
setHint (method in Target)
setJoystick (method in Controls)
setMask (method in BitmaskBuffer)
(method in CascadingBitmaskBuffer)
setMaximumActorSize (method in LevelBuilder)
setMode (method in Controls)
setOptions (staticmethod in Logger)
setOverlappingElements (method in Inky.Pointer.Internal)
setPairs (method in Controls)
setPlayer (method in SightLightPass)
setPosition (method in Camera)
(method in Inky.Pointer)
(method in Inky.Pointer.Internal)
setRotation (method in Camera)
setScale (method in Camera)
setSeed (method in RNG)
setState (method in RNG)
setTarget (method in Inky.Pointer)
(method in Inky.Pointer.Internal)
setThreshold (staticmethod in Input)
setTransform (method in Controls)
setView (method in Inky.Element.Internal)
sharpness (data in HeartbeatEffect)
(data in HeartbeatEffectOptions)
shouldAdvance (method in LevelState)
Sight (class)
SightLightPass (class)
SightOptions (class)
SightSystem (class)
SimpleScheduler (class)
SineEffect (class)
SineEffectOptions (class)
singleton (data in Condition)
size (data in ColliderOptions)
(data in SelectionGridProps)
(data in SelectionPanelProps)
(data in Sprite)
(data in TextInputProps)
(data in TileElementProps)
(method in PriorityQueue)
(method in Queue)
skipAnimations (method in Display)
skippable (data in AnimationMessage)
(data in AnimationMessageOptions)
slots (data in Equipper)
softRequirements (data in System)
SparseArray (class)
SparseGrid (class)
SparseMap (class)
SpatialHash (class in Inky)
spatialScale (data in SineEffect)
(data in SineEffectOptions)
spectrum.gamestates (data in spectrum)
SpectrumAttachable (class)
speed (data in FlickerEffect)
(data in FlickerEffectOptions)
(data in SineEffect)
(data in SineEffectOptions)
split (method in Item)
Sprite (class)
SpriteAtlas (class)
spriteAtlas (data in Display)
stack (method in Item)
stackable (data in Item)
stackCount (data in Item)
stackLimit (data in Item)
stacklimit (data in Item)
startEditing (method in Editor)
startRange (data in SelectionGridProps)
startSlope (data in FOV.Row)
state0 (data in RNG)
state1 (data in RNG)
state2 (data in RNG)
status (data in Animation)
statusMap (data in Equipper)
step (method in Level)
storage (data in Query)
sub (staticmethod in Color4)
Succeeder (class in BehaviorTree)
swapQueues (method in SimpleScheduler)
System (class)
SystemManager (class)
systems (data in LevelBuilder)
(data in SystemManager)
T
Target (class)
target (data in Relation)
(method in Query)
targetObjects (data in Action)
targets (data in Action)
targetValidator (staticmethod in Query)
text (data in Input)
textedited (method in GameState)
TextInput (class)
textinput (method in Editor)
(method in GameState)
(staticmethod in Input)
TextInputProps (class)
threaderror (method in GameState)
TileElement (class)
TileElementProps (class)
tileInfluence (data in LightSystem)
tileset (data in ButtonProps)
time (data in LevelState)
(data in LightSystem)
timer (data in Animation)
timestamp (method in Scheduler)
to (data in LineTool)
toCorners (method in Rectangle)
toggle (data in ButtonProps)
tonumber (method in FOV.Fraction)
Tool (class)
tool (data in Editor)
Tools (class)
ToolsProps (class)
topleft (data in EllipseModification)
(data in EraseModification)
(data in LineModification)
topLeft (data in PasteModification)
(data in RectModification)
totalCostAt (method in Path)
totalCount (data in Inventory)
totalDuration (data in Animation)
totalVolume (data in Inventory)
totalWeight (data in Inventory)
touchmoved (method in GameState)
touchpressed (method in GameState)
touchreleased (method in GameState)
toWorldSpace (method in Camera)
trace (staticmethod in Logger)
transform (data in ControlsOptions)
(method in FOV.Quadrant)
transformMousePosition (method in LevelState)
TRANSPARENT (data in Color4)
trigger (method in InputGetter)
(method in Level)
(method in SystemManager)
triggerleft (data in InputGetter)
triggerRebuild (method in SensesSystem)
triggerright (data in InputGetter)
trim (method in Path)
tryPerform (method in Level)
TurnHandler (class)
turnHandler (data in LevelBuilder)
type (data in Target)
U
undo (method in Editor)
(method in Modification)
undoStack (data in Editor)
Unequip (class)
UnfloatSelectionModification (class)
unhash (staticmethod in Vector2)
union (method in Rectangle)
unique (method in Target)
unknown (data in Senses)
unload (method in GameState)
unoverrideActor (method in Display)
unpressedQuad (data in ButtonProps)
untoggle (data in ButtonProps)
UP (data in Vector2)
UP_LEFT (data in Vector2)
UP_RIGHT (data in Vector2)
update (method in Animation)
(method in Controls)
(method in Display)
(method in Editor)
(method in GameState)
(method in LightSystem)
(method in Tool)
updateCaches (method in Level)
(method in Map)
updateComponentCache (method in ActorStorage)
updateCoroutine (data in LevelState)
updateDecision (method in LevelState)
updateLimits (method in Inventory)
updateSeenActors (method in SightSystem)
upper (staticmethod in Name)
useColor (data in Logger)
useEffect (method in Inky.Element)
(method in Inky.Element.Internal)
useOverlapCheck (method in Inky.Element)
(method in Inky.Element.Internal)
V
validate (method in Target)
validateResponse (method in Decision)
validateTarget (method in Action)
validators (data in Target)
values (data in Inky.Props.Internal)
vector (data in ControlState)
Vector2 (class)
vibrate (method in Controls)
visible (method in GameState)
W
w (data in BitmaskBuffer)
(data in BooleanBuffer)
(data in Grid)
warn (staticmethod in Logger)
weight (data in DropTableWeightedOption)
weights (data in DropTable)
wheel (method in InputGetter)
wheelmoved (method in Editor)
(method in GameState)
(staticmethod in Input)
WHITE (data in Color4)
width (data in CascadingBitmaskBuffer)
(data in Display)
(data in Rectangle)
with (method in Query)
(method in Target)
without (method in Target)
X
x (data in AnimationMessage)
(data in AnimationMessageOptions)
(data in LightSample)
(data in Vector2)
Y
y (data in AnimationMessage)
(data in AnimationMessageOptions)
(data in LightSample)
(data in Vector2)
YELLOW (data in Color4)
yield (method in Level)
yieldAnimation (method in Display)
Z
ZERO (data in Vector2)
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