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Gondwana Game Engine Development (master) - 2.6.1
Gondwana is a cross-platform 2.5D game and rendering engine written in C#/.NET 8. It provides fine-grained control over rendering, timing, and scene composition, with built-in support for parallax, z-ordering, pixel overhang, collision detection, and particle effects. Gondwana targets desktop and web platforms using SkiaSharp for graphics and pluggable audio backends for desktop and browser targets.
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Represents the current motion state of an IMovable object, including velocity, acceleration, damping, and active scripted movements. This structure is used by MovementController to track and manage both physics-based (integrated) and scripted motion behaviors. More...
Properties | |
| MovementSpace | MovementSpace [get] |
| What unit system these values are expressed in. Grid = tile units; Pixel = screen pixels. This may differ from the IMovable.PositionSpace in some cases (e.g., a Pixel-based mover following Grid-based Sprite, etc.). | |
| Vector2 | Velocity [get, set] |
| Velocity in current MotionSpace units per second. | |
| Vector2 | Acceleration [get, set] |
| Acceleration in current MotionSpace units per second^2. | |
| float? | MaxSpeed [get, set] |
| Max speed in current MotionSpace units per second (null = no cap). | |
| float | LinearDamping [get, set] |
| Linear damping per second in [0..1]. 0 = no damping. Apply as v *= (1 - LinearDamping * dt) in the controller. Only affects integrated movement (not scripted). | |
| readonly bool | HasMotion [get] |
| Gets a value indicating whether the object is in motion. | |
Represents the current motion state of an IMovable object, including velocity, acceleration, damping, and active scripted movements. This structure is used by MovementController to track and manage both physics-based (integrated) and scripted motion behaviors.
Definition at line 11 of file MovementState.cs.
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getset |
Acceleration in current MotionSpace units per second^2.
Definition at line 29 of file MovementState.cs.
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get |
Gets a value indicating whether the object is in motion.
Definition at line 46 of file MovementState.cs.
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getset |
Linear damping per second in [0..1]. 0 = no damping. Apply as v *= (1 - LinearDamping * dt) in the controller. Only affects integrated movement (not scripted).
Definition at line 41 of file MovementState.cs.
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getset |
Max speed in current MotionSpace units per second (null = no cap).
Definition at line 34 of file MovementState.cs.
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get |
What unit system these values are expressed in. Grid = tile units; Pixel = screen pixels. This may differ from the IMovable.PositionSpace in some cases (e.g., a Pixel-based mover following Grid-based Sprite, etc.).
Definition at line 19 of file MovementState.cs.
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getset |
Velocity in current MotionSpace units per second.
Definition at line 24 of file MovementState.cs.