1.7 KiB
mkxp extenions for Dancing Dragon Games / Symphony of War
Graphics.resize_window(width, height, recenter)
width: Integer
height: Integer
recenter: Boolean, false by default
returns: nil
Resizes the game window to width x height. If recenter
is true, also center the window on the current screen.
Bitmap.write_to_png(filename)
filename: String
returns: self
Writes the contents of the bitmap to filename
, in PNG format.
Bitmap.v_flip() / .h_flip()
returns: nil
Flips the bitmap image vertically / horizontally.
Input.scroll_v()
returns: Integer
Returns the cumulative amount of scroll events (negative if down, positive if up) inbetween the current and last Input.update
call.
Input::MOUSEX1 / ::MOUSEX2
These two constants representing two extra mouse buttons can be passed to the familiar #press?/#trigger?/#repeat? functions.
MKXP.data_directory()
returns: String
Provides a PC-user-dependant, game-specific path to a writable directory, intended for save states, configuration and similar.
In mkxp.conf
, both dataPathOrg
and dataPathApp
keys need to be set, otherwise it returns a generic directory shared by all mkxp games. It is recommended (though not required) to not put any spaces in the config strings.
Real life example:
dataPathOrg=dancingdragon
dataPathApp=skyborn
MKXP.mouse_in_window()
returns: Boolean
Returns true if the mouse cursor is currently within the game window, false otherwise.
Arbitrary key states
Use MKXP.raw_key_states
to get the current byte array of keystates, then call #getbyte(scancode)
with scancode
being one of the constants defined in SDL_scancode_map.rb
. 0 means the key is released, 1 that it is pressed.