1.Quick Glance
Game worlds are all "rendered" from code onto the screen. Here is a list of all of the current function you can use to render things like images, animations, lines and shapes onto the screen with ease.
2.Rendering Functions
void GPE.render_circle( float x, float y, float radius, Color circleColor, bool isOutline, float oulineWidth, bool renderImmediately)
Renders a circle with (x,y,r) and renders immediately or is placed in the shape rendering queue in the frame.
Scope: GPE
Return type : void
Parameters:
- float x - the x-coordinate to center the circle around
- float y- the y-coordinate to center the circle around
- float radius - the radius of the circle to render
- Color circleColor- the RGB or Hex color of the circle to draw.
- bool isOuline - set to true if an outline or false to fill the circle on the screen
- float outlineWidth - the width of the outline if isOutline is set to true
- bool renderImmediately - set true to draw when called or false to add to render pipeline. Defaults to false
void GPE.render_line( float x1, float y1, float x2, float y2, Color lineColor, float lineWidth, bool renderImmediately)
Renders a line from (x1,y1) to (x2,y2) with lineColor and lineWidth and renders immediately or is placed in the shape rendering queue in the frame.
Scope: GPE
Return type : void
Parameters:
- float x1 -the first x-coordinate of the line.
- float y1 - the first y-coordinate of the line.
- float x2 -the second x-coordinate of the line.
- float y2 - the second y-coordinate of the line.
- Color lineColor- the RGB or Hex color of the line to draw.
- float lineWidth- the width of the line. Defaults to 1.
- bool renderImmediately - set true to draw when called or false to add to render pipeline. Defaults to false
void GPE.render_rectangle( float x1, float y1, float x2, float y2, Color rectColor,bool isOutLine, float lineWidth, bool renderImmediately)
Renders a rectangle with rectColor, outline(boolean) with rectLineWidth(pixel outline size) and renders immediately or is placed in the shape rendering queue in the frame.
Scope: GPE
Return type : void
Parameters:
- float x1 -the first x-coordinate of the rectangle.
- float y1 - the first y-coordinate of the rectangle.
- float x2 -the second x-coordinate of the rectangle.
- float y2 - the second y-coordinate of the rectangle.
- Color rectColor- the RGB or Hex color of the rectangle to draw.
- bool isOutLine - set true to draw an outlined rectangle, false to render whole shape. Defaults to false.
- float lineWidth- the width of the lines if isOutline is set to true. Defaults to 1.
- bool renderImmediately - set true to draw when called or false to add to render pipeline. Defaults to false.
void GPE.render_sprite( int spriteIdIn, int frameNumb, int xOn, int yOn, float scaleX, float scaleY)
Retrieves the width of a sprite whose id is spriteId. Returns 0 by default
Scope: GPE
Return type : void
Parameters:
- int spriteId– an integer of a sprite(aka spr_player_walk). If undefined, null or non-number based this function returns 0.
- int frameNumb – the frame number of the animation to render.
- int xOn – the x-coordinate relative to the current camera to render the sprite.
- int yOn – the x-coordinate relative to the current camera to render the sprite
- float scaleX – Used to scale the current frame on the x-axis. Defaults to 1.
- float scaleY – Used to scale the current frame on the y-axis. Defaults to 1.
void GPE.render_sprite_rotated( int spriteIdIn, int frameNumb, int xOn, int yOn, Degree rotation, float scaleX, float scaleY)
Retrieves the width of a sprite whose id is spriteId. Returns 0 by default
Scope: GPE
Return type : void
Parameters:
- int spriteId– an integer of a sprite(aka spr_player_walk). If undefined, null or non-number based this function returns 0.
- int frameNumb – the frame number of the animation to render.
- int xOn – the x-coordinate relative to the current camera to render the sprite.
- int yOn – the x-coordinate relative to the current camera to render the sprite
- Degree rotation – the angle in which to render the sprite(in degrees ). Use gpe.degree() to convert radians to degrees for this function if needed.
- float scaleX – Used to scale the current frame on the x-axis. Defaults to 1.
- float scaleY – Used to scale the current frame on the y-axis. Defaults to 1.
void GPE.render_square( int xOn, int yOn, float squareSize, Color squareColor, bool isOutline, float squareLineWidth, bool renderImmediately )
Renders a square at (x, y) with its sides equalling squareSize.
Scope: GPE
Return type : void
Parameters:
- int xOn – the x-coordinate relative to the current camera to render the sprite.
- int yOn – the x-coordinate relative to the current camera to render the sprite
- float squareSize - the size of the square in pixels.
- Color squareColor - the color of the square in Hex or rgb.
- bool isOutline - set true to draw the square as an outline. Defaults to false.
- bool renderImmediately - set true to add this render call to the render pipeline. Defaults to false.
void GPE.render_text(int fontId, int xOn, int yOn, String textToRender, Color fontRenderColor, int fontHalign, int fontValign)
Retrieves Renders a text using the assigned font resource.
Scope: GPE
Return type : void
Parameters:
- int fontId– an integer of a FONT(aka fnt_menu). If undefined, null or non-number based this function used 20px Arial FONT.
- int xOn – the x-coordinate to render the text.
- int yOn – the y-coordinate to render the text.
- String textToRender – the string of characters to render. If empty the function does nothing.
- Color fontRenderColor – an RGB or Hex color. i.e: “rgba( 255,255,255) or #FFF.
- int fontHalign- Left- fa_left, Center – fa_center, Right – fa_right. Defaults to fa_left;
- int fontValign- Top- fa_top, Middle – fa_middle, Bottom – fa_bottom. Defaults to fa_top;
void GPE.render_texture( int texureIdIn, int xDraw, int yDraw)
Renders a given texture at (xDraw, yDraw)
Scope: GPE
Return type : void
Parameters:
- int textureId – an interger of a texture(aka tex_grass). If undefined, null or non-number based this function this function does nothing.
- int xDraw – The x-coordinate of where to draw the texture on the screen relative to the game’s camera.
- int yDraw – The x-coordinate of where to draw the texture on the screen relative to the game’s camera.
void GPE.render_texture_scaled( int texureIdIn, int xDraw, int yDraw, int width, int height)
Renders a given texture at (xDraw, yDraw) scaled to a new width and height
Scope: GPE
Return type : void
Parameters:
- int textureId – an interger of a texture(aka tex_grass). If undefined, null or non-number based this function this function does nothing.
- xDraw – The x-coordinate of where to draw the texture on the screen relative to the game’s camera.
- yDraw – The x-coordinate of where to draw the texture on the screen relative to the game’s camera.
- width – the new width to resize the texture to on render.
- height – the new height to resize the texture to on render.
void GPE.render_texture_clipped(int texureIdIn, int xDraw, int yDraw, GPERect clipBox)
Renders a given texture at (xDraw, yDraw)
Scope: GPE
Return type : void
Parameters:
- int textureId – an interger of a texture(aka tex_grass). If undefined, null or non-number based this function this function does nothing.
- int xDraw – The x-coordinate of where to draw the texture on the screen relative to the game’s camera.int
- int yDraw – The x-coordinate of where to draw the texture on the screen relative to the game’s camera.
- GPERect clipBox – a GPE Rectangle of where to draw only a section of the texture(similar to drawing a sprite frame or a tile from a tilesheet image).
void GPE.render_triangle( int spriteIdIn, int frameNumb, int xOn, int yOn, Degree rotation, float scaleX, float scaleY)
Retrieves the width of a sprite whose id is spriteId. Returns 0 by default
Scope: GPE
Return type : void
Parameters:
- int spriteId– an integer of a sprite(aka spr_player_walk). If undefined, null or non-number based this function returns 0.
- int frameNumb – the frame number of the animation to render.
- int xOn – the x-coordinate relative to the current camera to render the sprite.
- int yOn – the x-coordinate relative to the current camera to render the sprite
- Degree rotation – the angle in which to render the sprite(in degrees ). Use gpe.degree() to convert radians to degrees for this function if needed.
- float scaleX – Used to scale the current frame on the x-axis. Defaults to 1.
- float scaleY – Used to scale the current frame on the y-axis. Defaults to 1.
void GPE.render_wrapped_text(int fontId, int xOn, int yOn, String textToRender, Color fontRenderColor, maxWidth, lineHeight)
Retrieves Renders a text using the assigned font resource over multiple lines(similar to a paragraph.
Scope: GPE
Return type : void
Parameters:
- int fontId– an integer of a FONT(aka fnt_menu). If undefined, null or non-number based this function used 20px Arial FONT.
- int xOn – the x-coordinate to render the text.
- int yOn – the y-coordinate to render the text.
- String textToRender – the string of characters to render. If empty the function does nothing.
- Color fontRenderColor – an RGB or Hex color. i.e: “rgba( 255,255,255) or #FFF.
- int maxWidth – The max-width of each-line within the wrapped text area.
- int lineHeight- The vertical difference between each line within the wrapped text. This equates generally to the font-height plus any padding you choose.
void GPE.set_render_alpha( int newAlphaValue)
Sets the default alpha to render all content with. The game defaults to 255. The lower the number the more transparent the image is with 0 representing it being completely invisible.
Scope: GPE
Return type : void
Parameters:
- int newAlphaValue– an alpha value between 0 and 255.