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Gondwana Game Engine
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, mobile, and web platforms using SkiaSharp for graphics and NAudio for sound.
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Represents an object that can be drawn on a visual surface, with properties for visibility and stacking order. More...
Public Member Functions | |
| RectangleF | GetDrawLocationScreen (View view) |
| Computes the object's destination rectangle in SCREEN pixels for rendering on the Backbuffer, using the provided View to project from world-space. | |
| void | Draw (BackbufferBase backbuffer, RectangleF destRectScreen) |
| Draws the object to the Backbuffer using the provided SCREEN-space destination rectangle. The rectangle is assumed to already be projected into screen-space; no world-to-screen conversion should occur within this method. | |
Properties | |
| Guid | Id [get] |
| Auto-assigned unique identifier for the object. | |
| string? | Nickname [get] |
| Optional human-readable name associated with the object. | |
| bool | Visible [get] |
| Gets a value indicating whether the object is visible. | |
| int | ZOrder [get] |
| Gets the z-order of the element, which determines its visual stacking order relative to other elements. Higher z-order values are drawn on top of lower ones. | |
Represents an object that can be drawn on a visual surface, with properties for visibility and stacking order.
The IDrawable interface defines the contract for drawable objects, including a unique identifier, optional nickname, visibility state, and z-order for determining the drawing order. Implementations of this interface must provide a mechanism to render the object via the Draw method.
| void Gondwana.Drawing.IDrawable.Draw | ( | BackbufferBase | backbuffer, |
| RectangleF | destRectScreen ) |
Draws the object to the Backbuffer using the provided SCREEN-space destination rectangle. The rectangle is assumed to already be projected into screen-space; no world-to-screen conversion should occur within this method.
| backbuffer | The Backbuffer to draw onto. |
| destRectScreen | The destination rectangle in absolute SCREEN pixel coordinates on the Backbuffer. |
Implemented in Gondwana.Drawing.Direct.DirectComposite, Gondwana.Drawing.Direct.DirectDrawingBase, and Gondwana.Drawing.Tile.
| RectangleF Gondwana.Drawing.IDrawable.GetDrawLocationScreen | ( | View | view | ) |
Computes the object's destination rectangle in SCREEN pixels for rendering on the Backbuffer, using the provided View to project from world-space.
| view | The View providing camera, zoom, parallax, and viewport offsets used to convert the object's world-space bounds into screen-space. |
Implemented in Gondwana.Drawing.Direct.DirectComposite, Gondwana.Drawing.Direct.DirectDrawingBase, and Gondwana.Drawing.Tile.
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Auto-assigned unique identifier for the object.
Implemented in Gondwana.Drawing.Direct.DirectComposite, Gondwana.Drawing.Direct.DirectDrawingBase, and Gondwana.Drawing.Tile.
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get |
Optional human-readable name associated with the object.
Implemented in Gondwana.Drawing.Direct.DirectComposite, Gondwana.Drawing.Direct.DirectDrawingBase, and Gondwana.Drawing.Tile.
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Gets a value indicating whether the object is visible.
Implemented in Gondwana.Drawing.Direct.DirectComposite, Gondwana.Drawing.Direct.DirectDrawingBase, and Gondwana.Drawing.Tile.
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get |
Gets the z-order of the element, which determines its visual stacking order relative to other elements. Higher z-order values are drawn on top of lower ones.
Implemented in Gondwana.Drawing.Direct.DirectComposite, Gondwana.Drawing.Direct.DirectDrawingBase, Gondwana.Drawing.Sprites.Sprite, Gondwana.Drawing.Tile, and Gondwana.Scenes.SceneLayerTile.