BGE


Static Methods

sphereOverlap( centerA: BGE.Math.Vector, radiusA: float, centerB: BGE.Math.Vector, radiusB: float, ): BGE.Sphere3dCollisionResult

static

True 3D sphere-sphere overlap test - the narrow-phase check after the two-plane broad-phase gate, since two spheres can pass both plane checks while never actually touching in 3D (a diagonal near-miss - see the design doc's spike findings).

Parameters

  • centerA (BGE.Math.Vector)
  • radiusA (float)
  • centerB (BGE.Math.Vector)
  • radiusB (float)

Returns

aabbOverlap( minA: BGE.Math.Vector, maxA: BGE.Math.Vector, minB: BGE.Math.Vector, maxB: BGE.Math.Vector, ): BGE.Box3dCollisionResult

static

True 3D AABB-vs-AABB overlap test. Unlike sphereOverlap(), the two-plane broad-phase gate has no false-positive case for boxes (AABB overlap decomposes exactly per axis) - this only computes the penetration/normal result.

Parameters

  • minA (BGE.Math.Vector)
  • maxA (BGE.Math.Vector)
  • minB (BGE.Math.Vector)
  • maxB (BGE.Math.Vector)

Returns

sphereBoxOverlap( sphereCenter: BGE.Math.Vector, radius: float, boxMin: BGE.Math.Vector, boxMax: BGE.Math.Vector, ): BGE.Sphere3dCollisionResult

static

True 3D sphere-vs-AABB overlap test - the only cross-shape pair this engine's 3D collision system supports.

Parameters

  • sphereCenter (BGE.Math.Vector)
  • radius (float)
  • boxMin (BGE.Math.Vector)
  • boxMax (BGE.Math.Vector)

Returns

intersectRaySphere( origin: BGE.Math.Vector, direction: BGE.Math.Vector, maxDistance: float, center: BGE.Math.Vector, radius: float, ): BGE.RaycastHit

static

Ray-vs-sphere intersection (the true 3D case; intersectRayCircle() is the 2D specialization below). Returns the nearest intersection point along the ray within [0, maxDistance], or invalid if the ray misses, points away from the sphere, or the sphere is entirely beyond maxDistance. direction must already be a unit vector - the returned distance is only meaningful in the same units as direction's magnitude. If origin is already inside the sphere, returns a hit at distance: 0/point: origin (an arbitrary normal, since there's no entry face) rather than invalid or the far exit point - same convention as intersectRayAabb3d().

Parameters

  • origin (BGE.Math.Vector)
  • direction (BGE.Math.Vector) — must be a unit vector
  • maxDistance (float)
  • center (BGE.Math.Vector)
  • radius (float)

Returns

intersectRayCircle( origin: BGE.Math.Vector, direction: BGE.Math.Vector, maxDistance: float, center: BGE.Math.Vector, radius: float, ): BGE.RaycastHit

static

Ray-vs-circle intersection in the XY plane - z is ignored entirely on both the ray and the circle, by flattening both to z=0 and delegating to intersectRaySphere().

intersectRaySphere()'s math assumes a unit-length direction. Simply zeroing out z (as this used to do) leaves the flattened direction shorter than 1 whenever the original direction had a nonzero z component, silently breaking that assumption. So this renormalizes the flattened direction and rescales maxDistance/distance to compensate: letting len = the flattened direction's own length, a step of t along the original unit direction covers t * len of flat (XY-only) distance, so the flat search runs out to maxDistance * len and the flat hit's distance is converted back with / len.

Parameters

  • origin (BGE.Math.Vector)
  • direction (BGE.Math.Vector) — must be a unit vector
  • maxDistance (float)
  • center (BGE.Math.Vector)
  • radius (float)

Returns

intersectRayAabb3d( origin: BGE.Math.Vector, direction: BGE.Math.Vector, maxDistance: float, minPoint: BGE.Math.Vector, maxPoint: BGE.Math.Vector, ): BGE.RaycastHit

static

Ray-vs-axis-aligned-box intersection via the classic slab method (Kay/Kajiya): each axis narrows [tMin, tMax] to the interval where the ray is within that axis' [lo, hi] slab; if the interval ever becomes empty, the ray misses. The entry face's outward normal is tracked as whichever axis last raised tMin.

Parameters

  • origin (BGE.Math.Vector)
  • direction (BGE.Math.Vector) — must be a unit vector
  • maxDistance (float)
  • minPoint (BGE.Math.Vector)
  • maxPoint (BGE.Math.Vector)

Returns

intersectRayAabb2d( origin: BGE.Math.Vector, direction: BGE.Math.Vector, maxDistance: float, minPoint: BGE.Math.Vector, maxPoint: BGE.Math.Vector, ): BGE.RaycastHit

static

Ray-vs-axis-aligned-rectangle intersection in the XY plane - z is ignored entirely, by flattening the ray to z=0 and widening the box's z-range so the z-axis slab test in intersectRayAabb3d() never constrains the result.

See intersectRayCircle()'s doc comment for why the flattened direction must be renormalized (and maxDistance/distance rescaled to compensate) rather than just zeroing z - the same reasoning applies here.

Parameters

  • origin (BGE.Math.Vector)
  • direction (BGE.Math.Vector) — must be a unit vector
  • maxDistance (float)
  • minPoint (BGE.Math.Vector)
  • maxPoint (BGE.Math.Vector)

Returns

resolveAabbTileCollision( positionBefore: BGE.Math.Vector, currentPosition: BGE.Math.Vector, width: float, height: float, velocity: BGE.Math.Vector, tileCollider: BGE.RectangleCollider, isOneWay?: boolean, tolerancePx?: float, ): BGE.TileCollisionResult

static

Resolves an entity's axis-aligned hitbox against one static rectangular tile collider, using the entity's pre-move position to determine which side it approached from - the generic "solid tile world" resolution algorithm (landing on top, one-way-platform pass-through, head bumps, side pushes) needed by a tile-based platformer or top-down game's GameEntity.onCollision(). It does not replace BGE.Collider/CheckMultipleCollisions() for entity-vs-entity collision - use it only for collisions against static tile geometry.

A resolved position leaves the entity exactly flush against the tile, touching but not overlapping it, so onCollision() won't fire for that tile again next frame unless the entity moves back into it (e.g. under gravity). See GameEntity.onCollision().

The entity's own hitbox is assumed feet-anchored, matching GameEntity.addRectangleCollider()'s own convention: positionBefore is the bottom- center point (x = horizontal center, y = bottom edge), so the hitbox spans positionBefore.x -+ width/2 horizontally and positionBefore.y to positionBefore.y + height vertically.

Precondition: only call this when the entity's current (post-move) position is already known to overlap this tile - e.g. from inside onCollision(), which only fires on a genuine overlap. This function has no independent way to verify an overlap actually exists (it trusts positionBefore/currentPosition/velocity at face value); called with values that were never actually approaching/touching, its returned side is not meaningful (this mirrors the exact same precondition the hand-rolled onCollision() logic it replaces already had, implicitly, by virtue of only ever running inside onCollision()).

Parameters

  • positionBefore (BGE.Math.Vector) — the entity's position as of the start of this frame, before this frame's own movement was applied (capture it at the top of onUpdate(), before integrating velocity) - used to tell which side of the tile the entity approached from.
  • currentPosition (BGE.Math.Vector) — the entity's actual position right now (at the moment onCollision() fires) - this is what gets returned unchanged on the axis that isn't resolved this call, and as the base every resolved axis's correction is applied on top of. Do NOT pass positionBefore here - by the time onCollision() runs, the engine has already integrated this frame's velocity into the entity's position (see Game.bs's processEntitiesPreDraw -> processEntitiesCollisions ordering), so currentPosition and positionBefore are genuinely different values whenever the entity moved at all this frame.
  • width (float) — the entity's hitbox width (matching the width passed to addRectangleCollider())
  • height (float) — the entity's hitbox height
  • velocity (BGE.Math.Vector) — the entity's current velocity (only .y's sign matters for landing/head-bump detection)
  • tileCollider (BGE.RectangleCollider) — the tile's own collider (the otherCollider passed to onCollision()), whose offset is the tile's top-left corner in world space, e.g. addRectangleCollider(tileName, TileSize, TileSize, leftX, topY)
  • isOneWay (boolean, optional, default: false) — true if this tile only blocks a from-above landing and passes through from below/the sides (e.g. a one-way platform)
  • tolerancePx (float, optional, default: "1.0") — how many pixels of overlap/gap still count as "touching" a side, absorbing floating-point/frame-step slack

Returns

newFullHeightParallaxLayer( owner: BGE.GameEntity, region: roRegion, canvasWidth: float, canvasHeight: float, factor: float, targetX?: float, targetY?: float, zOffset?: float, ): BGE.DrawableParallaxLayer

static

Builds a DrawableParallaxLayer scaled to fill the canvas vertically edge-to-edge and tiled to cover it on both axes, with its tile-repeat seam anchored at a chosen canvas position (targetX, targetY) rather than wherever computeEffectiveWorldPosition()'s own reference-position capture would otherwise put it - see that method's own derivation comment, and examples/platformer's MainScene for a worked application (including staggering several stacked layers' seams via different targetX values so they don't all reinforce into one obvious seam).

This assumes owner sits at world (0,0,0) and the camera's target on the axis orthogonal to factor's own drift direction stays fixed for the object's lifetime (e.g. a side-scroller with a Y-locked camera) - it is not a general-purpose "anchor anywhere under any camera motion" solution. See examples/parallax's own hand-rolled newLayer() for a different derivation (owner co-located with a moving camera target, non-uniform per-axis factor) that this helper does not cover.

Note: this function deliberately lives in its own file, separate from DrawableParallaxLayer.bs - a namespace-level free function whose return type self-references a class defined in the SAME file triggers a real BrighterScript compiler bug (confirmed via bisection: a trivial return invalid body with the same signature still fails, and changing only the return type to as object "fixes" it - the trigger is the self-referential return type, not this function's body). Keeping it in a separate file (importing DrawableParallaxLayer.bs) avoids the bug entirely while keeping full type fidelity on the return type.

Parameters

  • owner (BGE.GameEntity) — the entity this layer attaches to; must sit at world (0,0,0)
  • region (roRegion) — the bitmap tile to scroll/repeat
  • canvasWidth (float)
  • canvasHeight (float)
  • factor (float) — parallaxFactor applied uniformly to both axes - must be nonzero; a fully camera-pinned layer (factor = 0) is not supported by this helper's offset math (it would divide by zero).
  • targetX (float, optional, default: "0.0") — on-canvas X the tile seam lands at while the camera sits at canvasWidth/2 (its assumed rest position on this axis)
  • targetY (float, optional, default: "0.0") — on-canvas Y the tile seam lands at, given the camera's fixed Y target (canvasHeight/2 is the common "camera always centers vertically" case)
  • zOffset (float, optional, default: "0.0") — Z offset for this layer, useful for stacking several layers' draw order via BGE.DrawableParallaxLayer's normal Z-based sort

Returns

getRenderQualityModelPrefix(model: string): string

static

The model-code prefix used to look a device up: everything up to the first "X" after the leading 3-4 characters (e.g. "3941X2" -> "3941", "C000GB" -> "C000", "K8PXX" -> "K8P"), or the first four characters when there is no "X".

Parameters

  • model (string) — roDeviceInfo.GetModel()

Returns

  • string

seedRenderQualityLevel( model: string, graphicsPlatform: string, uiResolutionName: string, isSimulator: boolean, ): RenderQualityLevel

static

Starting quality level for a device. Pure - seedRenderQualityLevelForDevice() calls this with the real device's values.

Parameters

  • model (string) — roDeviceInfo.GetModel(), e.g. "4850X"
  • graphicsPlatform (string) — roDeviceInfo.GetGraphicsPlatform(), "opengl" or "directfb"
  • uiResolutionName (string) — roDeviceInfo.GetUIResolution().name: "SD", "HD" or "FHD"
  • isSimulator (boolean) — whether this is the BrightScript simulator

Returns

seedRenderQualityLevelForDevice(): RenderQualityLevel

static

Reads this device's model, graphics platform and resolution and returns its starting quality level. Game calls this for you.

Returns

getRenderQualityModelTable(): roAssociativeArray

static

Known model prefixes -> level, from developer.roku.com/dev/docs/hardware ("Current" and "Updatable" models). Add or correct entries as real benchmark data comes in.

Returns

  • roAssociativeArray

lookUpRenderQualityModel(prefix: string): integer

static

Table lookup with inference for unknown codes; -1 when nothing fits.

Parameters

  • prefix (string)

Returns

  • integer

isRenderQualityNumericCode(code: string): boolean

static

"4850", "3941": four digits

Parameters

  • code (string)

Returns

  • boolean

isRenderQualityTvCode(code: string): boolean

static

"M000", "K8P": a letter followed by a digit

Parameters

  • code (string)

Returns

  • boolean

getRenderQualityLevelName(level: integer): string

static

Display name for a quality level, e.g. "High".

Parameters

  • level (integer) — a BGE.RenderQualityLevel value

Returns

  • string

clampRenderQualityLevel(level: integer): RenderQualityLevel

static

Clamps any integer into the valid BGE.RenderQualityLevel range.

Parameters

  • level (integer)

Returns

getRenderQualityPreset(level: integer): RenderQualitySettings

static

The engine's built-in settings for a quality level, as a new copy each call.

Parameters

  • level (integer) — a BGE.RenderQualityLevel value (clamped)

Returns

mergeRenderQualitySettings( base: BGE.RenderQualitySettings, overrides: BGE.RenderQualitySettingsOverrides, ): RenderQualitySettings

static

Copies base, replacing each field named in overrides. Keys that aren't quality settings are ignored.

Parameters

Returns

getNewMemoryScratchRegion( width: float, height: float, ): ScratchRegion

static

Parameters

  • width (float)
  • height (float)

Returns

isBackFaceDrawMode(drawMode: SceneObjectDrawMode): boolean

static

Parameters

Returns

  • boolean

isDirectDrawMode(drawMode: SceneObjectDrawMode): boolean

static

Parameters

Returns

  • boolean

isOrientedDrawMode(drawMode: SceneObjectDrawMode): boolean

static

Parameters

Returns

  • boolean

isScreenAlignedDrawMode(drawMode: SceneObjectDrawMode): boolean

static

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

Returns

  • boolean

isWireFrameDrawMode(drawMode: SceneObjectDrawMode): boolean

static

Parameters

Returns

  • boolean

isSolidDrawMode(drawMode: SceneObjectDrawMode): boolean

static

Parameters

Returns

  • boolean

isFullDrawMode(drawMode: SceneObjectDrawMode): boolean

static

Parameters

Returns

  • boolean

getDrawModeName(drawMode: SceneObjectDrawMode): string

static

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

Returns

  • string — the mode's name, or "unknown" for a value outside the enum

getDrawModeBooleanLookupArray( defaultValue?: boolean, ): Array.<boolean>

static

Parameters

  • defaultValue (boolean, optional, default: false)

Returns

  • Array.<boolean>

getDotProductFromSurfaceToCamera( rendererObj: BGE.Renderer, facePoint: BGE.Math.Vector, faceNormal: BGE.Math.Vector, ): float

static

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

static

Parameters

  • rendererObj (BGE.Renderer)
  • facePoint (BGE.Math.Vector)
  • faceNormal (BGE.Math.Vector)

Returns

  • boolean

HSVtoRGBA( hPercent: float, sPercent: float, vPercent: float, a?: integer, ): integer

static

Parameters

  • hPercent (float)
  • sPercent (float)
  • vPercent (float)
  • a (integer, optional, default: -1)

Returns

  • integer

RGBAtoRGBA( red: integer, green: integer, blue: integer, alpha?: float, ): integer

static

Parameters

  • red (integer)
  • green (integer)
  • blue (integer)
  • alpha (float, optional, default: 1)

Returns

  • integer

unpackRGB(rgb: integer): roAssociativeArray

static

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

static

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

static

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

static

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

static

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 channel
  • g (integer, optional, default: 255) — exclusive upper bound for the green channel
  • b (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

static

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

static

Parameters

  • rgba (integer)
  • brightness (float)

Returns

  • integer

colorOpacity(rgba: integer, opacity: float): integer

static

Parameters

  • rgba (integer)
  • opacity (float)

Returns

  • integer

lerpColorRGB( colorA: integer, colorB: integer, t: float, ): integer

static

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

getControlEventKind( controlCode: integer, charCode: integer, ): BGE.ControlEventKind

static

Tells a remote button event apart from a character typed on a keyboard (e.g. the Roku mobile app's keyboard). A typed character arrives as its own press and release events, and its code can collide with a button code ("d" is 100, the same as a Back release), so check this before treating an event as a button.

Parameters

  • controlCode (integer) — the event's GetInt()
  • charCode (integer) — the event's GetChar()

Returns

getDeviceRenderTier(): DeviceRenderTier

static

Determines this device's render tier via roDeviceInfo.

Not cached internally - CreateObject("roDeviceInfo") plus one or two native calls is cheap enough for the common case (called once, e.g. from a constructor), and this can't change at runtime. A call site that needs to avoid repeating the check across many calls (e.g. once per frame) should cache the returned value itself, the same way Camera3d.getMaxDrawDistanceDeviceCap() already caches its derived cap in an instance field.

Returns

registryWrite( registry_section: string, key: string, value: dynamic, ): void

static

Parameters

  • registry_section (string)
  • key (string)
  • value (dynamic)

Returns

  • void

registryRead( registry_section: string, key: string, default_value?: dynamic, ): dynamic

static

Parameters

  • registry_section (string)
  • key (string)
  • default_value (dynamic, optional, default: "invalid")

Returns

  • dynamic

getNumberOfLinesInAString(text: string): integer

static

Gets the number of lines in a string by counting the newlines

Parameters

  • text (string)

Returns

  • integer

lastInStr(text: string, substring: string): integer

static

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

static

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: Array.<dynamic>): string

static

Parameters

  • things (Array.<dynamic>)

Returns

  • string

stringToFloat(input: string): float

static

Parameters

  • input (string)

Returns

  • float

TexturePacker_GetRegions( atlas: dynamic, bitmap: ifDraw2d, ): roAssociativeArray

static

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, ): Array.<roRegion>

static

Slices a bitmap into a row-major grid of cellWidth x cellHeight roRegions.

Parameters

  • bitmap (ifDraw2d)
  • cellWidth (integer)
  • cellHeight (integer)

Returns

  • Array.<roRegion>

ArrayInsert( array: Array.<dynamic>, index: integer, value: dynamic, ): Array.<dynamic>

static

Parameters

  • array (Array.<dynamic>)
  • index (integer)
  • value (dynamic)

Returns

  • Array.<dynamic>

DrawCircleOutline( draw2d: ifDraw2d, line_count: integer, x: float, y: float, radius: float, rgba: integer, ): void

static

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

static

Parameters

  • draw2d (ifDraw2d)
  • x (float)
  • y (float)
  • width (float)
  • height (float)
  • rgba (integer)

Returns

  • void

isValidEntity(entity: EntityWithId): boolean

static

Parameters

Returns

  • boolean

buttonNameFromCode(buttonCode: integer): string

static

Parameters

  • buttonCode (integer)

Returns

  • string

buttonAliasToName(buttonName: string): string

static

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. A gamepad's "a"/"b" face buttons alias to "ok"/"back" here too (A = confirm, B = cancel) - isButton() resolves both sides of its comparison through this table, so an "ok"/"back" check matches a gamepad's A/B press with no extra binding needed.

Parameters

  • buttonName (string) — a button name or alias (case insensitive)

Returns

  • string

cloneArray(original?: Array.<dynamic>): Array.<dynamic>

static

Clone an array (shallow)

Parameters

  • original (Array.<dynamic>, optional, default: "[]") — the original array to be clones

Returns

  • Array.<dynamic> — A shallow copy of the original array

pointArraysEqual( a?: Array.<PositionXY>, b?: Array.<PositionXY>, ): boolean

static

Check if two arrays of points are teh same - that is, if each point, in order has same x and y values

Parameters

  • a (Array.<PositionXY>, optional, default: "[]") — the first array
  • b (Array.<PositionXY>, 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

static

Parameters

  • value (dynamic)

Returns

  • boolean

bytesToInteger( bytes: Array.<integer> | roByteArray, offset?: integer, isLittleEndian?: boolean, ): integer

static

Parameters

  • bytes (Array.<integer> | roByteArray)
  • offset (integer, optional, default: 0)
  • isLittleEndian (boolean, optional, default: true)

Returns

  • integer

bytesToFloat( bytes: Array.<integer> | roByteArray, offset?: integer, isLittleEndian?: boolean, ): float

static

Parameters

  • bytes (Array.<integer> | roByteArray)
  • offset (integer, optional, default: 0)
  • isLittleEndian (boolean, optional, default: true)

Returns

  • float

hexStringToByteArray(hex: string): roByteArray

static

Decodes a hex-encoded string (e.g. from roEVPDigest.Process()) into its raw bytes. Processes hex characters in pairs; an odd-length input's trailing character is decoded as a single nibble (left-padded with implicit zero).

Parameters

  • hex (string)

Returns

  • roByteArray

subArray( array: ifArray, startIndex: integer, length: integer, ): roArray

static

Parameters

  • array (ifArray)
  • startIndex (integer)
  • length (integer)

Returns

  • roArray

decToHex(dec: integer): string

static

Parameters

  • dec (integer)

Returns

  • string

Enums

.TweenApplyMode

enumreadonly

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")

.TileCollisionSide

enumreadonly

Which side of the tile (if any) resolveAabbTileCollision() resolved a collision against. "none" means the tile didn't block the entity at all this frame (e.g. rising through a one-way platform, or no overlap).

Properties

  • none (default: "none")
  • top (default: "top")
  • bottom (default: "bottom")
  • left (default: "left")
  • right (default: "right")

.ParticleShape

enumreadonly

The shape drawn for every particle spawned by a DrawableParticles emitter.

Properties

  • Line (default: "line")
  • Rectangle (default: "rectangle")
  • Image (default: "image")

.PlaneFillMode

enumreadonly

Which of the three composable ways a DrawablePlane fills its surface:

  • color: a flat fill using the drawable's own color/alpha fields, no texture at all. Never "runs out" - the natural base/backdrop layer under the other two.
  • tiledImage: region is treated as a single repeating tile, seamlessly covering the world-space footprint bounded by the camera's maxDrawDistance.
  • staticImage: region is a one-off finite decal anchored at the plane's own world position (today's only historical behavior) - correct for e.g. a map texture, wrong for anything meant to repeat.

Multiple DrawablePlanes (in any mix of modes) can be layered on the same entity or scene via separate addDrawable() calls - draw order for planes at the same depth follows insertion order (SceneObject's existing depth-sort tie-break), so add the base layer (e.g. a color plane) first.

Properties

  • color (default: "color")
  • tiledImage (default: "tiledImage")
  • staticImage (default: "staticImage")

.SpritePlayMode

enumreadonly

Properties

  • Loop (default: "loop")
  • Forward (default: "forward")
  • Reverse (default: "reverse")
  • PingPong (default: "pingpong")

.RenderQualityLevel

enumreadonly

Render quality levels, from cheapest to best-looking. See Game.renderQuality, Game.setQualityLevel() and Game.enableAdaptiveQuality().

Properties

  • basic (default: 0)
  • low (default: 1)
  • medium (default: 2)
  • high (default: 3)
  • ultra (default: 4)

.CameraFrustumSide

enumreadonly

Properties

  • top (default: "top")
  • bottom (default: "bottom")
  • left (default: "left")
  • right (default: "right")
  • near (default: "near")

.SceneObjectType

enumreadonly

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")
  • Skybox (default: "Skybox")

.SceneObjectDrawMode

enumreadonly

Properties

  • matchCamera (default: 0) — Rotations are ignored
  • directToCamera (default: 1) — Do not orient in 3d space
  • directScaled (default: 2) — Do not orient in 3d space, but scale in relation to distance from camera
  • oriented (default: 3) — Orient in 3d space
  • orientedDrawBackFace (default: 4) — Orient the object, and draw any back faces
  • wireFrame (default: 5) — Just draw a wire frame
  • wireFrameDrawBackFace (default: 6) — Just draw a wire frame, including back faces
  • solid (default: 7) — Draw a solid polygon
  • solidDrawBackFace (default: 8) — Draw a solid polygon, including back faces

.Colors

enumreadonly

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

enumreadonly

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)

.ControlEventKind

enumreadonly

What a roUniversalControlEvent represents - see getControlEventKind().

Properties

  • button (default: "button")
  • charPress (default: "charPress")
  • charRelease (default: "charRelease")

.DeviceRenderTier

enumreadonly

Roku hardware performance tier, derived from roDeviceInfo. Every device-tiered branch in the engine (scratch bitmap sizing, low-end draw-quality checks, texture size caps, far-clip distance caps) should switch on this instead of independently re-deriving it from HasFeature("simulation_engine")/GetUIResolution().name.

Properties

  • simulator (default: "simulator")
  • sd (default: "SD")
  • hd (default: "HD")
  • fhd (default: "FHD")

Other

Canvas

static

Contains a roku roBitmap which all game objects get drawn to.

Parameters

  • gameEngine (Game)
  • canvasWidth (integer) — width of canvas
  • canvasHeight (integer) — height of canvas
  • options (RendererOptions, optional, default: "{useBitmapPooling: true}")

Properties

  • bitmap (ifDraw2D) — bitmap GameEntity images get drawn to
  • offset (BGE.Math.Vector) — Position offset from screen coordinates (z value ignored)
  • scale (BGE.Math.Vector) — Scale (z value ignored)
  • renderer (Renderer) — Renderer for this canvas
  • rendererOptions (RendererOptions)

Returns

Game

static

Main Game Engine class which runs everything The main game loop is as follows:

  1. Update - For each GameEntity:
  1. 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)
  1. 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
  1. Draw all debug items in game space (e.g. colliders, screen safe zones, etc).

  2. UI - For the tree of widgets in the UI Container

  • Run onUpdate()
  • Run draw()
  1. Debug UI - Draw all debug windows in the tree of the Debug UI

Parameters

  • canvasWidth (integer) — Width of the canvas the game is drawn to
  • canvasHeight (integer) — Height of the canvas the game is drawn to
  • uiWidth (integer, optional, default: 0) — Width of the UI canvas - if 0, will be same as screen
  • uiHeight (integer, optional, default: 0) — Height of the UI canvas - if 0, will be same as screen

Properties

  • sortedEntities (Array.<GameEntity>)
  • compositor (roCompositor)
  • screen (roScreen)
  • canvas (BGE.Canvas)
  • uiCanvas (BGE.Canvas)
  • dummyScreen (roScreen)
  • renderQuality (BGE.RenderQualityManager) — The game's render quality level and presets - see setQualityLevel(),
  • currentScene (GameScene) — The scene currently in play
  • currentSceneArgs (object) — The args passed to changeScene() for the current scene
  • Entities (object) — All of the GameEntities by name => => GameEntity
  • Statics (object) — All static variables for a given object type
  • Scenes (object) — The scene definitions by name (see defineScene())
  • Interfaces (object) — The interface definitions by name
  • Bitmaps (object) — The loaded bitmaps by name
  • Sounds (object) — The loaded sounds by name
  • Fonts (object) — The loaded fonts by name
  • Models (object) — The loaded Models by name
  • tweenManager (BGE.TweenManager) — Ticks every live tween once per frame and writes interpolated values onto arbitrary
  • screenFade (BGE.ScreenFade) — Full-screen overlay used by changeSceneWithFade() - see BGE.ScreenFade.
  • gameUi (BGE.UI.UiContainer) — Container for all UI
  • debugUi (BGE.UI.UiContainer) — Container for Debug UI
  • focusManager (BGE.UI.FocusManager) — The single, global focused-widget/cursor state shared by gameUi and any
  • defaultTheme (BGE.UI.Theme) — Default theme for all UI widgets, set in new()
  • uiFocusSoundKey (string) — Default Game.loadSound() keys played by every BGE.UI.Button on focus/click (see
  • uiClickSoundKey (string)
  • controls (BGE.Controller.ControlMap) — Unified remote+controller input mapping - see enableControllerInput()

Returns

GameEntity

static

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 to
  • gameEngine (Game)
  • args (roAssociativeArray, optional, default: "{}") — Any extra properties to be added to this entity

Properties

  • name (string) — Constant - name of this Entity
  • id (string | dynamic) — Constant - Unique Id
  • game (Game)
  • enabled (boolean) — Is this GameEntity enabled
  • persistent (boolean) — Does this entity persist across scene changes?
  • pauseable (boolean) — When the game is paused, does this entity pause too?
  • isStatic (boolean) — Marks this entity's drawables as static geometry (walls, props) that never moves
  • position (dynamic) — position of where this entity is in game world
  • velocity (dynamic) — Speed of this entity, in units/second (not units/frame) - added to position each frame scaled by elapsed time
  • rotation (dynamic) — Rotation of entity - applies to all images
  • scale (dynamic) — Scale of entity - applies to all images
  • colliders (roAssociativeArray) — The colliders for this entity by name
  • drawables (Array.<Drawable>) — The array of drawables to draw for this entity
  • drawablesByName (roAssociativeArray) — Associative array of drawables by name
  • tagsList (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 Matrix
  • motionChecker (MotionChecker)
  • isDying (boolean) — True once invalidateAfter() has been called - lets game code (collision
  • dyingTimer (GameTimer) — Timer/delay backing invalidateAfter()'s grace period. Public (rather than
  • dyingDelayMs (integer)

Returns

CONTROLLER_BUTTON_CODE_PRESS_BASE

staticreadonly

Numeric bands for controller-originated buttonCodes (see BGE.Controller. ControllerRegistry/Game.drainControllerInput, which construct these) - deliberately far above the remote's own 0-99 (press) / 100-999 (release) / 1000+ (held) ranges (see the button-code table below) so a controller event's code can never be misclassified as a remote one. A controller button's identity is a name, not a code (see explicitButtonName below) - these bands exist only to classify press/release/held, so every controller-originated GameInput uses the band's base value as-is.

Default: 100000

CONTROLLER_BUTTON_CODE_RELEASE_BASE

staticreadonly

Default: 200000

CONTROLLER_BUTTON_CODE_HELD_BASE

staticreadonly

Default: 300000

GameInput

static

Class that contains all information about the current input during a given frame from the remote

Parameters

  • buttonCode (integer) — button to use for the data
  • heldTimeMs (integer) — how long was this button held for
  • playerIndex (integer, optional, default: -1) — the assigned player index for this input's source (remote, simulator gamepad, or browser controller); -1 only if none was resolved
  • explicitButtonName (string, optional, default: "invalid") — overrides buttonNameFromCode, used for controller buttons

Properties

  • button (string) — The name of the button associated with the current input
  • buttonCode (integer) — The code for the input
  • press (boolean) — Was the button pressed since the last frame
  • held (boolean) — Was the button held down since last frame
  • release (boolean) — Was the button released this frame
  • heldTimeMs (integer) — How many milliseconds was the current input held for
  • playerIndex (integer) — Which remote/gamepad/controller this input came from. Every physical
  • consumed (boolean) — Set by a UiWidget/UiContainer that acted on this event - once set, the
  • x (float) — Current horizontal directional input: left -> -1, right -> 1
  • y (float) — Current vertical directional input, in world space (+y is up, matching

Returns

Example

CODE
' -------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   1013

GameScene

static

Extends: GameEntity

A GameScene is a GameEntity that represents one distinct state of your game - a title screen, a menu, a level. Register scenes with Game.defineScene() and switch between them with Game.changeScene(). Only one GameScene is current at a time, and it gets the same per-frame hooks (onUpdate, onInput, ...) as any other entity.

Every scene change destroys all non-persistent entities, including "changing" to the current scene again with Game.resetScene(). When changing to a different scene, the outgoing scene's own drawables (anything added with addDrawable()/addImage()/etc. directly on the scene) are removed too, by this class's default onChangeScene(). On a resetScene() the scene's own drawables are left in place, since onCreate() runs again immediately and typically re-adds everything.

To keep some or all of a scene's own drawables across a change:

  • set persistDrawablesAcrossSceneChange = true to keep all of them, or
  • override onChangeScene() with your own cleanup. An override replaces the default cleanup unless it calls super.onChangeScene(newScene).

Parameters

  • gameEngine (Game)
  • args (roAssociativeArray, optional, default: "{}")

Properties

  • persistDrawablesAcrossSceneChange (boolean) — Whether this scene's own directly-added drawables survive a change to a different

Returns

GameTimer

static

Wrapper for Roku's roTimeSpan that allows time adjustment

Returns

ScreenFade

static

A full-screen colour overlay drawn on top of the game and its UI, faded in or out over time. Game owns one (game.screenFade) and drives it for Game.changeSceneWithFade(); you can also call fadeTo() on it directly, e.g. to dim the screen behind a pause menu.

Properties

  • color (integer) — Overlay colour, packed RGB (0xRRGGBB)
  • opacity (float) — 0 = invisible, 1 = fully covers the screen

MAX_FADE_STEP_SECONDS

staticreadonly

Longest dt a single ScreenFade.tick() counts (one frame at 30fps) A literal, not 1.0 / 30.0 - the docs plugin can only emit literal const values.

Default: 0.0333333

ManagedTween

static

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() -
  • applyMode (TweenApplyMode)
  • fieldName (string) — Only set (to the field on target holding the packed color) when applyMode is
  • owner (BGE.GameEntity) — The GameEntity to validate every tick via isValidEntity(), or invalid for a tween
  • onComplete (function) — Called once, with this tween's own target, when it retires - see to()'s doc for why
  • 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
  • originalDest (roAssociativeArray)
  • pingPongForwardNext (boolean)

TweenManager

static

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.

BoxCollider3d

static

Extends: Collider

A collider with the shape of an axis-aligned box CENTERED at (offset.x, offset.y, offset.z), with given width (x), height (y), depth (z). Note this offset convention is center-based, not RectangleCollider's own corner-based convention (see RectangleCollider's class doc) - deliberately simpler, since BoxCollider3d's own 3D math (aabbOverlap()) has no reason to inherit RectangleCollider's screen-space corner convention.

Internally, this owns two ordinary RectangleColliders for broad-phase - one tracking the entity's real (x, y) plane, one tracking a synthetic (y, z) "YZ plane", flagged with COLLIDER_3D_YZ_PLANE_FLAG the same way SphereCollider3d's internal colliders are (see that class's doc comment for why). Unlike SphereCollider3d, this two-plane broad phase has NO false-positive case for boxes - AABB overlap decomposes exactly per axis, so a pair that passes both plane checks is always a genuine 3D overlap. confirmCollision() still runs aabbOverlap(), but only to compute the penetration/normal result for physics response, not to reject anything. See specs/2026-09-18-3d-collision-detection-design.md.

Parameters

  • colliderName (string) — name of this collider
  • args (roAssociativeArray, optional, default: "{}") — additional properties (e.g {width: 10, height: 20, depth: 10})

Properties

  • width (float) — Full extent of the box along each axis (this is a full width/height/depth, not a half-extent)
  • height (float)
  • depth (float)
  • lastCollisionResult (Box3dCollisionResult) — The most recent confirmCollision() result, readable from onCollision() to compute a

Returns

CircleCollider

static

Extends: Collider

Collider with the shape of a circle centered at (offset.x, offset.y), with given radius

Parameters

  • colliderName (string) — name of this collider
  • args (roAssociativeArray, optional, default: "{}") — additional properties (e.g {radius: 10})

Properties

  • radius (integer) — Radius of the collider

Returns

Collider

static

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 by
  • args (roAssociativeArray, optional, default: "{}") — additional properties to be added to this collider

Properties

Returns

COLLIDER_3D_YZ_PLANE_FLAG

staticreadonly

Reserved member/collidable flag bit for SphereCollider3d/BoxCollider3d's internal YZ-plane colliders, which share a roCompositor with ordinary 2D colliders - without this, a YZ-plane collider (positioned at entity.y/z, not a real screen position) could spuriously match a 2D collider whose (x, y) happens to coincide numerically. Avoid this bit when choosing custom memberFlags/collidableFlags. See specs/2026-09-18-3d-collision-detection-design.md.

Default: 1073741824

Sphere3dCollisionResult

static

The result of sphereOverlap(): whether two spheres truly overlap in 3D, and if so, the contact normal (points away from centerB, toward centerA) and how far they're currently penetrating along that normal.

Parameters

  • overlapping (boolean)
  • normal (BGE.Math.Vector)
  • penetrationDepth (float)

Properties

  • overlapping (boolean)
  • normal (BGE.Math.Vector)
  • penetrationDepth (float)

Returns

Box3dCollisionResult

static

The result of aabbOverlap(): whether two axis-aligned boxes truly overlap, and if so, the contact normal (along whichever axis has the least overlap, away from box B and toward box A) and the penetration depth along that axis.

Parameters

  • overlapping (boolean)
  • normal (BGE.Math.Vector)
  • penetrationDepth (float)

Properties

  • overlapping (boolean)
  • normal (BGE.Math.Vector)
  • penetrationDepth (float)

Returns

RAY_EPSILON

staticreadonly

Below this magnitude, a ray's direction component along an axis is treated as exactly zero (parallel to that axis' slab) rather than risking a division by a near-zero value in intersectRayAabb3d()'s slab test.

Default: 0.000001

RaycastHit

static

The result of a raycast hitting a collider - see Game.raycast()/raycastAll(). Pure data, so it's an interface rather than a class (no instantiation cost).

Properties

  • entity (GameEntity)
  • collider (Collider)
  • point (BGE.Math.Vector)
  • distance (float)
  • normal (BGE.Math.Vector)

RectangleCollider

static

Extends: Collider

Collider with the shape of a rectangle, width x height, whose top-left corner is at (offset.x, offset.y) from the entity's position. World +y is up, so the rectangle spans offset.x to offset.x + width, and offset.y - height to offset.y.

Parameters

  • colliderName (string) — name of this collider
  • args (roAssociativeArray, optional, default: "{}") — additional properties (e.g {width: 10, height: 20})

Properties

  • width (float)
  • height (float)

Returns

SlideOptions

static

Extends: roAssociativeArray

Options for BGE.SolidWorld.moveAndSlide().

Properties

  • cornerNudge (float) — How far (px) a box moving along one axis may clip a corner and still be eased around it.
  • maxStep (float) — Longest single sub-step (px), so a fast move can't skip over a thin solid. Default 4.

SlideResult

static

Result of BGE.SolidWorld.moveAndSlide().

Properties

  • x (float) — New bottom-left x of the moving box
  • y (float) — New bottom-left y of the moving box
  • blockedX (boolean) — True if a solid stopped movement along x
  • blockedY (boolean) — True if a solid stopped movement along y

SolidWorldSolid

static

One solid rectangle in a BGE.SolidWorld.

Properties

  • x (float) — Bottom-left x
  • y (float) — Bottom-left y
  • w (float)
  • h (float)
  • id (string) — Unique within its SolidWorld

SolidWorld

static

A set of static, axis-aligned solid rectangles for top-down movement (walls, water, prop bases), and moveAndSlide() to move a box through them: it stops flush against solids, slides along walls, and eases around corners it only just clips.

Every rectangle is {x, y, w, h} - (x, y) is the bottom-left corner, world +y up. This is plain rectangle maths, separate from colliders: colliders report overlaps, while a SolidWorld keeps a mover out of them. For platformer tiles (including one-way platforms) see BGE.resolveAabbTileCollision() instead.

Parameters

  • bucketSize (integer, optional, default: 128) — solids are grouped in square cells this size (px), so a move only tests nearby solids. Roughly the size of a typical solid works well. 0 or less uses the default.

Returns

Example

CODE
world = new BGE.SolidWorld()
world.addBounds(0, 0, mapWidth, mapHeight)
world.addSolid(64, 64, 32, 32)
' Each frame, move the player's feet box:
result = world.moveAndSlide({x: feetX, y: feetY, w: 20, h: 12}, dx, dy)
feetX = result.x
feetY = result.y

SphereCollider3d

static

Extends: Collider

A collider with the shape of a sphere centered at (offset.x, offset.y, offset.z) with given radius, that detects a true 3D overlap - not just an XY-space projection.

Internally, this owns two ordinary CircleColliders for broad-phase: one tracking the entity's real (x, y) - the same XY plane every other 2D Collider uses - and one tracking a synthetic (y, z) "YZ plane", flagged with COLLIDER_3D_YZ_PLANE_FLAG so it can only ever match another YZ-plane collider (both register against the same roCompositor as ordinary 2D colliders, so without this flag a YZ-plane collider could spuriously match an unrelated 2D collider at the same numeric (x, y) position). A pair only becomes a broad-phase candidate when it overlaps on BOTH planes - and even then, confirmCollision() runs a true sphere-sphere distance check before accepting it, because two spheres can pass both plane checks while never actually touching in 3D (a diagonal near-miss). See specs/2026-09-18-3d-collision-detection-design.md.

Parameters

  • colliderName (string) — name of this collider
  • args (roAssociativeArray, optional, default: "{}") — additional properties (e.g {radius: 10})

Properties

  • radius (float) — Radius of the sphere
  • lastCollisionResult (Sphere3dCollisionResult) — The most recent confirmCollision() result, readable from onCollision() to compute a

Returns

TileCollisionResult

static

The result of resolveAabbTileCollision(): the corrected position/velocity to apply this frame, and which side of the tile (if any) was resolved. When side = none, both position and velocity are returned exactly as the currentPosition/velocity inputs were - nothing to apply, safe to write back unconditionally either way.

Parameters

Properties

Returns

FreeFlyCameraController

static

A reusable free-fly camera control scheme: yaw/pitch relative to the camera's current (roll-adjusted) orientation, strafe/drive, roll, and a ground-plane clamp so driving forward can't cross the ground. Not a GameEntity - a GameScene (or any owner) constructs one and forwards its own onInput/onUpdate calls to it. Extracted from examples/terrain's original FreeFlyCameraController (issue #148); that example now layers its own scene-switching/debug-toggle/hint-text glue on top of this.

Movement/look are read each frame from a BGE.Controller.ControlMap's move/look axes (see update()), not from onInput() - a connected dual-stick controller drives full strafe+drive / yaw+pitch, and with no real second stick, both axes fall back to the same remote/simulator source, so the single physical d-pad turns and drives exactly as it always has (see update()'s regime check).

Parameters

  • camera (BGE.Camera3d) — the camera to drive
  • groundPlane (BGE.Math.Plane) — the plane clampAboveGround() keeps the camera above
  • controls (BGE.Controller.ControlMap) — read each update() for the move/look axes
  • moveAxis (string, optional, default: "\"move\"") — axis name bound (via controls.bindAxis()) to the left/drive stick
  • lookAxis (string, optional, default: "\"look\"") — axis name bound (via controls.bindAxis()) to the right/look stick

Properties

  • camera (BGE.Camera3d)
  • groundPlane (BGE.Math.Plane)
  • turnSpeed (float)
  • driveSpeed (integer) — radians/sec
  • rollSpeed (integer) — units/sec
  • pitchSpeed (float) — degrees/sec
  • maxDownwardTilt (float) — radians/sec
  • minHeightAboveGround (float) — radians (~69 degrees)
  • lastInput (BGE.GameInput) — 1 = pitching up, 1 = pitching down, 0 = not pitching

Returns

AnimatedImage

static

Extends: Image

Parameters

  • owner (GameEntity)
  • regions (Array.<roRegion>)
  • 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 image
  • regions (Array.<roRegion>) — ------------Never To Be Manually Changed-----------------
  • animationTimer (dynamic)
  • tweensReference (dynamic)

Returns

Drawable

static

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 position
  • scale (dynamic) — The image scale
  • rotation (dynamic) — Rotation of the image
  • banksWithCameraRoll (boolean) — directScaled only (see SceneObjectBillboard.updateCanvasPointsForCameraFacingQuad()):
  • color (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. Leave invalid for no outline at all.
  • outlineWidth (integer) — Thickness of the outline stroke, in pixels. Only used when outlineRGBA is 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
  • anchor (dynamic) — Normalized anchor point (0-1 on each axis) this drawable pivots around, where (0,0) is
  • anchorIsSet (boolean) — Whether setAnchor() has ever been called. Image consults this to decide whether to keep
  • owner (GameEntity) — The GameEntity this drawable is attached to. May be invalid for a drawable used
  • width (float)
  • height (float)
  • sceneObjects (object)
  • noOwnerTransformationMatrix (Array.<Array.<float>>) — Lazily-created identity matrix returned by getOwnerTransformationMatrix() when there's no owner.
  • drawMode (SceneObjectDrawMode)
  • isShaded (boolean)
  • ambientBrightness (float) — The darkest an isShaded surface is ever allowed to get, as a 0-1 fraction of its

Returns

DrawableCircle

static

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

Returns

DrawableLine

static

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

OrientedSpriteBucket

static

One resolved angle/elevation bucket: its own registered Sprite animation name.

Properties

  • animationName (string)

DrawableOrientedSprite

static

Extends: Sprite

A Sprite that swaps which named animation is active based on the angle between the camera and this entity - the classic Doom/Duke3D "billboard sprite" technique for faking full 3D orientation with pre-rendered 2D views. See docs/drawables-and-scene-objects.md for a full walkthrough and specs/2026-09-22-oriented-sprite-billboards-design.md for the design.

Parameters

  • owner (GameEntity)
  • spriteSheet (ifDraw2d)
  • cellWidth (integer)
  • cellHeight (integer)
  • numAngles (integer, optional, default: 8)
  • numElevationBands (integer, optional, default: 1)
  • args (roAssociativeArray, optional, default: "{}")

Properties

  • numAngles (integer) — Number of horizontal (azimuth) view buckets around the entity. Bucket 0 is the
  • numElevationBands (integer) — Number of vertical (elevation) view bands, from the camera looking up at the

Returns

DrawableParallaxLayer

static

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.

This is also the right tool for a 2D sky-like background (issue #145): BGE.Skybox is a yaw/pitch-driven cylindrical panorama, Camera3d-only. For a Camera2d scene, a wide region with a small parallaxFactor (e.g. {x: 0.1, y: 0.1}) gives the same "shifts slowly with the camera" feel without needing any dedicated skybox-for-2D mechanism.

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
  • repeatX (boolean) — Whether this layer tiles to cover the canvas along each axis. repeatX defaults true
  • repeatY (boolean)

Returns

ParticleRecord

static

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

static

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

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.
  • cellWidth (integer) — Width/height (pixels) of one animation cell if image is a sprite sheet, the
  • cellHeight (integer)
  • regions (Array.<roRegion>)
  • 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
  • velocitySpreadAngleDegrees (float) — Randomizes each particle's velocity direction by +/- this many degrees around
  • velocitySpreadMagnitude (float) — Randomizes each particle's velocity magnitude by +/- this amount. If velocity
  • acceleration (BGE.Math.Vector) — Constant acceleration (world units/second^2) applied to every particle every
  • 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
  • endSize (float)
  • rotationSpeed (float) — Degrees/second of rotation applied to each particle. Only used when
  • maxParticles (integer) — Hard cap on live particles. Once reached, further spawns (continuous emission or
  • particles (Array.<BGE.ParticleRecord>) — Live particle records. See BGE.ParticleRecord.
  • emitting (boolean)
  • spawnAccumulator (float)
  • timer (dynamic)

Returns

DrawablePlane

static

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) — the texture tile to use for tiledImage/staticImage fillMode - pass invalid for color fillMode, which ignores it entirely. An invalid region with any other fillMode logs an error and falls back to color rather than crashing later inside the renderer.
  • plane (BGE.Math.Plane)
  • args (object, optional, default: "{}") — pass fillMode here to select a mode other than the default staticImage - e.g. {fillMode: BGE.PlaneFillMode.color}.

Properties

Returns

DrawablePolygon

static

Extends: Drawable

Parameters

  • owner (GameEntity)
  • points (Array.<BGE.Math.Vector>, optional, default: "[]")
  • args (roAssociativeArray, optional, default: "{}")

Properties

  • points (Array.<BGE.Math.Vector>) — the set of points defining a convex polygon

Returns

DrawableRectangle

static

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 RectanglesScene).

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 with color. Set false for an outline-only

Returns

DrawableSkybox

static

Extends: BGE.Image

Draws a cylindrical panorama that tracks the camera's yaw/pitch (and, via a render-then-rotate composite, roll), giving a Camera3d scene a sky/horizon background instead of a flat fill. See SceneObjectSkybox for the draw algorithm.

Parameters

  • owner (BGE.GameEntity)
  • region (roRegion) — a cylindrical panorama texture
  • args (object, optional, default: "{}") — pass degreesPerFullWidth/verticalDegreesCovered here to override the defaults

Properties

  • degreesPerFullWidth (float) — How many degrees of camera yaw the texture's full width covers. Default wraps a
  • verticalDegreesCovered (float) — How many degrees of camera pitch the texture's full height covers, centered on

Returns

DrawableSphere

static

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 addToRenderer) - 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

staticreadonly

Default: 256

DrawableText

static

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 screen
  • font (roFont) — The Font object to use ( get this from the font registry)
  • alignment (BGE.UI.HorizAlignment) — The Horizontal alignment for the text
  • textColor (integer) — The color the text is drawn in
  • lastTextValue (string)
  • lastTextColor (integer)
  • tempCanvas (roBitmap)
  • tempRegion (roRegion)
  • lastAlignment (BGE.UI.HorizAlignment)

Returns

Image

static

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-----------------

Returns

Model3dTexture

static

Parameters

  • srcRegionWithId (BGE.RendererHelpers.RegionWithId)
  • points (Array.<BGE.Math.Vector>)

Properties

  • srcRegionWithId (BGE.RendererHelpers.RegionWithId)
  • points (Array.<BGE.Math.Vector>)

Returns

Model3dLoadOptions

static

The options accepted by Game.load3dModel() for an .obj model's texture.

Properties

  • texturePath (string)

Model3dFace

static

Properties

  • vertices (Array.<BGE.Math.Vector>)
  • normal (BGE.Math.Vector)
  • Texture (Model3dTexture)
  • brightness (float)
  • priority (float)
  • color (integer)
  • faceIndex (integer) — This face's position in the model's own, never-reordered face list - set on the

Model3d

static

Parameters

Properties

  • faces (Array.<Model3dFace>)
  • name (string)
  • texturePath (string)

Returns

DrawableModel

static

Extends: Drawable

Parameters

Properties

  • model (Model3d)
  • maxStaleFrames (integer) — How many consecutive frames a face may reuse its own last-rendered raster
  • maxFaceDriftDistance (float) — How far (in canvas pixels, Manhattan distance - same measure the engine's other

Returns

AnimationFrameDescription

static

Properties

  • startFrame (integer)
  • frameCount (integer)

SpriteAnimation

static

CReate a new SpriteAnimation

Parameters

  • name (string) — Name of the animation
  • frameList (Array.<integer> | AnimationFrameDescription) — Wither an array of cell indexes, or an object {startFrame, frameCount}
  • frameRate (integer) — Frames per second the animation should play at
  • playMode (SpritePlayMode, optional, default: "SpritePlayMode.Loop") — Play mode for the sprite: loop, forward, reverse, pingpong

Properties

  • name (string) — Name of the animation
  • frameRate (integer) — Frames per second the animation should play at
  • frameList (Array.<integer>) — Array of the regions of the each cell of this animation
  • playMode (SpritePlayMode) — Play mode for the sprite: loop, forward, reverse, pingpong

Returns

Sprite

static

Extends: AnimatedImage

Parameters

  • owner (GameEntity)
  • spriteSheet (ifDraw2d)
  • cellWidth (integer)
  • cellHeight (integer)
  • args (roAssociativeArray, optional, default: "{}")

Properties

  • spriteSheet (ifDraw2d) — roBitmap to pick cells from
  • cellWidth (integer) — Width of each animation cell in the sprite image in pixels
  • cellHeight (integer) — Height of each animation cell in the sprite image in pixels
  • animations (roAssociativeArray) — Lookup map of animation name -> SpriteAnimation object
  • activeAnimation (SpriteAnimation) — The current animation being played

Returns

SceneChangeInfo

static

Properties

  • scene (GameScene)
  • args (roAssociativeArray)

GarbageCollectionInfo

static

Properties

  • count (integer)
  • orphaned (integer)
  • root (integer)

DebugColors

static

Properties

  • colliders (integer)
  • safe_action_zone (integer)
  • safe_title_zone (integer)

EntityWithId

static

Properties

  • id (dynamic)

PositionXY

static

Properties

  • x (float)
  • y (float)

SizeWH

static

Properties

  • width (float)
  • height (float)

AdaptiveQualityOptions

static

Extends: roAssociativeArray

Options for Game.enableAdaptiveQuality(). Every field is optional.

Properties

  • targetFps (float) — Frame rate to hold (default 20)
  • minLevel (integer) — Lowest level the controller may choose (default basic)
  • maxLevel (integer) — Highest level the controller may choose (default ultra)
  • windowSeconds (float) — Seconds of frames averaged (default 1.0)
  • outlierFrameSeconds (float) — Frames longer than this are ignored, e.g. garbage collection (default 0.25)
  • settleSeconds (float) — Seconds ignored after a level or scene change (default 0.25)
  • stepDownBelowFraction (float) — Step down when average fps < targetFps * this (default 0.9)
  • stepUpHeadroomFraction (float) — Step up when average fps >= targetFps * this... (default 1.25)
  • stepUpSustainSeconds (float) — ...for this many seconds (default 0.5)
  • maxMeasurableFps (float) — Display refresh ceiling for the step-up threshold (default 60)
  • stepDownCooldownSeconds (float) — Minimum seconds between two downward steps (default 0.75)
  • probeFailWindowSeconds (float) — A step down this soon after a step up marks that level as failed (default 1.5)
  • probeBackoffSeconds (float) — Seconds a failed level isn't retried; doubles on each repeat failure (default 10)
  • stepUpJumpFraction (float) — Step up two levels at once when average fps >= targetFps * this; 0 disables (default 2.0)

QualityController

static

Chooses a render quality level from measured frame times. Game runs one for you after enableAdaptiveQuality(); you don't normally create one yourself.

Parameters

Properties

  • targetFps (float)
  • minLevel (integer)
  • maxLevel (integer)
  • windowSeconds (float)
  • outlierFrameSeconds (float)
  • settleSeconds (float)
  • stepDownBelowFraction (float)
  • stepUpHeadroomFraction (float)
  • stepUpSustainSeconds (float)
  • maxMeasurableFps (float)
  • stepDownCooldownSeconds (float)
  • probeFailWindowSeconds (float)
  • probeBackoffSeconds (float)
  • stepUpJumpFraction (float)

Returns

RenderQualityManager

static

Owns the game's current render quality level. Reach it through game.renderQuality; most games only need Game.setQualityLevel() or Game.enableAdaptiveQuality().

Parameters

  • renderer (BGE.Renderer) — the renderer to apply settings to (the game canvas)
  • initialLevel (integer) — a BGE.RenderQualityLevel value

Returns

RenderQualitySettings

static

Extends: roAssociativeArray

Every draw-quality value a BGE.Renderer uses. Each BGE.RenderQualityLevel has a preset (see BGE.getRenderQualityPreset()); override individual fields per level with game.renderQuality.overridePreset().

Adding a new quality setting: add the field here, give it a value at every level in RenderQualityPresets.bs, and read it via renderer.qualitySettings.

Properties

  • drawDistanceScale (float) — Multiplier on Camera3d.maxDrawDistance
  • drawDistanceOverride (float) — Absolute draw distance for this level; 0 or less means "use drawDistanceScale"
  • planeSliceCount (integer) — Horizontal slices used to draw a DrawablePlane in perspective
  • triangleSkipSize (float) — Triangles smaller than this many pixels on both axes are skipped
  • triangleQuickDrawThreshold (float) — Triangles smaller than this on either axis are drawn with the cheaper line-fill
  • triangleQuickDrawStep (integer) — Pixel step between lines in the cheap line-fill (1 = solid)
  • fastDrawParallelogramTolerance (float) — How far from a true parallelogram a billboard's quad may be and still use the
  • fastDrawPerpendicularityTolerance (float) — How far from perpendicular a billboard's quad edges may be and still use the

RenderQualitySettingsOverrides

static

Extends: roAssociativeArray

Any subset of BGE.RenderQualitySettings, for game.renderQuality.overridePreset().

Properties

  • drawDistanceScale (float)
  • drawDistanceOverride (float)
  • planeSliceCount (integer)
  • triangleSkipSize (float)
  • triangleQuickDrawThreshold (float)
  • triangleQuickDrawStep (integer)
  • fastDrawParallelogramTolerance (float)
  • fastDrawPerpendicularityTolerance (float)

RendererResourceSize

staticreadonly

Default: 400

DEPTH_TIE_EPSILON

staticreadonly

Default: 0.5

TriangleQuickDrawParams

static

The triangle line-fill values a Renderer is using - see getTriangleQuickDrawParams().

Properties

  • skipSize (float) — Triangles smaller than this many pixels on both axes are skipped
  • threshold (float) — Triangles smaller than this on either axis use the cheap line-fill
  • step (integer) — Pixel step between lines in the line-fill

LevelOfDetailOptions

static

Properties

  • levelOffset (integer)
  • levelOfDetail (integer)

RendererOptions

static

Properties

  • useBitmapPooling (boolean)

Renderer

static

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 met
  • onlyDrawWhenInFrame (boolean)
  • drawDebugCells (boolean)
  • drawDebugTrianglePoints (boolean)
  • computeOverlapClusters (boolean) — Whether render() computes overlap clusters (BGE.DepthSort.groupIntoClusters)
  • camera (Camera)
  • triangleCache (dynamic)
  • frameCount (integer)
  • bmpPool (BGE.ScratchBitmapPool)
  • qualitySettings (BGE.RenderQualitySettings) — The draw-quality values this renderer uses. Game sets these from the current
  • qualityVersion (integer) — Bumped by every setQualitySettings() call, so scene objects know to redraw their
  • game (BGE.Game)
  • name (string)
  • statsString (string)
  • resources
  • dummyScreen (roScreen)

Returns

DrawPinnedCornersOptions

static

Properties

  • splitIntoFour (boolean)
  • alwaysUseTLtoBR (boolean)

ScratchBitmap

static

Parameters

  • id (string)
  • w (integer)
  • h (integer)

Properties

  • bitmap (roBitmap)
  • id (string)

Returns

ScratchRegion

static

Parameters

Properties

Returns

ScratchBitmapPool

static

Parameters

  • doPooling (boolean, optional, default: true)
  • initialCount (integer, optional, default: 10)
  • forcePoolingRegardlessOfDevice (boolean, optional, default: false)

Returns

TriangleCacheEntry

static

Parameters

  • triangle (BGE.RendererHelpers.TriangleBitmap)

Properties

  • triangle (BGE.RendererHelpers.TriangleBitmap)
  • timeLastUsed (integer)

Returns

TriangleCache

static

Parameters

  • cacheKeepSeconds (integer, optional, default: 60)

Returns

Camera

static

Properties

  • orientation (dynamic) — A vector pointed in the direction of the camera
  • position (BGE.Math.Vector)
  • motionChecker (MotionChecker)
  • frameSize (BGE.Math.Vector)
  • projectionVersion (integer) — Bumped whenever something about the camera's projection - as opposed to its
  • zoom (float)
  • drawDistanceScale (float) — Multiplier on a 3D camera's maxDrawDistance, set from the renderer's quality
  • drawDistanceOverride (float) — Absolute draw distance from the renderer's quality settings; 0 or less means
  • worldToCamera (Array.<Array.<float>>)
  • name (string)

Returns

Camera2d

static

Extends: Camera

Properties

  • top (float)
  • bottom (float)
  • right (float)
  • left (float)
  • near (float)
  • far (float)
  • name (string)

CameraFrustumNormals

static

Properties

  • top (BGE.Math.Vector)
  • bottom (BGE.Math.Vector)
  • left (BGE.Math.Vector)
  • right (BGE.Math.Vector)
  • near (BGE.Math.Vector)

CameraFrustumRays

static

Properties

  • topLeft (BGE.Math.Ray)
  • topRight (BGE.Math.Ray)
  • bottomLeft (BGE.Math.Ray)
  • bottomRight (BGE.Math.Ray)

Camera3d

static

Extends: Camera

Properties

  • fieldOfViewDegrees (float)
  • rollDegrees (float) — Rotation about the camera's own forward/view axis, in degrees. Positive = right
  • maxDrawDistance (float) — How far (world units) in front of the camera your game wants to draw. The
  • frustumNormals (CameraFrustumNormals)
  • frustrumConvergence (BGE.Math.Vector)
  • frustumRays (CameraFrustumRays)
  • name (string)

MAX_DRAW_MODE

staticreadonly

Default: 8

SceneObject

static

Parameters

Properties

  • name (string)
  • id (string) — Unique Id
  • clusterMemberCount (integer) — How many members are in this object's overlap cluster this frame (see
  • drawable (Drawable)
  • type (SceneObjectType)
  • negDistanceFromCamera (float) — The negative distance from the camera, used for depth sorting. Measured from
  • worldPosition (dynamic)
  • depthPosition (dynamic) — This object's position as used for depth classification (BGE.BSP's dynamic-item
  • transformationMatrix (dynamic) — The Current Transformation Matrix
  • lastFrameWasCulled (boolean) — Whether the last frame's draw was skipped because the frustum rejected this object,
  • lastFrameDidDraw (boolean) — Whether the last frame's draw actually happened. Distinct from lastFrameWasCulled
  • hasValidWorldPosition (boolean)
  • hasValidCanvasPosition (boolean)
  • wasEnabledLastFrame (boolean)
  • isFirstFrameSinceEnabled (boolean)
  • isLowEndDevice (boolean)
  • lastGeometryVersion (integer) — The drawable's geometryVersion as of the last completed draw - see geometryChanged()
  • lastQualityVersion (integer) — The renderer's qualityVersion as of the last draw
  • qualityChangedThisDraw (boolean) — True during a draw whose renderer quality settings changed since this object's
  • lastDrawMode (integer) — The draw mode this object last drew in - see drawModeChanged()
  • lastProjectionVersion (integer) — The camera's projectionVersion as of the last draw - see projectionChanged()
  • depthChangedThisFrame (boolean) — True for exactly the frame this object's negDistanceFromCamera was recomputed -
  • stableSortKey (float) — What Renderer actually sorts by - negDistanceFromCamera quantized into
  • isStatic (boolean) — Set by Renderer when this object's owning entity is marked GameEntity.isStatic and
  • staticGeometryMovedThisFrame (boolean) — True for exactly the frame Renderer.updateSceneObjects() should mark the static
  • staticCheckArmed (boolean) — Whether update() has completed at least one prior frame for this object - guards
  • staticWarningLogged (boolean) — Whether the one-time misuse warning has already been logged for this object -
  • staticDrawModeWarningLogged (boolean) — Whether the one-time "static but not in an oriented draw mode" warning has
  • wasStaticEnabledState (boolean) — This object's isEnabled() as of the last checkStaticEnabledStateChanged() call -

Returns

TransformTempBitmapDetails

static

Properties

  • origin (BGE.Math.Vector)
  • rotation (float)
  • scaleX (float)
  • scaleY (float)

TempBitmapDrawResult

static

Properties

  • worked (boolean)
  • didFastDraw (boolean)

SceneObjectBillboard

static

Extends: SceneObject

Parameters

Properties

  • worldPoints (BGE.Math.CornerPoints)
  • canvasPoints (BGE.Math.CornerPoints)
  • canvasPosition (BGE.Math.Vector)
  • useTempBitmapMap (Array.<boolean>)
  • usedTransformedFastDrawLastFrame (boolean) — Whether the most recent oriented/solid draw took the cheap rotate+scale fast path

Returns

SceneObjectCircle

static

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

Properties

Returns

SceneObjectImage

static

Extends: SceneObjectBillboard

Parameters

  • name (string)
  • drawableObj (Image)

Properties

  • drawable (Image)
  • frameNumber (integer)

Returns

SceneObjectLine

static

Extends: SceneObject

Parameters

Properties

Returns

SceneObjectModel

static

Extends: SceneObjectBillboard

Parameters

Properties

Returns

SceneObjectParallaxLayer

static

Extends: SceneObject

Parameters

Properties

Returns

SceneObjectParticle

static

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

Properties

Returns

PerspectiveCalculationResult

static

Properties

  • actual (BGE.Math.CornerPoints)
  • mapped (BGE.Math.CornerPoints)

PerspectiveSlice

static

Properties

  • srcWidth (float)
  • srcHeight (float)
  • srcTopLeft (BGE.PositionXY)
  • scaleX (float)

SCENE_OBJECT_PLANE_NEAR_DISTANCE

staticreadonly

Default: 0

SCENE_OBJECT_PLANE_TILES_PER_AXIS_WARNING_THRESHOLD

staticreadonly

Above this, the supertexture build's tilesPerAxis^2 blit count is worth a runtime warning (63x63 = ~4k blits) - see buildSuperTextureIfNeeded().

Default: 63

SceneObjectPlane

static

Extends: SceneObject

Parameters

Properties

Returns

SceneObjectPolygon

static

Extends: SceneObjectBillboard

Parameters

Properties

Returns

SceneObjectRectangle

static

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

Properties

Returns

SceneObjectSkybox

static

Extends: SceneObject

Parameters

Properties

Returns

SceneObjectText

static

Extends: SceneObjectBillboard

Parameters

Properties

Returns

CountdownTimer

static

A simple dt-driven countdown: start it with a duration, tick() it once per frame (typically from GameEntity.onUpdate()'s own dt), and check isActive() to see if time remains. Replaces a hand-rolled "duration constant + live timer field + manual decrement-and-clamp block" pattern - the same shape used for coyote time, jump/input buffering, invulnerability windows, hit-flash timers, cooldowns, etc.

This is not the same as BGE.GameTimer, which wraps a wall-clock roTimespan (mark()/totalMilliseconds()) for measuring real elapsed time - CountdownTimer is purely dt-driven and has no idea what real time it is.

Returns

MotionChecker

static

Properties

  • previousTransform (dynamic)
  • movedLastFrame (boolean)

SomeConst

staticreadonly

Default: 23

TagList

static

Returns