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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Gondwana.Movement Namespace Reference

Namespaces

namespace  Easing
namespace  Scripted

Classes

interface  IMovable
 Defines an object that can be moved within a specific coordinate space. More...
interface  IMovableOnSceneLayer
 Implemented by grid-space IMovable objects that belong to a specific Scenes.SceneLayer. More...
class  MovementController
 Central controller responsible for managing all movement modes for a single IMovable object. Combines three systems:

  • Follow – hard/soft following of pixel or grid targets.
  • Scripted – tween or constant-speed motion toward a destination.
  • Integrated – free physics-style integration (velocity and acceleration).

The controller automatically selects the correct behavior each frame internally through AdvanceMovement(float). More...

struct  MovementState
 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...

Enumerations

enum  MovementSpace { Grid , Pixel }
 Specifies the coordinate system used for movement calculations and updates. More...

Enumeration Type Documentation

◆ MovementSpace

Specifies the coordinate system used for movement calculations and updates.

Enumerator
Grid 

Movement is in a scene's grid/tile coordinate system.

Pixel 

Movement is in pixel coordinates relative to the rendering layer.