Classes
Complete reference for all classes in Kraken Engine.
Comprehensive documentation for all classes available in Kraken Engine. Each class page includes constructor signatures, methods, properties, and usage examples.
Animation & Visual Effects
- AnimationController - Manages and controls sprite animations with multiple animation sequences
- Effect - Base class for timeline effects (not directly instantiable, accessed via fx submodule)
- Orchestrator - Timeline animator for Transform objects
- SheetStrip - A descriptor for one horizontal strip (row) in a sprite sheet
Audio
- Audio - A decoded audio object that supports multiple simultaneous playbacks
- Sample - A sound effect sample loaded entirely into memory
- Stream - A streaming audio resource intended for long music files
Graphics & Rendering
- Camera - Represents a 2D camera used for rendering
- Color - Represents an RGBA color
- Font - A font typeface for rendering text
- Mask - A collision mask for pixel-perfect collision detection
- PixelArray - Represents a 2D pixel buffer for image manipulation and blitting operations
- Text - A text object for rendering text to the active renderer
- Texture - Represents a hardware-accelerated image that can be efficiently rendered
- Vertex - A vertex with position, color, and texture coordinates
Shapes
- Anchor - Anchor positions returning Vec2 values for alignment
- Capsule - A shape defined by a line segment and a radius
- Circle - Represents a circle shape with position and radius
- Line - A 2D line segment defined by two points: A and B
- Polygon - Represents a polygon shape defined by a sequence of points
- Rect - Represents a rectangle with position and size
Physics
- World - The main container for physics simulation
- Body - Base class for physics bodies (Rigid, Static, Character)
- RigidBody - A physics body influenced by forces and collisions
- StaticBody - A physics body that does not move but can be collided with
- CharacterBody - A specialized body for kinematic character movement
- CastHit - Result of a ray or shape cast in the physics world
- Collision - Information about a contact point between two bodies
- Joint - Base class for constraints between two bodies
- DistanceJoint - Maintains a fixed distance between two points on two bodies
- RevoluteJoint - Constrains two bodies to share a common point (a hinge)
- PrismaticJoint - Limits movement to a single axis
- WeldJoint - Locks two bodies together as if they were one
- WheelJoint - A joint for simulating vehicle wheels with suspension
- MotorJoint - Controls the relative motion between two bodies
- MouseJoint - Used to pull a body towards a target point (mouse cursor)
- FilterJoint - A joint used to filter collisions between two bodies
Shaders
- ShaderState - Encapsulates a GPU shader and its associated render state
- ShaderUniform - Base model for shader uniform data structures
Tile Maps & Objects
- ImageLayer - ImageLayer displays a single image as a layer
- Layer - Layer is the base class for all tilemap layers
- Map - A TMX map with access to its layers and tilesets
- MapObject - MapObject represents a placed object on an object layer
- ObjectGroup - ObjectGroup is a layer containing placed MapObjects
- TextProperties - TextProperties holds styling for text objects on the map
- TileLayer - TileLayer represents a grid of tiles within the map
- TileSet - TileSet represents a collection of tiles and associated metadata
Events
- Event - Represents a single input event such as keyboard, mouse, or gamepad activity
Input
- InputAction - Represents a single input trigger such as a key, mouse button, or gamepad control
Math & Utilities
- EasingAnimation - A class for animating values over time using easing functions
- PolarCoordinate - PolarCoordinate models a polar coordinate pair
- Timer - A timer for tracking countdown durations with pause/resume functionality
- Transform - Transform represents a 2D transformation with position, rotation, and scale
- Vec2 - A 2D vector representing Cartesian coordinates
For standalone functions, see the Functions reference.