Hey you! If you notice any undocumented parts of vx, please let me know! That, or put the changes in and tell me about it.
[edit] Objects and singletons
[edit] Objects
These are objects that vx uses to wrap raw LuaVerge code. You create instances of them, and then you can manipulate them through their attributes and methods.
vx.Image
- A graphical image handle that performs drawing operations and software graphics manipulations.
vx.FilterEffect
vx.Font
- A bitmap font handle that can do a bunch of printing operations.
vx.Sound
- A non-looping sound effect that can be played across several channels.
vx.Song
- A looping music track that can be played, and has moderately advanced seeking and pausing capabilities.
vx.Socket
- A network socket that allows communication with remote clients.
vx.Sprite
- A sprite handle, which can be used for things like particle effects and lightweight entities. Somewhat advanced, but powerful.
vx.Entity
- An entity handle, which interacts with the map it is placed in, and has a CHR spritesheet.
vx.File
- A file handle, which can either read from or write to the disk.
vx.FileMode
- This table contains all the modes possible when opening a file.
vx.SeekMode
- This table contains options that affect the behaviour of the
vx.File:Seek method.
[edit] Internal classes
These are internal classes for which instances are provided by vx already, and you can't create yourself. They are variables contained in the vx namespace.
vx.Map
- A singleton object that handles all map interaction.
vx.Camera
- A singleton object that handles all the camera interaction
vx.Button
- An internal object that represents some button's state.
vx.Clock
- A singleton object that handles timing operations.
vx.Music
- A singleton object that handles the "simple" music interaction
Most of the objects that vx gives you are made possible through the class system that comes with vx. It allows object-orientation, and better data encapsulation of the raw internals that Verge has.
There are also a few low-level details behind-the-scenes to help in the binding. I haven't bothered explaining these yet, because they're over the heads of a lot of people. But you can check out the vx source if you want to look at the full gritty details.