Celeste Offset of the world coordinates. Whether the level is currently moving to or from another level. Whether the level is Frozen or Paused. Whether the level is able to be paused. Loads the level from the current . Whether this level was loaded from a . Remove all non-global entities in the level.
Global entities are those marked with
Safely unload, then reload the level. Transition to an adjacent level. Remove entities from the level. Entities to remove. Get the spawn point closest to the bottom left of the level. Get the closest spawn point to a point. Get the camera target if the player were at a specified point. The bounds of the level. The bounds of the previous level. Teleport a player to a level. The name of a level in the current map. If set, the spawnpoint nearest to this point will be used. Save the game. Whether the game is currently saving. Open the pause menu. The menu item index to select. Whether to show only some options. Wether to open the quick reset menu. Set the color grade.
See:
The name of the colorgrade.
Gradually change the color grade.
See:
The name of the colorgrade. How quickly to fade.
Shake the screen. Shake duration. Stop the screen shake. Shake the screen in a specific direction. Direction to shake the screen towards. Shake duration. Flash the screen a solid color. Whether the player should render over the flash. Set the zoom multiplier and focus point. Zoom multiplier. Zoom to a point on screen over time. Zoom multiplier. Zoom duration. Zoom from the current focus point to another point on screen over time. Zoom multiplier. Zoom duration. Gradually reset the camera zoom. Zoom duration. Reset the camera zoom. Activate the area-specific .
See Also.
Wipe direction.
When changed, updates any components. Check whether a point is within the camera view. Padding beyond the camera bounds. Enforce the bounds of the level on the player, transitioning to the next level if possible. Check whether an entity is fully contained within the level's bounds. Check whether a point is within the level's bounds. Check whether a point is within the level's bounds. Padding beyond the level bounds. Check whether a point is within the level's bounds. Padding beyond the level bounds. Check whether a point is within the camera view. Padding beyond the camera bounds. Mark the level as being in a cutscene. Action to perform if the cutscene is skipped. Whether to play a if the cutscene is skipped. Whether to end the chapter after the cutscene ends. Whether the zoom value should be reset if skipped. End the current cutscene without skipping. Skip the current cutscene, cleaning up as necessary. End the current cutscene if it is not already being skipped. Register the current area as complete and collect all strawberries. Complete the current area and return to the menu. Whether to use a instead of a . Whether to forego the screenwipe altogether. Whether to not show the chapter complete screen.
Holds information about a specific . Get this entity's nodes with an offset. Get this entity's nodes, beginning with the entity's position, with an offset. Check whether the supplied key exists. Get the value associated with a key. Get the value associated with a key. Get the value associated with a key. Get the value associated with a key. Get the value associated with a key. Get the first Node as a nullable . Get the value of type associated with a key. The type. Get the from the hexadecimal string associated with a key. A semi-unique id for this entity. The name associated with this entity.
Usually set by a .
The level this entity will be added to. Position of the entity within the level. generated from the "originX" and "originY" attributes.
(Unused in vanilla Celeste)
Width of the entity. Height of the entity. Node placements for this entity. Attributes for this entity.
A semi-unique id consisting of the level name and entity id (). An that runs a cutscene when added.
Apply a to load this entity using an .
Read More.
Whether this cutscene is currently active. Whether to play a if the cutscene is skipped. Create a new CutsceneEntity. Whether to play a if the cutscene is skipped. Whether the chapter will be completed after this cutscene.
The CutsceneEntity is still responsible for handling the chapter ending.
Start this cutscene. Mark the completion of the cutscene.
Should be called at the end of the main .
The current . Whether this entity should be removed.
Set up the cutscene, usually to add a new to execute the cutscene within. The current . Clean up after the coroutine has finished.
If necessary, should be checked in case the cutscene was ended prematurely.
The current .
Ease the level's towards a point. The point to move the camera to. Duration of the ease. Type of ease (Default: ) Delay before beginning the ease. Whether the cutscene was ended before completion. Whether this CutsceneEntity should be removed if skipped. Whether the chapter will be completed after this cutscene.
The CutsceneEntity is still responsible for handling the chapter ending.
The this CutsceneEntity was added to.
A named point in a Level.
Can be retrived using .
Read More.
Create a new CutsceneNode entity.
Checks the following attributes:
- nodeName (default: "")
Checks the following attributes:
- nodeName (default: "")
Find a in the current . The name of the node. The name of this node.
An invisible entity that performs an action when the player enters or exits. Whether the player is currently inside the trigger bounds. Called when the player first enters the trigger. Called every frame the player remains in the trigger. Called when the player leaves the trigger. Get the player's position within the trigger as a range from 0-1. The mode used to calculate the lerp. How the position lerp should be calculated. Returns 1f. How close the player is to the center of the trigger, on the X axis. How close the player is to the center of the trigger, on the Y axis. Lerp from top to bottom of the trigger. Lerp from bottom to top of the trigger. Lerp from left to right of the trigger. Lerp from right to left of the trigger. A that performs an action when is changed. Create a new . Invoked when is changed. Invoked when is changed. A that performs an action when the dashes. Create a new . Invoked when the dashes. Unused in vanilla Celeste. A that performs actions while transitioning between s. Create a new . Invoked at the start of a transition into the containing this component. Invoked at the end of a transition into the containing this component. Invoked every frame while transitioning into the containing this component.
Accepts as parameter the progress of the transition from 0-1.
Invoked at the start of a transition out of the containing this component. Invoked every frame while transitioning out of the containing this component.
Accepts as parameter the progress of the transition from 0-1.
A that allows to interact visually with an entity. Creates a new . Used to determine the force of impact against the . Determines the force of impact against the . Vertical offset for drip particles.
Provides static methods for retrieving non-language-secific dialog. Check whether the supplied ID has an associated value. The dialog ID The language to check (Defaults to ) Get the dialog associated with the supplied ID.
Includes metadata ([] and {}).
The dialog ID The language to check (Defaults to )
Get the cleaned dialog associated with the supplied ID.
Does not include metadata ([] and {}).
The dialog ID The language to check (Defaults to )
Parse a time in ticks, and return a formatted time string. Time in ticks. Parse a time in ticks, and return a formatted time string.
Intended for longer time spans.
Time in ticks.
Returns a formatted string for displaying a death count. Number of deaths. The currently selected language. All loaded languages, accessed by id. List of all loaded languages, ordered by id.
Static methods for drawing Button labels. Get the total rendered width of a label and button icon. Displayed text. Displayed button. Draw text and a button icon on screen.
Button icon retrieved using .
Position on screen. Displayed text. Diaplayed button.
An entity representing a screen in the .

Oui components must be added and removed in and .
A parameter-less constructor is required.
The current Overworld. Whether this is the current Oui. Whether this Oui should be the initial one based on the . The current Overworld. The current . Called when entering this Oui using .
Entities and Components should be added to the here.
The previous .
Called when leaving this Oui using .
Entities and Components should be removed from the here.
The next .
Should be set manually in and .
A UI container for a traversable list of s. The selected . Total width of the menu. Total height of the menu. Width of the left column of the menu. Width of the right column of the menu. Index of the first selectable item in the menu. Index of the last selectable item in the menu. Create an empty TextMenu. Add an to this Menu. Remove all Items from the menu. Get the index of an in the menu. An contained in this menu. Set the selection to the first possible . Move the selection to the next possible item. The direction of movement.
(Down is positive)
Recalculate the necessary width and height to hold all Items. Get the Y position of an relative to the menu position. An contained in this menu. Close and remove this . Run , then perform , then close and remove this . A coroutine to run before closing. An action to perform before closing. Target Y position for the menu to keep the current item on screen. Whether the TextMenu is focused, and should accept inputs. Whether the items should be displayed in one or two columns. The current selection index. Spacing between s. The minimum width that this menu will occupy. Alpha value of the items in this menu. Current color of the selected Invoked when is pressed. Invoked when is pressed. Invoked when this menu is updated. Invoked when is pressed. Invoked when this menu is closed. Whether the menu should scroll to keep the selected item on screen. How the items in a TextMenu should be displayed. Abstract parent class for all TextMenu items. Whether this item can be selected. Set the action that will be performed when this item is selected. Set the action that will be performed when this item is unselected. Set the action that will be performed when is pressed with this item selected. Set the action that will be performed when is pressed with this item selected. The total width of this item. Called when is pressed with this item selected. Called when is pressed with this item selected. Called when is pressed with this item selected. Called when this item is added to a . Update the item. The width of the left portion of this item. The width of the right portion of this item. The height of this item. Draw the item. Whether this is an item that can be selected. Whether this item should be visible in the menu. Items that have AboveAll set to true will render above those that have it set to false. Whether this item's selection should be disabled. Whether the width of this item should be included when calculating the width of its . The that contains this item. Activated when this item is selected. Should be activated when this item's value is changed Performed when this item is selected. Performed when this item is unselected. Performed when is pressed with this item selected. Performed when is pressed with this item selected. Performed when this item is updated. A that displays a large label. Create a new . The to display. The displayed text. A that displays a label with padding above. Create a new . The to display. The displayed text. A that displays a toggleable value. The underlying type for each option. Create a new . The display name for this setting. Add an option. The display text for this option. The value of this option. Whether this option should start selected. Set the action that will be invoked when the value changes. The displayed name for this setting. The index of the current selection in . Invoked when the value changes. The previously selected index. The list of label/value pairs. A convenience class for creating a from a => function. Create a new . The display name for this setting. A function for getting the display for an value. The minimum possible value. The maximum possible value. The initial value. A convenience class for creating a of type . Create a new . The display name for this setting. Whether this option should start enabled. An Item for configuring Button mappings. An item that can perform an action when pressed. Create a new . The display name for this item. The display name for this item. Whether this item should always be rendered in the center of the menu. An Item for configuring language settings.
A used to draw a series of on the screen. The right bound of the wipe. The bottom bound of the wipe. The scene to add this to. Whether to wipe inwards or outwards. An action to perform after the wipe has ended. Get an that waits until the wipe completes.
Should be used when using a in a .
Cancel and remove this ScreenWipe. Draw a shape to the screen using a set of vertices. The color of the wipe. The scene this wipe was added to. Whether to wipe inwards or outwards. How much of the screenwipe has been completed. An action to perform after the wipe has ended. Whether the wipe has completed. How long this wipe animation will take. How long the wipe will be on screen. The left bound of the wipe. The top bound of the wipe.
Override if you want to change the core rendering functionality of Monocle Engine.
By default, this simply sets the render target to null, clears the screen, and renders the current Scene.
Called after a Scene ends, before the next Scene begins. The currently active Scene. Note that if set, the Scene will not actually change until the end of the Update.
Called when the containing Scene Begins. Called when the containing Scene Ends. Called before the frame starts, after Entities are added and removed, on the frame that the Entity was added.
Useful if you added two Entities in the same frame, and need them to detect each other before they start Updating.
Called when this Entity is added to a Scene, which only occurs immediately before each Update.
Keep in mind, other Entities to be added this frame may be added after this Entity.
See for after all Entities are added, but still before the frame Updates.
Called when the Entity is removed from a Scene. Do game logic here, but do not render here. Not called if the Entity is not Active. Draw the Entity here. Not called if the Entity is not Visible. Draw any debug visuals here. Only called if the console is open, but still called even if the Entity is not Visible. Called when the graphics device resets. When this happens, any RenderTargets or other contents of VRAM will be wiped and need to be regenerated. Shortcut function for adding a Component to the Entity's Components list. The Component to add. Shortcut function for removing an Component from the Entity's Components list. The Component to remove. Shortcut function for adding a set of Components from the Entity's Components list. The Components to add. Shortcut function for removing a set of Components from the Entity's Components list. The Components to remove. Allows you to iterate through all Components in the Entity. Allows you to iterate through all Components in the Entity.
Returns whether the Scene timer has passed the given time interval since the last frame.
Ex: given 2.0f, this will return true once every 2 seconds.
The time interval to check for
Returns whether the Scene timer has passed the given time interval since the last frame. Ex: given 2.0f, this will return true once every 2 seconds The time interval to check for Shortcut to call Engine.Pooler.Create, add the Entity to this Scene, and return it. Entity type must be marked as Pooled. Pooled Entity type to create Quick access to entire tag lists of Entities. Result will never be null. The tag list to fetch Shortcut function for adding an Entity to the Scene's Entities list. The Entity to add Shortcut function for removing an Entity from the Scene's Entities list. The Entity to remove Shortcut function for adding a set of Entities from the Scene's Entities list The Entities to add Shortcut function for removing a set of Entities from the Scene's Entities list The Entities to remove Shortcut function for adding a set of Entities from the Scene's Entities list The Entities to add Shortcut function for removing a set of Entities from the Scene's Entities list The Entities to remove Allows you to iterate through all Entities in the Scene Allows you to iterate through all Entities in the Scene Shortcut function to add a Renderer to the Renderer list The Renderer to add Shortcut function to remove a Renderer from the Renderer list The Renderer to remove
Called when this Component is added to an Entity. Called when this Component is removed from an Entity. Do game logic here, but do not render here. Not called if the Component is not Active. Draw the Component here. Not called if the Component is not Visible. Draw any debug visuals here. Only called if the console is open, but still called even if the Component is not Visible. A component that can display animations made of s. Create a new Sprite from a texture and a root . The atlas to draw textures from. The root path for this sprite's animation textures. Reset this Sprite from a texture and a root . The atlas to draw textures from. The root path for this sprite's animation textures. Retrieve the associated with a specific frame of an animation. The name of the animation. The frame index. The relative center of the sprite. Set the current animation to the specified . Add a repeating animation to the sprite that can then be referenced using . The Animation id. Path relative to to draw textures from. Delay between each frame. The frame indices to use in the animation. The textures to use as frames for this animation. Add an animation to the sprite that can then be referenced using . The Animation id. Path relative to to draw textures from. Delay between each frame. The frame indices to use in the animation. The animation to play once this one ends. Determines the animation to play once this one ends. The frame indices to use in the animation. The textures to use as frames for this animation. The frame indices to use in the animation. Remove all animation data from the sprite. Play an animation stored in this sprite. The animation to play. Whether to restart the animation if it is already playing. Whether to randomize the starting frame and animation timer. Play an animation stored in this sprite. The animation to play. The amount to add to the animation timer. Whether to restart the animation if it is already playing. Play an animation, returning an IEnumerator that will return null until the the sprite stops animating. The animation to play. Whether to restart the animation if it is already playing. Play an animation stored in this sprite, setting to negative.
Returns an IEnumerator that will return null until the the sprite stops animating.
The animation to play. Whether to restart the animation if it is already playing.
Play an animation stored in this sprite, setting to negative. The animation to play. Whether to restart the animation if it is already playing. Whether this sprite has an animation matching . Stop the currently playing animation. Whether this sprite is currently playing an animation. Draw a rectangle from the current frame. Relative offset to draw at. Rectangle to draw. The animation speed modifier. Whether to update animations based on . Invoked when this sprite stops animating. Invoked when current the animation loops. Invoked when when the current frame changes. Invoked when the animation is about to end, loop, or change. Invoked when the current animation changes. The root directory of this sprite's animations. Used to determine the animation to play once this one ends.
Used for storing and retrieving s from images and packed textures. The list of textures used by this Atlas. Used to determine how data should be read. Presumeably for use with this.
(Unused)

(Unused)

(Unused)

(Unused)

(Unused)
. Reads .meta files. . Reads .meta files with associated .data files. Read image data from a packed texture file into an Atlas. Read image data from multiple packed texture files into an Atlas. The common root of all paths in . An array of filepaths contained within . Read image data from multiple XML atlas data files into an Atlas. The directory where the files are contained. The base filename of the xml files.
(filename0.xml, filename1.xml, ...)
Read image data from .png and .xnb files contained in a directory into an Atlas. The directory where the files are contained. Retrieve a texture contained in the atlas based on its id. Check whether a texture with the specified id exists in this atlas. Retrieve a texture by id, or a default texture if nonexsistent. Returned if the does not exist. Retrieve multiple textures stored under the same .
Textures should be named in the following format key0, key1, key2, key3 with up to six 0s preceeding the index.
The texture name.
Retrieve a single texture from a set of textures with the same key.
See also:
The texture name. The subtexture index.
Get the texture for the key this is linked to. De-allocate resources used by this atlas.
A virtual input represented as a float between -1 and 1 A virtual input that is represented as a boolean. As well as simply checking the current button state, you can ask whether it was just pressed or released this frame. You can also keep the button press stored in a buffer for a limited time, or until it is consumed by calling ConsumeBuffer() Ends the Press buffer for this button This button will not register a Press for the rest of the current frame, but otherwise continues to function normally. If the player continues to hold the button, next frame will not count as a Press. Also ends the Press buffer for this button Represents a virtual button, axis or joystick whose state is determined by the state of its VirtualInputNodes Add these to your VirtualInput to define how it determines its current input state. For example, if you want to check whether a keyboard key is pressed, create a VirtualButton and add to it a VirtualButton.KeyboardKey A virtual input that is represented as a int that is either -1, 0, or 1 A virtual input that is represented as a Vector2, with both X and Y as values between -1 and 1 A template from which s can be created. Create a new ParticleType with default-initialized fields. Create a copy of another ParticleType. The ParticleType to copy. If set, the particle will use this texture. If set, the particle will use a texture from its choices. The scale of the texture. If true, the spin direction has a 50% chance of being flipped. Whether the particle size will cube out over its lifetime. Whether to update based on instead of . Particle color will be set to . Particle color will be randomly chosen from and . Particle color will be swap between and every second. Particle color will fade from to from start to end of life. Particle will not fade. Particle will fade linearly from start to end of life. Particle will fade linearly starting when the particle has 1/4 life remaining. Particle will fade in for first quarter, and fade out for last quarter of life. Particle will start with the default orientation. Particle will start rotated at a random angle. Particle will always be rotated towards its direction of travel. Returns a random integer between min (inclusive) and max (exclusive) Returns a random float between min (inclusive) and max (exclusive) Returns a random Vector2, and x- and y-values of which are between min (inclusive) and max (exclusive) Read positive-integer CSV with some added tricks. Use - to add inclusive range. Ex: 3-6 = 3,4,5,6 Use * to add multiple values. Ex: 4*3 = 4,4,4 Sets the weight of a choice Sets the weight of a choice, or gets its weight Sets the chance of a choice. The chance is calculated based on the current state of ChoiceSet, so if other choices are changed later the chance will not be guaranteed to remain the same A chance between 0 and 1.0f Sets the chance of many choices. Takes the chance of any of the given choices being picked, not the chance of any individual choice. The chances are calculated based on the current state of ChoiceSet, so if other choices are changed later the chances will not be guaranteed to remain the same A chance between 0 and 1.0f Chooses a random choice in the set Chooses a random choice in the set, using Calc.Random to choose Utility class for making weighted random choices from a set. Initialize with a single choice with the given weight. Initialize with a list of choices, all with a weight of 1. Parses a chooser from a string. Choices to parse. Format: "choice0:weight,choice1:weight,..." Actions that are executed when the corresponding Function Key is pressed. Logs an object to the debug console. Text color Logs an object to the debug console in White text. Adding this to a static method marks it as a command that can be executed from the debug screen.
The method can accept any number of , , , or parameters.
The string used to execute the command. A description of the command. Marks a static method as a debug command. Used to execute the command. A short description of the command.
The currently-rendering Renderer All 2D rendering is done through this SpriteBatch instance The default Monocle font (Consolas 12). Loaded automatically by Monocle at startup A subtexture used to draw particle systems. Will be generated at startup, but you can replace this with a subtexture from your Atlas to reduce texture swaps. Should be a 2x2 white pixel A subtexture used to draw rectangles and lines. Will be generated at startup, but you can replace this with a subtexture from your Atlas to reduce texture swaps. Use the top left pixel of your Particle Subtexture if you replace it! Should be a 1x1 white pixel Save an object to a file so you can load it later Save an object to a file so you can load it later. Will not crash if the save fails Whether the save succeeded Load an object that was previously serialized to a file Load an object that was previously serialized to a file If the load fails or the file does not exist, default(T) will be returned Load an object that was previously serialized to a file If the load fails or the file does not exist, default(T) will be returned True if the load fails despite the requested file existing (for example due to corrupted data) Marks an entity or component to be added to the Tracker. Marks an entity or component to be added to the Tracker. Whether all child classes should also be tracked. Whether all child classes should also be tracked.
Implementation of the Perlin simplex noise, an improved Perlin noise algorithm. Based loosely on SimplexNoise1234 by Stefan Gustavson: http://staffwww.itn.liu.se/~stegu/aqsis/aqsis-newnoise/ 1D simplex noise 2D simplex noise