This class represents the configuration of the game. It is referenced when the game is first created to set its initial dat
Variable Summary Table
|boolean resizable||If true, the window will be resizabl|
|boolean vSyncEnabled||If true, the application will use vSyn|
|boolean enableAccessibility||Whether or not the game should support accessibility devices, such as screen readers. This value is true by default. This value must be set before starting the game to have any effect -- changing it after will do nothin|
|number minimumFrameDelay||If limitFramesPerSecond is true, this value represents the minimum number of seconds the engine should wait between frames. Having a minimum delay between frames gives screen readers and other accessibility technologies a greater opportunity to collect information from the system. If this value is set to 0, then the engine will only delay as much as necessary to hit the target frame rate. The default value is 0.01 second|
|number multipleClickTimer||The maximum number of seconds allowed between each mouse click before the click is no longer considered related to the previous click. This is used for things such as double-click inpu|
|Libraries.Game.Graphics.Color initialBackgroundColor||The starting color of the window while the Game is loadin|
|integer height||The initial height of the application scree|
|integer y||Initial y coordinate where the window will appear on screen. -1 for cente|
|integer targetFramesPerSecond||Target framerate when "limitFramesPerSecond" is set to true. The default value is 7|
|Libraries.Game.ScreenResolution defaultResolution||The ScreenResolution to use when the game launches. If left undefined, the game will create a window using the configuration's given width and heigh|
|boolean limitFramesPerSecond||Whether or not the game engine should limit the total frames rendered per second. If this is false, the engine will attempt to render as many frames as possible, which can potentially waste CPU time, consume more power, and adversely affect how screen readers interact with the application. If this value is set to true, the engine will try to limit the frames rendered to the targetFramesPerSecond value. This value is true by defaul|
|integer width||The initial width of the application scree|
|boolean maximized||Whether or not the window should be maximized when launched. This only works if the window isn't fullscreen. By default, this value is fals|
|text title||The title of the applicatio|
|boolean autoResizeTextures||If true, the textures will automatically be resized when the window is resize|
|integer x||Initial x coordinate where the window will appear on screen. -1 for cente|
|number multipleKeyPressTimer||The maximum number of seconds allowed between each key press before the press is no longer considered related to the previous key press. This is used for things like capturing double-taps on key|
Actions Summary Table
|Compare(Libraries.Language.Object object)||This action compares two object hash codes and returns an integer.|
|Equals(Libraries.Language.Object object)||This action determines if two objects are equal based on their hash code values.|
|GetHashCode()||This action gets the hash code for an object.|
This action compares two object hash codes and returns an integer. The result is larger if this hash code is larger than the object passed as a parameter, smaller, or equal. In this case, -1 means smaller, 0 means equal, and 1 means larger. This action was changed in Quorum 7 to return an integer, instead of a CompareResult object, because the previous implementation was causing efficiency issues.
Object o Object t integer result = o:Compare(t) //1 (larger), 0 (equal), or -1 (smalle
- Libraries.Language.Object: The object to compare to.
integer: The Compare result, Smaller, Equal, or Larger.
This action determines if two objects are equal based on their hash code values.
use Libraries.Language.Object use Libraries.Language.Types.Text Object o Text t boolean result = o:Equals(
- Libraries.Language.Object: The to be compared.
boolean: True if the hash codes are equal and false if they are not equal.
This action gets the hash code for an object.
Object o integer hash = o:GetHashCode
integer: The integer hash code of the object.