Method List
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#=== DXRubySDL::Sprite
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#[] DXRubySDL::Image
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#[]= DXRubySDL::Image
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#_surface DXRubySDL::Image
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#_ttf DXRubySDL::Font
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#add DXRubySDL::SoundEffect
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#alpha DXRubySDL::Sprite
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#angle DXRubySDL::Sprite
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bgcolor DXRubySDL::Window
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bgcolor= DXRubySDL::Window
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#blend DXRubySDL::Sprite
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#box DXRubySDL::Image
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#box_fill DXRubySDL::Image
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caption DXRubySDL::Window
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caption= DXRubySDL::Window
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#center_x DXRubySDL::Sprite
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#center_y DXRubySDL::Sprite
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check DXRubySDL::Sprite
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#check DXRubySDL::Sprite
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#circle DXRubySDL::Image
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#circle_fill DXRubySDL::Image
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clean DXRubySDL::Sprite
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#collision DXRubySDL::Sprite
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#collision_enable DXRubySDL::Sprite
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#collision_sync DXRubySDL::Sprite
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#compare DXRubySDL::Image
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#count_sleep DXRubySDL::Window::FPSTimer
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#dispose DXRubySDL::RenderTarget
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#disposed? DXRubySDL::RenderTarget
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#draw DXRubySDL::Sprite
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draw DXRubySDL::Sprite
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draw DXRubySDL::Window
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#draw DXRubySDL::RenderTarget
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#draw DXRubySDL::Image
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draw_ex DXRubySDL::Window
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#draw_ex DXRubySDL::RenderTarget
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draw_font DXRubySDL::Window
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#draw_font DXRubySDL::Image
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#draw_font DXRubySDL::RenderTarget
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draw_scale DXRubySDL::Window
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#dxruby_volume_to_sdl_volume DXRubySDL::Sound::Common
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#fps DXRubySDL::Window::FPSTimer
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fps= DXRubySDL::Window
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#get_width DXRubySDL::Font
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height DXRubySDL::Window
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#height DXRubySDL::Image
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#image DXRubySDL::Sprite
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#initialize DXRubySDL::SoundEffect
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#initialize DXRubySDL::Sprite
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#initialize DXRubySDL::Window::FPSTimer
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#initialize DXRubySDL::Sound
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#initialize DXRubySDL::Image
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#initialize DXRubySDL::Font
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#initialize DXRubySDL::RenderTarget
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key_down? DXRubySDL::Input
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key_push? DXRubySDL::Input
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keys DXRubySDL::Input
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#line DXRubySDL::Image
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load DXRubySDL::Image
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load_tiles DXRubySDL::Image
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loop DXRubySDL::Window
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mouse_down? DXRubySDL::Input
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mouse_pos_x DXRubySDL::Input
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mouse_pos_y DXRubySDL::Input
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mouse_push? DXRubySDL::Input
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normalize_dxruby DXRubySDL::Color
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open_filename DXRubySDL::Window
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pad_down? DXRubySDL::Input
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pad_push? DXRubySDL::Input
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#play DXRubySDL::SoundEffect
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#real_fps DXRubySDL::Window::FPSTimer
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#reset DXRubySDL::Window::FPSTimer
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scale DXRubySDL::Window
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#scale_x DXRubySDL::Sprite
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#scale_y DXRubySDL::Sprite
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#set_color_key DXRubySDL::Image
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set_repeat DXRubySDL::Input
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#shader DXRubySDL::Sprite
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#size DXRubySDL::Font
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#slice DXRubySDL::Image
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#stop DXRubySDL::SoundEffect
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#target DXRubySDL::Sprite
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to_dxruby_argb DXRubySDL::Color
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#to_image DXRubySDL::RenderTarget
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to_sdl_alpha DXRubySDL::Color
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to_sdl_color DXRubySDL::Color
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to_sdl_rgba DXRubySDL::Color
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#total_skip DXRubySDL::Window::FPSTimer
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update DXRubySDL::Sprite
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#vanish DXRubySDL::Sprite
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#vanished? DXRubySDL::Sprite
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#visible DXRubySDL::Sprite
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#wait_frame DXRubySDL::Window::FPSTimer
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#width DXRubySDL::Image
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width DXRubySDL::Window
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windowed= DXRubySDL::Window
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windowed? DXRubySDL::Window
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#x DXRubySDL::Sprite
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x DXRubySDL::Input
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#y DXRubySDL::Sprite
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y DXRubySDL::Input
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#z DXRubySDL::Sprite