Chroma Engine

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    • Chroma
      • Audio
      • AudioSource
      • BoxCollider
      • Camera
      • CircleCollider
      • Color
      • Component
      • Coroutine
      • Coroutine.CoroutineFunction
      • Entity
      • ExecutionOrder
      • Input
      • Input.ConnectionState
      • Input.Gamepad
      • Input.GamepadAxis
      • Input.GamepadButton
      • Input.JoystickHatState
      • Input.Key
      • Input.Mouse
      • Log
      • Mathf
      • ParticleEmitter
      • RuntimeException
      • Scene
      • SpriteRenderer
      • StateMachine<T>
      • Time
      • Transform
      • Vector2
      • Vector3
      • Vector4

    Chroma API

    Welcome to the Chroma API Documentation. The Chroma Engine features a full C# API system, which may be referenced here.

    using System.Collections;
    using Chroma;
    
    
    namespace MyGame
    {
        //All game objects by default extend the Entity class.
        //The entity class provides methods for accessing object data, components, and behavior.
        public class MyEnemy : Entity
        {
            //Public fields will be visible within the editor.
            public float Speed = 10.0f;
    
            //Private references
            private Transform _transform;
            private SpriteRenderer _spriteRenderer;
    
            //This function will be called at the beginning of the Scene.
            public override void Init()
            {
                //This will write a string to the console.
                Log.Info("I am a flea");
    
                //This retrieves a reference to this Entity's Transform Component.
                //It is recommended to retrieve components during initialization instead of runtime.
                _transform = GetComponent<Transform>();
            }
    
            //This function will run once per frame, at a variable rate.
            public override void Update()
            {
                //Here we modify the position to move the enemy to the right.
                //Note we use Time.DeltaF here to take into account the time since the last frame occurred.
                _transform.Position = _transform.Position + new Vector2(1, 0) * Speed * Time.DeltaF;
    
                Log.Info("My position is {0}", _transform.Position);
            }
    
        }
    }
    
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