indigo.shared.scenegraph

Type members

Classlikes

final case
class AmbientLight(color: RGBA) extends Light

Ambient light isn't emitted from anywhere in particular, it is the base amount of illumination. It's important for a dark cave to light enough for your player to appreciate just how dark it really is.

Ambient light isn't emitted from anywhere in particular, it is the base amount of illumination. It's important for a dark cave to light enough for your player to appreciate just how dark it really is.

Companion
object
Companion
class
sealed
trait Blend
Companion
object
object Blend
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class
final case
class Blending(entity: Blend, layer: Blend, blendMaterial: BlendMaterial, clearColor: Option[RGBA])

Blending instances tell Indigo how to blend the entities onto a layer, and then how to blend the layer onto the layers below it.

Blending instances tell Indigo how to blend the entities onto a layer, and then how to blend the layer onto the layers below it.

Companion
object
object Blending
Companion
class
sealed
trait Camera

Parent type of camera instances. Cameras are used to look around your games graphics / levels / scenes.

Parent type of camera instances. Cameras are used to look around your games graphics / levels / scenes.

Companion
object
object Camera
Companion
class
final case
class Clip[M <: Material](size: Size, sheet: ClipSheet, playMode: ClipPlayMode, material: M, position: Point, rotation: Radians, scale: Vector2, depth: Depth, ref: Point, flip: Flip) extends EntityNode with Cloneable with SpatialModifiers[Clip[M]]
Companion
object
object Clip
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Companion
object
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final case
class ClipSheet(frameCount: Int, frameDuration: Seconds, wrapAt: Int, arrangement: ClipSheetArrangement, startOffset: Int)
Companion
object
object ClipSheet
Companion
class
Companion
class
final case
class CloneBatch(id: CloneId, depth: Depth, cloneData: Array[CloneBatchData], staticBatchKey: Option[BindingKey]) extends DependentNode

Represents many clones of the same clone blank, differentiated only by their transform data.

Represents many clones of the same clone blank, differentiated only by their transform data.

Companion
object
object CloneBatch
Companion
class
final case
class CloneBatchData(x: Int, y: Int, rotation: Radians, scaleX: Double, scaleY: Double)

Represents the standard allowable transformations of a clone.

Represents the standard allowable transformations of a clone.

Companion
object
Companion
class
final case
class CloneBlank(id: CloneId, cloneable: () => Cloneable, isStatic: Boolean)

Used as the blueprint for any clones that want to copy it.

Used as the blueprint for any clones that want to copy it.

Value Params
cloneable

The primitive to clone, can be a Shape, Graphic or Sprite, or any custom entity that extends Cloneable

id

The CloneId of this blank

isStatic

Static clone blanks are only processed once and cached. This means that static sprites will never play their animations!

Companion
object
object CloneBlank
Companion
class
object CloneId
final case
class CloneTileData(x: Int, y: Int, rotation: Radians, scaleX: Double, scaleY: Double, cropX: Int, cropY: Int, cropWidth: Int, cropHeight: Int)

Represents the allowable transformations of a tile clone.

Represents the allowable transformations of a tile clone.

Companion
object
Companion
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final case
class CloneTiles(id: CloneId, depth: Depth, cloneData: Array[CloneTileData], staticBatchKey: Option[BindingKey]) extends DependentNode

Represents many clones of the same cloneblank, differentiated by their transform data and which part of the texture it is cropped on.

Represents many clones of the same cloneblank, differentiated by their transform data and which part of the texture it is cropped on.

Companion
object
object CloneTiles
Companion
class
trait Cloneable

Used to distingush between cloneable and non-clonable scene graph nodes.

Used to distingush between cloneable and non-clonable scene graph nodes.

trait DependentNode extends SceneNode

DependentNodes are built-in node types where Indigo understands how to build the shader data, and the bounds are dependant on the contents of the node.

DependentNodes are built-in node types where Indigo understands how to build the shader data, and the bounds are dependant on the contents of the node.

Companion
object
Companion
class
final case
class DirectionLight(color: RGBA, specular: RGBA, rotation: Radians) extends Light

Direction lights apply light to a scene evenly from a particular direction, as if from a point a very long way away, e.g. the sun.

Direction lights apply light to a scene evenly from a particular direction, as if from a point a very long way away, e.g. the sun.

Companion
object
Companion
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trait EntityNode extends RenderNode

EntityNodes can be extended to create custom scene elements.

EntityNodes can be extended to create custom scene elements.

May be used in conjunction with EventHandler and Cloneable.

Companion
object
object EntityNode
Companion
class

Tags nodes that can handle events.

Tags nodes that can handle events.

sealed
trait Falloff

Represents different lighting falloff models, also known as attenuation, i.e. how much a light power decays over distance.

Represents different lighting falloff models, also known as attenuation, i.e. how much a light power decays over distance.

Quadratic is the most physically accurate, but possibly least useful for 2D games! All other models are unrealistic, but possibly easier to work with.

Note that "intensity" will feel different in different lighting models. Try smooth with intensity 1 or 2, Linear 5, or Quadratic 500 and compare.

Companion
object
object Falloff
Companion
class
final case
class Graphic[M <: Material](material: M, crop: Rectangle, position: Point, rotation: Radians, scale: Vector2, depth: Depth, ref: Point, flip: Flip) extends RenderNode with Cloneable with SpatialModifiers[Graphic[M]]

Graphics are used to draw images on the screen, in a cheap efficient but expressive way. Graphics party trick is it's ability to crop images.

Graphics are used to draw images on the screen, in a cheap efficient but expressive way. Graphics party trick is it's ability to crop images.

Companion
object
object Graphic
Companion
class
final case
class Group(children: List[SceneNode], position: Point, rotation: Radians, scale: Vector2, depth: Depth, ref: Point, flip: Flip) extends DependentNode with SpatialModifiers[Group]

Used to group elements to allow them to be manipulated as a collection.

Used to group elements to allow them to be manipulated as a collection.

Companion
object
object Group
Companion
class
final case
class Layer(nodes: List[SceneNode], lights: List[Light], key: Option[BindingKey], magnification: Option[Int], depth: Option[Depth], visible: Option[Boolean], blending: Option[Blending], camera: Option[Camera])

A layers are used to stack collections screen elements on top of one another.

A layers are used to stack collections screen elements on top of one another.

During the scene render, each layer in depth order is blended into the one below it, a bit like doing a foldLeft over a list. You can control how the blend is performed to create effects.

Layer fields are all either Lists or options to denote that you can have them but that it isn't necessary. Layers are "monoids" which just means that they can be empty and they can be combined. It is important to note that when they combine they are left bias in the case of all optional fields, which means, that if you do: a.show |+| b.hide, the layer will be visible. This may look odd, and maybe it is (time will tell!), but the idea is that you can set empty placeholder layers early in your scene and then add things to them, confident of the outcome.

Value Params
blending

Optionally describes how to blend this layer onto the one below, by default, simply overlays on onto the other.

camera

Optional camera specifically for this layer. If None, fallback to scene camera, or default camera.

depth

Specifically set the depth, defaults to scene order.

key

Optionally set a binding key, allows you to target specific layers when merging SceneUpdateFragments.

lights

Layer level dynamic lights

magnification

Optionally set the magnification, defaults to scene magnification.

nodes

Nodes to render in this layer.

visible

Optionally set the visiblity, defaults to visible

Companion
object
object Layer
Companion
class
sealed
trait Light

Parent type for all lights

Parent type for all lights

final case
class Mutants(id: CloneId, depth: Depth, uniformBlocks: Array[List[UniformBlock]]) extends DependentNode

Represents many identical clones of the same clone blank, differentiated only by their shader data. Intended for use with custom entities in particular.

Represents many identical clones of the same clone blank, differentiated only by their shader data. Intended for use with custom entities in particular.

Companion
object
object Mutants
Companion
class

Scene audio can either be played on a loop, or be silenced.

Scene audio can either be played on a loop, or be silenced.

final case
class PointLight(position: Point, color: RGBA, specular: RGBA, intensity: Double, falloff: Falloff) extends Light

Point lights emit light evenly in all directions from a point in space.

Point lights emit light evenly in all directions from a point in space.

Companion
object
object PointLight
Companion
class
trait RenderNode extends SceneNode

RenderNodes are built-in node types that have their own size, and where Indigo understands how to build the shader data.

RenderNodes are built-in node types that have their own size, and where Indigo understands how to build the shader data.

Companion
object
object RenderNode
Companion
class
final case
class SceneAudio(sourceA: SceneAudioSource, sourceB: SceneAudioSource, sourceC: SceneAudioSource)

Describes what audio is currently being played by the scene as part of a SceneUpdateFragment. Can play up to three audio sources at once.

Describes what audio is currently being played by the scene as part of a SceneUpdateFragment. Can play up to three audio sources at once.

Companion
object
object SceneAudio
Companion
class
final case
class SceneAudioSource(bindingKey: BindingKey, playbackPattern: PlaybackPattern, masterVolume: Volume)

Represents a single audio source, how it is being played, and at what volume. You could implement a cross fade between two audio sources.

Represents a single audio source, how it is being played, and at what volume. You could implement a cross fade between two audio sources.

Companion
object
Companion
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sealed

The internal parent type of anything that can affect the visual representation of the game.

The internal parent type of anything that can affect the visual representation of the game.

There are some SceneGraphNode's used only for internal scene processing.

Companion
object
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sealed

The parent type of all nodes a user might use or create. Defines the fields needed to draw something onto the screen.

The parent type of all nodes a user might use or create. Defines the fields needed to draw something onto the screen.

Companion
object
object SceneNode
Companion
class
final case
class SceneUpdateFragment(layers: List[Layer], lights: List[Light], audio: SceneAudio, blendMaterial: Option[BlendMaterial], cloneBlanks: List[CloneBlank], camera: Option[Camera])

A description of what the engine should next present to the player.

A description of what the engine should next present to the player.

SceneUpdateFragments are predicatably composable, so you can make a scene in pieces and then combine them all at the end.

Note that a SceneUpdateFragment represents what is to happen next. It is not a diff. If you remove a sprite from the definition it will not be drawn.

Value Params
audio

Background audio.

blendMaterial

Optional blend material that describes how to render the scene to the screen.

camera

Scene level camera enabling pan and zoom.

cloneBlanks

A list of elements that will be referenced by clones in the main layers.

layers

The layers game elements are placed on.

lights

Dynamic lights.

Companion
object
Companion
class
sealed

Parent type for all Shapes, which are visible elements draw mathematically that require no textures. Shapes are quite versitile and support different fills and stroke effects, even lighting. Due to the way strokes around shapes are drawn, the corners are always rounded.

Parent type for all Shapes, which are visible elements draw mathematically that require no textures. Shapes are quite versitile and support different fills and stroke effects, even lighting. Due to the way strokes around shapes are drawn, the corners are always rounded.

Companion
object
object Shape
Companion
class
final case
class SpotLight(position: Point, color: RGBA, specular: RGBA, intensity: Double, angle: Radians, rotation: Radians, falloff: Falloff) extends Light

Spot lights emit light like a lamp, they are essentially a point light, where the light is only allow to escape in a particular anglular range.

Spot lights emit light like a lamp, they are essentially a point light, where the light is only allow to escape in a particular anglular range.

Companion
object
object SpotLight
Companion
class
final case
class Sprite[M <: Material](bindingKey: BindingKey, material: M, animationKey: AnimationKey, animationActions: List[AnimationAction], eventHandler: (Rectangle, GlobalEvent) => List[GlobalEvent], position: Point, rotation: Radians, scale: Vector2, depth: Depth, ref: Point, flip: Flip) extends DependentNode with EventHandler with Cloneable with SpatialModifiers[Sprite[M]]

Sprites are used to represented key-frame animated screen elements.

Sprites are used to represented key-frame animated screen elements.

Companion
object
object Sprite
Companion
class
final case
class Text[M <: Material](text: String, alignment: TextAlignment, fontKey: FontKey, material: M, eventHandler: (Rectangle, GlobalEvent) => List[GlobalEvent], position: Point, rotation: Radians, scale: Vector2, depth: Depth, ref: Point, flip: Flip) extends DependentNode with EventHandler with SpatialModifiers[Text[M]]

Used to draw text onto the screen based on font sprite sheets (images / textures) and a character mapping instance called FontInfo. Text instances are a bit of work to set up, but give super crisp pixel perfect results.

Used to draw text onto the screen based on font sprite sheets (images / textures) and a character mapping instance called FontInfo. Text instances are a bit of work to set up, but give super crisp pixel perfect results.

Companion
object
object Text
Companion
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final case
class TextBox(text: String, style: TextStyle, size: Size, position: Point, rotation: Radians, scale: Vector2, depth: Depth, ref: Point, flip: Flip) extends RenderNode with SpatialModifiers[TextBox]

Used to draw text on the screen quickly based on a font. Much quicker and eaiser to use that Text, however suffers from all the problems of browser rendered fonts, most notably, you cannot have pixel perfect fonts (fine for mock-ups of HD UI layers perhaps).

Used to draw text on the screen quickly based on a font. Much quicker and eaiser to use that Text, however suffers from all the problems of browser rendered fonts, most notably, you cannot have pixel perfect fonts (fine for mock-ups of HD UI layers perhaps).

Companion
object
object TextBox
Companion
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final case
class TextLine(text: String, lineBounds: Rectangle)

Represents a single line of text.

Represents a single line of text.

object Zoom

Types

opaque type CloneId

A CloneId is used to connect a Clone instance to a CloneBlank.

A CloneId is used to connect a Clone instance to a CloneBlank.

opaque type Zoom

Zoom your camera in and out! Behaves like physical camera's zoom, so x2 means "make everything twice as big". Unlike a real camera, you can zoom in or our infinitely!

Zoom your camera in and out! Behaves like physical camera's zoom, so x2 means "make everything twice as big". Unlike a real camera, you can zoom in or our infinitely!