The [x,y] coordinates of the bottom right point
The [x,y] coordinates of the top left point
Base parameters for gdjs.BBTextRuntimeObject
The base parameters of the BBText
Alignment of the text: "left", "center" or "right"
The color of the text
The font of the text
The size of the text
The opacity of the BBText
Content of the text
Deprecated - Is the text visible?
Activate word wrap if set to true
Base parameters for gdjs.BitmapTextRuntimeObject
The base parameters of the Bitmap Text
Alignment of the text.
The name of the resource containing the bitmap font for the text.
The opacity of the text.
The scale of the text.
Content of the text.
The name of the resource containing the atlas image file for the text.
The tint of the text.
Activate word wrap if set to true.
Wrapping with from custom size properties.
The callback called when a json that was requested is loaded (or an error occurred).
The base parameters of light object.
A string representing color in hexadecimal format.
true if the light objects shows debug graphics, false otherwise.
The radius of light object.
A string representing the name of texture used for light object.
The bottom margin
The object height
The left margin
The right margin
The name of the resource containing the texture to use
Are the central part and borders tiled?
The top margin
The object width
Destroy the object when there is no particles?
Cone spray angle (degrees)
Particle min rotation speed (degrees/second)
Particle max rotation speed (degrees/second)
Resource name for image in particle
Represents a color in RGB Format
The Blue component of the color, from 0 to 255.
The Green component of the color, from 0 to 255.
The Red component of the color, from 0 to 255.
Options given to the game at startup.
Check if, in some exceptional cases, we allow authentication to be done through a iframe. This is usually discouraged as the user can't verify that the authentication window is a genuine one. It's only to be used in trusted contexts.
Any capture that should be done during the preview.
If set, the game will send crash reports to GDevelop APIs.
The path to require @electron/remote
module.
This is only useful in a preview, where this can't be required from
@electron/remote
directly as previews don't have any node_modules.
On the contrary, a game packaged with Electron as a standalone app
has its node_modules.
This can be removed once there are no more dependencies on
@electron/remote
in the game engine and extensions.
If set, the game should use the specified environment for making calls to GDevelop APIs ("dev" = development APIs).
if true, force fullscreen.
The token to use by the game engine when requiring any resource stored on GDevelop Cloud buckets. Note that this is only useful during previews.
The GDevelop version used to build the game.
The name of the external layout to create in the scene at position 0;0.
if true, game is run as a preview launched from an editor.
if true, preview is launched from GDevelop native mobile app.
If set, this data is used to authenticate automatically when launching the game. This is only useful during previews.
Arbitrary string explaining in which context the game is being played.
if true, export is a partial preview without events.
The template slug that was used to create the project.
Script files, used for hot-reloading.
The source game id that was used to create the project.
The address of the debugger server, to reach out using WebSocket.
The port of the debugger server, to reach out using WebSocket.
Identify a script file, with its content hash (useful for hot-reloading).
The hash of the script file content.
The path for this script file.
Initial properties for a for gdjs.ShapePainterRuntimeObject.
Use absolute coordinates?
The type of anti-aliasing to apply at rendering.
Clear the previous render before the next draw?
The color of the inner part of the painted shape
The opacity of the inner part of the painted shape, from 0 to 255
The color of the outline of the painted shape
The opacity of the outline of the painted shape, from 0 to 255
The size of the outline of the painted shape, in pixels.
The callback called when a text that was requested is loaded (or an error occurred).
Represents the data of a gdjs.SpriteAnimation.
The list of SpriteDirectionData representing gdjs.SpriteAnimationDirection instances.
The name of the animation.
Does the animation use multiple gdjs.SpriteAnimationDirection?
Represents all the information needed to synchronize the animations of an object.
Represents the center point in a frame.
Is the center automatically computed?
Name of the point.
X position of the point.
Y position of the point.
Represents a custom point in a frame.
Name of the point.
X position of the point.
Y position of the point.
Represents the data of a gdjs.SpriteAnimationDirection.
Is the animation looping?
The list of frames.
Time between each frame, in seconds.
Represents a gdjs.SpriteAnimationFrame.
The center of the frame.
The collision mask if it is custom.
Is The collision mask custom?
The resource name of the image used in this frame.
The origin point.
The points of the frame.
Represents the data of a gdjs.SpriteRuntimeObject.
The list of SpriteAnimationData representing gdjs.SpriteAnimation instances.
The scale applied to object to evaluate the default dimensions
Update the object even if he is not visible?.
Represents a point in a coordinate system.
X position of the point.
Y position of the point.
Base parameters for gdjs.TextRuntimeObject
Is Bold?
The size of the characters
The text color in an RGB representation
The font name
Is Italic?
The outline color in an RGB representation
The shadow color in an RGB representation
The text of the object
Is Underlined?
Initial properties for a Tiled Sprite object
Default height of the object, if the instance has no custom height.
Default width of the object, if the instance has no custom width.
The initial properties for gdjs.VideoRuntimeObject
The base parameters of the video
Does the video loops itself?
The opacity of the video
Name of the resource corresponding to the video
The volume of the video
Base64 encoded logo of GDevelop for the splash screen.
Generate a UUID v4.
The MultiplayerMessageManager used by the game.
Main function to send messages to other players, via P2P. Takes into account the simulation of network latency and packet loss.
The MultiplayerVariablesManager used by the game.
Copy the element for the first array into the second array, so that both array contains the same elements.
The source array
The destination array
a promise resolved when all all third party libraries, which need to be loaded before the game startup, are loaded. If a library fails loading, this will be rejected.
Get the constructor of a behavior.
The name of the type of the behavior.
Get the constructor of an object.
The name of the type of the object.
Convert a Hex number to a RGB color object ({r,g,b,a} with each component going from 0 to 255 and alpha set to 255).
Convert a Hex number to a RGB color array([r,g,b] with each component going from 0 to 255).
Convert a Hex string (#124FE4) to an RGB color array [r, g, b], where each component is in the range [0, 255].
Create a new MultiplayerMessageManager.
In most cases, you should use the default gdjs.multiplayerMessageManager
instead.
Main function to send messages to other players, via P2P. Takes into account the simulation of network latency and packet loss.
the relative margin error
true when a and b are within a relative margin error.
Return a new array of objects that is the concatenation of all the objects passed as parameters.
Get a random integer between 0 and max.
The maximum value (inclusive).
Get a random float in the range 0 to less than max (inclusive of 0, but not max).
The maximum value (exclusive).
Get a random float between min and max
The minimum value (inclusive).
The maximum value (exclusive).
Get a random integer between min and max.
The minimum value (inclusive).
The maximum value (inclusive).
Get a random number between min and max in steps
The minimum value (inclusive).
The maximum value (inclusive).
The interval between each value.
Register a promise which will be resolved when a third party library has finished loading (and is required to load before launching the game).
This method must be called by any library that loads asynchronously.
Register a runtime behavior (class extending gdjs.RuntimeBehavior) that can be used by a gdjs.RuntimeObject.
The type of the behavior must be complete, with the namespace of the extension. For example, if you are providing a Draggable behavior in the DraggableBehavior extension, the full name of the type of the behavior is "DraggableBehavior::Draggable".
The name of the type of the behavior.
The constructor of the Object.
Register a function to be called when the first gdjs.RuntimeScene is loaded, after resources loading is done. This can be considered as the "start of the game".
The function to be called.
Register a runtime object (class extending gdjs.RuntimeObject) that can be used in a scene.
The name of the type of the object must be complete, with the namespace if any. For example, if you are providing a Text object in the TextObject extension, the full name of the type of the object is "TextObject::Text".
The name of the type of the Object.
The constructor of the Object.
Register a function to be called when an object is deleted from a scene.
The function to be called.
Register a function to be called when a scene is loaded.
The function to be called.
Register a function to be called when a scene is paused.
The function to be called.
Register a function to be called each time a scene is stepped (i.e: at every frame), after events are run and before rendering.
The function to be called.
Register a function to be called each time a scene is stepped (i.e: at every frame), before events are run.
The function to be called.
Register a function to be called when a scene is resumed.
The function to be called.
Register a function to be called when a scene is unloaded. The objects and renderer are now destroyed - it is not safe to do anything apart from releasing resources.
The function to be called.
Register a function to be called when a scene unload started. This is before the object deletion and renderer destruction. It is safe to manipulate these. It is not be safe to release resources as other callbacks might do operations on objects or the scene.
The function to be called.
Convert a RGB string ("rrr;ggg;bbb") or a Hex string ("#rrggbb") to a RGB color number.
The color as a RGB string or Hex string
Convert a RGB string ("rrr;ggg;bbb") or a Hex string ("#rrggbb") to a RGB color array ([r,g,b] with each component going from 0 to 255).
The color as a RGB string or Hex string
Convert a RGB object to a Hex string.
No "#" or "0x" are added.
Red
Green
Blue
Convert a RGB object to a Hex number.
Red
Green
Blue
Convert a shorthand Hex string (#1F4) to an RGB color array [r, g, b], where each component is in the range [0, 255].
Create a static array that won't need a new allocation each time it's used.
The owner of the Array.
Create a second static array that won't need a new allocation each time it's used.
The owner of the Array.
Create a static object that won't need a new allocation each time it's used.
The owner of the Array.
Convert an angle in radians to degrees.
The angle in radians.
Convert an angle in degrees to radians.
The angle in degrees.
Keep this function until we're sure now client is using it anymore.
Generated using TypeDoc
An axis-aligned bounding box. Used to represents a box around an object for example.