Rendering, Audio, and Input
Image
UI-space drawing
| Function | Description |
|---|---|
Image.DrawUI(image_name, x, y) |
Draws a UI image with default tint |
Image.DrawUIEx(image_name, x, y, r, g, b, a, sorting_order) |
Draws a UI image with tint and sorting order |
World-space drawing
| Function | Description |
|---|---|
Image.Draw(image_name, x, y) |
Draws a world image with default pivot/tint |
Image.DrawEx(image_name, x, y, rotation_degrees, scale_x, scale_y, pivot_x, pivot_y, r, g, b, a, sorting_order) |
Full world-space image draw |
Image.DrawPixel(x, y, r, g, b, a) |
Queues a pixel draw |
Text
Text.Draw(content, x, y, font_name, font_size, r, g, b, a)
Draws screen-space text.
Audio
| Function | Description |
|---|---|
Audio.Play(channel, clip_name, does_loop) |
Plays a chunk-style clip on one mixer channel |
Audio.HasClip(clip_name) |
Returns whether a clip can be resolved from the current resource set |
Audio.Preload(clip_name, as_music) |
Warms a clip or music track into the audio cache |
Audio.Halt(channel) |
Stops playback on a channel |
Audio.SetVolume(channel, volume) |
Sets one channel volume, clamped to 0..128 |
Audio.IsPlaying(channel) |
Returns whether a mixer channel is currently active |
Audio.IsPlaybackEnabled() |
Returns whether runtime audio routing is currently enabled |
Use Audio.* for SFX, layered ambience, and other channel-based sounds.
Music
| Function | Description |
|---|---|
Music.Play(clip_name, does_loop) |
Plays the dedicated BGM/music stream |
Music.Halt() |
Stops the current music stream |
Music.SetVolume(volume) |
Sets music-stream volume, clamped to 0..128 |
Music.IsPlaying() |
Returns whether the music stream is currently active |
Use Music.* for BGM. It is separate from Audio channels, so BGM does not
compete with normal SFX channels.
Input
Keyboard
| Function | Description |
|---|---|
Input.GetKey(keycode) |
Key held |
Input.GetKeyDown(keycode) |
Key pressed this frame |
Input.GetKeyUp(keycode) |
Key released this frame |
Mouse
| Function | Description |
|---|---|
Input.GetMousePosition() |
Returns a vec2 with .x and .y |
Input.GetMouseButton(button_num) |
Mouse button held |
Input.GetMouseButtonDown(button_num) |
Mouse button pressed this frame |
Input.GetMouseButtonUp(button_num) |
Mouse button released this frame |
Input.GetMouseScrollDelta() |
Scroll wheel delta for this frame |
Input.HideCursor() |
Hides the cursor |
Input.ShowCursor() |
Shows the cursor |
vec2
Input.GetMousePosition() returns vec2, not Vector2.
It exposes:
.x.y
Use Vector2 for physics math and raycasts.