sgdk
|
_collision | |
Animation | Sprite animation structure |
AnimationFrame | Sprite animation frame structure |
Bitmap | Genesis 4bpp Bitmap structure definition. Use the unpackBitmap() method to unpack if compression is enabled |
Box | Simple Box structure |
BoxCollision | Simple Box structure for collision |
Circle | Simple Circle structure |
CircleCollision | Simple Circle structure (can be used for collision detection) |
Collision | Collision definition union |
Context3D | Structure hosting settings / context for the 3D transform engine |
DMAOpInfo | DMA transfer definition (used for DMA queue) |
FrameVDPSprite | Single VDP sprite info structure for sprite animation frame |
Image | Image structure which contains all data to define an image in a background plane. Use the unpackImage() method to unpack if compression is enabled in TileSet or TileMap structure |
Line | Line definition |
Map | Map structure containing information for large background/plane update based on MapDefinition |
MapDefinition | MapDefinition structure which contains data for large level background. It's optimized to encode large map using 128x128 block chunk (block chunk are organized in metatile) |
Mat2D_f16 | 2x2 Matrice structure - f16 (fix16) type. Internally uses 2 2D vectors |
Mat2D_f32 | 2x2 Matrice structure - f32 (fix32) type. Internally uses 2 2D vectors |
Mat3D_f16 | 3x3 Matrice structure - f16 (fix16) type. Internally uses 3 3D vectors |
Mat3D_f32 | 3x3 Matrice structure - f32 (fix32) type. Internally uses 3 3D vectors |
Mat4D_f16 | 4x4 Matrice structure - f16 (fix16) type. Internally uses 4 4D vectors |
Mat4D_f32 | 4x4 Matrice structure - f32 (fix32) type. Internally uses 4 4D vectors |
Palette | Palette structure contains color data |
Pixel | Pixel definition |
ROMHeader | |
Sprite | Sprite structure used by the Sprite Engine to store state for a sprite. WARNING: always use the SPR_addSprite(..) method to allocate Sprite object. |
SpriteDefinition | Sprite definition structure |
TileMap | TileMap structure which contains tilemap background definition. Use the unpackTileMap() method to unpack if compression is enabled |
TileSet | Tile set structure which contains tiles definition. Use the unpackTileSet() method to unpack if compression is enabled |
Transformation3D | 3D transformation object - f16 (fix16) type. This object define the global 3D transformation informations and associated cached data. If rotation information is modified the rebuildMat flag should be set to 1. Rotation and translation objects are reference so don't forget to set them |
Triangle | Triangle definition |
VDPSprite | VDP sprite definition structure replicating VDP hardware sprite |
Vect2D_f16 | 2D Vector structure - f16 (fix16) type |
Vect2D_f32 | 2D Vector structure - f32 (fix32) type |
Vect2D_s16 | 2D Vector structure - s16 type |
Vect2D_s32 | 2D Vector structure - s32 type |
Vect2D_u16 | 2D Vector structure - u16 type |
Vect2D_u32 | 2D Vector structure - u32 type |
Vect3D_f16 | 3D Vector structure - f16 (fix16) type |
Vect3D_f32 | 3D Vector structure - f32 (fix32) type |
Vect3D_s16 | 3D Vector structure - s16 type |
Vect3D_s32 | 3D Vector structure - s32 type |
Vect3D_u16 | 3D Vector structure - u16 type |
Vect3D_u32 | 3D Vector structure - u32 type |
Vect4D_f16 | 4D Vector structure - f16 (fix16) type |
Vect4D_f32 | 4D Vector structure - f32 (fix32) type |
VRAMRegion | VRAM region structure |