RedGreenBlue
Detro class list:
-DB - the base class for nearly everything in detro
-DBase - the app constructor
-DButton - buttons
-DEmitter - particle emitter
-DObject - displayed objects, handles key input (subject to change)
-DParticle - works with DEmitter
-DServer - easy to use server setup, still a W.I.P
-DSound - loads/plays sound
-DWorld - the current state of the app
-DTileMap - A tilemapping system
-DDelay - used to call functions after so many frames
-DPoint - a simplistic version of flash’s Point class
-DRectangle - a simplistic version of flash’s Rectangle class
-DWeapon - a W.I.P weapon class for games, still a lot to be done
*utils:
-Filters - holds some custom filters
-Key - contains most ascii codes for the keys
Detro is a flash 3rd party engine that includes:
- Smooth movement.
- Extremely easy to use image loading and animation.
- Import and play sounds with ease.
- Built in tile-map system.
- Objects used in Detro extend from sprites giving them much more expansive functions.
- fairly high performance, started to lag on a 2007 netbook (w/bad gc) at 6k objects on the screen all at once in different directions with a 10 fps drop.
- much more to be revealed later
Detro was made by one man, well teenager, myself Casey MacNeil and was inspired by the popular flash engine “Flixel”, i liked how flixel worked but i felt it was missing some things and i thought “Hey, why not make my own game engine that has most of the capabilities of flixel but giving the user more control.”, thus Detro was born. Detro now has two people on it: Casey MacNeil, and Dalton Leavey.
I will be putting up a entire list later tonight or tomorrow morning.