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    Interface IGameState

    The game state. This is the entry point for all "changing" things in the game.

    Inherited Members
    IRoomProvider.Room
    Namespace: AGS.API
    Assembly: AGS.API.dll
    Syntax
    public interface IGameState : IRoomProvider

    Properties

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    Cursor

    Gets or sets the mouse cursor.

    Declaration
    IObject Cursor { get; set; }
    Property Value
    Type Description
    IObject

    The mouse cursor.

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    Cutscene

    Controls the cutscenes.

    Declaration
    ICutscene Cutscene { get; }
    Property Value
    Type Description
    ICutscene

    The cutscene.

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    DuringRoomTransition

    Gets a value indicating whether there is an on-going room transition.

    Declaration
    bool DuringRoomTransition { get; }
    Property Value
    Type Description
    System.Boolean

    true if during room transition; otherwise, false.

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    FocusedUI

    Gets the UI controls which are currently getting focus (for example if a yes/no dialog pops up, it's focused and "takes" away the input from the game. If a text box is currently in use, it's focused and "takes" away keyboard input from the game.

    Declaration
    IFocusedUI FocusedUI { get; }
    Property Value
    Type Description
    IFocusedUI

    The focused user interface.

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    GlobalVariables

    Custom properties that you can use for the entire game, to set custom behaviors. For example, you can add a "Score" variable here, to keep the game score.

    Declaration
    ICustomProperties GlobalVariables { get; }
    Property Value
    Type Description
    ICustomProperties

    The global variables.

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    Paused

    Pause or resume the game. If the game is paused the state of the game will not update.

    Declaration
    bool Paused { get; set; }
    Property Value
    Type Description
    System.Boolean

    true if paused; otherwise, false.

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    Player

    The player character.

    Declaration
    ICharacter Player { get; set; }
    Property Value
    Type Description
    ICharacter

    The player.

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    Rooms

    All of the rooms in the game.

    Declaration
    IAGSBindingList<IRoom> Rooms { get; }
    Property Value
    Type Description
    IAGSBindingList<IRoom>

    The rooms.

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    RoomTransitions

    Controls the room transitions (animation effects when moving between rooms).

    Declaration
    IRoomTransitions RoomTransitions { get; }
    Property Value
    Type Description
    IRoomTransitions

    The room transitions.

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    SecondaryViewports

    Allows adding multiple viewports to the game (so you can have split-screen functionality, for example, or having a TV in one room showing things happenning in another room).

    Declaration
    IAGSBindingList<IViewport> SecondaryViewports { get; }
    Property Value
    Type Description
    IAGSBindingList<IViewport>

    The secondary viewports.

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    Speed

    The speed of the game's updates. This is listed in percentage from 60 FPS. By default, this is 100, so 100% of 60 FPS which is 60 FPS. For 30 FPS, put 50 as your speed. Note that this is the target FPS, the target which the engine will attempt to accomplish, there is no guarantee that it will actually succeed, though (that depends on the hardware and on how much resource-heavy is your game.

    Declaration
    int Speed { get; set; }
    Property Value
    Type Description
    System.Int32

    The speed.

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    UI

    All of the non-room objects in the game. Those are usually GUIs which stay on the screen even if you switch between rooms (like the top bar, a hotspot label, inventory window, menus, etc).

    Declaration
    IConcurrentHashSet<IObject> UI { get; }
    Property Value
    Type Description
    IConcurrentHashSet<IObject>

    The user interface.

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    Viewport

    The viewport decides what part of the room is actually seen on screen, and also where it's projected on the screen..

    Declaration
    IViewport Viewport { get; }
    Property Value
    Type Description
    IViewport

    The viewport.

    Methods

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    All<TEntity>()

    Returns all entities of the specified type.

    Declaration
    IEnumerable<TEntity> All<TEntity>()
        where TEntity : class, IEntity
    Returns
    Type Description
    System.Collections.Generic.IEnumerable<TEntity>

    All entities of the specified type.

    Type Parameters
    Name Description
    TEntity

    The entity type.

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    ChangeRoomAsync(IRoom, Action)

    Changes the game's room to a new room. This will trigger the room transition, and then switch the camera to render the new room.

    Declaration
    Task ChangeRoomAsync(IRoom newRoom, Action afterTransitionFadeOut = null)
    Parameters
    Type Name Description
    IRoom newRoom

    New room.

    System.Action afterTransitionFadeOut

    A possible callback which triggers after the fade out of the old room, but before the fade in of the new room.

    Returns
    Type Description
    System.Threading.Tasks.Task

    A task that can be awaited for the room switch to complete.

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    Clean()

    Disposes resources for all current rooms and objects. This is called by the engine when loading a new game.

    Declaration
    void Clean()
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    CopyFrom(IGameState)

    Overrides this state from another state. This is called by the engine when loading a new game.

    Declaration
    void CopyFrom(IGameState state)
    Parameters
    Type Name Description
    IGameState state

    State.

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    Find<TEntity>(String)

    Find the entity with the specified id and type.

    Declaration
    TEntity Find<TEntity>(string id)
        where TEntity : class, IEntity
    Parameters
    Type Name Description
    System.String id

    The entity's unique identifier.

    Returns
    Type Description
    TEntity

    The entity if found, null if no entity exists with that id.

    Type Parameters
    Name Description
    TEntity

    The entity's type.

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    GetSortedViewports()

    Gets the viewports sorted (in ascending order) by their Z index.

    Declaration
    List<IViewport> GetSortedViewports()
    Returns
    Type Description
    System.Collections.Generic.List<IViewport>

    The sorted viewports.

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