Loom Engine - v0.10.1
GitHub
TheWorldTable.ai
Preparing search index...
Loom Engine - v0.10.1
Classes
AnimationStatePool
SpriteSheetLoadError
AudioBus
HealthPool
InteractablePool
ParticleEmitterPool
PursuePool
RangedAttackPool
SpritePool
TransformPool
DirectorEncounterSystem
DirectorSystem
EventEnvelopeParseError
KnotContextResource
MockDirectorBridge
SnapshotFetchError
SnapshotRecoveryHelper
SSEDirectorBridge
Engine
EntityAllocator
InputManager
TapToWalkSystem
VirtualDpad
Canvas2DDevice
ResourceRegistry
AnimationSystem
AttackSystem
DeathLog
DamageSystem
InputSystem
InteractionSystem
ParticleEmitterSystem
ParticleRenderSystem
ParticleSimulationSystem
ProjectileRenderSystem
ProjectileSystem
PursueSystem
RangedAttackSystem
SpriteRenderSystem
VeilBudgetSystem
ParticlePool
ProjectilePool
World
Interfaces
AnimationClip
SpriteFrame
SpriteAnchor
SpriteSheetManifest
LoadedSpriteSheet
LoaderOptions
BusOptions
MobCatalogEntry
InteractableConfig
EmitterConfig
RangedAttackConfig
DirectorBridgeStats
IDirectorBridge
DirectorEncounterSystemOptions
DirectorEventLog
EventEnvelope
MobSpec
BossSpec
DropSpec
EncounterSpawnData
EncounterTickData
EncounterEndData
EncounterLootData
KnotPaletteHex
KnotContextData
VeBudgetUpdateData
SceneTransitionData
NarratorLineData
SystemHeartbeatData
SystemReplayCompleteData
SystemSnapshotRequiredData
DirectorEventDataMap
KnotPaletteRgba
SnapshotResponse
SnapshotRecoveryOptions
SSEDirectorBridgeOptions
EngineOptions
PointerSnapshot
TouchPoint
InputSnapshot
TapWalkTargetResource
TapToWalkSystemOptions
VirtualDpadOptions
CameraView
AtlasDescriptor
TextStyle
IGraphicsDevice
TimeResource
VeilBudgetResource
System
AttackSystemOptions
KillEvent
LastInteractionResource
InteractionSystemOptions
ColorRGBA
Vec2
Vec3
Rect
ParticleSpawn
ProjectileSpawn
ZoneTilePalette
ZoneCatalogEntry
ZoneStateResource
Type Aliases
BusPriority
MobArchetype
InteractableKind
DirectorBridgeStatus
KnotMood
VeilTier
SceneTransitionKind
NarratorVoice
DirectorEventType
DirectorEvent
EventPriority
EntityId
DpadDirection
AtlasHandle
DeviceBackend
SystemPhase
ZoneId
TransitionKind
Variables
ANIMATION_FLAG_ACTIVE
ANIMATION_FLAG_FINISHED
AUDIO_BUDGET_AMBIENT_FLOOR
AUDIO_BUDGET_ESSENTIAL_FLOOR
RESOURCE_AUDIO_BUS
MOB_CATALOG
HEALTH_FLAG_ACTIVE
HEALTH_FLAG_DEAD
HEALTH_FLAG_INVULNERABLE
POOL_HEALTH
INTERACTABLE_FLAG_ACTIVE
POOL_INTERACTABLE
EMITTER_FLAG_ACTIVE
EMITTER_FLAG_ADDITIVE
PURSUE_FLAG_ACTIVE
POOL_PURSUE
RANGED_FLAG_ACTIVE
RANGED_FLAG_HOMING
POOL_RANGED
SPRITE_FLAG_ACTIVE
SPRITE_FLAG_TINTED
TRANSFORM_FLAG_DIRTY
TRANSFORM_FLAG_VISIBLE
TRANSFORM_FLAG_STATIC
TRANSFORM_FLAG_HAS_PARENT
RESOURCE_DIRECTOR_BRIDGE
RESOURCE_KNOT_CONTEXT
RESOURCE_DIRECTOR_LOG
NULL_ENTITY
LOOM_ENGINE_VERSION
RESOURCE_INPUT_MANAGER
RESOURCE_INPUT
RESOURCE_TAP_WALK
ISO_TILE_WIDTH
ISO_TILE_HEIGHT
ISO_HALF_W
ISO_HALF_H
ISO_Z_SCALE
RESOURCE_TIME
RESOURCE_CAMERA
RESOURCE_DEVICE
RESOURCE_VEIL_BUDGET
SYSTEM_PHASE_INPUT
SYSTEM_PHASE_LOGIC
SYSTEM_PHASE_PHYSICS
SYSTEM_PHASE_ANIMATION
SYSTEM_PHASE_RENDER
SYSTEM_PHASE_POST_RENDER
SYSTEM_PHASES_IN_ORDER
POOL_ANIMATION
RESOURCE_DEATH_LOG
RESOURCE_LAST_INTERACTION
POOL_EMITTER
POOL_PARTICLE
COLOR_WHITE
COLOR_BLACK
COLOR_TRANSPARENT
COLOR_KNOT_STR
COLOR_KNOT_DEX
COLOR_KNOT_INT
COLOR_KNOT_CENTER
PARTICLE_FLAG_ALIVE
PARTICLE_FLAG_ADDITIVE
PROJECTILE_FLAG_ALIVE
PROJECTILE_FLAG_HOMING
PROJECTILE_FLAG_PIERCE
POOL_PROJECTILE
POOL_TRANSFORM
POOL_SPRITE
ZONE_CATALOG
RESOURCE_ZONE_STATE
Functions
synthesizeDefaultClip
clipDurationMs
frameInClipAt
manifestFrameIndex
loadSpriteSheet
computeFrameIndex
spawnMob
createDirectorEventLog
priorityFor
parseEnvelope
parseEnvelopeJson
entityIndex
entityGeneration
makeEntity
createTapWalkTarget
createCamera
getCameraViewRect
worldToScreen
screenToWorld
tileToIso
worldToIso
isoToTile
isoDepthKey
createTimeResource
createVeilBudgetResource
createLastInteraction
rgba
hexToRgba
rgbaToHexString
rgbaToCssString
colorLerp
vec2
vec3
rect
clamp
lerp
smoothstep
approxEq
rectContains
rectIntersects
visibleInView
createZoneState
beginTransition
tickTransition
isTransitioning
Settings
Member Visibility
Protected
Inherited
External
Theme
OS
Light
Dark
On This Page
Classes
Animation
State
Pool
Sprite
Sheet
Load
Error
Audio
Bus
Health
Pool
Interactable
Pool
Particle
Emitter
Pool
Pursue
Pool
Ranged
Attack
Pool
Sprite
Pool
Transform
Pool
Director
Encounter
System
Director
System
Event
Envelope
Parse
Error
Knot
Context
Resource
Mock
Director
Bridge
Snapshot
Fetch
Error
Snapshot
Recovery
Helper
SSE
Director
Bridge
Engine
Entity
Allocator
Input
Manager
Tap
To
Walk
System
Virtual
Dpad
Canvas2
D
Device
Resource
Registry
Animation
System
Attack
System
Death
Log
Damage
System
Input
System
Interaction
System
Particle
Emitter
System
Particle
Render
System
Particle
Simulation
System
Projectile
Render
System
Projectile
System
Pursue
System
Ranged
Attack
System
Sprite
Render
System
Veil
Budget
System
Particle
Pool
Projectile
Pool
World
Interfaces
Animation
Clip
Sprite
Frame
Sprite
Anchor
Sprite
Sheet
Manifest
Loaded
Sprite
Sheet
Loader
Options
Bus
Options
Mob
Catalog
Entry
Interactable
Config
Emitter
Config
Ranged
Attack
Config
Director
Bridge
Stats
I
Director
Bridge
Director
Encounter
System
Options
Director
Event
Log
Event
Envelope
Mob
Spec
Boss
Spec
Drop
Spec
Encounter
Spawn
Data
Encounter
Tick
Data
Encounter
End
Data
Encounter
Loot
Data
Knot
Palette
Hex
Knot
Context
Data
Ve
Budget
Update
Data
Scene
Transition
Data
Narrator
Line
Data
System
Heartbeat
Data
System
Replay
Complete
Data
System
Snapshot
Required
Data
Director
Event
Data
Map
Knot
Palette
Rgba
Snapshot
Response
Snapshot
Recovery
Options
SSE
Director
Bridge
Options
Engine
Options
Pointer
Snapshot
Touch
Point
Input
Snapshot
Tap
Walk
Target
Resource
Tap
To
Walk
System
Options
Virtual
Dpad
Options
Camera
View
Atlas
Descriptor
Text
Style
I
Graphics
Device
Time
Resource
Veil
Budget
Resource
System
Attack
System
Options
Kill
Event
Last
Interaction
Resource
Interaction
System
Options
Color
RGBA
Vec2
Vec3
Rect
Particle
Spawn
Projectile
Spawn
Zone
Tile
Palette
Zone
Catalog
Entry
Zone
State
Resource
Type Aliases
Bus
Priority
Mob
Archetype
Interactable
Kind
Director
Bridge
Status
Knot
Mood
Veil
Tier
Scene
Transition
Kind
Narrator
Voice
Director
Event
Type
Director
Event
Event
Priority
Entity
Id
Dpad
Direction
Atlas
Handle
Device
Backend
System
Phase
Zone
Id
Transition
Kind
Variables
ANIMATION_
FLAG_
ACTIVE
ANIMATION_
FLAG_
FINISHED
AUDIO_
BUDGET_
AMBIENT_
FLOOR
AUDIO_
BUDGET_
ESSENTIAL_
FLOOR
RESOURCE_
AUDIO_
BUS
MOB_
CATALOG
HEALTH_
FLAG_
ACTIVE
HEALTH_
FLAG_
DEAD
HEALTH_
FLAG_
INVULNERABLE
POOL_
HEALTH
INTERACTABLE_
FLAG_
ACTIVE
POOL_
INTERACTABLE
EMITTER_
FLAG_
ACTIVE
EMITTER_
FLAG_
ADDITIVE
PURSUE_
FLAG_
ACTIVE
POOL_
PURSUE
RANGED_
FLAG_
ACTIVE
RANGED_
FLAG_
HOMING
POOL_
RANGED
SPRITE_
FLAG_
ACTIVE
SPRITE_
FLAG_
TINTED
TRANSFORM_
FLAG_
DIRTY
TRANSFORM_
FLAG_
VISIBLE
TRANSFORM_
FLAG_
STATIC
TRANSFORM_
FLAG_
HAS_
PARENT
RESOURCE_
DIRECTOR_
BRIDGE
RESOURCE_
KNOT_
CONTEXT
RESOURCE_
DIRECTOR_
LOG
NULL_
ENTITY
LOOM_
ENGINE_
VERSION
RESOURCE_
INPUT_
MANAGER
RESOURCE_
INPUT
RESOURCE_
TAP_
WALK
ISO_
TILE_
WIDTH
ISO_
TILE_
HEIGHT
ISO_
HALF_
W
ISO_
HALF_
H
ISO_
Z_
SCALE
RESOURCE_
TIME
RESOURCE_
CAMERA
RESOURCE_
DEVICE
RESOURCE_
VEIL_
BUDGET
SYSTEM_
PHASE_
INPUT
SYSTEM_
PHASE_
LOGIC
SYSTEM_
PHASE_
PHYSICS
SYSTEM_
PHASE_
ANIMATION
SYSTEM_
PHASE_
RENDER
SYSTEM_
PHASE_
POST_
RENDER
SYSTEM_
PHASES_
IN_
ORDER
POOL_
ANIMATION
RESOURCE_
DEATH_
LOG
RESOURCE_
LAST_
INTERACTION
POOL_
EMITTER
POOL_
PARTICLE
COLOR_
WHITE
COLOR_
BLACK
COLOR_
TRANSPARENT
COLOR_
KNOT_
STR
COLOR_
KNOT_
DEX
COLOR_
KNOT_
INT
COLOR_
KNOT_
CENTER
PARTICLE_
FLAG_
ALIVE
PARTICLE_
FLAG_
ADDITIVE
PROJECTILE_
FLAG_
ALIVE
PROJECTILE_
FLAG_
HOMING
PROJECTILE_
FLAG_
PIERCE
POOL_
PROJECTILE
POOL_
TRANSFORM
POOL_
SPRITE
ZONE_
CATALOG
RESOURCE_
ZONE_
STATE
Functions
synthesize
Default
Clip
clip
Duration
Ms
frame
In
Clip
At
manifest
Frame
Index
load
Sprite
Sheet
compute
Frame
Index
spawn
Mob
create
Director
Event
Log
priority
For
parse
Envelope
parse
Envelope
Json
entity
Index
entity
Generation
make
Entity
create
Tap
Walk
Target
create
Camera
get
Camera
View
Rect
world
To
Screen
screen
To
World
tile
To
Iso
world
To
Iso
iso
To
Tile
iso
Depth
Key
create
Time
Resource
create
Veil
Budget
Resource
create
Last
Interaction
rgba
hex
To
Rgba
rgba
To
Hex
String
rgba
To
Css
String
color
Lerp
vec2
vec3
rect
clamp
lerp
smoothstep
approx
Eq
rect
Contains
rect
Intersects
visible
In
View
create
Zone
State
begin
Transition
tick
Transition
is
Transitioning
GitHub
TheWorldTable.ai
Loom Engine - v0.10.1
Loading...