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AnimationController
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Circle
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Color
DistanceJoint
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Event
FilterJoint
Flip (Texture)
Font
ImageLayer
InputAction
Joint
Layer
Line
Map
MapObject
Mask
MotorJoint
MouseJoint
ObjectGroup
Orchestrator
PixelArray
PolarCoordinate
Polygon
PrismaticJoint
Rect
RevoluteJoint
RigidBody
Sample
Sampler
Shader
SheetStrip
StaticBody
Stream
Style
Terrain (TileSet)
Text
TextProperties
Texture
Tile (TileLayer)
Tile (TileSet)
TileLayer
TileResult (TileLayer)
TileSet
Timer
Transform
Tween
Vec2
Vertex
WeldJoint
WheelJoint
World

Built bydurkisneer1.Kraken Engine is open source and available onGitHub.

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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 (access via the fx submodule)
  • Orchestrator - Timeline animator for Transform objects
  • SheetStrip - 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

  • Batcher - GPU draw batching helper for preallocating draw memory and improving throughput
  • 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
  • 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

  • Sampler - Describes sampling parameters for reading textures in shaders
  • Shader - Encapsulates a GPU shader and its associated render state

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

  • 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
  • Tween - A class for interpolating values over time with various easing functions
  • Vec2 - A 2D vector representing Cartesian coordinates

For standalone functions, see the Functions reference.

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