BGE
Static Methods
getNewMemoryScratchRegion(
width: float,
height: float,
): ScratchRegion
Parameters
width(float)height(float)
Returns
isBackFaceDrawMode(drawMode: SceneObjectDrawMode): boolean
Parameters
drawMode(SceneObjectDrawMode)
Returns
boolean
isDirectDrawMode(drawMode: SceneObjectDrawMode): boolean
Parameters
drawMode(SceneObjectDrawMode)
Returns
boolean
isOrientedDrawMode(drawMode: SceneObjectDrawMode): boolean
Parameters
drawMode(SceneObjectDrawMode)
Returns
boolean
isScreenAlignedDrawMode(drawMode: SceneObjectDrawMode): boolean
The draw modes that keep an object square to the screen rather than turning it in 3D - the billboard modes. directScaled belongs here even though isOrientedDrawMode groups it with the oriented modes: it faces the camera like directToCamera and only differs in taking its size from how far away it is (a Doom-style sprite).
Parameters
drawMode(SceneObjectDrawMode)
Returns
boolean
isWireFrameDrawMode(drawMode: SceneObjectDrawMode): boolean
Parameters
drawMode(SceneObjectDrawMode)
Returns
boolean
isSolidDrawMode(drawMode: SceneObjectDrawMode): boolean
Parameters
drawMode(SceneObjectDrawMode)
Returns
boolean
isFullDrawMode(drawMode: SceneObjectDrawMode): boolean
Parameters
drawMode(SceneObjectDrawMode)
Returns
boolean
getDrawModeName(drawMode: SceneObjectDrawMode): string
The name of a draw mode, as written in the SceneObjectDrawMode enum - handy for debug overlays and for examples that let you cycle through the draw modes.
Parameters
drawMode(SceneObjectDrawMode)
Returns
string— the mode's name, or "unknown" for a value outside the enum
getDrawModeBooleanLookupArray(defaultValue?: boolean): dynamic
Parameters
defaultValue(boolean, optional, default: false)
Returns
dynamic
getDotProductFromSurfaceToCamera(
rendererObj: BGE.Renderer,
facePoint: BGE.Math.Vector,
faceNormal: BGE.Math.Vector,
): float
Parameters
rendererObj(BGE.Renderer)facePoint(BGE.Math.Vector)faceNormal(BGE.Math.Vector)
Returns
float
isNormalFacingCamera(
rendererObj: BGE.Renderer,
facePoint: BGE.Math.Vector,
faceNormal: BGE.Math.Vector,
): boolean
Parameters
rendererObj(BGE.Renderer)facePoint(BGE.Math.Vector)faceNormal(BGE.Math.Vector)
Returns
boolean
HSVtoRGBA(
hPercent: float,
sPercent: float,
vPercent: float,
a?: integer,
): integer
Parameters
hPercent(float)sPercent(float)vPercent(float)a(integer, optional, default: -1)
Returns
integer
RGBAtoRGBA(
red: integer,
green: integer,
blue: integer,
alpha?: float,
): integer
Parameters
red(integer)green(integer)blue(integer)alpha(float, optional, default: 1)
Returns
integer
unpackRGB(rgb: integer): roAssociativeArray
Unpacks a packed RGB color (0xRRGGBB) into its R/G/B channels.
Parameters
rgb(integer)
Returns
roAssociativeArray— {r, g, b}, each 0-255
unpackRGBA(rgba: integer): roAssociativeArray
Unpacks a packed RGBA color (0xRRGGBBAA) into its R/G/B/A channels.
Parameters
rgba(integer)
Returns
roAssociativeArray— {r, g, b, a}, each 0-255
GetColor(name: string): integer
Looks up a BGE.Colors value by name (case-insensitive). Falls back to White for a name that isn't a known color.
Parameters
name(string)
Returns
integer
GetColorRGB(name: string): integer
Looks up a BGE.ColorsRGB value by name (case-insensitive). Falls back to White for a name that isn't a known color.
Parameters
name(string)
Returns
integer
getRandomColorRGB(
r?: integer,
g?: integer,
b?: integer,
): integer
A random color as a packed RGB integer (0xRRGGBB, no alpha byte) - the format Drawable.color/Drawable.outlineRGBA expect. Use getRandomColorRGBA for the packed-RGBA format the Renderer.draw* calls take.
Parameters
r(integer, optional, default: 255) — exclusive upper bound for the red channelg(integer, optional, default: 255) — exclusive upper bound for the green channelb(integer, optional, default: 255) — exclusive upper bound for the blue channel
Returns
integer— packed RGB color
getRandomColorRGBA(
r?: integer,
g?: integer,
b?: integer,
a?: integer,
): integer
Parameters
r(integer, optional, default: 255)g(integer, optional, default: 255)b(integer, optional, default: 255)a(integer, optional, default: 255)
Returns
integer
colorBrightness(rgba: integer, brightness: float): integer
Parameters
rgba(integer)brightness(float)
Returns
integer
colorOpacity(rgba: integer, opacity: float): integer
Parameters
rgba(integer)opacity(float)
Returns
integer
lerpColorRGB(
colorA: integer,
colorB: integer,
t: float,
): integer
Linearly interpolates between two packed RGB colors (0xRRGGBB), channel-wise.
Parameters
colorA(integer) — start color, packed RGB (returned at t=0)colorB(integer) — end color, packed RGB (returned at t=1)t(float) — interpolation factor, clamped to 0-1
Returns
integer— the interpolated packed RGB color
registryWrite(
registry_section: string,
key: string,
value: dynamic,
): void
Parameters
registry_section(string)key(string)value(dynamic)
Returns
void
registryRead(
registry_section: string,
key: string,
default_value?: dynamic,
): dynamic
Parameters
registry_section(string)key(string)default_value(dynamic, optional, default: "invalid")
Returns
dynamic
getNumberOfLinesInAString(text: string): integer
Gets the number of lines in a string by counting the newlines
Parameters
text(string)
Returns
integer
lastInStr(text: string, substring: string): integer
Finds the index of the last time a substring appears in a string
Parameters
text(string)substring(string)
Returns
integer
numberToFixed(num: float, precision: integer): string
Given a float number, returns the number with a fixed numbers of decimals as a string
Parameters
num(float)precision(integer)
Returns
string
arrayToStr(things: dynamic): string
Parameters
things(dynamic)
Returns
string
stringToFloat(input: string): float
Parameters
input(string)
Returns
float
TexturePacker_GetRegions(
atlas: dynamic,
bitmap: ifDraw2d,
): roAssociativeArray
TODO: figure this out... is useful for sprites with different size frames
Parameters
atlas(dynamic)bitmap(ifDraw2d)
Returns
roAssociativeArray
sliceGridRegions(
bitmap: ifDraw2d,
cellWidth: integer,
cellHeight: integer,
): dynamic
Slices a bitmap into a row-major grid of cellWidth x cellHeight roRegions.
Parameters
bitmap(ifDraw2d)cellWidth(integer)cellHeight(integer)
Returns
dynamic
ArrayInsert(
array: dynamic,
index: integer,
value: dynamic,
): dynamic
Parameters
array(dynamic)index(integer)value(dynamic)
Returns
dynamic
DrawCircleOutline(
draw2d: ifDraw2d,
line_count: integer,
x: float,
y: float,
radius: float,
rgba: integer,
): void
Parameters
draw2d(ifDraw2d)line_count(integer)x(float)y(float)radius(float)rgba(integer)
Returns
void
DrawRectangleOutline(
draw2d: ifDraw2d,
x: float,
y: float,
width: float,
height: float,
rgba: integer,
): void
Parameters
draw2d(ifDraw2d)x(float)y(float)width(float)height(float)rgba(integer)
Returns
void
isValidEntity(entity: EntityWithId): boolean
Parameters
entity(EntityWithId)
Returns
boolean
buttonNameFromCode(buttonCode: integer): string
Parameters
buttonCode(integer)
Returns
string
buttonAliasToName(buttonName: string): string
Resolves a button name or common alias to the (lowercased) BGE canonical button name, e.g. for use with GameInput.isButton(). Unrecognized names are returned lowercased, unchanged, so a caller checking a name BGE doesn't know about still gets consistent case-insensitive behavior.
Parameters
buttonName(string) — a button name or alias (case insensitive)
Returns
string
cloneArray(original?: Array.<dynamic>): dynamic
Clone an array (shallow)
Parameters
original(Array.<dynamic>, optional, default: "[]") — the original array to be clones
Returns
dynamic— A shallow copy of the original array
pointArraysEqual(a?: dynamic, b?: dynamic): boolean
Check if two arrays of points are teh same - that is, if each point, in order has same x and y values
Parameters
a(dynamic, optional, default: "[]") — the first arrayb(dynamic, optional, default: "[]") — the second array
Returns
boolean— true if both arrays have same number of points and x and y values are the same for each point
isTrue(value: dynamic): boolean
Parameters
value(dynamic)
Returns
boolean
bytesToInteger(
bytes: dynamic,
offset?: integer,
isLittleEndian?: boolean,
): integer
Parameters
bytes(dynamic)offset(integer, optional, default: 0)isLittleEndian(boolean, optional, default: true)
Returns
integer
bytesToFloat(
bytes: dynamic,
offset?: integer,
isLittleEndian?: boolean,
): float
Parameters
bytes(dynamic)offset(integer, optional, default: 0)isLittleEndian(boolean, optional, default: true)
Returns
float
subArray(
array: ifArray,
startIndex: integer,
length: integer,
): roArray
Parameters
array(ifArray)startIndex(integer)length(integer)
Returns
roArray
decToHex(dec: integer): string
Parameters
dec(integer)
Returns
string
Enums
.TweenApplyMode
How a managed tween writes its interpolated value onto its target - internal, not part of the public API. "fields" is what to()/addManagedTween() uses for plain named-field targets; the color variants repack channels back into a single packed int instead.
Properties
fields(default: "fields")colorRGB(default: "colorRGB")colorRGBA(default: "colorRGBA")
.ParticleShape
The shape drawn for every particle spawned by a DrawableParticles emitter.
Properties
Line(default: "line")Rectangle(default: "rectangle")Image(default: "image")
.SpritePlayMode
Properties
Loop(default: "loop")Forward(default: "forward")Reverse(default: "reverse")PingPong(default: "pingpong")
.CameraFrustumSide
Properties
top(default: "top")bottom(default: "bottom")left(default: "left")right(default: "right")near(default: "near")
.SceneObjectType
Properties
Line(default: "Line")Rectangle(default: "Rectangle")Text(default: "Text")Bitmap(default: "Bitmap")Polygon(default: "Polygon")Billboard(default: "Billboard")Model(default: "Model")Plane(default: "Plane")ParallaxLayer(default: "ParallaxLayer")Circle(default: "Circle")Particle(default: "Particle")
.SceneObjectDrawMode
Properties
matchCamera(default: 0) — Rotations are ignoreddirectToCamera(default: 1) — Do not orient in 3d spacedirectScaled(default: 2) — Do not orient in 3d space, but scale in relation to distance from cameraoriented(default: 3) — Orient in 3d spaceorientedDrawBackFace(default: 4) — Orient the object, and draw any back faceswireFrame(default: 5) — Just draw a wire framewireFrameDrawBackFace(default: 6) — Just draw a wire frame, including back facessolid(default: 7) — Draw a solid polygonsolidDrawBackFace(default: 8) — Draw a solid polygon, including back faces
.Colors
Named colors as packed RGBA integers (0xRRGGBBAA), fully opaque. Values match RGBAtoRGBA(r, g, b) for the same named color.
Properties
Black(default: 255)White(default: 4294967295)Red(default: 4278190335)Lime(default: 16711935)Blue(default: 65535)Yellow(default: 4294902015)Cyan(default: 16777215)Aqua(default: 16777215)Magenta(default: 4278255615)Pink(default: 4278255615)Fuchsia(default: 4278255615)Silver(default: 3233857791)Gray(default: 2155905279)Grey(default: 2155905279)Maroon(default: 2147483903)Olive(default: 2155872511)Green(default: 8388863)Purple(default: 2147516671)Teal(default: 8421631)Navy(default: 33023)
.ColorsRGB
Named colors as packed RGB integers (0xRRGGBB, no alpha byte) - the same values as BGE.Colors, right-shifted by 8.
Properties
Black(default: 0)White(default: 16777215)Red(default: 16711680)Lime(default: 65280)Blue(default: 255)Yellow(default: 16776960)Cyan(default: 65535)Aqua(default: 65535)Magenta(default: 16711935)Pink(default: 16711935)Fuchsia(default: 16711935)Silver(default: 12632256)Gray(default: 8421504)Grey(default: 8421504)Maroon(default: 8388608)Olive(default: 8421376)Green(default: 32768)Purple(default: 8388736)Teal(default: 32896)Navy(default: 128)
Other
Canvas
Contains a roku roBitmap which all game objects get drawn to.
Parameters
gameEngine(Game)canvasWidth(integer) — width of canvascanvasHeight(integer) — height of canvasoptions(RendererOptions, optional, default: "{useBitmapPooling: true}")
Properties
bitmap(ifDraw2D) — bitmap GameEntity images get drawn tooffset(BGE.Math.Vector) — Position offset from screen coordinates (z value ignored)scale(BGE.Math.Vector) — Scale (z value ignored)renderer(Renderer) — Renderer for this canvasrendererOptions(RendererOptions)
Returns
Game
Main Game Engine class which runs everything The main game loop is as follows:
- Update - For each GameEntity:
- Process Input from roku remote
- Process Audio Events (https://developer.roku.com/en-ca/docs/references/brightscript/events/roaudioplayerevent.md)
- Process ECP input (https://developer.roku.com/en-ca/docs/developer-program/debugging/external-control-api.md)
- Process URL events (https://developer.roku.com/en-ca/docs/references/brightscript/events/rourlevent.md)
- Runs the Entity's onUpdate() function
- Moves Entity based on velocity
- Collisions - For each GameEntity:
- Run Entity's onPreCollision() function
- For any collisions, runs Entity's onCollision() function
- Runs entity's onPostCollision() function (At any time, the Entity in question may Delete() itself. Before every entity interaction, the entity is checked to make sure it is still valid in case it was deleted in the last interaction)
- Draw - For each GameEntity, sorted by zIndex
- Runs the Entity onDrawBegin() function
- For each drawable in the Entity, run the draw() function
- Run the Entity onDrawEnd() function
-
Draw all debug items in game space (e.g. colliders, screen safe zones, etc).
-
UI - For the tree of widgets in the UI Container
- Run onUpdate()
- Run draw()
- Debug UI - Draw all debug windows in the tree of the Debug UI
Parameters
canvasWidth(integer) — Width of the canvas the game is drawn tocanvasHeight(integer) — Height of the canvas the game is drawn touiWidth(integer, optional, default: 0) — Width of the UI canvas - if 0, will be same as screenuiHeight(integer, optional, default: 0) — Height of the UI canvas - if 0, will be same as screen
Properties
sortedEntities(dynamic)compositor(roCompositor)screen(roScreen)canvas(BGE.Canvas)uiCanvas(BGE.Canvas)dummyScreen(roScreen)currentRoom(Room) — Reference to the current room in playcurrentRoomArgs(dynamic) — Any special arguments for the current roomEntities(dynamic) — All of the GameEntities by room => => GameEntityStatics(dynamic) — All static variables for a given object typeRooms(dynamic) — The room definitions by name (the room creation functions)Interfaces(dynamic) — The interface definitions by nameBitmaps(dynamic) — The loaded bitmaps by nameSounds(dynamic) — The loaded sounds by nameFonts(dynamic) — The loaded fonts by nameModels(dynamic) — The loaded Models by nametweenManager(BGE.TweenManager) — Ticks every live tween once per frame and writes interpolated values onto arbitrary ' target fields - see BGE.TweenManager.to().gameUi(BGE.UI.UiContainer) — Container for all UIdebugUi(BGE.UI.UiContainer) — Container for Debug UI
Returns
GameEntity
Every thing (character, player, object, etc) in the game should extend this class. This class has a number of empty methods that are designed to be overridden in subclasses. For example, override onInput() to handle input event, and onUpdate() to handle updating each frame
Parameters
game(Game) — The game engine that this entity is going to be assigned togameEngine(Game)args(roAssociativeArray, optional, default: "{}") — Any extra properties to be added to this entity
Properties
name(string) — Constant - name of this Entityid(dynamic) — Constant - Unique Idgame(Game)enabled(boolean) — Is this GameEntity enabledpersistent(boolean) — Does this entity persist across room changes?pauseable(boolean) — When the game is paused, does this entity pause too?position(dynamic) — position of where this entity is in game worldvelocity(dynamic) — Speed of this entity, in units/second (not units/frame) - added to position each frame scaled by elapsed timerotation(dynamic) — Rotation of entity - applies to all imagesscale(dynamic) — Scale of entity - applies to all imagescolliders(roAssociativeArray) — The colliders for this entity by namedrawables(dynamic) — The array of drawables to draw for this entitydrawablesByName(roAssociativeArray) — Associative array of drawables by nametagsList(dynamic) — Game Entities can be tagged with any number of tags so they can be easily identified (e.g. "enemy", "wall", etc.)transformationMatrix(dynamic) — The Current Transformation MatrixmotionChecker(MotionChecker)
Returns
GameInput
Class that contains all information about the current input during a given frame from the remote
Parameters
buttonCode(integer) — button to use for the dataheldTimeMs(integer) — how long was this button held for
Properties
button(string) — The name of the button associated with the current inputbuttonCode(integer) — The code for the inputpress(boolean) — Was the button pressed since the last frameheld(boolean) — Was the button held down since last framerelease(boolean) — Was the button released this frameheldTimeMs(integer) — How many milliseconds was the current input held forx(float) — Current horizontal directional input: left -> -1, right -> 1y(float) — Current vertical directional input, in world space (+y is up, matching ' the engine's world coordinate convention - the renderer flips this when ' projecting to raster/canvas space): up -> 1, down -> -1
Returns
Example
' -------Button Code Reference--------
' Button Pressed Released Held
' ------------------------------
' Back 0 100 1000
' Up 2 102 1002
' Down 3 103 1003
' Left 4 104 1004
' Right 5 105 1005
' OK 6 106 1006
' Replay 7 107 1007
' Rewind 8 108 1008
' FastForward 9 109 1009
' Options 10 110 1010
' Play 13 113 1013GameTimer
Wrapper for Roku's roTimeSpan that allows time adjustment
Returns
Room
Extends: GameEntity
Parameters
gameEngine(Game)args(roAssociativeArray, optional, default: "{}")
Returns
ManagedTween
One tween TweenManager is tracking - internal bookkeeping, not part of the public API a consumer touches directly (that's to()/toColorRGB()/toColorRGBA()/cancel()).
Properties
tweenObj(BGE.Tweens.TweenObject)target(object) — The object setAnchor()-style consumers pass to to()/toColorRGB()/toColorRGBA() - ' genuinely arbitrary (a Vector, a Drawable, a plain associative array), so there's no ' narrower type to give it.applyMode(TweenApplyMode)fieldName(string) — Only set (to the field on target holding the packed color) when applyMode is ' colorRGB/colorRGBA - invalid for applyMode = fields.owner(BGE.GameEntity) — The GameEntity to validate every tick via isValidEntity(), or invalid for a tween ' with no automatic cleanup - see TweenManager's class doc.onComplete(function) — Called once, with this tween's own target, when it retires - see to()'s doc for why ' it takes targetObj as a parameter instead of relying on m/closure state. invalid if no ' onComplete was given.loopMode(BGE.Tweens.TweenLoopMode)delayMs(integer)delayTimer(BGE.GameTimer) — Only non-invalid while a nonzero delay hasn't elapsed yet.originalStart(roAssociativeArray) — The tween's original start/dest fields, before any pingPong ChangeTweenDest() calls ' have swapped tweenObj's own start/dest - pingPong alternates between these two fixed ' endpoints forever, rather than drifting based on whatever the current leg left behind.originalDest(roAssociativeArray)pingPongForwardNext(boolean)
TweenManager
Ticks every live tween once per frame (see Game.tweenManager) and writes interpolated values straight onto arbitrary target object fields - no manual per-frame HandleTween() bookkeeping required. Wraps BGE.Tweens.CreateTweenObject()/HandleTween() per managed tween rather than reimplementing interpolation.
CircleCollider
Extends: Collider
Collider with the shape of a circle centered at (offset.x, offset.y), with given radius
Parameters
colliderName(string) — name of this colliderargs(roAssociativeArray, optional, default: "{}") — additional properties (e.g {radius: 10})
Properties
radius(integer) — Radius of the collider
Returns
Collider
Colliders are attached to GameEntities and when two colliders intersect, it triggers the onCollision() method in the GameEntity
Parameters
colliderName(string) — the name this collider will be identified byargs(roAssociativeArray, optional, default: "{}") — additional properties to be added to this collider
Properties
colliderType(string) — The type of this collider - should be defined in sub classes (eg. "circle", "rectangle")name(string) — Name this collider will be identified byenabled(boolean) — Does this collider trigger onCollision() ?offset(BGE.Math.Vector) — Offset from the GameEntity it is attached tomemberFlags(integer) — Bitflag for collision detection: this collider is in this group - https://developer.roku.com/en-ca/docs/references/brightscript/interfaces/ifsprite.md#setmemberflagsflags-as-integer-as-voidcollidableFlags(integer) — Bitflag for collision detection: this collider will only collider with colliders in this group - https://developer.roku.com/en-ca/docs/references/brightscript/interfaces/ifsprite.md#setcollidableflagsflags-as-integer-as-voidcompositorObject(roSprite) — Used internal to Game - should not be modified manuallytagsList(dynamic) — Colliders can be tagged with any number of tags so they can be easily identified (e.g. "enemy", "wall", etc.)
Returns
RectangleCollider
Extends: Collider
Collider with the shape of a rectangle with bottom left at (offset.x, offset.y) - i.e. top left is at (offset.x, offset.y - height) - with given width and height
Parameters
colliderName(string) — name of this colliderargs(roAssociativeArray, optional, default: "{}") — additional properties (e.g {width: 10, height: 20})
Properties
width(float)height(float)
Returns
AnimatedImage
Extends: Image
Parameters
owner(GameEntity)regions(dynamic)args(roAssociativeArray, optional, default: "{}")
Properties
index(integer) — The current index of image - this would not normally be changed manually, but if you wanted to stop on a specific image in the spritesheet this could be set.animationDurationMs(float) — The time in milliseconds for a single cycle through the animation to play.animationTween(string) — The name of the tween to use for choosing the next imageregions(dynamic) — ------------Never To Be Manually Changed----------------- ' These values should never need to be manually changed.animationTimer(dynamic)tweensReference(dynamic)
Returns
Drawable
Abstract drawable class - all drawables extend from this
Parameters
owner(GameEntity)args(roAssociativeArray, optional, default: "{}")
Properties
name(string) — -------------Values That Can Be Changed------------offset(dynamic) — The offset of the image from the owner's positionscale(dynamic) — The image scalerotation(dynamic) — Rotation of the imagecolor(integer) — This can be used to tint the image with the provided color if desired. White makes no change to the original image.outlineRGBA(integer) — RGB color for the outline stroke. Leaveinvalidfor no outline at all.outlineWidth(integer) — Thickness of the outline stroke, in pixels. Only used whenoutlineRGBAis set.alpha(float) — Change the image alpha (transparency).enabled(boolean) — Whether or not the image will be drawn.transformationMatrix(dynamic)motionChecker(MotionChecker)shouldRedraw(boolean)geometryVersion(integer) — Bumped every time this drawable's geometry changes in a way the ' position/rotation/scale dirty-checking can't see - a rectangle being resized, for ' instance.SceneObjectcompares against it to know it has to recompute projected ' geometry even though nothing moved. Bump it viainvalidateGeometry().anchor(dynamic) — Normalized anchor point (0-1 on each axis) this drawable pivots around, where (0,0) is ' the top left corner (today's default behavior for every existing drawable) and (1,1) is ' the bottom right. Change it via setAnchor(), not by assigning directly - the renderer ' needs to know the geometry changed.anchorIsSet(boolean) — Whether setAnchor() has ever been called. Image consults this to decide whether to keep ' honoring whatever pretranslation is already on its region (e.g. from a sprite atlas ' pivot) or to override it - see Image.applyAnchorToRegion().owner(GameEntity) — owner GameEntitywidth(float)height(float)sceneObjects(dynamic)drawMode(SceneObjectDrawMode)isShaded(boolean)
Returns
DrawableCircle
Extends: Drawable
Draws a filled circle via the renderer's shared circle texture (see Renderer.getCircleResource()), with an optional outline stroked as a regular polygon inscribed in the circle's own quad - see SceneObjectCircle.
Like DrawableRectangle, the circle's top left (of its bounding square) sits at the drawable's own world position, extending radius * 2 right and down - so it anchors and composes with the rest of the engine the same way every other drawable does. In the oriented/solid/wireFrame 3D draw modes it foreshortens into an ellipse when viewed at an angle, the same as any other billboard (see DrawableSphere for a circle that never does this).
Parameters
owner(GameEntity)radius(float)args(roAssociativeArray, optional, default: "{}")
Properties
radius(float)outlineSegments(integer) — Regular-polygon segment count used only for the outline - the fill is a texture ' blit, not a polygon, so this has no effect on fill smoothness.
Returns
DrawableLine
Extends: Drawable
Parameters
owner(GameEntity)startPos(BGE.Math.Vector)endPos(BGE.Math.Vector)args(roAssociativeArray, optional, default: "{}")
Properties
startPosition(BGE.Math.Vector)endPosition(BGE.Math.Vector)
Returns
DrawableParallaxLayer
Extends: Drawable
Scrolls a tiled/non-tiled bitmap layer at a configurable per-axis fraction of the camera's movement (parallax). {1,1} is the default and behaves exactly like an ordinary drawable; {0,0} pins the layer to the camera; 0 < factor < 1 is a background layer that drifts slower than the world; factor > 1 is a foreground layer that scrolls faster. See SceneObjectParallaxLayer for the actual per-frame math.
Combines with the owning entity's position/offset exactly like every other Drawable - there is no special "independent of owner" positioning mode. Attach this to a dedicated static entity if you want a fixed background anchor.
Parameters
owner(BGE.GameEntity)region(roRegion)args(roAssociativeArray, optional, default: "{}")
Properties
region(roRegion) — The bitmap tile to scroll/repeat.parallaxFactor(BGE.Math.Vector) — Per-axis fraction of camera movement this layer scrolls at. See the class doc for ' what different values mean.repeatX(boolean) — Whether this layer tiles to cover the canvas along each axis. repeatX defaults true ' (the common side-scroller case); repeatY defaults false.repeatY(boolean)
Returns
ParticleRecord
One live particle spawned by a DrawableParticles emitter.
Properties
position(BGE.Math.Vector)velocity(BGE.Math.Vector)age(float)lifetime(float)startColor(integer)endColor(integer)startAlpha(float)endAlpha(float)startSize(float)endSize(float)rotation(float)
DrawableParticles
Extends: Drawable
Emits and simulates lightweight particles (lines, rectangles, or images) with randomized velocity, constant acceleration, and lifetime-driven fade/color/size interpolation. Draws through a single SceneObjectParticle per emitter rather than one SceneObject per particle, so spawning/expiring particles never touches Renderer.addSceneObject/removeSceneObject - see specs/2026-08-18-particle-system-design.md for why that matters for depth-sort performance.
Parameters
owner(GameEntity)shape(ParticleShape)args(roAssociativeArray, optional, default: "{}")
Properties
shape(ParticleShape) — Shape drawn for every particle. See BGE.ParticleShape.image(dynamic) — Bitmap or region drawn for each particle when shape = BGE.ParticleShape.Image. ' Ignored for other shapes.cellWidth(integer) — Width/height (pixels) of one animation cell ifimageis a sprite sheet, the 'BGE.ParticleShape.Imageshape only. When both are >0,imageis sliced into a ' row-major grid of frames and ' each particle's current frame is driven by its own age/lifetime - a fade-style sheet ' (bright to transparent) reproduces its own fade this way, with no extra frame-rate ' config needed. 0 (the default) meansimageis drawn as a single static bitmap, ' unchanged from previous behavior.cellHeight(integer)regions(dynamic)spawnRate(float) — Particles spawned per second while emitting (see start()/stop()).lifetime(float) — Base lifetime in seconds each particle survives, randomized by +/- lifetimeSpread.lifetimeSpread(float)velocity(BGE.Math.Vector) — Base emission velocity (world units/second) shared by every particle before ' randomization is applied.velocitySpreadAngleDegrees(float) — Randomizes each particle's velocity direction by +/- this many degrees around 'velocity.velocitySpreadMagnitude(float) — Randomizes each particle's velocity magnitude by +/- this amount. Ifvelocity' is zero, particles instead radiate outward in a uniformly random direction at this ' magnitude - this is what makes a stationary emitter usable for an explosion/burst ' effect.acceleration(BGE.Math.Vector) — Constant acceleration (world units/second^2) applied to every particle every ' frame, e.g. gravity.startColor(integer) — Packed RGB (0xRRGGBB) color interpolated over each particle's lifetime.endColor(integer)startAlpha(float) — Alpha (0-255) interpolated over each particle's lifetime.endAlpha(float)startSize(float) — Size interpolated over each particle's lifetime - a line's length, a rectangle's ' side length, or an image's scale multiplier (1.0 = the image's native size), ' depending onshape.endSize(float)rotationSpeed(float) — Degrees/second of rotation applied to each particle. Only used when ' shape = BGE.ParticleShape.Image - see the design spec for why line/rectangle ' particles never rotate.maxParticles(integer) — Hard cap on live particles. Once reached, further spawns (continuous emission or ' burst()) are silently dropped until a slot frees up via natural expiry.particles(dynamic) — Live particle records. See BGE.ParticleRecord.emitting(boolean)spawnAccumulator(float)timer(dynamic)
Returns
DrawablePlane
Extends: BGE.Image
Used to draw a "infinite" plane in 3d space Ideally used for a ground or floor
Parameters
owner(BGE.GameEntity)region(roRegion)plane(BGE.Math.Plane)args(object, optional, default: "{}")
Properties
plane(BGE.Math.Plane)
Returns
DrawablePolygon
Extends: Drawable
Parameters
owner(GameEntity)points(dynamic, optional, default: "[]")args(roAssociativeArray, optional, default: "{}")
Properties
points(dynamic) — the set of points defining a convex polygon
Returns
DrawableRectangle
Extends: Drawable
Draws a rectangle, filled and/or outlined.
The rectangle's top left corner sits at the drawable's own world position (its offset transformed by the owning entity), extending width to the right and height downwards on screen - the same anchoring an Image uses, so the two are interchangeable.
In the direct (billboard) draw modes - which is what a 2D game gets, since a Camera2d resolves matchCamera to directToCamera - this is a plain axis-aligned rectangle. In the oriented/solid/wireFrame draw modes it becomes a quad that rotates and foreshortens in 3D like any other billboard (see examples/3d's RectanglesRoom).
Set color for the fill and outlineRGBA for the outline (both packed RGB, no alpha byte - alpha is separate). Leaving outlineRGBA unset means no outline at all; set filled = false for an outline-only rectangle.
Parameters
owner(GameEntity)width(float)height(float)args(roAssociativeArray, optional, default: "{}")
Properties
filled(boolean) — Whether the rectangle's interior is filled withcolor. Set false for an outline-only ' rectangle, which needsoutlineRGBAset too or nothing is drawn at all.
Returns
DrawableSphere
Extends: DrawableCircle
A circle that always looks the same from any camera angle, because a sphere looks the same from every direction. Everything about the fill/outline is identical to DrawableCircle (which this extends unchanged, including addToScene) - the only difference is forcing drawMode to directScaled in the constructor, which billboards (never rotates/foreshortens) while still scaling with camera distance in 3D. See SceneObject.getActualDrawMode(): it only resolves the matchCamera default through the camera, so any other explicit drawMode - this one included - is used as-is.
Deliberately does NOT re-append args after forcing drawMode (DrawableCircle's own constructor already applied them once) - a caller passing {drawMode: ...} here should not be able to silently defeat a DrawableSphere's entire reason for existing. A caller who genuinely wants a different draw mode can still assign sphere.drawMode = ... directly after construction.
Parameters
owner(GameEntity)radius(float)args(roAssociativeArray, optional, default: "{}")
Returns
MIN_TEXT_REGION_SIZE
Default: 256
DrawableText
Extends: Drawable
Class to draw text
Parameters
owner(GameEntity)text(string, optional, default: "\"\"")font(roFont, optional, default: "invalid")args(roAssociativeArray, optional, default: "{}")
Properties
text(string) — The text to write on the screenfont(roFont) — The Font object to use ( get this from the font registry)alignment(BGE.UI.HorizAlignment) — The Horizontal alignment for the texttextColor(integer) — The color the text is drawn inlastTextValue(string)lastTextColor(integer)tempCanvas(roBitmap)tempRegion(roRegion)lastAlignment(BGE.UI.HorizAlignment)
Returns
Image
Extends: BGE.Drawable
Used to draw a bitmap image to the screen
Parameters
owner(BGE.GameEntity)region(roRegion)args(roAssociativeArray, optional, default: "{}")
Properties
regionId(string) — An optional unique name for the region, used for caching image data. If not provided, the name of the drawable will be used as the region name.region(roRegion) — ------------Never To Be Manually Changed----------------- ' These values should never need to be manually changed.
Returns
Model3dTexture
Parameters
srcRegionWithId(BGE.RendererHelpers.RegionWithId)points(dynamic)
Properties
srcRegionWithId(BGE.RendererHelpers.RegionWithId)points(dynamic)
Returns
Model3dLoadOptions
The options accepted by Game.load3dModel() for an .obj model's texture.
Properties
texturePath(string)
Model3dFace
Properties
vertices(dynamic)normal(BGE.Math.Vector)Texture(Model3dTexture)brightness(float)priority(float)color(integer)
Model3d
Parameters
faces(dynamic)
Properties
faces(dynamic)name(string)texturePath(string)
Returns
DrawableModel
Extends: Drawable
Parameters
owner(BGE.GameEntity)model(Model3d)args(roAssociativeArray, optional, default: "{}")
Properties
model(Model3d)
Returns
AnimationFrameDescription
Properties
startFrame(integer)frameCount(integer)
SpriteAnimation
CReate a new SpriteAnimation
Parameters
name(string) — Name of the animationframeList(dynamic) — Wither an array of cell indexes, or an object {startFrame, frameCount}frameRate(integer) — Frames per second the animation should play atplayMode(SpritePlayMode, optional, default: "SpritePlayMode.Loop") — Play mode for the sprite: loop, forward, reverse, pingpong
Properties
name(string) — Name of the animationframeRate(integer) — Frames per second the animation should play atframeList(dynamic) — Array of the regions of the each cell of this animationplayMode(SpritePlayMode) — Play mode for the sprite: loop, forward, reverse, pingpong
Returns
Sprite
Extends: AnimatedImage
Parameters
owner(GameEntity)spriteSheet(ifDraw2d)cellWidth(integer)cellHeight(integer)args(roAssociativeArray, optional, default: "{}")
Properties
spriteSheet(ifDraw2d) — roBitmap to pick cells fromcellWidth(integer) — Width of each animation cell in the sprite image in pixelscellHeight(integer) — Height of each animation cell in the sprite image in pixelsanimations(roAssociativeArray) — Lookup map of animation name -> SpriteAnimation objectactiveAnimation(SpriteAnimation) — The current animation being played
Returns
RoomChangeInfo
Properties
room(Room)args(roAssociativeArray)
GarbageCollectionInfo
Properties
count(integer)orphaned(integer)root(integer)
DebugColors
Properties
colliders(integer)safe_action_zone(integer)safe_title_zone(integer)
EntityWithId
Properties
id(dynamic)
PositionXY
Properties
x(float)y(float)
SizeWH
Properties
width(float)height(float)
RendererResourceSize
Default: 400
TriangleDrawThreshold
Default: 4
TriangleQuickDrawThreshold
Default: 64
TriangleQuickDrawThresholdForSimulator
Default: 32
DEPTH_TIE_EPSILON
Default: 0.5
LevelOfDetailOptions
Properties
levelOffset(integer)levelOfDetail(integer)
RendererOptions
Properties
useBitmapPooling(boolean)
Renderer
Wrapper for Draw2D calls, so that we can keep track of how much is being drawn per frame
Parameters
draw2d(ifDraw2d)mainGame(BGE.Game, optional, default: "invalid")cam(BGE.Camera, optional, default: "invalid")options(RendererOptions, optional, default: "{useBitmapPooling: true}")
Properties
nextSceneObjectId(integer)minimumFrameRateTarget(integer) — Frame rate target - the game will reduce quality if this target is not metonlyDrawWhenInFrame(boolean)drawDebugCells(boolean)drawDebugTrianglePoints(boolean)computeOverlapClusters(boolean) — Whether drawScene() computes overlap clusters (BGE.DepthSort.groupIntoClusters) ' this frame. Off by default: nothing in the engine's actual draw path consumes ' getOverlapClusters() yet (that's a future follow-up - see #59's Plan 2), the cost ' of the O(n^2)-ish broad phase across every scene object hasn't been measured ' on-device, and the design's own requirement is that a solo (non-overlapping) ' scene sees zero regression from today's cost. Set this true to opt in (see ' examples/depthsort's ClusterVisualizerRoom, which visualizes the result) - ' TieBreakRoom deliberately does NOT opt in, since it only demonstrates the ' tie-break fix, not clustering. ' ' Known limitation: see drawPendingClusterPrimitives()'s doc comment for a ' disclosed draw-order gap affecting objects excluded from cluster candidacy ' entirely (lines, planes, or anything else with a degenerate bounding-point set).camera(Camera)triangleCache(dynamic)frameCount(integer)bmpPool(BGE.ScratchBitmapPool)game(BGE.Game)name(string)statsString(string)resources(dynamic)dummyScreen(roScreen)
Returns
DrawPinnedCornersOptions
Properties
splitIntoFour(boolean)alwaysUseTLtoBR(boolean)
ScratchBitmap
Parameters
id(string)w(integer)h(integer)
Properties
bitmap(roBitmap)id(string)
Returns
ScratchRegion
Parameters
region(roRegion)scratchBmp(ScratchBitmap)
Properties
region(roRegion)scratchBmp(ScratchBitmap)scale(dynamic)
Returns
ScratchBitmapPool
Parameters
doPooling(boolean, optional, default: true)initialCount(integer, optional, default: 10)
Returns
TriangleCacheEntry
Parameters
triangle(BGE.RendererHelpers.TriangleBitmap)
Properties
triangle(BGE.RendererHelpers.TriangleBitmap)timeLastUsed(integer)
Returns
TriangleCache
Parameters
cacheKeepSeconds(integer, optional, default: 60)
Returns
Camera
Properties
orientation(dynamic) — A vector pointed in the direction of the cameraposition(BGE.Math.Vector)motionChecker(MotionChecker)frameSize(BGE.Math.Vector)projectionVersion(integer) — Bumped whenever something about the camera's projection - as opposed to its ' position or orientation - changes. MotionChecker watches only position and ' orientation, so without this a frame-size or field-of-view change is invisible to ' every dirty check in the renderer, and a stationary culled object stays culled ' through a projection change that should have brought it back into view.zoom(float) — TODO: do something with zoom!worldToCamera(dynamic)name(string)
Returns
Camera2d
Extends: Camera
Properties
top(float)bottom(float)right(float)left(float)near(float)far(float)name(string)
CameraFrustumNormals
Properties
top(BGE.Math.Vector)bottom(BGE.Math.Vector)left(BGE.Math.Vector)right(BGE.Math.Vector)near(BGE.Math.Vector)
CameraFrustumRays
Properties
topLeft(BGE.Math.Ray)topRight(BGE.Math.Ray)bottomLeft(BGE.Math.Ray)bottomRight(BGE.Math.Ray)
Camera3d
Extends: Camera
Properties
fieldOfViewDegrees(float)rollDegrees(float) — Rotation about the camera's own forward/view axis, in degrees. Positive = right ' side down (aviation convention). getUpVector()/getRightVector() apply this on ' top of the "level" vectors - see getLevelUpVector()/getLevelRightVector().frustumNormals(CameraFrustumNormals)frustrumConvergence(BGE.Math.Vector)frustumRays(CameraFrustumRays)name(string)
MAX_DRAW_MODE
Default: 8
SceneObject
Parameters
name(string)drawableObj(Drawable)objType(SceneObjectType)
Properties
name(string)id(string) — Unique IdclusterMemberCount(integer) — How many members are in this object's overlap cluster this frame (see ' Renderer.getOverlapClusters()) - 1 means solo (the common case, and the only ' value possible when Renderer.computeOverlapClusters is false). Set once per frame ' by Renderer, right after it computes clusters - not meant to be set directly by ' game code.drawable(Drawable)type(SceneObjectType)negDistanceFromCamera(float) — The negative distance from the camera, used for depth sortingworldPosition(dynamic)transformationMatrix(dynamic) — The Current Transformation MatrixlastFrameWasCulled(boolean) — Whether the last frame's draw was skipped because the frustum rejected this object, ' or because a subsequent draw attempt failed deterministically (see ' isDeterministicDrawFailure()). Both latch: nothing moved, so re-running the check ' would give the same answer, and skipping it is what makes a static off-screen object ' free. A draw that was attempted and failed for a reason that could change without ' anything moving (e.g. a transient scratch-bitmap-pool exhaustion) must not latch - ' findCanvasPosition() and performDraw() both already retry on the following frame, ' and treating that kind of failure as a cull is what made one bad frame permanent. ' See issue #48 (the original cull-latch fix) and issue #73 (extending it to ' deterministic draw failures, like a backface or an off-canvas rejection, which used ' to re-run the full frustum check every single frame with no latch at all).lastFrameDidDraw(boolean) — Whether the last frame's draw actually happened. Distinct from lastFrameWasCulled ' because a frame has four possible outcomes, not two: drew, was culled by the ' frustum, entered the draw path and failed deterministically, or entered the draw ' path and failed transiently. Only the first kind of failure may latch (folded into ' lastFrameWasCulled); a transient failure must retry; and reaching a failure at all is ' what makes the frustum check reachable, which is what puts an object into the culled ' state in the first place.hasValidWorldPosition(boolean)hasValidCanvasPosition(boolean)wasEnabledLastFrame(boolean)isFirstFrameSinceEnabled(boolean)isLowEndDevice(boolean)lastGeometryVersion(integer) — The drawable'sgeometryVersionas of the last completed draw - see geometryChanged()lastDrawMode(integer) — The draw mode this object last drew in - see drawModeChanged()lastProjectionVersion(integer) — The camera'sprojectionVersionas of the last draw - see projectionChanged()depthChangedThisFrame(boolean) — True for exactly the frame this object's negDistanceFromCamera was recomputed - ' Renderer.updateSceneObjects() ORs these together to decide whether the whole ' scene needs a re-sort this frame, instead of always resorting even when nothing ' that could change draw order actually happened.stableSortKey(float) — What Renderer actually sorts by - negDistanceFromCamera quantized into ' DEPTH_TIE_EPSILON-wide buckets, combined with this object's sort position from ' the previous frame, so two objects whose depths quantize into the same bucket ' keep their previous relative order instead of swapping from floating-point jitter ' alone. This is bucket quantization, not a true epsilon-tolerance comparison - ' two depths closer together than the epsilon can still straddle a bucket boundary ' and swap order. A genuine depth crossover still swaps order correctly, since the ' quantized depth term dominates the combined key.
Returns
TransformTempBitmapDetails
Properties
origin(BGE.Math.Vector)rotation(float)scaleX(float)scaleY(float)
TempBitmapDrawResult
Properties
worked(boolean)didFastDraw(boolean)
SceneObjectBillboard
Extends: SceneObject
Parameters
name(string)drawableObj(Drawable)objType(SceneObjectType)
Properties
worldPoints(BGE.Math.CornerPoints)canvasPoints(BGE.Math.CornerPoints)canvasPosition(BGE.Math.Vector)useTempBitmapMap(dynamic)
Returns
SceneObjectCircle
Extends: SceneObjectBillboard
Draws a DrawableCircle. The fill is inherited, unmodified SceneObjectBillboard machinery (pinned-corners texture warp, tinting, temp-bitmap caching) blitting the renderer's shared circle resource (Renderer.getCircleResource(), built lazily on first use) - exactly like SceneObjectImage, just with a fixed texture instead of one supplied by the drawable. Only the outline differs from a plain Image: it's stroked as an N-gon inscribed in this object's own already-transformed canvasPoints quad (via the generic getOutlineCanvasPoints() hook), which is far cheaper than rasterizing the fill itself as a many-sided polygon and needs no new Renderer draw method.
Parameters
name(string)drawableObj(DrawableCircle)
Properties
drawable(DrawableCircle)
Returns
SceneObjectImage
Extends: SceneObjectBillboard
Parameters
name(string)drawableObj(Image)
Properties
drawable(Image)frameNumber(integer)
Returns
SceneObjectLine
Extends: SceneObject
Parameters
name(string)drawableObj(DrawableLine)
Properties
drawable(DrawableLine)
Returns
SceneObjectModel
Extends: SceneObjectBillboard
Parameters
name(string)drawableObj(DrawableModel)
Properties
drawable(DrawableModel)
Returns
SceneObjectParallaxLayer
Extends: SceneObject
Parameters
name(string)drawableObj(DrawableParallaxLayer)
Properties
drawable(DrawableParallaxLayer)
Returns
SceneObjectParticle
Extends: SceneObject
Draws an entire DrawableParticles emitter's live particles with a single SceneObject
- not one SceneObject per particle. See specs/2026-08-18-particle-system-design.md ("Why one SceneObjectParticle per emitter, not per particle") for why: per-particle SceneObjects would call Renderer.addSceneObject/removeSceneObject every frame during continuous emission, permanently defeating the depth-sort skip-optimization for the whole renderer.
Parameters
name(string)drawableObj(DrawableParticles)
Properties
drawable(DrawableParticles)
Returns
PerspectiveCalculationResult
Properties
actual(BGE.Math.CornerPoints)mapped(BGE.Math.CornerPoints)
PerspectiveSlice
Properties
srcWidth(float)srcHeight(float)srcTopLeft(BGE.PositionXY)scaleX(float)
SCENE_OBJECT_PLANE_NEAR_DISTANCE
Default: 0
SCENE_OBJECT_PLANE_FAR_DISTANCE
Default: 512
SCENE_OBJECT_PLANE_SLICE_COUNT
Default: 50
SceneObjectPlane
Extends: SceneObject
Parameters
name(string)drawableObj(DrawablePlane)
Properties
drawable(DrawablePlane)
Returns
SceneObjectPolygon
Extends: SceneObjectBillboard
Parameters
name(string)drawableObj(DrawablePolygon)
Properties
drawable(DrawablePolygon)
Returns
SceneObjectRectangle
Extends: SceneObjectBillboard
Draws a DrawableRectangle. Extends SceneObjectBillboard, so a rectangle orients and foreshortens in 3D in the oriented draw modes and stays screen-aligned in the direct ones, exactly like an image does.
Unlike an image, though, a rectangle has no texture to sample: it's a single flat color. So it never needs the inherited pinned-corners path - filling the projected quad produces identical pixels for far less work, and DrawableRectangle never has to hold a bitmap of its own. This is how SceneObjectPolygon draws, for the same reason.
It does still cache that fill into a temp bitmap in the oriented draw modes, exactly like a polygon: filling a rotated quad means rasterizing two triangles through scratch bitmaps, which is far too expensive to repeat every frame for an object that hasn't moved. In the direct (billboard) draw modes there's nothing worth caching - the draw is already a single DrawRect - so those skip the temp bitmap entirely.
Parameters
name(string)drawableObj(DrawableRectangle)
Properties
drawable(DrawableRectangle)
Returns
SceneObjectText
Extends: SceneObjectBillboard
Parameters
name(string)drawableObj(DrawableText)
Properties
drawable(DrawableText)
Returns
MotionChecker
Properties
previousTransform(dynamic)movedLastFrame(boolean)
SomeConst
Default: 23
TagList
Returns