Old API
Before the easy API, the code reached the scene and the input through longer paths. All of that still works: the easy API adds to the old one.
| Before | Now (easy API) |
|---|---|
scene().spawn<Bullet>(x, y) |
spawn<Bullet>(x, y, "Instancias") |
scene().all<Enemy>() with a for |
each<Enemy>([](Enemy& e) { ... }) |
scene().count<Enemy>() |
count<Enemy>() |
Input::held(Key::Left) |
held(Key::Left) |
Input::pressed(Key::Space) |
pressed(Key::Space) |
Input::mouseX() |
mouseX() |
touching<Enemy>() |
findAt<Enemy>(x, y) |
touching<Wall>(x + 2, y) != nullptr |
collidesAt<Wall>(x + 2, y) |
brasa::goToScene("Level2") |
goTo("Level2") |
a counter decremented in onUpdate |
after(steps, ...) |
a random function of your own (such as randomRange) |
random(a, b) |
What only exists in the old form
Section titled “What only exists in the old form”scene()gives access to the current scene: the camera (scene().camera), the size (scene().width,scene().height), the background color andscene().alive(), the list of all the instances.Input::mouseGuiX()andInput::mouseGuiY(): the mouse in screen coordinates, for menus.- Free functions, outside objects, use the prefix:
brasa::goToScene,brasa::quit.
