N'gine Reference Manual

NGN.H

Main class that encapsulates the entire library. It is the entry point for initializing and accessing all of the engine's subsystems.

Methods

NGN_SYSTEM.H

Manages the main application events, the window lifecycle, and global properties like the FPS counter or the quit request.

Methods

Properties

NGN_GRAPHICS.H

Controls the graphics context, window creation, screen modes, vertical synchronization, and viewport management.

Methods

Properties

NGN_LOAD.H

Handles the loading of all game resources, such as textures, sprites, tile backgrounds, fonts, collision maps, and audio, from disk or file packages.

Methods

NGN_RESOURCES.H

Allows for efficient resource management through a repository system, facilitating the loading and access of assets during runtime.

Methods

NGN_RENDER.H

Central class for drawing all graphical elements (textures, sprites, backgrounds, etc.) to the current rendering target (screen, viewport, or texture).

Methods

NGN_CAMERA.H

Implements a 2D camera with support for multiple layers (parallax), sprite tracking, and management of all graphical elements in the scene.

Methods

Properties

NGN_SPRITE.H

Defines the "Sprite" object, which manages the position, size, rotation, animation, and collisions of a graphical entity.

Methods

Properties

NGN_TEXTURE.H

Represents a simple graphic texture. It manages its position, size, rotation, and color, and can be used as a rendering target.

Methods

Properties

NGN_TILEDBG.H

Defines a graphic background composed of tiles, optimized for large scenes with repetitive patterns.

Methods

Properties

NGN_CANVAS.H

Provides a dynamic drawing surface (canvas) that allows rendering of graphic primitives such as points, lines, boxes, and circles.

Methods

Properties

NGN_TEXT_LAYER.H

Allows for the creation and management of complex text layers, with support for different fonts, colors, formatting, and backgrounds.

Methods

Properties

NGN_SOUND.H

Manages all audio playback, including sound effects (SFX) and streaming music (BGM), with control over volume, pitch, panning, and mixer channels.

Methods

NGN_INPUT.H

Provides a unified interface for reading the state of the keyboard, mouse, and up to 8 X-Input type game controllers (joysticks/gamepads).

Sections

NGN_COLLISIONS.H

Contains functions for collision detection, including bounding box checks (HitBox), pixel-perfect checks, and collision map queries.

Methods

NGN_MATH.H

Offers a collection of mathematical utilities, including a comprehensive class for 2D vectors and functions for calculating distances, angles, and random numbers.

Sections

NGN_IMAGE.H

Provides tools for advanced image manipulation, such as converting between RAW and texture formats, and applying masks.

Methods

NGN_DISK.H

Utility class for file input/output operations, allowing reading and writing of files in both binary and text formats.

Methods

NGN_LOG.H

Provides an event logging system for writing debug messages to the console and to a text file.

Methods

NGN_TOOLBOX.H

A collection of various utility functions, primarily for converting data types like numbers to strings and handling text encodings.

Methods

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