func camera(self: Game): auto {...}{.inline, raises: [], tags: [].}
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func clearColor(self: Game): auto {...}{.inline, raises: [], tags: [].}
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func clearColor=(self: Game; value: Color) {...}{.inline, raises: [], tags: [].}
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func isRunning(self: Game): auto {...}{.inline, raises: [], tags: [].}
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func shouldCloseAudio(self: Game): auto {...}{.inline, raises: [], tags: [].}
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func shouldCloseAudio=(self: Game; value: bool) {...}{.inline, raises: [], tags: [].}
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func title(self: Game): auto {...}{.inline, raises: [], tags: [].}
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func title=(self: Game; value: string) {...}{.inline, raises: [], tags: [].}
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func screenSize(self: Game): auto {...}{.inline, raises: [], tags: [].}
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func newGame(title: string = DefaultTitle): Game {...}{.raises: [], tags: [].}
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func executeOnSystems(self: Game; predicate: proc (system: System)) {...}{.
raises: [], tags: [].}
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func deregisterComponent(self: Game; component: Component): bool {...}{.
raises: [KeyError], tags: [].}
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func deregisterEntity(self: Game; entity: Entity): bool {...}{.raises: [KeyError],
tags: [].}
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func deregisterSystem(self: Game; system: System): bool {...}{.raises: [], tags: [].}
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func registerEntity(self: Game; entity: Entity): bool {...}{.raises: [KeyError],
tags: [].}
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func registerComponent(self: Game; component: Component): bool {...}{.
raises: [KeyError], tags: [].}
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func registerSystem(self: Game; system: System): bool {...}{.raises: [KeyError],
tags: [].}
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func setClearColor(self: Game; clearColor: Color) {...}{.raises: [], tags: [].}
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func quit(self: Game) {...}{.raises: [], tags: [].}
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func run(self: Game) {...}{.raises: [], tags: [].}
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func run(self: Game; commandChannel: ptr Channel[CommandKind]) {...}{.
raises: [ValueError], tags: [].}
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