============== Code Reference ============== Please follow the topic in this category to understand how to program games using the Xentu game engine. | Main Topics =========== .. toctree:: :titlesonly: lua-code-reference/introduction lua-code-reference/coding-concepts | | Engine Keywords =============== Xentu provides various *keywords* to Lua which act as your way of communicating and controlling the behavior of the engine. In this section we will look at what each of the keywords are provided, and how to use them. The following sections are in order of importance: .. toctree:: :titlesonly: lua-code-reference/the-game-keyword lua-code-reference/the-assets-keyword lua-code-reference/the-renderer-keyword lua-code-reference/the-audio-keyword lua-code-reference/the-keyboard-keyword lua-code-reference/the-mouse-keyword lua-code-reference/the-viewport-keyword lua-code-reference/the-config-keyword | | Engine Classes And Structs ========================== Xentu also has a number of complex data types. Classes are those types that live in the C++ world exposing features to your code, where as Structs are native and more lightweight Lua objects. .. toctree:: :titlesonly: lua-code-reference/the-color-struct lua-code-reference/the-font-struct lua-code-reference/the-scene-class lua-code-reference/the-sprite-struct lua-code-reference/the-spritemap-class lua-code-reference/the-tilemap-class lua-code-reference/the-tilemaplayer-class lua-code-reference/the-tilemapobject-class | |