Added New Static Mesh Functions

This commit is contained in:
n00b
2025-01-25 23:53:43 -05:00
parent 8e161a1a22
commit 17b420578c
157 changed files with 2590 additions and 1150 deletions

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@@ -12,19 +12,19 @@
Returns the canvas that drawing commands are currently applied to Returns the canvas that drawing commands are currently applied to
</p> </p>
<p id="rc_code"><code> <p id="rc_code"><code>
<span class="rc_number">1</span>&nbsp;=&nbsp;OpenCanvas<b>(</b><span class="rc_number">640</span>,&nbsp;<span class="rc_number">480</span>,&nbsp;<span class="rc_number">0</span>,&nbsp;<span class="rc_number">0</span>,&nbsp;<span class="rc_number">640</span>,&nbsp;<span class="rc_number">480</span>,&nbsp;<span class="rc_number">0</span><b>)</b>&nbsp;<br> c1&nbsp;=&nbsp;OpenCanvas<b>(</b><span class="rc_number">640</span>,&nbsp;<span class="rc_number">480</span>,&nbsp;<span class="rc_number">0</span>,&nbsp;<span class="rc_number">0</span>,&nbsp;<span class="rc_number">640</span>,&nbsp;<span class="rc_number">480</span>,&nbsp;<span class="rc_number">0</span><b>)</b>&nbsp;<br>
<span class="rc_number">2</span>&nbsp;=&nbsp;OpenCanvas<b>(</b><span class="rc_number">640</span>,&nbsp;<span class="rc_number">480</span>,&nbsp;<span class="rc_number">0</span>,&nbsp;<span class="rc_number">0</span>,&nbsp;<span class="rc_number">640</span>,&nbsp;<span class="rc_number">480</span>,&nbsp;<span class="rc_number">0</span><b>)</b>&nbsp;<br> c2&nbsp;=&nbsp;OpenCanvas<b>(</b><span class="rc_number">640</span>,&nbsp;<span class="rc_number">480</span>,&nbsp;<span class="rc_number">0</span>,&nbsp;<span class="rc_number">0</span>,&nbsp;<span class="rc_number">640</span>,&nbsp;<span class="rc_number">480</span>,&nbsp;<span class="rc_number">0</span><b>)</b>&nbsp;<br>
&nbsp;&nbsp;<br> &nbsp;&nbsp;<br>
Canvas<b>(</b><span class="rc_number">1</span><b>)</b>&nbsp;<br> Canvas<b>(</b>c1<b>)</b>&nbsp;<br>
&nbsp;&nbsp;<br> &nbsp;&nbsp;<br>
<span class="rc_keyword">If</span>&nbsp;ActiveCanvas<b>(</b><b>)</b>&nbsp;=&nbsp;<span class="rc_number">1</span>&nbsp;<span class="rc_keyword">Then</span>&nbsp;<br> <span class="rc_keyword">If</span>&nbsp;ActiveCanvas<b>(</b><b>)</b>&nbsp;=&nbsp;c1&nbsp;<span class="rc_keyword">Then</span>&nbsp;<br>
&nbsp;&nbsp;&nbsp;<span class="rc_keyword">Print</span>&nbsp;<span class="rc_string">"Active canvas is c1"</span>&nbsp;<br> <span class="rc_keyword">Print</span>&nbsp;<span class="rc_string">"Active canvas is c1"</span>&nbsp;<br>
<span class="rc_keyword">End</span>&nbsp;<span class="rc_keyword">If</span>&nbsp;<br> <span class="rc_keyword">End</span>&nbsp;<span class="rc_keyword">If</span>&nbsp;<br>
&nbsp;&nbsp;<br> &nbsp;&nbsp;<br>
Canvas<b>(</b><span class="rc_number">2</span><b>)</b>&nbsp;<br> Canvas<b>(</b>c2<b>)</b>&nbsp;<br>
&nbsp;&nbsp;<br> &nbsp;&nbsp;<br>
<span class="rc_keyword">If</span>&nbsp;ActiveCanvas<b>(</b><b>)</b>&nbsp;=&nbsp;<span class="rc_number">2</span>&nbsp;<span class="rc_keyword">Then</span>&nbsp;<br> <span class="rc_keyword">If</span>&nbsp;ActiveCanvas<b>(</b><b>)</b>&nbsp;=&nbsp;c2&nbsp;<span class="rc_keyword">Then</span>&nbsp;<br>
&nbsp;&nbsp;&nbsp;<span class="rc_keyword">Print</span>&nbsp;<span class="rc_string">"Active canvas is now c2"</span>&nbsp;<br> <span class="rc_keyword">Print</span>&nbsp;<span class="rc_string">"Active canvas is now c2"</span>&nbsp;<br>
<span class="rc_keyword">End</span>&nbsp;<span class="rc_keyword">If</span>&nbsp;<br> <span class="rc_keyword">End</span>&nbsp;<span class="rc_keyword">If</span>&nbsp;<br>
</code></p> </code></p>
<p> <p>

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@@ -3,19 +3,19 @@
<head> <head>
<link rel="stylesheet" href="style.css"> <link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type"> <meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>actorAnimationIsLooped [RCBasic Doc] </title> <title>ActorAnimationIsLooped [RCBasic Doc] </title>
</head> </head>
<body> <body>
<p><h2>function actorAnimationIsLooped( actor ) </h2></p> <p><h2>function ActorAnimationIsLooped( actor ) </h2></p>
<p> <p>
Returns true if an actors animation is set to looped. Returns true if an actors animation is set to looped.
</p> </p>
<p> <p>
Note: Actor animation is set to looped with the loopActorAnimation() function. Note: Actor animation is set to looped with the LoopActorAnimation() function.
</p> </p>
<br><p>Related: <br><p>Related:
<a href="loopactoranimation.html">loopActorAnimation</a> <a href="loopactoranimation.html">LoopActorAnimation</a>
</p> </p>
<p> <p>

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@@ -9,6 +9,9 @@
<body> <body>
<p><h2>function ActorExists( actor ) </h2></p> <p><h2>function ActorExists( actor ) </h2></p>
<p> <p>
Returns true if the id passed is a valid actor
</p>
<p>
</body> </body>
</html> </html>

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@@ -21,7 +21,7 @@
</ul> </ul>
<p id="rc_code"><code> <p id="rc_code"><code>
<span class="rc_keyword">If</span>&nbsp;AndBit<b>(</b>&nbsp;Android_GetExternalStorageState<b>(</b><b>)</b>,&nbsp;ANDROID_EXTERNAL_STORAGE_READ&nbsp;<b>)</b>&nbsp;<span class="rc_keyword">Then</span>&nbsp;<br> <span class="rc_keyword">If</span>&nbsp;AndBit<b>(</b>&nbsp;Android_GetExternalStorageState<b>(</b><b>)</b>,&nbsp;ANDROID_EXTERNAL_STORAGE_READ&nbsp;<b>)</b>&nbsp;<span class="rc_keyword">Then</span>&nbsp;<br>
&nbsp;&nbsp;&nbsp;<span class="rc_keyword">Print</span>&nbsp;<span class="rc_string">"Can read from external storage"</span>&nbsp;<br> <span class="rc_keyword">Print</span>&nbsp;<span class="rc_string">"Can read from external storage"</span>&nbsp;<br>
<span class="rc_keyword">End</span>&nbsp;<span class="rc_keyword">If</span>&nbsp;<br> <span class="rc_keyword">End</span>&nbsp;<span class="rc_keyword">If</span>&nbsp;<br>
</code></p> </code></p>
<br><p>Related: <br><p>Related:

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@@ -20,11 +20,11 @@
ApplyActorCentralImpulse<b>(</b>actor,&nbsp;<span class="rc_number">300</span>,&nbsp;<span class="rc_number">0</span>,&nbsp;<span class="rc_number">0</span><b>)</b>&nbsp;<br> ApplyActorCentralImpulse<b>(</b>actor,&nbsp;<span class="rc_number">300</span>,&nbsp;<span class="rc_number">0</span>,&nbsp;<span class="rc_number">0</span><b>)</b>&nbsp;<br>
&nbsp;&nbsp;<br> &nbsp;&nbsp;<br>
<span class="rc_keyword">While</span>&nbsp;<span class="rc_keyword">True</span>&nbsp;<br> <span class="rc_keyword">While</span>&nbsp;<span class="rc_keyword">True</span>&nbsp;<br>
&nbsp;&nbsp;&nbsp;<span class="rc_keyword">If</span>&nbsp;<span class="rc_keyword">Not</span>&nbsp;init_damping&nbsp;<span class="rc_keyword">Then</span>&nbsp;<br> <span class="rc_keyword">If</span>&nbsp;<span class="rc_keyword">Not</span>&nbsp;init_damping&nbsp;<span class="rc_keyword">Then</span>&nbsp;<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;ApplyActorDamping<b>(</b>actor,&nbsp;<span class="rc_number">5.0</span><b>)</b>&nbsp;<span class="rc_comment">'Will apply the damping effect for 5 seconds </span><br> &nbsp;&nbsp;&nbsp;ApplyActorDamping<b>(</b>actor,&nbsp;<span class="rc_number">5.0</span><b>)</b>&nbsp;<span class="rc_comment">'Will apply the damping effect for 5 seconds </span><br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;init_damping&nbsp;=&nbsp;<span class="rc_keyword">True</span>&nbsp;<br> &nbsp;&nbsp;&nbsp;init_damping&nbsp;=&nbsp;<span class="rc_keyword">True</span>&nbsp;<br>
&nbsp;&nbsp;&nbsp;<span class="rc_keyword">End</span>&nbsp;<span class="rc_keyword">If</span>&nbsp;<br> <span class="rc_keyword">End</span>&nbsp;<span class="rc_keyword">If</span>&nbsp;<br>
&nbsp;&nbsp;&nbsp;Update<b>(</b><b>)</b>&nbsp;<br> Update<b>(</b><b>)</b>&nbsp;<br>
<span class="rc_keyword">Wend</span>&nbsp;<br> <span class="rc_keyword">Wend</span>&nbsp;<br>
</code></p> </code></p>
<br><p>Related: <br><p>Related:

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@@ -3,11 +3,11 @@
<head> <head>
<link rel="stylesheet" href="style.css"> <link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type"> <meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>applyActorImpulseWorld [RCBasic Doc] </title> <title>ApplyActorImpulseWorld [RCBasic Doc] </title>
</head> </head>
<body> <body>
<p><h2>sub applyActorImpulseWorld( actor, x, y, z, rel_x, rel_y, rel_z) </h2></p> <p><h2>Sub ApplyActorImpulseWorld( actor, x, y, z, rel_x, rel_y, rel_z) </h2></p>
<p> <p>
Applies an impulse to an actor at a specific point. Unlike ApplyActorCentralImpulse(local/world), which applies impulse only at the center of mass (affecting linear velocity), this can generate both linear motion and rotation (torque), depending on where the force is applied relative to the center of mass. Applies an impulse to an actor at a specific point. Unlike ApplyActorCentralImpulse(local/world), which applies impulse only at the center of mass (affecting linear velocity), this can generate both linear motion and rotation (torque), depending on where the force is applied relative to the center of mass.
</p> </p>

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@@ -3,11 +3,11 @@
<head> <head>
<link rel="stylesheet" href="style.css"> <link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type"> <meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>applyActorTorqueImpulseLocal [RCBasic Doc] </title> <title>ApplyActorTorqueImpulseLocal [RCBasic Doc] </title>
</head> </head>
<body> <body>
<p><h2>sub applyActorTorqueImpulseLocal( actor, x, y, z) </h2></p> <p><h2>Sub ApplyActorTorqueImpulseLocal( actor, x, y, z) </h2></p>
<p> <p>
Applies an impulse that directly affects the angular velocity of an actor, causing it to rotate. This is similar to applying an impulse, but instead of changing the linear velocity (which applyActorCentralImpulse does), it alters the body's rotational motion (angular velocity) instantaneously. Applies an impulse that directly affects the angular velocity of an actor, causing it to rotate. This is similar to applying an impulse, but instead of changing the linear velocity (which applyActorCentralImpulse does), it alters the body's rotational motion (angular velocity) instantaneously.
</p> </p>

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@@ -3,11 +3,11 @@
<head> <head>
<link rel="stylesheet" href="style.css"> <link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type"> <meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>applyActorTorqueImpulseWorld [RCBasic Doc] </title> <title>ApplyActorTorqueImpulseWorld [RCBasic Doc] </title>
</head> </head>
<body> <body>
<p><h2>sub applyActorTorqueImpulseWorld( actor, x, y, z) </h2></p> <p><h2>Sub ApplyActorTorqueImpulseWorld( actor, x, y, z) </h2></p>
<p> <p>
Applies an impulse that directly affects the angular velocity of an actor, causing it to rotate. This is similar to applying an impulse, but instead of changing the linear velocity (which applyActorCentralImpulse does), it alters the body's rotational motion (angular velocity) instantaneously. Applies an impulse that directly affects the angular velocity of an actor, causing it to rotate. This is similar to applying an impulse, but instead of changing the linear velocity (which applyActorCentralImpulse does), it alters the body's rotational motion (angular velocity) instantaneously.
</p> </p>

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@@ -3,11 +3,11 @@
<head> <head>
<link rel="stylesheet" href="style.css"> <link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type"> <meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>applyActorTorqueLocal [RCBasic Doc] </title> <title>ApplyActorTorqueLocal [RCBasic Doc] </title>
</head> </head>
<body> <body>
<p><h2>sub applyActorTorqueLocal( actor, x, y, z) </h2></p> <p><h2>Sub ApplyActorTorqueLocal( actor, x, y, z) </h2></p>
<p> <p>
Applies a continuous torque to an actor, causing it to accelerate its rotational motion over time. Unlike applyActorTorqueImpulse, which causes an immediate change in angular velocity, this applies a torque force gradually, leading to a continuous rotational effect, similar to applying a force to linear motion. Applies a continuous torque to an actor, causing it to accelerate its rotational motion over time. Unlike applyActorTorqueImpulse, which causes an immediate change in angular velocity, this applies a torque force gradually, leading to a continuous rotational effect, similar to applying a force to linear motion.
</p> </p>

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@@ -3,11 +3,11 @@
<head> <head>
<link rel="stylesheet" href="style.css"> <link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type"> <meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>applyActorTorqueWorld [RCBasic Doc] </title> <title>ApplyActorTorqueWorld [RCBasic Doc] </title>
</head> </head>
<body> <body>
<p><h2>sub applyActorTorqueWorld( actor, x, y, z) </h2></p> <p><h2>Sub ApplyActorTorqueWorld( actor, x, y, z) </h2></p>
<p> <p>
Applies a continuous torque to an actor, causing it to accelerate its rotational motion over time. Unlike applyActorTorqueImpulse, which causes an immediate change in angular velocity, this applies a torque force gradually, leading to a continuous rotational effect, similar to applying a force to linear motion. Applies a continuous torque to an actor, causing it to accelerate its rotational motion over time. Unlike applyActorTorqueImpulse, which causes an immediate change in angular velocity, this applies a torque force gradually, leading to a continuous rotational effect, similar to applying a force to linear motion.
</p> </p>

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@@ -7,7 +7,7 @@
</head> </head>
<body> <body>
<p><h2>sub ArrayFill(ByRef src, fdata) </h2></p> <p><h2>Sub ArrayFill(ByRef src, fdata) </h2></p>
<p> <p>
Fills all the elements in an array with the value in fdata Fills all the elements in an array with the value in fdata
</p> </p>

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@@ -7,7 +7,7 @@
</head> </head>
<body> <body>
<p><h2>function ArraySize(Byref id, array_dim) </h2></p> <p><h2>Function ArraySize(Byref id, array_dim) </h2></p>
<p> <p>
Returns the number of elements in the given dimension of an array Returns the number of elements in the given dimension of an array
</p> </p>

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@@ -7,7 +7,7 @@
</head> </head>
<body> <body>
<p><h2>function Asc(c$) </h2></p> <p><h2>Function Asc(c$) </h2></p>
<p> <p>
Returns the ASCII value of a character. Returns the ASCII value of a character.
</p> </p>

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@@ -7,7 +7,7 @@
</head> </head>
<body> <body>
<p><h2>function Asin(n) </h2></p> <p><h2>Function Asin(n) </h2></p>
<p> <p>
Returns the ArcSine of a number. Returns the ArcSine of a number.
</p> </p>

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@@ -7,7 +7,7 @@
</head> </head>
<body> <body>
<p><h2>function Atan(n) </h2></p> <p><h2>Function Atan(n) </h2></p>
<p> <p>
Returns the ArcTangent of a number. Returns the ArcTangent of a number.
</p> </p>

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@@ -12,6 +12,9 @@
Clears the active drawing canvas Clears the active drawing canvas
</p> </p>
<p> <p>
NOTE: This is only for drawing canvases (ie. Those opened with OpenCanvas())
</p>
<p>
</body> </body>
</html> </html>

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@@ -7,7 +7,7 @@
</head> </head>
<body> <body>
<p><h2>function ComputeActorAngularImpulseDenominator( actor, x, y, z) </h2></p> <p><h2>function ComputeActorAngularImpulseDenominator( actor, x, y, z) </h2></p>
<p> <p>
Computes a scalar value that represents how an actor will respond to an angular impulse at a given point, taking into account the actor's inertia tensor (which governs how the object resists rotation). This function is particularly useful in calculating the actor's rotational response to an impulse, typically during collision resolution or constraints involving rotation. Computes a scalar value that represents how an actor will respond to an angular impulse at a given point, taking into account the actor's inertia tensor (which governs how the object resists rotation). This function is particularly useful in calculating the actor's rotational response to an impulse, typically during collision resolution or constraints involving rotation.
</p> </p>

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@@ -7,7 +7,7 @@
</head> </head>
<body> <body>
<p><h2>sub ComputeActorGyroImpulseLocal( actor, dt, ByRef x, ByRef y, ByRef z) </h2></p> <p><h2>sub ComputeActorGyroImpulseLocal( actor, dt, ByRef x, ByRef y, ByRef z) </h2></p>
<p> <p>
Computes the gyroscopic impulse for an actor in an implicit manner, based on the actor's current angular velocity and inertia. This function is used to simulate the gyroscopic effect—also known as gyroscopic precession—which occurs when a rotating object experiences a torque that causes its axis of rotation to change. Computes the gyroscopic impulse for an actor in an implicit manner, based on the actor's current angular velocity and inertia. This function is used to simulate the gyroscopic effect—also known as gyroscopic precession—which occurs when a rotating object experiences a torque that causes its axis of rotation to change.
</p> </p>

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@@ -7,7 +7,7 @@
</head> </head>
<body> <body>
<p><h2>sub ComputeActorGyroImpulseWorld( actor, dt, ByRef x, ByRef y, ByRef z) </h2></p> <p><h2>sub ComputeActorGyroImpulseWorld( actor, dt, ByRef x, ByRef y, ByRef z) </h2></p>
<p> <p>
Computes the gyroscopic impulse for an actor in an implicit manner, but in this case, it performs the calculation relative to the world frame of reference, rather than the actors local frame. This function is used to handle the gyroscopic effects (i.e., gyroscopic precession) of a rotating object when a torque is applied, affecting its axis of rotation. Computes the gyroscopic impulse for an actor in an implicit manner, but in this case, it performs the calculation relative to the world frame of reference, rather than the actors local frame. This function is used to handle the gyroscopic effects (i.e., gyroscopic precession) of a rotating object when a torque is applied, affecting its axis of rotation.
</p> </p>

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@@ -7,7 +7,7 @@
</head> </head>
<body> <body>
<p><h2>function ComputeActorImpulseDenominator( actor, pos_x, pos_y, pos_z, normal_x, normal_y, normal_z) </h2></p> <p><h2>function ComputeActorImpulseDenominator( actor, pos_x, pos_y, pos_z, normal_x, normal_y, normal_z) </h2></p>
<p> <p>
Computes a scalar value related to how a rigid body will respond to an applied impulse at a given point. Its primarily used internally in the physics engine to calculate how an objects mass, inertia, and shape will affect the outcome of impulses, particularly in collisions or constraints like contact points between objects. Computes a scalar value related to how a rigid body will respond to an applied impulse at a given point. Its primarily used internally in the physics engine to calculate how an objects mass, inertia, and shape will affect the outcome of impulses, particularly in collisions or constraints like contact points between objects.
</p> </p>

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@@ -13,11 +13,11 @@
</p> </p>
<p id="rc_code"><code> <p id="rc_code"><code>
<span class="rc_keyword">If</span>&nbsp;<span class="rc_number">5</span>&nbsp;&gt;&nbsp;<span class="rc_number">6</span>&nbsp;<span class="rc_keyword">Then</span>&nbsp;<br> <span class="rc_keyword">If</span>&nbsp;<span class="rc_number">5</span>&nbsp;&gt;&nbsp;<span class="rc_number">6</span>&nbsp;<span class="rc_keyword">Then</span>&nbsp;<br>
&nbsp;&nbsp;&nbsp;<span class="rc_keyword">Print</span>&nbsp;<span class="rc_string">"THIS WILL NOT PRINT"</span>&nbsp;<br> <span class="rc_keyword">Print</span>&nbsp;<span class="rc_string">"THIS WILL NOT PRINT"</span>&nbsp;<br>
<span class="rc_keyword">ElseIf</span>&nbsp;<span class="rc_number">5</span>&nbsp;&lt;&nbsp;<span class="rc_number">6</span>&nbsp;<span class="rc_keyword">Then</span>&nbsp;<br> <span class="rc_keyword">ElseIf</span>&nbsp;<span class="rc_number">5</span>&nbsp;&lt;&nbsp;<span class="rc_number">6</span>&nbsp;<span class="rc_keyword">Then</span>&nbsp;<br>
&nbsp;&nbsp;&nbsp;<span class="rc_keyword">Print</span>&nbsp;<span class="rc_string">"THIS WILL PRINT"</span>&nbsp;<br> <span class="rc_keyword">Print</span>&nbsp;<span class="rc_string">"THIS WILL PRINT"</span>&nbsp;<br>
<span class="rc_keyword">Else</span>&nbsp;<br> <span class="rc_keyword">Else</span>&nbsp;<br>
&nbsp;&nbsp;&nbsp;<span class="rc_keyword">Print</span>&nbsp;<span class="rc_string">"THIS ALSO WILL NOT PRINT"</span>&nbsp;<br> <span class="rc_keyword">Print</span>&nbsp;<span class="rc_string">"THIS ALSO WILL NOT PRINT"</span>&nbsp;<br>
<span class="rc_keyword">End</span>&nbsp;<span class="rc_keyword">If</span>&nbsp;<br> <span class="rc_keyword">End</span>&nbsp;<span class="rc_keyword">If</span>&nbsp;<br>
</code></p> </code></p>
<p> <p>
@@ -29,13 +29,13 @@
<p id="rc_code"><code> <p id="rc_code"><code>
<span class="rc_keyword">Select</span>&nbsp;<span class="rc_keyword">Case</span>&nbsp;<span class="rc_number">5</span>&nbsp;<br> <span class="rc_keyword">Select</span>&nbsp;<span class="rc_keyword">Case</span>&nbsp;<span class="rc_number">5</span>&nbsp;<br>
<span class="rc_keyword">Case</span>&nbsp;<span class="rc_number">6</span>&nbsp;<br> <span class="rc_keyword">Case</span>&nbsp;<span class="rc_number">6</span>&nbsp;<br>
&nbsp;&nbsp;&nbsp;<span class="rc_keyword">Print</span>&nbsp;THIS&nbsp;WILL&nbsp;<span class="rc_keyword">NOT</span>&nbsp;<span class="rc_string">"<span class="rc_keyword">PRINT</span> <br> <span class="rc_keyword">Print</span>&nbsp;THIS&nbsp;WILL&nbsp;<span class="rc_keyword">NOT</span>&nbsp;<span class="rc_string">"<span class="rc_keyword">PRINT</span> <br>
<span class="rc_keyword">Case</span>&nbsp;<span class="rc_number">5</span>&nbsp;<br> <span class="rc_keyword">Case</span>&nbsp;<span class="rc_number">5</span>&nbsp;<br>
&nbsp;&nbsp;&nbsp;<span class="rc_keyword">Print</span>&nbsp;<span class="rc_string">"THIS WILL PRINT"</span>&nbsp;<br> <span class="rc_keyword">Print</span>&nbsp;<span class="rc_string">"THIS WILL PRINT"</span>&nbsp;<br>
Default&nbsp;<br> Default&nbsp;<br>
&nbsp;&nbsp;&nbsp;<span class="rc_comment">'Note: Default will be true if every other case is false. </span><br> <span class="rc_comment">'Note: Default will be true if every other case is false. </span><br>
&nbsp;&nbsp;&nbsp;<span class="rc_comment">' Default is optional and can be excluded if you don't need it </span><br> <span class="rc_comment">' Default is optional and can be excluded if you don't need it </span><br>
&nbsp;&nbsp;&nbsp;<span class="rc_keyword">Print</span>&nbsp;<span class="rc_string">"THIS WILL NOT PRINT"</span>&nbsp;<br> <span class="rc_keyword">Print</span>&nbsp;<span class="rc_string">"THIS WILL NOT PRINT"</span>&nbsp;<br>
<span class="rc_keyword">End</span>&nbsp;<span class="rc_keyword">Select</span>&nbsp;<br> <span class="rc_keyword">End</span>&nbsp;<span class="rc_keyword">Select</span>&nbsp;<br>
</code></p> </code></p>
<p> <p>
@@ -44,11 +44,11 @@
<p id="rc_code"><code> <p id="rc_code"><code>
<span class="rc_keyword">Select</span>&nbsp;<span class="rc_keyword">Case</span>&nbsp;<span class="rc_number">5</span>&nbsp;<br> <span class="rc_keyword">Select</span>&nbsp;<span class="rc_keyword">Case</span>&nbsp;<span class="rc_number">5</span>&nbsp;<br>
<span class="rc_keyword">Case</span>&nbsp;<span class="rc_number">6</span>&nbsp;<br> <span class="rc_keyword">Case</span>&nbsp;<span class="rc_number">6</span>&nbsp;<br>
&nbsp;&nbsp;&nbsp;<span class="rc_keyword">Print</span>&nbsp;THIS&nbsp;WILL&nbsp;<span class="rc_keyword">NOT</span>&nbsp;<span class="rc_string">"<span class="rc_keyword">PRINT</span> <br> <span class="rc_keyword">Print</span>&nbsp;<span class="rc_string">"THIS WILL NOT PRINT"</span>&nbsp;<br>
<span class="rc_keyword">Case</span>&nbsp;<span class="rc_number">4</span>,&nbsp;<span class="rc_number">5</span>&nbsp;<br> <span class="rc_keyword">Case</span>&nbsp;<span class="rc_number">4</span>,&nbsp;<span class="rc_number">5</span>&nbsp;<br>
&nbsp;&nbsp;&nbsp;<span class="rc_keyword">Print</span>&nbsp;<span class="rc_string">"THIS WILL PRINT"</span>&nbsp;<br> <span class="rc_keyword">Print</span>&nbsp;<span class="rc_string">"THIS WILL PRINT"</span>&nbsp;<br>
Default&nbsp;<br> Default&nbsp;<br>
&nbsp;&nbsp;&nbsp;<span class="rc_keyword">Print</span>&nbsp;<span class="rc_string">"THIS WILL NOT PRINT"</span>&nbsp;<br> <span class="rc_keyword">Print</span>&nbsp;<span class="rc_string">"THIS WILL NOT PRINT"</span>&nbsp;<br>
<span class="rc_keyword">End</span>&nbsp;<span class="rc_keyword">Select</span>&nbsp;<br> <span class="rc_keyword">End</span>&nbsp;<span class="rc_keyword">Select</span>&nbsp;<br>
</code></p> </code></p>
<p> <p>

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@@ -9,6 +9,9 @@
<body> <body>
<p><h2>function ConstraintExists( constraint_id ) </h2></p> <p><h2>function ConstraintExists( constraint_id ) </h2></p>
<p> <p>
Returns true if the id passed is a valid constraint
</p>
<p>
</body> </body>
</html> </html>

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@@ -3,11 +3,11 @@
<head> <head>
<link rel="stylesheet" href="style.css"> <link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type"> <meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>copyActorMaterial [RCBasic Doc] </title> <title>CopyActorMaterial [RCBasic Doc] </title>
</head> </head>
<body> <body>
<p><h2>function copyActorMaterial( actor, material_num) </h2></p> <p><h2>function CopyActorMaterial( actor, material_num) </h2></p>
<p> <p>
Returns a material id for a copy of an actor's material Returns a material id for a copy of an actor's material
</p> </p>

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@@ -3,11 +3,11 @@
<head> <head>
<link rel="stylesheet" href="style.css"> <link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type"> <meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>copyMaterial [RCBasic Doc] </title> <title>CopyMaterial [RCBasic Doc] </title>
</head> </head>
<body> <body>
<p><h2>function copyMaterial( smaterial_id) </h2></p> <p><h2>function CopyMaterial( smaterial_id) </h2></p>
<p> <p>
Returns a copy of a material Returns a copy of a material
</p> </p>

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@@ -3,11 +3,11 @@
<head> <head>
<link rel="stylesheet" href="style.css"> <link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type"> <meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>createHingeConstraint [RCBasic Doc] </title> <title>CreateHingeConstraint [RCBasic Doc] </title>
</head> </head>
<body> <body>
<p><h2>function createHingeConstraint( actorA, frameA, useReferenceFrameA ) </h2></p> <p><h2>function CreateHingeConstraint( actorA, frameA, useReferenceFrameA ) </h2></p>
<p> <p>
Simulates a hinge joint, which allows two actors (or an actor and the world) to rotate around a single axis while restricting movement along the other axes. This is similar to the way a door swings on its hinges or how an elbow joint functions in the human body. Simulates a hinge joint, which allows two actors (or an actor and the world) to rotate around a single axis while restricting movement along the other axes. This is similar to the way a door swings on its hinges or how an elbow joint functions in the human body.
</p> </p>

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@@ -3,11 +3,11 @@
<head> <head>
<link rel="stylesheet" href="style.css"> <link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type"> <meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>createHingeConstraintEx [RCBasic Doc] </title> <title>CreateHingeConstraintEx [RCBasic Doc] </title>
</head> </head>
<body> <body>
<p><h2>function createHingeConstraintEx( actorA, actorB, frameA, frameB, useReferenceFrameA) </h2></p> <p><h2>Function CreateHingeConstraintEx( actorA, actorB, frameA, frameB, useReferenceFrameA) </h2></p>
<p> <p>
Simulates a hinge joint, which allows two actors (or an actor and the world) to rotate around a single axis while restricting movement along the other axes. This is similar to the way a door swings on its hinges or how an elbow joint functions in the human body. Simulates a hinge joint, which allows two actors (or an actor and the world) to rotate around a single axis while restricting movement along the other axes. This is similar to the way a door swings on its hinges or how an elbow joint functions in the human body.
</p> </p>

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@@ -3,11 +3,11 @@
<head> <head>
<link rel="stylesheet" href="style.css"> <link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type"> <meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>createPointConstraint [RCBasic Doc] </title> <title>CreatePointConstraint [RCBasic Doc] </title>
</head> </head>
<body> <body>
<p><h2>function createPointConstraint( actorA, pxA, pyA, pzA) </h2></p> <p><h2>Function CreatePointConstraint( actorA, pxA, pyA, pzA) </h2></p>
<p> <p>
A type of constraint that allows two actors (or an actor and the world) to move freely relative to each other while ensuring that one point on each body remains coincident. Essentially, it ensures that the two actors stay connected at a single point, but without restricting their relative rotations. This kind of constraint is useful when you need a connection that allows full rotation in all directions, such as a pendulum, ball joint, or even some suspension systems. A type of constraint that allows two actors (or an actor and the world) to move freely relative to each other while ensuring that one point on each body remains coincident. Essentially, it ensures that the two actors stay connected at a single point, but without restricting their relative rotations. This kind of constraint is useful when you need a connection that allows full rotation in all directions, such as a pendulum, ball joint, or even some suspension systems.
</p> </p>

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@@ -3,11 +3,11 @@
<head> <head>
<link rel="stylesheet" href="style.css"> <link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type"> <meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>createPointConstraintEx [RCBasic Doc] </title> <title>CreatePointConstraintEx [RCBasic Doc] </title>
</head> </head>
<body> <body>
<p><h2>function createPointConstraintEx( actorA, actorB, pxA, pyA, pzA, pxB, pyB, pzB) </h2></p> <p><h2>function CreatePointConstraintEx( actorA, actorB, pxA, pyA, pzA, pxB, pyB, pzB) </h2></p>
<p> <p>
A type of constraint that allows two actors (or an actor and the world) to move freely relative to each other while ensuring that one point on each body remains coincident. Essentially, it ensures that the two actors stay connected at a single point, but without restricting their relative rotations. This kind of constraint is useful when you need a connection that allows full rotation in all directions, such as a pendulum, ball joint, or even some suspension systems. A type of constraint that allows two actors (or an actor and the world) to move freely relative to each other while ensuring that one point on each body remains coincident. Essentially, it ensures that the two actors stay connected at a single point, but without restricting their relative rotations. This kind of constraint is useful when you need a connection that allows full rotation in all directions, such as a pendulum, ball joint, or even some suspension systems.
</p> </p>

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@@ -3,11 +3,11 @@
<head> <head>
<link rel="stylesheet" href="style.css"> <link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type"> <meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>createSlideConstraint [RCBasic Doc] </title> <title>CreateSlideConstraint [RCBasic Doc] </title>
</head> </head>
<body> <body>
<p><h2>function createSlideConstraint( actorA, frameInB_matrix, useLinearReferenceFrameA) </h2></p> <p><h2>function CreateSlideConstraint( actorA, frameInB_matrix, useLinearReferenceFrameA) </h2></p>
<p> <p>
A type of constraint that restricts the motion between two actors (or between an actor and the world) in such a way that they can slide along a specific axis and rotate around the same axis, while limiting or allowing movement along other axes. This constraint is similar to a prismatic joint with added rotational freedom, making it useful for simulating objects like pistons, sliding doors, or rail systems. A type of constraint that restricts the motion between two actors (or between an actor and the world) in such a way that they can slide along a specific axis and rotate around the same axis, while limiting or allowing movement along other axes. This constraint is similar to a prismatic joint with added rotational freedom, making it useful for simulating objects like pistons, sliding doors, or rail systems.
</p> </p>

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@@ -3,11 +3,11 @@
<head> <head>
<link rel="stylesheet" href="style.css"> <link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type"> <meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>createSlideConstraintEx [RCBasic Doc] </title> <title>CreateSlideConstraintEx [RCBasic Doc] </title>
</head> </head>
<body> <body>
<p><h2>function createSlideConstraintEx( actorA, actorB, frameInA_matrix, frameInB_matrix, useLinearReferenceFrameA) </h2></p> <p><h2>function CreateSlideConstraintEx( actorA, actorB, frameInA_matrix, frameInB_matrix, useLinearReferenceFrameA) </h2></p>
<p> <p>
A type of constraint that restricts the motion between two actors (or between an actor and the world) in such a way that they can slide along a specific axis and rotate around the same axis, while limiting or allowing movement along other axes. This constraint is similar to a prismatic joint with added rotational freedom, making it useful for simulating objects like pistons, sliding doors, or rail systems. A type of constraint that restricts the motion between two actors (or between an actor and the world) in such a way that they can slide along a specific axis and rotate around the same axis, while limiting or allowing movement along other axes. This constraint is similar to a prismatic joint with added rotational freedom, making it useful for simulating objects like pistons, sliding doors, or rail systems.
</p> </p>

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@@ -12,6 +12,9 @@
Removes an actor from the scene and frees its memory Removes an actor from the scene and frees its memory
</p> </p>
<p> <p>
NOTE: Actors are all removed on clearScene so make sure you don't continue using the id after that.
</p>
<p>
</body> </body>
</html> </html>

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@@ -3,11 +3,11 @@
<head> <head>
<link rel="stylesheet" href="style.css"> <link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type"> <meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>deleteConstraint [RCBasic Doc] </title> <title>DeleteConstraint [RCBasic Doc] </title>
</head> </head>
<body> <body>
<p><h2>sub deleteConstraint( constraint_id) </h2></p> <p><h2>Sub DeleteConstraint( constraint_id) </h2></p>
<p> <p>
Removes a constraint Removes a constraint
</p> </p>

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@@ -7,7 +7,7 @@
</head> </head>
<body> <body>
<p><h2>sub DeleteFont(font_id) </h2></p> <p><h2>Sub DeleteFont(font_id) </h2></p>
<p> <p>
Frees a font from memory Frees a font from memory
</p> </p>

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@@ -7,7 +7,7 @@
</head> </head>
<body> <body>
<p><h2>sub DeleteImage(img) </h2></p> <p><h2>Sub DeleteImage(img) </h2></p>
<p> <p>
Removes an image from memory Removes an image from memory
</p> </p>

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@@ -3,15 +3,18 @@
<head> <head>
<link rel="stylesheet" href="style.css"> <link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type"> <meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>deleteMaterial [RCBasic Doc] </title> <title>DeleteMaterial [RCBasic Doc] </title>
</head> </head>
<body> <body>
<p><h2>sub deleteMaterial( material_id) </h2></p> <p><h2>Sub DeleteMaterial( material_id) </h2></p>
<p> <p>
Removes a material from memory Removes a material from memory
</p> </p>
<p> <p>
NOTE: In the case of actor materials, this will simple drop the reference to it but it will not remove the material from the actor.
</p>
<p>
</body> </body>
</html> </html>

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@@ -12,6 +12,52 @@
Removes a sprite from memory Removes a sprite from memory
</p> </p>
<p> <p>
Here is an example:
</p>
<p id="rc_code"><code>
isFullScreen&nbsp;=&nbsp;<span class="rc_keyword">false</span>&nbsp;<br>
vSync&nbsp;=&nbsp;<span class="rc_keyword">true</span>&nbsp;<br>
winWidth&nbsp;=&nbsp;<span class="rc_number">640</span>&nbsp;<br>
winHeight&nbsp;=&nbsp;<span class="rc_number">480</span>&nbsp;<br>
canViewPortX&nbsp;=&nbsp;<span class="rc_number">0</span>&nbsp;<br>
canViewPortY&nbsp;=&nbsp;<span class="rc_number">0</span>&nbsp;<br>
&nbsp;&nbsp;<br>
OpenWindow<b>(</b><span class="rc_string">"CreateSprite"</span>,&nbsp;winWidth,&nbsp;winHeight,&nbsp;isFullScreen,&nbsp;vSync<b>)</b>&nbsp;<br>
sCanvas&nbsp;=&nbsp;OpenCanvasSpriteLayer<b>(</b>canViewPortX,&nbsp;canViewPortY,&nbsp;winWidth,&nbsp;winHeight<b>)</b>&nbsp;<br>
Canvas<b>(</b>sCanvas<b>)</b>&nbsp;<br>
&nbsp;&nbsp;<br>
<span class="rc_keyword">DIM</span>&nbsp;eye&nbsp;<br>
<span class="rc_keyword">DIM</span>&nbsp;eyeW&nbsp;<br>
<span class="rc_keyword">DIM</span>&nbsp;eyeH&nbsp;<br>
&nbsp;&nbsp;<br>
eye&nbsp;=&nbsp;LoadImage<b>(</b><span class="rc_string">"theEye.png"</span><b>)</b>&nbsp;<br>
GetImageSize<b>(</b>eye,&nbsp;eyeW,&nbsp;eyeH<b>)</b>&nbsp;<br>
&nbsp;&nbsp;<br>
eyeSprite&nbsp;=&nbsp;CreateSprite<b>(</b>eye,&nbsp;eyeW,&nbsp;eyeH<b>)</b>&nbsp;<br>
SetSpritePosition<b>(</b>eyeSprite,&nbsp;<span class="rc_number">100</span>,&nbsp;<span class="rc_number">100</span><b>)</b>&nbsp;<br>
&nbsp;&nbsp;<br>
eyeSprite2&nbsp;=&nbsp;CreateSprite<b>(</b>eye,&nbsp;eyeW,&nbsp;eyeH<b>)</b>&nbsp;<br>
SetSpritePosition<b>(</b>eyeSprite2,&nbsp;<span class="rc_number">150</span>,&nbsp;<span class="rc_number">100</span><b>)</b>&nbsp;<br>
&nbsp;&nbsp;<br>
timePassed&nbsp;=&nbsp;Timer<b>(</b><b>)</b>&nbsp;<br>
timePassedDiff&nbsp;=&nbsp;<span class="rc_number">2000</span>&nbsp;<br>
&nbsp;&nbsp;<br>
<span class="rc_keyword">While</span>&nbsp;<span class="rc_keyword">Not</span>&nbsp;Key<b>(</b>K_ESCAPE<b>)</b>&nbsp;<br>
&nbsp;&nbsp;<br>
<span class="rc_keyword">If</span>&nbsp;Timer<b>(</b><b>)</b>&nbsp;-&nbsp;timePassed&nbsp;&gt;&nbsp;timePassedDiff&nbsp;<span class="rc_keyword">Then</span>&nbsp;<span class="rc_comment">'After 2 seconds eyeSprite2 will be deleted </span><br>
&nbsp;&nbsp;&nbsp;DeleteSprite<b>(</b>eyeSprite2<b>)</b>&nbsp;<br>
<span class="rc_keyword">End</span>&nbsp;<span class="rc_keyword">If</span>&nbsp;<br>
&nbsp;&nbsp;<br>
Update<b>(</b><b>)</b>&nbsp;<br>
<span class="rc_keyword">Wend</span>&nbsp;<br>
</code></p>
<p><img src="images/theEye.png" ></p>
<br><p>Related:
<a href="opencanvasspritelayer.html">OpenCanvasSpriteLayer</a>
<a href="setspriteposition.html">SetSpritePosition</a>
<a href="createsprite.html">CreateSprite</a>
</p>
<p>
</body> </body>
</html> </html>

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@@ -9,7 +9,7 @@
<body> <body>
<p><h2>sub DrawImage_RotateEx(slot, x, y, src_x, src_y, src_w, src_h, angle) </h2></p> <p><h2>sub DrawImage_RotateEx(slot, x, y, src_x, src_y, src_w, src_h, angle) </h2></p>
<p> <p>
Draws a portion of an image to the current canvas rotated by a given angle. Draws a portion of an image to the current canvas rotated by a given angle.
</p> </p>
<p> <p>

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@@ -9,7 +9,7 @@
<body> <body>
<p><h2>sub DrawImage_Rotozoom(slot, x, y, angle, zx, zy) </h2></p> <p><h2>sub DrawImage_Rotozoom(slot, x, y, angle, zx, zy) </h2></p>
<p> <p>
Draws an image to the current canvas rotated and scaled Draws an image to the current canvas rotated and scaled
</p> </p>
<p> <p>

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@@ -9,7 +9,7 @@
<body> <body>
<p><h2>sub DrawImage_RotozoomEx(slot, x, y, src_x, src_y, src_w, src_h, angle, zx, zy) </h2></p> <p><h2>sub DrawImage_RotozoomEx(slot, x, y, src_x, src_y, src_w, src_h, angle, zx, zy) </h2></p>
<p> <p>
Draws a portion of an image to the current canvas rotated and scaled Draws a portion of an image to the current canvas rotated and scaled
</p> </p>
<p> <p>

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@@ -9,7 +9,7 @@
<body> <body>
<p><h2>sub DrawImage_Zoom(slot, x, y, zx, zy) </h2></p> <p><h2>sub DrawImage_Zoom(slot, x, y, zx, zy) </h2></p>
<p> <p>
Draws an image to the current canvas scaled by a given factor Draws an image to the current canvas scaled by a given factor
</p> </p>
<br><p>Related: <br><p>Related:
<a href="drawimage_zoomex.html">DrawImage_ZoomEx</a> <a href="drawimage_zoomex.html">DrawImage_ZoomEx</a>

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@@ -9,7 +9,7 @@
<body> <body>
<p><h2>sub DrawText(txt$, x, y) </h2></p> <p><h2>sub DrawText(txt$, x, y) </h2></p>
<p> <p>
Draws text to the current canvas Draws text to the current canvas
</p> </p>
<p> <p>

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@@ -9,7 +9,7 @@
<body> <body>
<p><h2>function FileLength(fileName$) </h2></p> <p><h2>function FileLength(fileName$) </h2></p>
<p> <p>
Returns the size of a file in bytes. Returns the size of a file in bytes.
</p> </p>
<p> <p>

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@@ -12,6 +12,9 @@
Fills a closed shape in with the current draw color Fills a closed shape in with the current draw color
</p> </p>
<p> <p>
NOTE: It is not recommended to floodfill the full screen since its prone to stack overload
</p>
<p>
</body> </body>
</html> </html>

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@@ -12,6 +12,9 @@
Outputs text to the console Outputs text to the console
</p> </p>
<p> <p>
NOTE: It does the exact same thing as Print. This is here for legacy reasons (ie. I am too lazy to remove it.)
</p>
<p>
</body> </body>
</html> </html>

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@@ -54,8 +54,8 @@
</p> </p>
<p id="rc_code"><code> <p id="rc_code"><code>
<span class="rc_keyword">Function</span>&nbsp;&nbsp;MyFunc<b>(</b>a,&nbsp;b<b>)</b>&nbsp;<br> <span class="rc_keyword">Function</span>&nbsp;&nbsp;MyFunc<b>(</b>a,&nbsp;b<b>)</b>&nbsp;<br>
&nbsp;&nbsp;&nbsp;c&nbsp;=&nbsp;a&nbsp;+&nbsp;b&nbsp;<br> c&nbsp;=&nbsp;a&nbsp;+&nbsp;b&nbsp;<br>
&nbsp;&nbsp;&nbsp;<span class="rc_keyword">Return</span>&nbsp;c&nbsp;<br> <span class="rc_keyword">Return</span>&nbsp;c&nbsp;<br>
<span class="rc_keyword">End</span>&nbsp;<span class="rc_keyword">Function</span>&nbsp;<br> <span class="rc_keyword">End</span>&nbsp;<span class="rc_keyword">Function</span>&nbsp;<br>
</code></p> </code></p>
<p> <p>
@@ -72,7 +72,7 @@
</p> </p>
<p id="rc_code"><code> <p id="rc_code"><code>
<span class="rc_keyword">Function</span>&nbsp;MyString$&nbsp;<b>(</b>&nbsp;G$&nbsp;<b>)</b>&nbsp;<br> <span class="rc_keyword">Function</span>&nbsp;MyString$&nbsp;<b>(</b>&nbsp;G$&nbsp;<b>)</b>&nbsp;<br>
&nbsp;&nbsp;&nbsp;<span class="rc_keyword">Return</span>&nbsp;<span class="rc_string">"YOU ENTERED "</span>&nbsp;+&nbsp;G$&nbsp;<br> <span class="rc_keyword">Return</span>&nbsp;<span class="rc_string">"YOU ENTERED "</span>&nbsp;+&nbsp;G$&nbsp;<br>
<span class="rc_keyword">End</span>&nbsp;<span class="rc_keyword">Function</span>&nbsp;<br> <span class="rc_keyword">End</span>&nbsp;<span class="rc_keyword">Function</span>&nbsp;<br>
&nbsp;&nbsp;<br> &nbsp;&nbsp;<br>
<span class="rc_keyword">Print</span>&nbsp;MyString<b>(</b><span class="rc_string">"SOMETHING"</span><b>)</b>&nbsp;<br> <span class="rc_keyword">Print</span>&nbsp;MyString<b>(</b><span class="rc_string">"SOMETHING"</span><b>)</b>&nbsp;<br>
@@ -88,15 +88,15 @@
</p> </p>
<p id="rc_code"><code> <p id="rc_code"><code>
<span class="rc_keyword">Type</span>&nbsp;test_type&nbsp;<br> <span class="rc_keyword">Type</span>&nbsp;test_type&nbsp;<br>
&nbsp;&nbsp;&nbsp;<span class="rc_keyword">Dim</span>&nbsp;a$&nbsp;<br> <span class="rc_keyword">Dim</span>&nbsp;a$&nbsp;<br>
&nbsp;&nbsp;&nbsp;<span class="rc_keyword">Dim</span>&nbsp;b&nbsp;<br> <span class="rc_keyword">Dim</span>&nbsp;b&nbsp;<br>
<span class="rc_keyword">End</span>&nbsp;<span class="rc_keyword">Type</span>&nbsp;<br> <span class="rc_keyword">End</span>&nbsp;<span class="rc_keyword">Type</span>&nbsp;<br>
&nbsp;&nbsp;<br> &nbsp;&nbsp;<br>
<span class="rc_keyword">Function</span>&nbsp;test<b>(</b>a$,&nbsp;b<b>)</b>&nbsp;<span class="rc_keyword">As</span>&nbsp;test_type&nbsp;<br> <span class="rc_keyword">Function</span>&nbsp;test<b>(</b>a$,&nbsp;b<b>)</b>&nbsp;<span class="rc_keyword">As</span>&nbsp;test_type&nbsp;<br>
&nbsp;&nbsp;&nbsp;<span class="rc_keyword">Dim</span>&nbsp;ret_val&nbsp;<span class="rc_keyword">As</span>&nbsp;test_type&nbsp;<br> <span class="rc_keyword">Dim</span>&nbsp;ret_val&nbsp;<span class="rc_keyword">As</span>&nbsp;test_type&nbsp;<br>
&nbsp;&nbsp;&nbsp;ret_val.a&nbsp;=&nbsp;a&nbsp;<br> ret_val.a&nbsp;=&nbsp;a&nbsp;<br>
&nbsp;&nbsp;&nbsp;ret_val.b&nbsp;=&nbsp;b&nbsp;<br> ret_val.b&nbsp;=&nbsp;b&nbsp;<br>
&nbsp;&nbsp;&nbsp;<span class="rc_keyword">Return</span>&nbsp;ret_val&nbsp;<br> <span class="rc_keyword">Return</span>&nbsp;ret_val&nbsp;<br>
<span class="rc_keyword">End</span>&nbsp;<span class="rc_keyword">Function</span>&nbsp;<br> <span class="rc_keyword">End</span>&nbsp;<span class="rc_keyword">Function</span>&nbsp;<br>
&nbsp;&nbsp;<br> &nbsp;&nbsp;<br>
<span class="rc_keyword">Dim</span>&nbsp;myVar&nbsp;<span class="rc_keyword">as</span>&nbsp;test_type&nbsp;<br> <span class="rc_keyword">Dim</span>&nbsp;myVar&nbsp;<span class="rc_keyword">as</span>&nbsp;test_type&nbsp;<br>
@@ -107,8 +107,8 @@
You can also have a UDT as a parameter in a function: You can also have a UDT as a parameter in a function:
</p> </p>
<p id="rc_code"><code> <p id="rc_code"><code>
<span class="rc_keyword">Function</span>&nbsp;<span class="rc_number">2</span><b>(</b>n&nbsp;<span class="rc_keyword">as</span>&nbsp;test_type,&nbsp;j<b>)</b>&nbsp;<br> <span class="rc_keyword">Function</span>&nbsp;test2<b>(</b>n&nbsp;<span class="rc_keyword">as</span>&nbsp;test_type,&nbsp;j<b>)</b>&nbsp;<br>
&nbsp;&nbsp;&nbsp;<span class="rc_keyword">Return</span>&nbsp;<span class="rc_number">0</span>&nbsp;<br> <span class="rc_keyword">Return</span>&nbsp;<span class="rc_number">0</span>&nbsp;<br>
<span class="rc_keyword">End</span>&nbsp;<span class="rc_keyword">Function</span>&nbsp;<br> <span class="rc_keyword">End</span>&nbsp;<span class="rc_keyword">Function</span>&nbsp;<br>
</code></p> </code></p>
<p> <p>
@@ -116,9 +116,9 @@
</p> </p>
<p id="rc_code"><code> <p id="rc_code"><code>
<span class="rc_keyword">Sub</span>&nbsp;MySub&nbsp;<b>(</b>&nbsp;<b>)</b>&nbsp;<br> <span class="rc_keyword">Sub</span>&nbsp;MySub&nbsp;<b>(</b>&nbsp;<b>)</b>&nbsp;<br>
&nbsp;&nbsp;&nbsp;<span class="rc_keyword">For</span>&nbsp;i&nbsp;=&nbsp;<span class="rc_number">1</span>&nbsp;<span class="rc_keyword">To</span>&nbsp;<span class="rc_number">5</span>&nbsp;<br> <span class="rc_keyword">For</span>&nbsp;i&nbsp;=&nbsp;<span class="rc_number">1</span>&nbsp;<span class="rc_keyword">To</span>&nbsp;<span class="rc_number">5</span>&nbsp;<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<span class="rc_keyword">Print</span>&nbsp;i&nbsp;<br> &nbsp;&nbsp;&nbsp;<span class="rc_keyword">Print</span>&nbsp;i&nbsp;<br>
&nbsp;&nbsp;&nbsp;<span class="rc_keyword">Next</span>&nbsp;<br> <span class="rc_keyword">Next</span>&nbsp;<br>
<span class="rc_keyword">End</span>&nbsp;<span class="rc_keyword">Sub</span>&nbsp;<br> <span class="rc_keyword">End</span>&nbsp;<span class="rc_keyword">Sub</span>&nbsp;<br>
&nbsp;&nbsp;<br> &nbsp;&nbsp;<br>
MySub&nbsp;<b>(</b>&nbsp;<b>)</b>&nbsp;<br> MySub&nbsp;<b>(</b>&nbsp;<b>)</b>&nbsp;<br>
@@ -131,7 +131,7 @@
</p> </p>
<p id="rc_code"><code> <p id="rc_code"><code>
<span class="rc_keyword">Sub</span>&nbsp;&nbsp;MySub&nbsp;<b>(</b>&nbsp;a&nbsp;<b>)</b>&nbsp;<br> <span class="rc_keyword">Sub</span>&nbsp;&nbsp;MySub&nbsp;<b>(</b>&nbsp;a&nbsp;<b>)</b>&nbsp;<br>
&nbsp;&nbsp;&nbsp;a&nbsp;=&nbsp;<span class="rc_number">5</span>&nbsp;<br> a&nbsp;=&nbsp;<span class="rc_number">5</span>&nbsp;<br>
<span class="rc_keyword">End</span>&nbsp;<span class="rc_keyword">Sub</span>&nbsp;<br> <span class="rc_keyword">End</span>&nbsp;<span class="rc_keyword">Sub</span>&nbsp;<br>
&nbsp;&nbsp;<br> &nbsp;&nbsp;<br>
n&nbsp;=&nbsp;<span class="rc_number">0</span>&nbsp;<br> n&nbsp;=&nbsp;<span class="rc_number">0</span>&nbsp;<br>
@@ -144,7 +144,7 @@
</p> </p>
<p id="rc_code"><code> <p id="rc_code"><code>
<span class="rc_keyword">Sub</span>&nbsp;MySub&nbsp;<b>(</b>&nbsp;<span class="rc_keyword">ByRef</span>&nbsp;a&nbsp;<b>)</b>&nbsp;<br> <span class="rc_keyword">Sub</span>&nbsp;MySub&nbsp;<b>(</b>&nbsp;<span class="rc_keyword">ByRef</span>&nbsp;a&nbsp;<b>)</b>&nbsp;<br>
&nbsp;&nbsp;&nbsp;a&nbsp;=&nbsp;<span class="rc_number">5</span>&nbsp;<br> a&nbsp;=&nbsp;<span class="rc_number">5</span>&nbsp;<br>
<span class="rc_keyword">End</span>&nbsp;<span class="rc_keyword">Sub</span>&nbsp;<br> <span class="rc_keyword">End</span>&nbsp;<span class="rc_keyword">Sub</span>&nbsp;<br>
&nbsp;&nbsp;<br> &nbsp;&nbsp;<br>
n&nbsp;=&nbsp;<span class="rc_number">0</span>&nbsp;<br> n&nbsp;=&nbsp;<span class="rc_number">0</span>&nbsp;<br>

View File

@@ -12,7 +12,7 @@
Gets the actors rotation as a quaternion. Gets the actors rotation as a quaternion.
</p> </p>
<p> <p>
Note: This is useful for calculations that require quaternion but most developers should just use GetActorRotation() Note: This is useful for calculations that require quaternion but most developers should just use GetActorTransform()
</p> </p>
<br><p>Related: <br><p>Related:
<a href="getactorrotation.html">GetActorRotation</a> <a href="getactorrotation.html">GetActorRotation</a>

View File

@@ -22,10 +22,10 @@
LIGHT_TYPE_POINT LIGHT_TYPE_POINT
</li> </li>
<li> <li>
LIGHT_TYPE_POINT LIGHT_TYPE_DIRECTIONAL
</li> </li>
<li> <li>
LIGHT_TYPE_POINT LIGHT_TYPE_SPOT
<br><p>Related: <br><p>Related:
<a href="setlighttype.html">SetLightType</a> <a href="setlighttype.html">SetLightType</a>
</p> </p>

View File

@@ -11,6 +11,67 @@
<p> <p>
Gets the position of a sprite on the canvas Gets the position of a sprite on the canvas
</p> </p>
<p id="rc_code"><code>
isFullScreen&nbsp;=&nbsp;<span class="rc_keyword">false</span>&nbsp;<br>
vSync&nbsp;=&nbsp;<span class="rc_keyword">true</span>&nbsp;<br>
winWidth&nbsp;=&nbsp;<span class="rc_number">640</span>&nbsp;<br>
winHeight&nbsp;=&nbsp;<span class="rc_number">480</span>&nbsp;<br>
canViewPortX&nbsp;=&nbsp;<span class="rc_number">0</span>&nbsp;<br>
canViewPortY&nbsp;=&nbsp;<span class="rc_number">0</span>&nbsp;<br>
&nbsp;&nbsp;<br>
OpenWindow<b>(</b><span class="rc_string">"GetSpritePosition"</span>,&nbsp;winWidth,&nbsp;winHeight,&nbsp;isFullScreen,&nbsp;vSync<b>)</b>&nbsp;<br>
pCanvas&nbsp;=&nbsp;OpenCanvas<b>(</b><span class="rc_number">200</span>,&nbsp;<span class="rc_number">80</span>,&nbsp;<span class="rc_number">0</span>,&nbsp;<span class="rc_number">0</span>,&nbsp;<span class="rc_number">200</span>,&nbsp;<span class="rc_number">80</span>,&nbsp;<span class="rc_number">1</span><b>)</b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<span class="rc_comment">'Need to open a canvas for drawing the text </span><br>
sCanvas&nbsp;=&nbsp;OpenCanvasSpriteLayer<b>(</b>canViewPortX,&nbsp;canViewPortY,&nbsp;winWidth,&nbsp;winHeight<b>)</b>&nbsp;<br>
Canvas<b>(</b>sCanvas<b>)</b>&nbsp;<br>
&nbsp;&nbsp;<br>
<span class="rc_keyword">DIM</span>&nbsp;font1&nbsp;<br>
&nbsp;&nbsp;<br>
Font1&nbsp;=&nbsp;LoadFont<b>(</b><span class="rc_string">"DripOctober.ttf"</span>,&nbsp;<span class="rc_number">16</span><b>)</b>&nbsp;<br>
SetFont<b>(</b>Font1<b>)</b>&nbsp;<br>
SetColor<b>(</b>RGB<b>(</b><span class="rc_number">100</span>,&nbsp;<span class="rc_number">200</span>,&nbsp;<span class="rc_number">200</span><b>)</b><b>)</b>&nbsp;<br>
&nbsp;&nbsp;<br>
<span class="rc_keyword">DIM</span>&nbsp;eye&nbsp;<br>
<span class="rc_keyword">DIM</span>&nbsp;eyeW&nbsp;<br>
<span class="rc_keyword">DIM</span>&nbsp;eyeH&nbsp;<br>
<span class="rc_keyword">DIM</span>&nbsp;eyeX&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<span class="rc_comment">'Variables to pass into the function for holding the x and y values </span><br>
<span class="rc_keyword">DIM</span>&nbsp;eyeY&nbsp;<br>
eyeSpriteX&nbsp;=&nbsp;<span class="rc_number">100</span>&nbsp;<br>
eyeSpriteY&nbsp;=&nbsp;<span class="rc_number">100</span>&nbsp;<br>
destX&nbsp;=&nbsp;<span class="rc_number">0</span>&nbsp;<br>
&nbsp;&nbsp;<br>
eye&nbsp;=&nbsp;LoadImage<b>(</b><span class="rc_string">"theEye.png"</span><b>)</b>&nbsp;<br>
GetImageSize<b>(</b>eye,&nbsp;eyeW,&nbsp;eyeH<b>)</b>&nbsp;<br>
&nbsp;&nbsp;<br>
eyeSprite&nbsp;=&nbsp;CreateSprite<b>(</b>eye,&nbsp;eyeW,&nbsp;eyeH<b>)</b>&nbsp;<br>
SetSpritePosition<b>(</b>eyeSprite,&nbsp;eyeSpriteX,&nbsp;eyeSpriteY<b>)</b>&nbsp;<br>
&nbsp;&nbsp;<br>
<span class="rc_keyword">While</span>&nbsp;<span class="rc_keyword">Not</span>&nbsp;Key<b>(</b>K_ESCAPE<b>)</b>&nbsp;<br>
clearcanvas<b>(</b><b>)</b>&nbsp;<br>
Canvas<b>(</b>sCanvas<b>)</b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<span class="rc_comment">'change to the sprite canvas for drawing sprites </span><br>
<span class="rc_keyword">If</span>&nbsp;SpriteX<b>(</b>eyeSprite<b>)</b>&nbsp;&lt;&nbsp;<span class="rc_number">450</span>&nbsp;<span class="rc_keyword">And</span>&nbsp;destX&nbsp;=&nbsp;<span class="rc_number">0</span>&nbsp;<span class="rc_keyword">Then</span>&nbsp;<br>
&nbsp;&nbsp;&nbsp;SetSpritePosition<b>(</b>eyeSprite,&nbsp;eyeSpriteX,&nbsp;eyeSpriteY<b>)</b>&nbsp;<br>
&nbsp;&nbsp;&nbsp;eyeSpriteX&nbsp;=&nbsp;eyeSpriteX&nbsp;+&nbsp;<span class="rc_number">0.5</span>&nbsp;<br>
<span class="rc_keyword">ElseIf</span>&nbsp;SpriteX<b>(</b>eyeSprite<b>)</b>&nbsp;&gt;=&nbsp;<span class="rc_number">440</span>&nbsp;<span class="rc_keyword">And</span>&nbsp;destX&nbsp;=&nbsp;<span class="rc_number">0</span>&nbsp;<span class="rc_keyword">Then</span>&nbsp;<br>
&nbsp;&nbsp;&nbsp;destX&nbsp;=&nbsp;<span class="rc_number">1</span>&nbsp;<br>
<span class="rc_keyword">End</span>&nbsp;<span class="rc_keyword">If</span>&nbsp;<br>
&nbsp;&nbsp;<br>
<span class="rc_keyword">If</span>&nbsp;destX&nbsp;=&nbsp;<span class="rc_number">1</span>&nbsp;<span class="rc_keyword">Then</span>&nbsp;<br>
&nbsp;&nbsp;&nbsp;SetSpritePosition<b>(</b>eyeSprite,&nbsp;eyeSpriteX,&nbsp;eyeSpriteY<b>)</b>&nbsp;<br>
&nbsp;&nbsp;&nbsp;eyeSpriteX&nbsp;=&nbsp;eyeSpriteX&nbsp;-&nbsp;<span class="rc_number">0.5</span>&nbsp;<br>
<span class="rc_keyword">End</span>&nbsp;<span class="rc_keyword">If</span>&nbsp;<br>
&nbsp;&nbsp;<br>
GetSpritePosition<b>(</b>eyeSprite,&nbsp;eyeX,&nbsp;eyeY<b>)</b>&nbsp;<br>
Canvas<b>(</b>pCanvas<b>)</b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<span class="rc_comment">'change to the standard drawing canvas for drawing text </span><br>
DrawText<b>(</b><span class="rc_string">"Sprite X: "</span>&nbsp;+&nbsp;STR$<b>(</b>eyeX<b>)</b>,&nbsp;<span class="rc_number">10</span>,&nbsp;<span class="rc_number">30</span><b>)</b>&nbsp;<br>
DrawText<b>(</b><span class="rc_string">"Sprite Y: "</span>&nbsp;+&nbsp;STR$<b>(</b>eyeY<b>)</b>,&nbsp;<span class="rc_number">10</span>,&nbsp;<span class="rc_number">50</span><b>)</b>&nbsp;<br>
&nbsp;&nbsp;<br>
Update<b>(</b><b>)</b>&nbsp;<br>
<span class="rc_keyword">Wend</span>&nbsp;<br>
</code></p>
<p><img src="images/theEye.png" ></p>
<p>
<br> <a href="../doc_files/images/DripOctober.ttf">Link to Font (It's locally on your computer, your not downloading anything from the internet)</a> <br>
</p>
<br><p>Related: <br><p>Related:
<a href="translatesprite.html">TranslateSprite</a> <a href="translatesprite.html">TranslateSprite</a>
<a href="setspriteposition.html">SetSpritePosition</a> <a href="setspriteposition.html">SetSpritePosition</a>

View File

@@ -11,6 +11,63 @@
<p> <p>
Returns the angle the sprite is rotated by Returns the angle the sprite is rotated by
</p> </p>
<p id="rc_code"><code>
isFullScreen&nbsp;=&nbsp;<span class="rc_keyword">false</span>&nbsp;<br>
vSync&nbsp;=&nbsp;<span class="rc_keyword">true</span>&nbsp;<br>
winWidth&nbsp;=&nbsp;<span class="rc_number">640</span>&nbsp;<br>
winHeight&nbsp;=&nbsp;<span class="rc_number">480</span>&nbsp;<br>
canViewPortX&nbsp;=&nbsp;<span class="rc_number">0</span>&nbsp;<br>
canViewPortY&nbsp;=&nbsp;<span class="rc_number">0</span>&nbsp;<br>
&nbsp;&nbsp;<br>
OpenWindow<b>(</b><span class="rc_string">"GetSpriteRotation"</span>,&nbsp;winWidth,&nbsp;winHeight,&nbsp;isFullScreen,&nbsp;vSync<b>)</b>&nbsp;<br>
pCanvas&nbsp;=&nbsp;OpenCanvas<b>(</b><span class="rc_number">200</span>,&nbsp;<span class="rc_number">80</span>,&nbsp;<span class="rc_number">0</span>,&nbsp;<span class="rc_number">0</span>,&nbsp;<span class="rc_number">200</span>,&nbsp;<span class="rc_number">80</span>,&nbsp;<span class="rc_number">1</span><b>)</b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<span class="rc_comment">'Need to open a canvas for drawing the text </span><br>
sCanvas&nbsp;=&nbsp;OpenCanvasSpriteLayer<b>(</b>canViewPortX,&nbsp;canViewPortY,&nbsp;winWidth,&nbsp;winHeight<b>)</b>&nbsp;<br>
Canvas<b>(</b>sCanvas<b>)</b>&nbsp;<br>
&nbsp;&nbsp;<br>
<span class="rc_keyword">DIM</span>&nbsp;font1&nbsp;<br>
&nbsp;&nbsp;<br>
Font1&nbsp;=&nbsp;LoadFont<b>(</b><span class="rc_string">"DripOctober.ttf"</span>,&nbsp;<span class="rc_number">16</span><b>)</b>&nbsp;<br>
SetFont<b>(</b>Font1<b>)</b>&nbsp;<br>
SetColor<b>(</b>RGB<b>(</b><span class="rc_number">100</span>,&nbsp;<span class="rc_number">200</span>,&nbsp;<span class="rc_number">200</span><b>)</b><b>)</b>&nbsp;<br>
&nbsp;&nbsp;<br>
<span class="rc_keyword">DIM</span>&nbsp;eye&nbsp;<br>
<span class="rc_keyword">DIM</span>&nbsp;eyeW&nbsp;<br>
<span class="rc_keyword">DIM</span>&nbsp;eyeH&nbsp;<br>
<span class="rc_keyword">DIM</span>&nbsp;eyeAngle&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<span class="rc_comment">'Variable to hold the sprites angle value </span><br>
<span class="rc_keyword">DIM</span>&nbsp;displayAngle&nbsp;<br>
ReleaseKey&nbsp;=&nbsp;<span class="rc_number">0</span>&nbsp;<br>
&nbsp;&nbsp;<br>
eye&nbsp;=&nbsp;LoadImage<b>(</b><span class="rc_string">"theEye.png"</span><b>)</b>&nbsp;<br>
GetImageSize<b>(</b>eye,&nbsp;eyeW,&nbsp;eyeH<b>)</b>&nbsp;<br>
&nbsp;&nbsp;<br>
eyeSprite&nbsp;=&nbsp;CreateSprite<b>(</b>eye,&nbsp;eyeW,&nbsp;eyeH<b>)</b>&nbsp;<br>
SetSpritePosition<b>(</b>eyeSprite,&nbsp;<span class="rc_number">100</span>,&nbsp;<span class="rc_number">100</span><b>)</b>&nbsp;<br>
&nbsp;&nbsp;<br>
<span class="rc_comment">'RotateSprite(eyeSprite, eyeAngle) </span><br>
&nbsp;&nbsp;<br>
<span class="rc_keyword">While</span>&nbsp;<span class="rc_keyword">Not</span>&nbsp;Key<b>(</b>K_ESCAPE<b>)</b>&nbsp;<br>
ClearCanvas<b>(</b><b>)</b>&nbsp;<br>
Canvas<b>(</b>sCanvas<b>)</b>&nbsp;<br>
&nbsp;&nbsp;<br>
<span class="rc_keyword">If</span>&nbsp;Key<b>(</b>K_SPACE<b>)</b>&nbsp;<span class="rc_keyword">And</span>&nbsp;ReleaseKey&nbsp;=&nbsp;<span class="rc_number">0</span>&nbsp;<span class="rc_keyword">Then</span>&nbsp;<br>
eyeAngle&nbsp;=&nbsp;<span class="rc_number">30</span>&nbsp;<br>
RotateSprite<b>(</b>eyeSprite,&nbsp;eyeAngle<b>)</b>&nbsp;<br>
ReleaseKey&nbsp;=&nbsp;<span class="rc_number">1</span>&nbsp;<br>
<span class="rc_keyword">ElseIf</span>&nbsp;<span class="rc_keyword">Not</span>&nbsp;Key<b>(</b>K_SPACE<b>)</b>&nbsp;<span class="rc_keyword">And</span>&nbsp;ReleaseKey&nbsp;=&nbsp;<span class="rc_number">1</span>&nbsp;<span class="rc_keyword">then</span>&nbsp;<br>
ReleaseKey&nbsp;=&nbsp;<span class="rc_number">0</span>&nbsp;<br>
<span class="rc_keyword">End</span>&nbsp;<span class="rc_keyword">If</span>&nbsp;<br>
&nbsp;&nbsp;<br>
displayAngle&nbsp;=&nbsp;GetSpriteRotation<b>(</b>eyeSprite<b>)</b>&nbsp;<br>
Canvas<b>(</b>pCanvas<b>)</b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<span class="rc_comment">'change to the standard drawing canvas for drawing text </span><br>
DrawText<b>(</b><span class="rc_string">"Sprite Angle: "</span>&nbsp;+&nbsp;STR$<b>(</b>displayAngle<b>)</b>,&nbsp;<span class="rc_number">10</span>,&nbsp;<span class="rc_number">30</span><b>)</b>&nbsp;<br>
&nbsp;&nbsp;<br>
Update<b>(</b><b>)</b>&nbsp;<br>
<span class="rc_keyword">Wend</span>&nbsp;<br>
</code></p>
<p><img src="images/theEye.png" ></p>
<p>
<br> <a href="../doc_files/images/DripOctober.ttf">Link to Font (It's locally on your computer, your not downloading anything from the internet)</a> <br>
</p>
<br><p>Related: <br><p>Related:
<a href="setspriterotation.html">SetSpriteRotation</a> <a href="setspriterotation.html">SetSpriteRotation</a>
<a href="rotatesprite.html">RotateSprite</a> <a href="rotatesprite.html">RotateSprite</a>

View File

@@ -11,6 +11,73 @@
<p> <p>
Gets the scale of a sprite Gets the scale of a sprite
</p> </p>
<p id="rc_code"><code>
isFullScreen&nbsp;=&nbsp;<span class="rc_keyword">false</span>&nbsp;<br>
vSync&nbsp;=&nbsp;<span class="rc_keyword">true</span>&nbsp;<br>
winWidth&nbsp;=&nbsp;<span class="rc_number">640</span>&nbsp;<br>
winHeight&nbsp;=&nbsp;<span class="rc_number">480</span>&nbsp;<br>
canViewPortX&nbsp;=&nbsp;<span class="rc_number">0</span>&nbsp;<br>
canViewPortY&nbsp;=&nbsp;<span class="rc_number">0</span>&nbsp;<br>
&nbsp;&nbsp;<br>
OpenWindow<b>(</b><span class="rc_string">"GetSpriteScale"</span>,&nbsp;winWidth,&nbsp;winHeight,&nbsp;isFullScreen,&nbsp;vSync<b>)</b>&nbsp;<br>
pCanvas&nbsp;=&nbsp;OpenCanvas<b>(</b><span class="rc_number">200</span>,&nbsp;<span class="rc_number">80</span>,&nbsp;<span class="rc_number">0</span>,&nbsp;<span class="rc_number">0</span>,&nbsp;<span class="rc_number">200</span>,&nbsp;<span class="rc_number">80</span>,&nbsp;<span class="rc_number">1</span><b>)</b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<span class="rc_comment">'Need to open a canvas for drawing the text </span><br>
sCanvas&nbsp;=&nbsp;OpenCanvasSpriteLayer<b>(</b>canViewPortX,&nbsp;canViewPortY,&nbsp;winWidth,&nbsp;winHeight<b>)</b>&nbsp;<br>
Canvas<b>(</b>sCanvas<b>)</b>&nbsp;<br>
&nbsp;&nbsp;<br>
<span class="rc_keyword">DIM</span>&nbsp;font1&nbsp;<br>
&nbsp;&nbsp;<br>
Font1&nbsp;=&nbsp;LoadFont<b>(</b><span class="rc_string">"DripOctober.ttf"</span>,&nbsp;<span class="rc_number">16</span><b>)</b>&nbsp;<br>
SetFont<b>(</b>Font1<b>)</b>&nbsp;<br>
SetColor<b>(</b>RGB<b>(</b><span class="rc_number">100</span>,&nbsp;<span class="rc_number">200</span>,&nbsp;<span class="rc_number">200</span><b>)</b><b>)</b>&nbsp;<br>
&nbsp;&nbsp;<br>
<span class="rc_keyword">DIM</span>&nbsp;eye&nbsp;<br>
<span class="rc_keyword">DIM</span>&nbsp;eyeW&nbsp;<br>
<span class="rc_keyword">DIM</span>&nbsp;eyeH&nbsp;<br>
<span class="rc_keyword">DIM</span>&nbsp;eyeScale&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<span class="rc_comment">'Variable to hold the sprites scale </span><br>
ReleaseKey&nbsp;=&nbsp;<span class="rc_number">0</span>&nbsp;<br>
eyeScale&nbsp;=&nbsp;<span class="rc_number">2</span>&nbsp;<br>
&nbsp;&nbsp;<br>
<span class="rc_keyword">DIM</span>&nbsp;eyeScaleX&nbsp;<br>
<span class="rc_keyword">DIM</span>&nbsp;eyeScaleY&nbsp;<br>
&nbsp;&nbsp;<br>
eye&nbsp;=&nbsp;LoadImage<b>(</b><span class="rc_string">"theEye.png"</span><b>)</b>&nbsp;<br>
GetImageSize<b>(</b>eye,&nbsp;eyeW,&nbsp;eyeH<b>)</b>&nbsp;<br>
&nbsp;&nbsp;<br>
eyeSprite&nbsp;=&nbsp;CreateSprite<b>(</b>eye,&nbsp;eyeW,&nbsp;eyeH<b>)</b>&nbsp;<br>
SetSpritePosition<b>(</b>eyeSprite,&nbsp;<span class="rc_number">100</span>,&nbsp;<span class="rc_number">100</span><b>)</b>&nbsp;<br>
&nbsp;&nbsp;<br>
eyeSprite2&nbsp;=&nbsp;CreateSprite<b>(</b>eye,&nbsp;eyeW,&nbsp;eyeH<b>)</b>&nbsp;<br>
SetSpritePosition<b>(</b>eyeSprite2,&nbsp;<span class="rc_number">200</span>,&nbsp;<span class="rc_number">100</span><b>)</b>&nbsp;<br>
&nbsp;&nbsp;<br>
SetSpriteScale<b>(</b>eyeSprite2,&nbsp;eyeScale,&nbsp;eyeScale<b>)</b>&nbsp;<br>
&nbsp;&nbsp;<br>
<span class="rc_keyword">While</span>&nbsp;<span class="rc_keyword">Not</span>&nbsp;Key<b>(</b>K_ESCAPE<b>)</b>&nbsp;<br>
ClearCanvas<b>(</b><b>)</b>&nbsp;<br>
Canvas<b>(</b>sCanvas<b>)</b>&nbsp;<br>
&nbsp;&nbsp;<br>
<span class="rc_keyword">If</span>&nbsp;Key<b>(</b>K_UP<b>)</b>&nbsp;<span class="rc_keyword">And</span>&nbsp;ReleaseKey&nbsp;=&nbsp;<span class="rc_number">0</span>&nbsp;<span class="rc_keyword">Then</span>&nbsp;<br>
eyeScale&nbsp;=&nbsp;<span class="rc_number">1.1</span>&nbsp;<br>
ScaleSprite<b>(</b>eyeSprite2,&nbsp;eyeScale,&nbsp;eyeScale<b>)</b>&nbsp;<br>
ReleaseKey&nbsp;=&nbsp;<span class="rc_number">1</span>&nbsp;<br>
<span class="rc_keyword">ElseIf</span>&nbsp;Key<b>(</b>K_DOWN<b>)</b>&nbsp;<span class="rc_keyword">And</span>&nbsp;ReleaseKey&nbsp;=&nbsp;<span class="rc_number">0</span>&nbsp;<span class="rc_keyword">Then</span>&nbsp;<br>
eyeScale&nbsp;=&nbsp;<span class="rc_number">0.9</span>&nbsp;<br>
ScaleSprite<b>(</b>eyeSprite2,&nbsp;eyeScale,&nbsp;eyeScale<b>)</b>&nbsp;<br>
ReleaseKey&nbsp;=&nbsp;<span class="rc_number">1</span>&nbsp;<br>
<span class="rc_keyword">ElseIf</span>&nbsp;<span class="rc_keyword">Not</span>&nbsp;Key<b>(</b>K_UP<b>)</b>&nbsp;<span class="rc_keyword">And</span>&nbsp;<span class="rc_keyword">Not</span>&nbsp;Key<b>(</b>K_DOWN<b>)</b>&nbsp;<span class="rc_keyword">And</span>&nbsp;ReleaseKey&nbsp;=&nbsp;<span class="rc_number">1</span>&nbsp;<span class="rc_keyword">then</span>&nbsp;<br>
ReleaseKey&nbsp;=&nbsp;<span class="rc_number">0</span>&nbsp;<br>
<span class="rc_keyword">End</span>&nbsp;<span class="rc_keyword">If</span>&nbsp;<br>
&nbsp;&nbsp;<br>
GetSpriteScale<b>(</b>eyeSprite2,&nbsp;eyeScaleX,&nbsp;eyeScaleY<b>)</b>&nbsp;<br>
Canvas<b>(</b>pCanvas<b>)</b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<span class="rc_comment">'change to the standard drawing canvas for drawing text </span><br>
DrawText<b>(</b><span class="rc_string">"Sprite Scale X: "</span>&nbsp;+&nbsp;STR$<b>(</b>eyeScaleX<b>)</b>,&nbsp;<span class="rc_number">10</span>,&nbsp;<span class="rc_number">30</span><b>)</b>&nbsp;<br>
&nbsp;&nbsp;<br>
Update<b>(</b><b>)</b>&nbsp;<br>
<span class="rc_keyword">Wend</span>&nbsp;<br>
</code></p>
<p><img src="images/theEye.png" ></p>
<p>
<br> <a href="../doc_files/images/DripOctober.ttf">Link to Font (It's locally on your computer, your not downloading anything from the internet)</a> <br>
</p>
<br><p>Related: <br><p>Related:
<a href="scalesprite.html">ScaleSprite</a> <a href="scalesprite.html">ScaleSprite</a>
<a href="setspritescale.html">SetSpriteScale</a> <a href="setspritescale.html">SetSpriteScale</a>

View File

@@ -11,6 +11,51 @@
<p> <p>
Gets the size of a sprite's frames Gets the size of a sprite's frames
</p> </p>
<p id="rc_code"><code>
isFullScreen&nbsp;=&nbsp;<span class="rc_keyword">false</span>&nbsp;<br>
vSync&nbsp;=&nbsp;<span class="rc_keyword">true</span>&nbsp;<br>
winWidth&nbsp;=&nbsp;<span class="rc_number">640</span>&nbsp;<br>
winHeight&nbsp;=&nbsp;<span class="rc_number">480</span>&nbsp;<br>
canViewPortX&nbsp;=&nbsp;<span class="rc_number">0</span>&nbsp;<br>
canViewPortY&nbsp;=&nbsp;<span class="rc_number">0</span>&nbsp;<br>
&nbsp;&nbsp;<br>
OpenWindow<b>(</b><span class="rc_string">"ScaleSprite"</span>,&nbsp;winWidth,&nbsp;winHeight,&nbsp;isFullScreen,&nbsp;vSync<b>)</b>&nbsp;<br>
pCanvas&nbsp;=&nbsp;OpenCanvas<b>(</b><span class="rc_number">200</span>,&nbsp;<span class="rc_number">80</span>,&nbsp;<span class="rc_number">0</span>,&nbsp;<span class="rc_number">0</span>,&nbsp;<span class="rc_number">200</span>,&nbsp;<span class="rc_number">80</span>,&nbsp;<span class="rc_number">1</span><b>)</b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<span class="rc_comment">'Need to open a canvas for drawing the text </span><br>
sCanvas&nbsp;=&nbsp;OpenCanvasSpriteLayer<b>(</b>canViewPortX,&nbsp;canViewPortY,&nbsp;winWidth,&nbsp;winHeight<b>)</b>&nbsp;<br>
Canvas<b>(</b>sCanvas<b>)</b>&nbsp;<br>
&nbsp;&nbsp;<br>
<span class="rc_keyword">DIM</span>&nbsp;eye&nbsp;<br>
<span class="rc_keyword">DIM</span>&nbsp;eyeW&nbsp;<br>
<span class="rc_keyword">DIM</span>&nbsp;eyeH&nbsp;<br>
<span class="rc_keyword">DIM</span>&nbsp;eSpriteWidth&nbsp;<br>
<span class="rc_keyword">DIM</span>&nbsp;eSpriteHeight&nbsp;<br>
&nbsp;&nbsp;<br>
<span class="rc_keyword">DIM</span>&nbsp;font1&nbsp;<br>
&nbsp;&nbsp;<br>
Font1&nbsp;=&nbsp;LoadFont<b>(</b><span class="rc_string">"DripOctober.ttf"</span>,&nbsp;<span class="rc_number">16</span><b>)</b>&nbsp;<br>
SetFont<b>(</b>Font1<b>)</b>&nbsp;<br>
SetColor<b>(</b>RGB<b>(</b><span class="rc_number">100</span>,&nbsp;<span class="rc_number">200</span>,&nbsp;<span class="rc_number">200</span><b>)</b><b>)</b>&nbsp;<br>
&nbsp;&nbsp;<br>
eye&nbsp;=&nbsp;LoadImage<b>(</b><span class="rc_string">"theEye.png"</span><b>)</b>&nbsp;<br>
GetImageSize<b>(</b>eye,&nbsp;eyeW,&nbsp;eyeH<b>)</b>&nbsp;<br>
&nbsp;&nbsp;<br>
eyeSprite&nbsp;=&nbsp;CreateSprite<b>(</b>eye,&nbsp;eyeW,&nbsp;eyeH<b>)</b>&nbsp;<br>
SetSpritePosition<b>(</b>eyeSprite,&nbsp;<span class="rc_number">100</span>,&nbsp;<span class="rc_number">100</span><b>)</b>&nbsp;<br>
&nbsp;&nbsp;<br>
GetSpriteSize<b>(</b>eyeSprite,&nbsp;eSpriteWidth,&nbsp;eSpriteHeight<b>)</b>&nbsp;<br>
&nbsp;&nbsp;<br>
<span class="rc_keyword">While</span>&nbsp;<span class="rc_keyword">Not</span>&nbsp;Key<b>(</b>K_ESCAPE<b>)</b>&nbsp;<br>
Canvas<b>(</b>pCanvas<b>)</b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<span class="rc_comment">'change to the standard drawing canvas for drawing text </span><br>
DrawText<b>(</b><span class="rc_string">"EyeSprite Width "</span>&nbsp;+&nbsp;STR$<b>(</b>eSpriteWidth<b>)</b>,&nbsp;<span class="rc_number">10</span>,&nbsp;<span class="rc_number">30</span><b>)</b>&nbsp;<br>
DrawText<b>(</b><span class="rc_string">"EyeSprite Height "</span>&nbsp;+&nbsp;STR$<b>(</b>eSpriteHeight<b>)</b>,&nbsp;<span class="rc_number">10</span>,&nbsp;<span class="rc_number">50</span><b>)</b>&nbsp;<br>
&nbsp;&nbsp;<br>
Update<b>(</b><b>)</b>&nbsp;<br>
<span class="rc_keyword">Wend</span>&nbsp;<br>
</code></p>
<p><img src="images/theEye.png" ></p>
<p>
<br> <a href="../doc_files/images/DripOctober.ttf">Link to Font (It's locally on your computer, your not downloading anything from the internet)</a> <br>
</p>
<br><p>Related: <br><p>Related:
<a href="createsprite.html">CreateSprite</a> <a href="createsprite.html">CreateSprite</a>
</p> </p>

View File

@@ -11,6 +11,41 @@
<p> <p>
Returns the source image the sprite renders its frames from Returns the source image the sprite renders its frames from
</p> </p>
<p id="rc_code"><code>
isFullScreen&nbsp;=&nbsp;<span class="rc_keyword">false</span>&nbsp;<br>
vSync&nbsp;=&nbsp;<span class="rc_keyword">true</span>&nbsp;<br>
winWidth&nbsp;=&nbsp;<span class="rc_number">640</span>&nbsp;<br>
winHeight&nbsp;=&nbsp;<span class="rc_number">480</span>&nbsp;<br>
canViewPortX&nbsp;=&nbsp;<span class="rc_number">0</span>&nbsp;<br>
canViewPortY&nbsp;=&nbsp;<span class="rc_number">0</span>&nbsp;<br>
&nbsp;&nbsp;<br>
OpenWindow<b>(</b><span class="rc_string">"GetSpriteSource"</span>,&nbsp;winWidth,&nbsp;winHeight,&nbsp;isFullScreen,&nbsp;vSync<b>)</b>&nbsp;<br>
sCanvas&nbsp;=&nbsp;OpenCanvasSpriteLayer<b>(</b>canViewPortX,&nbsp;canViewPortY,&nbsp;winWidth,&nbsp;winHeight<b>)</b>&nbsp;<br>
Canvas<b>(</b>sCanvas<b>)</b>&nbsp;<br>
&nbsp;&nbsp;<br>
<span class="rc_keyword">DIM</span>&nbsp;frown&nbsp;<br>
<span class="rc_keyword">DIM</span>&nbsp;frownW&nbsp;<br>
<span class="rc_keyword">DIM</span>&nbsp;frownH&nbsp;<br>
<span class="rc_keyword">DIM</span>&nbsp;spSource$&nbsp;<br>
&nbsp;&nbsp;<br>
frowny1&nbsp;=&nbsp;LoadImage<b>(</b><span class="rc_string">"frowny1.png"</span><b>)</b>&nbsp;<br>
frowny2&nbsp;=&nbsp;LoadImage<b>(</b><span class="rc_string">"frowny2.png"</span><b>)</b>&nbsp;<br>
GetImageSize<b>(</b>frown,&nbsp;frownW,&nbsp;frownH<b>)</b>&nbsp;<br>
&nbsp;&nbsp;<br>
frownSprite&nbsp;=&nbsp;CreateSprite<b>(</b>frown,&nbsp;frownW,&nbsp;frownH<b>)</b>&nbsp;<br>
SetSpritePosition<b>(</b>frownSprite,&nbsp;<span class="rc_number">100</span>,&nbsp;<span class="rc_number">100</span><b>)</b>&nbsp;<br>
&nbsp;&nbsp;<br>
<span class="rc_keyword">While</span>&nbsp;<span class="rc_keyword">Not</span>&nbsp;Key<b>(</b>K_ESCAPE<b>)</b>&nbsp;<br>
<span class="rc_keyword">If</span>&nbsp;KEY<b>(</b>K_SPACE<b>)</b>&nbsp;<span class="rc_keyword">Then</span>&nbsp;<br>
&nbsp;&nbsp;&nbsp;SetSpriteSource<b>(</b>frownSprite,&nbsp;frowny2<b>)</b>&nbsp;<br>
<span class="rc_keyword">End</span>&nbsp;<span class="rc_keyword">If</span>&nbsp;<br>
Update<b>(</b><b>)</b>&nbsp;<br>
spSource$&nbsp;=&nbsp;STR$<b>(</b>GetSpriteSource<b>(</b>frown<b>)</b><b>)</b>&nbsp;<br>
<span class="rc_keyword">Print</span>&nbsp;spSource$&nbsp;<br>
<span class="rc_keyword">Wend</span>&nbsp;<br>
</code></p>
<p><img src="images/frowny1.png" ></p>
<p><img src="images/frowny2.png" ></p>
<br><p>Related: <br><p>Related:
<a href="setspritesource.html">SetSpriteSource</a> <a href="setspritesource.html">SetSpriteSource</a>
<a href="createsprite.html">CreateSprite</a> <a href="createsprite.html">CreateSprite</a>

View File

@@ -19,15 +19,74 @@
</p> </p>
<ul> <ul>
<li> <li>
SPRITE_TYPE_STATIC SPRITE_TYPE_STATIC (0)
</li> </li>
<li> <li>
SPRITE_TYPE_KINEMATIC SPRITE_TYPE_KINEMATIC (1)
</li> </li>
<li> <li>
SPRITE_TYPE_DYNAMIC SPRITE_TYPE_DYNAMIC (2)
</li> </li>
</ul> </ul>
<p id="rc_code"><code>
isFullScreen&nbsp;=&nbsp;<span class="rc_keyword">false</span>&nbsp;<br>
vSync&nbsp;=&nbsp;<span class="rc_keyword">true</span>&nbsp;<br>
winWidth&nbsp;=&nbsp;<span class="rc_number">640</span>&nbsp;<br>
winHeight&nbsp;=&nbsp;<span class="rc_number">480</span>&nbsp;<br>
canViewPortX&nbsp;=&nbsp;<span class="rc_number">0</span>&nbsp;<br>
canViewPortY&nbsp;=&nbsp;<span class="rc_number">0</span>&nbsp;<br>
&nbsp;&nbsp;<br>
OpenWindow<b>(</b><span class="rc_string">"GetSpriteType"</span>,&nbsp;winWidth,&nbsp;winHeight,&nbsp;isFullScreen,&nbsp;vSync<b>)</b>&nbsp;<br>
pCanvas&nbsp;=&nbsp;OpenCanvas<b>(</b><span class="rc_number">200</span>,&nbsp;<span class="rc_number">80</span>,&nbsp;<span class="rc_number">0</span>,&nbsp;<span class="rc_number">0</span>,&nbsp;<span class="rc_number">200</span>,&nbsp;<span class="rc_number">80</span>,&nbsp;<span class="rc_number">1</span><b>)</b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<span class="rc_comment">'Need to open a canvas for drawing the text </span><br>
sCanvas&nbsp;=&nbsp;OpenCanvasSpriteLayer<b>(</b>canViewPortX,&nbsp;canViewPortY,&nbsp;winWidth,&nbsp;winHeight<b>)</b>&nbsp;<br>
Canvas<b>(</b>sCanvas<b>)</b>&nbsp;<br>
&nbsp;&nbsp;<br>
<span class="rc_keyword">DIM</span>&nbsp;eye&nbsp;<br>
<span class="rc_keyword">DIM</span>&nbsp;eyeW&nbsp;<br>
<span class="rc_keyword">DIM</span>&nbsp;eyeH&nbsp;<br>
eyeSpriteX&nbsp;=&nbsp;<span class="rc_number">100</span>&nbsp;<br>
eyeSpriteY&nbsp;=&nbsp;<span class="rc_number">100</span>&nbsp;<br>
eyeSprite2X&nbsp;=&nbsp;<span class="rc_number">400</span>&nbsp;<br>
eyeSprite2Y&nbsp;=&nbsp;<span class="rc_number">125</span>&nbsp;<br>
&nbsp;&nbsp;<br>
<span class="rc_keyword">DIM</span>&nbsp;font1&nbsp;<br>
&nbsp;&nbsp;<br>
Font1&nbsp;=&nbsp;LoadFont<b>(</b><span class="rc_string">"DripOctober.ttf"</span>,&nbsp;<span class="rc_number">16</span><b>)</b>&nbsp;<br>
SetFont<b>(</b>Font1<b>)</b>&nbsp;<br>
SetColor<b>(</b>RGB<b>(</b><span class="rc_number">100</span>,&nbsp;<span class="rc_number">200</span>,&nbsp;<span class="rc_number">200</span><b>)</b><b>)</b>&nbsp;<br>
&nbsp;&nbsp;<br>
eye&nbsp;=&nbsp;LoadImage<b>(</b><span class="rc_string">"theEye.png"</span><b>)</b>&nbsp;<br>
GetImageSize<b>(</b>eye,&nbsp;eyeW,&nbsp;eyeH<b>)</b>&nbsp;<br>
&nbsp;&nbsp;<br>
eyeSprite&nbsp;=&nbsp;CreateSprite<b>(</b>eye,&nbsp;eyeW,&nbsp;eyeH<b>)</b>&nbsp;<br>
SetSpritePosition<b>(</b>eyeSprite,&nbsp;eyeSpriteX,&nbsp;eyeSpriteY<b>)</b>&nbsp;<br>
SetSpriteSolid<b>(</b>eyeSprite,&nbsp;<span class="rc_number">1</span><b>)</b>&nbsp;<br>
SetSpriteType<b>(</b>eyeSprite,&nbsp;SPRITE_TYPE_KINEMATIC<b>)</b>&nbsp;<br>
&nbsp;&nbsp;<br>
<span class="rc_comment">'The flags for each type are SPRITE_TYPE_STATIC = 0 </span><br>
<span class="rc_comment">' SPRITE_TYPE_KINEMATIC = 1 </span><br>
<span class="rc_comment">' SPRITE_TYPE_DYNAMIC = 2 </span><br>
&nbsp;&nbsp;<br>
eyeSprite2&nbsp;=&nbsp;CreateSprite<b>(</b>eye,&nbsp;eyeW,&nbsp;eyeH<b>)</b>&nbsp;<br>
SetSpritePosition<b>(</b>eyeSprite2,&nbsp;eyeSprite2X,&nbsp;eyeSprite2Y<b>)</b>&nbsp;<br>
SetSpriteSolid<b>(</b>eyeSprite2,&nbsp;<span class="rc_number">1</span><b>)</b>&nbsp;<br>
SetSpriteType<b>(</b>eyeSprite2,&nbsp;SPRITE_TYPE_DYNAMIC<b>)</b>&nbsp;<br>
&nbsp;&nbsp;<br>
<span class="rc_keyword">While</span>&nbsp;<span class="rc_keyword">Not</span>&nbsp;Key<b>(</b>K_ESCAPE<b>)</b>&nbsp;<br>
ClearCanvas<b>(</b><b>)</b>&nbsp;<br>
Canvas<b>(</b>sCanvas<b>)</b>&nbsp;<br>
&nbsp;&nbsp;<br>
Canvas<b>(</b>pCanvas<b>)</b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<span class="rc_comment">'change to the standard drawing canvas for drawing text </span><br>
&nbsp;&nbsp;<br>
DrawText<b>(</b><span class="rc_string">"Sprite on left type: "</span>&nbsp;+&nbsp;STR$<b>(</b>GetSpriteType<b>(</b>eyeSprite<b>)</b><b>)</b>,&nbsp;<span class="rc_number">10</span>,&nbsp;<span class="rc_number">30</span><b>)</b>&nbsp;<br>
&nbsp;&nbsp;<br>
Update<b>(</b><b>)</b>&nbsp;<br>
<span class="rc_keyword">Wend</span>&nbsp;<br>
</code></p>
<p><img src="images/theEye.png" ></p>
<p>
<br> <a href="../doc_files/images/DripOctober.ttf">Link to Font (It's locally on your computer, your not downloading anything from the internet)</a> <br>
</p>
<br><p>Related: <br><p>Related:
<a href="setspritetype.html">SetSpriteType</a> <a href="setspritetype.html">SetSpriteType</a>
</p> </p>

View File

@@ -335,22 +335,22 @@
Given we have two number stored in variables a and b. Given we have two number stored in variables a and b.
</p> </p>
<p> <p>
•.a = b : Test if a is equal to b •.a = b : Test if a is equal to b
</p> </p>
<p> <p>
•.a < b : Test if a is less than b •.a < b : Test if a is less than b
</p> </p>
<p> <p>
•.a > b : Test if a is greater than b •.a > b : Test if a is greater than b
</p> </p>
<p> <p>
•.a <= b : Test if a is less than or equal to b •.a <= b : Test if a is less than or equal to b
</p> </p>
<p> <p>
•.a >= b : Test if a is greater than or equal to b •.a >= b : Test if a is greater than or equal to b
</p> </p>
<p> <p>
•.a <> b : Test if a is not equal to b •.a <> b : Test if a is not equal to b
</p> </p>
<p> <p>
Here is a few examples of doing some of these comparisons with a <b>IF</b> statement. Here is a few examples of doing some of these comparisons with a <b>IF</b> statement.
@@ -424,7 +424,7 @@
This code will write "This is true" to the console because 1 is equal to 1 and 4 is greater than 2. Yes it is that simple. This code will write "This is true" to the console because 1 is equal to 1 and 4 is greater than 2. Yes it is that simple.
</p> </p>
<p id="rc_code"><code> <p id="rc_code"><code>
<span class="rc_keyword">If</span>&nbsp;<span class="rc_number">1</span><span class="rc_number">1</span>&nbsp;<span class="rc_keyword">AND</span>&nbsp;<span class="rc_number">4</span>&gt;<span class="rc_number">2</span>&nbsp;<span class="rc_keyword">Then</span>&nbsp;<br> <span class="rc_keyword">If</span>&nbsp;<span class="rc_number">1</span>=1&nbsp;<span class="rc_keyword">AND</span>&nbsp;<span class="rc_number">4</span>&gt;<span class="rc_number">2</span>&nbsp;<span class="rc_keyword">Then</span>&nbsp;<br>
<span class="rc_keyword">Print</span>&nbsp;<span class="rc_string">"This is true"</span>&nbsp;<br> <span class="rc_keyword">Print</span>&nbsp;<span class="rc_string">"This is true"</span>&nbsp;<br>
<span class="rc_keyword">End</span>&nbsp;<span class="rc_keyword">If</span>&nbsp;<br> <span class="rc_keyword">End</span>&nbsp;<span class="rc_keyword">If</span>&nbsp;<br>
</code></p> </code></p>
@@ -435,7 +435,7 @@
This code will write "This is true" to the console because although 1 is not equal to 2, 5 is less than or equal to 6. This code will write "This is true" to the console because although 1 is not equal to 2, 5 is less than or equal to 6.
</p> </p>
<p id="rc_code"><code> <p id="rc_code"><code>
<span class="rc_keyword">If</span>&nbsp;<span class="rc_number">1</span><span class="rc_number">2</span>&nbsp;<span class="rc_keyword">AND</span>&nbsp;<span class="rc_number">5</span>&lt;<span class="rc_number">6</span>&nbsp;<span class="rc_keyword">Then</span>&nbsp;<br> <span class="rc_keyword">If</span>&nbsp;<span class="rc_number">1</span>=2&nbsp;<span class="rc_keyword">AND</span>&nbsp;<span class="rc_number">5</span>&lt;<span class="rc_number">6</span>&nbsp;<span class="rc_keyword">Then</span>&nbsp;<br>
<span class="rc_keyword">Print</span>&nbsp;<span class="rc_string">"This is true"</span>&nbsp;<br> <span class="rc_keyword">Print</span>&nbsp;<span class="rc_string">"This is true"</span>&nbsp;<br>
<span class="rc_keyword">End</span>&nbsp;<span class="rc_keyword">If</span>&nbsp;<br> <span class="rc_keyword">End</span>&nbsp;<span class="rc_keyword">If</span>&nbsp;<br>
</code></p> </code></p>
@@ -446,7 +446,7 @@
This code will write "This is true" to the console because 1 is equal to 1 and 2 is equal to 2 ( 2 <> 2 is false because 2=2. Remember <> is the NOT EQUAL operator). Basically one condition in the <b>XOR</b> expression has to be true and the other has to be false otherwise the whole expression is false. If this is slightly confusing don't worry. In my 15+ years of programming experience I have never once used this operator. This code will write "This is true" to the console because 1 is equal to 1 and 2 is equal to 2 ( 2 <> 2 is false because 2=2. Remember <> is the NOT EQUAL operator). Basically one condition in the <b>XOR</b> expression has to be true and the other has to be false otherwise the whole expression is false. If this is slightly confusing don't worry. In my 15+ years of programming experience I have never once used this operator.
</p> </p>
<p id="rc_code"><code> <p id="rc_code"><code>
<span class="rc_keyword">If</span>&nbsp;<span class="rc_number">1</span><span class="rc_number">1</span>&nbsp;<span class="rc_keyword">XOR</span>&nbsp;<span class="rc_number">2</span>&nbsp;&lt;&gt;&nbsp;<span class="rc_number">2</span>&nbsp;<span class="rc_keyword">Then</span>&nbsp;<br> <span class="rc_keyword">If</span>&nbsp;<span class="rc_number">1</span>=1&nbsp;<span class="rc_keyword">XOR</span>&nbsp;<span class="rc_number">2</span>&nbsp;&lt;&gt;&nbsp;<span class="rc_number">2</span>&nbsp;<span class="rc_keyword">Then</span>&nbsp;<br>
<span class="rc_keyword">Print</span>&nbsp;<span class="rc_string">"This is true"</span>&nbsp;<br> <span class="rc_keyword">Print</span>&nbsp;<span class="rc_string">"This is true"</span>&nbsp;<br>
<span class="rc_keyword">End</span>&nbsp;<span class="rc_keyword">If</span>&nbsp;<br> <span class="rc_keyword">End</span>&nbsp;<span class="rc_keyword">If</span>&nbsp;<br>
</code></p> </code></p>
@@ -457,7 +457,7 @@
This code will write "This is true" to the screen because the expression 1=3 is false. The <b>NOT</b> statement reverses the false and makes it true. This code will write "This is true" to the screen because the expression 1=3 is false. The <b>NOT</b> statement reverses the false and makes it true.
</p> </p>
<p id="rc_code"><code> <p id="rc_code"><code>
<span class="rc_keyword">If</span>&nbsp;<span class="rc_keyword">NOT</span>&nbsp;<b>(</b><span class="rc_number">1</span><span class="rc_number">3</span><b>)</b>&nbsp;<span class="rc_keyword">Then</span>&nbsp;<br> <span class="rc_keyword">If</span>&nbsp;<span class="rc_keyword">NOT</span>&nbsp;<b>(</b><span class="rc_number">1</span>=3<b>)</b>&nbsp;<span class="rc_keyword">Then</span>&nbsp;<br>
<span class="rc_keyword">Print</span>&nbsp;<span class="rc_string">"This is true"</span>&nbsp;<br> <span class="rc_keyword">Print</span>&nbsp;<span class="rc_string">"This is true"</span>&nbsp;<br>
<span class="rc_keyword">End</span>&nbsp;<span class="rc_keyword">If</span>&nbsp;<br> <span class="rc_keyword">End</span>&nbsp;<span class="rc_keyword">If</span>&nbsp;<br>
</code></p> </code></p>

View File

@@ -9,10 +9,10 @@
<body> <body>
<p><h2>INTRODUCTION TO RCBASIC </h2></p> <p><h2>INTRODUCTION TO RCBASIC </h2></p>
<p> <p>
First I would like to say thank you for taking an interest in RCBASIC ( I use all caps because I think it looks more retro that way). RCBASIC is a variant of the BASIC programming language. It consist of a compiler, interpreter, and a code editor. This version of BASIC was mostly influenced by sdlBasic and QBasic. My main reason for writing this software was just to have fun and challenge myself. This language is not as full featured as C++ or Java but you can still create some awesome stuff with it. I hope you have as much fun using this software as I had making it. First I would like to say thank you for taking an interest in RCBASIC ( I use all caps because I think it looks more retro that way). RCBASIC is a variant of the BASIC programming language. It consist of a compiler, interpreter, and a code editor. This version of BASIC was mostly influenced by sdlBasic and QBasic. My main reason for writing this software was just to have fun and challenge myself. This language is not as full featured as C++ or Java but you can still create some awesome stuff with it. I hope you have as much fun using this software as I had making it.
</p> </p>
<p> <p>
Rodney Cunningham (aka. n00b) Rodney Cunningham (aka. n00b)
</p> </p>
<p> <p>

View File

@@ -3,11 +3,11 @@
<head> <head>
<link rel="stylesheet" href="style.css"> <link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type"> <meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>Lcase$ [RCBasic Doc] </title> <title>LCase$ [RCBasic Doc] </title>
</head> </head>
<body> <body>
<p><h2>function Lcase$(src$) </h2></p> <p><h2>function LCase$(src$) </h2></p>
<p> <p>
Returns src$ converted to a completely lower-case string Returns src$ converted to a completely lower-case string
</p> </p>

View File

@@ -9,7 +9,7 @@
<body> <body>
<p><h2>LICENSE </h2></p> <p><h2>LICENSE </h2></p>
<p> <p>
RCBasic is available under the zlib license : RCBasic is available under the zlib license :
</p> </p>
<p> <p>
This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software. This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software.

View File

@@ -3,11 +3,11 @@
<head> <head>
<link rel="stylesheet" href="style.css"> <link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type"> <meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>loopActorAnimation [RCBasic Doc] </title> <title>LoopActorAnimation [RCBasic Doc] </title>
</head> </head>
<body> <body>
<p><h2>sub loopActorAnimation( actor, flag ) </h2></p> <p><h2>sub LoopActorAnimation( actor, flag ) </h2></p>
<p> <p>
Enables or disables actor animation loop Enables or disables actor animation loop
</p> </p>

View File

@@ -16,7 +16,7 @@
</p> </p>
<p id="rc_code"><code> <p id="rc_code"><code>
<span class="rc_keyword">For</span>&nbsp;I&nbsp;=&nbsp;<span class="rc_number">1</span>&nbsp;<span class="rc_keyword">To</span>&nbsp;<span class="rc_number">5</span>&nbsp;<br> <span class="rc_keyword">For</span>&nbsp;I&nbsp;=&nbsp;<span class="rc_number">1</span>&nbsp;<span class="rc_keyword">To</span>&nbsp;<span class="rc_number">5</span>&nbsp;<br>
&nbsp;&nbsp;&nbsp;<span class="rc_keyword">Print</span>&nbsp;I&nbsp;<br> <span class="rc_keyword">Print</span>&nbsp;I&nbsp;<br>
<span class="rc_keyword">Next</span>&nbsp;<br> <span class="rc_keyword">Next</span>&nbsp;<br>
</code></p> </code></p>
<p> <p>
@@ -24,7 +24,7 @@
</p> </p>
<p id="rc_code"><code> <p id="rc_code"><code>
<span class="rc_keyword">For</span>&nbsp;I&nbsp;=&nbsp;<span class="rc_number">1</span>&nbsp;<span class="rc_keyword">To</span>&nbsp;<span class="rc_number">5</span>&nbsp;Step&nbsp;<span class="rc_number">2</span>&nbsp;<br> <span class="rc_keyword">For</span>&nbsp;I&nbsp;=&nbsp;<span class="rc_number">1</span>&nbsp;<span class="rc_keyword">To</span>&nbsp;<span class="rc_number">5</span>&nbsp;Step&nbsp;<span class="rc_number">2</span>&nbsp;<br>
&nbsp;&nbsp;&nbsp;<span class="rc_keyword">Print</span>&nbsp;I&nbsp;<br> <span class="rc_keyword">Print</span>&nbsp;I&nbsp;<br>
<span class="rc_keyword">Next</span>&nbsp;<br> <span class="rc_keyword">Next</span>&nbsp;<br>
</code></p> </code></p>
<p> <p>
@@ -36,8 +36,8 @@
<p id="rc_code"><code> <p id="rc_code"><code>
I&nbsp;=&nbsp;<span class="rc_number">0</span>&nbsp;<br> I&nbsp;=&nbsp;<span class="rc_number">0</span>&nbsp;<br>
<span class="rc_keyword">While</span>&nbsp;I&nbsp;&lt;&nbsp;<span class="rc_number">5</span>&nbsp;<br> <span class="rc_keyword">While</span>&nbsp;I&nbsp;&lt;&nbsp;<span class="rc_number">5</span>&nbsp;<br>
&nbsp;&nbsp;&nbsp;<span class="rc_keyword">Print</span>&nbsp;I&nbsp;<br> <span class="rc_keyword">Print</span>&nbsp;I&nbsp;<br>
&nbsp;&nbsp;&nbsp;I&nbsp;=&nbsp;I&nbsp;+&nbsp;<span class="rc_number">1</span>&nbsp;<br> I&nbsp;=&nbsp;I&nbsp;+&nbsp;<span class="rc_number">1</span>&nbsp;<br>
<span class="rc_keyword">Wend</span>&nbsp;<br> <span class="rc_keyword">Wend</span>&nbsp;<br>
</code></p> </code></p>
<p> <p>
@@ -51,7 +51,7 @@
</p> </p>
<p id="rc_code"><code> <p id="rc_code"><code>
<span class="rc_keyword">Do</span>&nbsp;<br> <span class="rc_keyword">Do</span>&nbsp;<br>
&nbsp;&nbsp;&nbsp;<span class="rc_keyword">Print</span>&nbsp;<span class="rc_string">"HELLO WORLD"</span>&nbsp;<br> <span class="rc_keyword">Print</span>&nbsp;<span class="rc_string">"HELLO WORLD"</span>&nbsp;<br>
<span class="rc_keyword">Loop</span>&nbsp;<br> <span class="rc_keyword">Loop</span>&nbsp;<br>
</code></p> </code></p>
<p> <p>
@@ -60,8 +60,8 @@
<p id="rc_code"><code> <p id="rc_code"><code>
I&nbsp;=&nbsp;<span class="rc_number">0</span>&nbsp;<br> I&nbsp;=&nbsp;<span class="rc_number">0</span>&nbsp;<br>
<span class="rc_keyword">Do</span>&nbsp;<br> <span class="rc_keyword">Do</span>&nbsp;<br>
&nbsp;&nbsp;&nbsp;<span class="rc_keyword">Print</span>&nbsp;I&nbsp;<br> <span class="rc_keyword">Print</span>&nbsp;I&nbsp;<br>
&nbsp;&nbsp;&nbsp;I&nbsp;=&nbsp;I&nbsp;+&nbsp;<span class="rc_number">1</span>&nbsp;<br> I&nbsp;=&nbsp;I&nbsp;+&nbsp;<span class="rc_number">1</span>&nbsp;<br>
<span class="rc_keyword">Loop</span>&nbsp;<span class="rc_keyword">While</span>&nbsp;I&nbsp;&lt;&nbsp;<span class="rc_number">5</span>&nbsp;<br> <span class="rc_keyword">Loop</span>&nbsp;<span class="rc_keyword">While</span>&nbsp;I&nbsp;&lt;&nbsp;<span class="rc_number">5</span>&nbsp;<br>
</code></p> </code></p>
<p> <p>
@@ -70,8 +70,8 @@
<p id="rc_code"><code> <p id="rc_code"><code>
I&nbsp;=&nbsp;<span class="rc_number">0</span>&nbsp;<br> I&nbsp;=&nbsp;<span class="rc_number">0</span>&nbsp;<br>
<span class="rc_keyword">Do</span>&nbsp;<br> <span class="rc_keyword">Do</span>&nbsp;<br>
&nbsp;&nbsp;&nbsp;<span class="rc_keyword">Print</span>&nbsp;I&nbsp;<br> <span class="rc_keyword">Print</span>&nbsp;I&nbsp;<br>
&nbsp;&nbsp;&nbsp;I&nbsp;=&nbsp;I&nbsp;+&nbsp;<span class="rc_number">1</span>&nbsp;<br> I&nbsp;=&nbsp;I&nbsp;+&nbsp;<span class="rc_number">1</span>&nbsp;<br>
<span class="rc_keyword">Loop</span>&nbsp;<span class="rc_keyword">Until</span>&nbsp;I&nbsp;=&nbsp;<span class="rc_number">5</span>&nbsp;<br> <span class="rc_keyword">Loop</span>&nbsp;<span class="rc_keyword">Until</span>&nbsp;I&nbsp;=&nbsp;<span class="rc_number">5</span>&nbsp;<br>
</code></p> </code></p>
<p> <p>

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@@ -3,14 +3,18 @@
<head> <head>
<link rel="stylesheet" href="style.css"> <link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type"> <meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>Ltrim$ [RCBasic Doc] </title> <title>LTrim$ [RCBasic Doc] </title>
</head> </head>
<body> <body>
<p><h2>function Ltrim$(src$) </h2></p> <p><h2>function LTrim$(src$) </h2></p>
<p> <p>
Returns src$ with all the spaces before the first non-space character removed. Returns src$ with all the spaces before the first non-space character removed.
</p> </p>
<br><p>Related:
<a href="rtrim.html">RTrim</a>
<a href="trim.html">Trim</a>
</p>
<p> <p>
</body> </body>

View File

@@ -9,6 +9,9 @@
<body> <body>
<p><h2>function MaterialExists( material ) </h2></p> <p><h2>function MaterialExists( material ) </h2></p>
<p> <p>
Returns true if the material id is an existing material
</p>
<p>
</body> </body>
</html> </html>

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@@ -3,11 +3,11 @@
<head> <head>
<link rel="stylesheet" href="style.css"> <link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type"> <meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>materialIsAplhaBlend [RCBasic Doc] </title> <title>MaterialIsAplhaBlend [RCBasic Doc] </title>
</head> </head>
<body> <body>
<p><h2>function materialIsAplhaBlend( material_id) </h2></p> <p><h2>function MaterialIsAplhaBlend( material_id) </h2></p>
<p> <p>
Returns true if alpha blending is enabled for a material Returns true if alpha blending is enabled for a material
</p> </p>

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@@ -3,11 +3,11 @@
<head> <head>
<link rel="stylesheet" href="style.css"> <link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type"> <meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>materialIsGouraudShaded [RCBasic Doc] </title> <title>MaterialIsGouraudShaded [RCBasic Doc] </title>
</head> </head>
<body> <body>
<p><h2>function materialIsGouraudShaded( material_id) </h2></p> <p><h2>function MaterialIsGouraudShaded( material_id ) </h2></p>
<p> <p>
Returns true if material is set to goraud shading Returns true if material is set to goraud shading
</p> </p>

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@@ -3,11 +3,11 @@
<head> <head>
<link rel="stylesheet" href="style.css"> <link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type"> <meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>materialIsLit [RCBasic Doc] </title> <title>MaterialIsLit [RCBasic Doc] </title>
</head> </head>
<body> <body>
<p><h2>function materialIsLit( material_id) </h2></p> <p><h2>function MaterialIsLit( material_id ) </h2></p>
<p> <p>
Returns true if a material is affected by lights in the scene Returns true if a material is affected by lights in the scene
</p> </p>

View File

@@ -3,11 +3,11 @@
<head> <head>
<link rel="stylesheet" href="style.css"> <link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type"> <meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>materialIsNormalized [RCBasic Doc] </title> <title>MaterialIsNormalized [RCBasic Doc] </title>
</head> </head>
<body> <body>
<p><h2>function materialIsNormalized( material_id) </h2></p> <p><h2>function MaterialIsNormalized( material_id ) </h2></p>
<p> <p>
Returns true if material has normalized normals Returns true if material has normalized normals
</p> </p>

View File

@@ -3,11 +3,11 @@
<head> <head>
<link rel="stylesheet" href="style.css"> <link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type"> <meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>materialIsPointCloud [RCBasic Doc] </title> <title>MaterialIsPointCloud [RCBasic Doc] </title>
</head> </head>
<body> <body>
<p><h2>function materialIsPointCloud( material_id) </h2></p> <p><h2>function MaterialIsPointCloud( material_id ) </h2></p>
<p> <p>
Returns true if material is set to render with point cloud Returns true if material is set to render with point cloud
</p> </p>

View File

@@ -3,11 +3,11 @@
<head> <head>
<link rel="stylesheet" href="style.css"> <link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type"> <meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>materialIsTransparent [RCBasic Doc] </title> <title>MaterialIsTransparent [RCBasic Doc] </title>
</head> </head>
<body> <body>
<p><h2>function materialIsTransparent( material_id) </h2></p> <p><h2>function MaterialIsTransparent( material_id) </h2></p>
<p> <p>
Returns true if material is transparent Returns true if material is transparent
</p> </p>

View File

@@ -3,11 +3,11 @@
<head> <head>
<link rel="stylesheet" href="style.css"> <link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type"> <meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>materialIsWireframe [RCBasic Doc] </title> <title>MaterialIsWireframe [RCBasic Doc] </title>
</head> </head>
<body> <body>
<p><h2>function materialIsWireframe( material_id) </h2></p> <p><h2>function MaterialIsWireframe( material_id ) </h2></p>
<p> <p>
Returns true if the material is rendered with non-filled triangles Returns true if the material is rendered with non-filled triangles
</p> </p>

View File

@@ -15,6 +15,11 @@
Returns true if window was opened and false if a window could not be opened Returns true if window was opened and false if a window could not be opened
</p> </p>
<ul> <ul>
<ul>
<li>
WINDOWPOS_CENTERED can be used to center the window
</li>
</ul>
<li> <li>
w, h - The size of the window w, h - The size of the window
</li> </li>
@@ -23,6 +28,14 @@
</li> </li>
<li> <li>
aa - The level of AntiAliasing aa - The level of AntiAliasing
<ul>
<li>
A value of 0 means no AntiAliasing which can improve performance
</li>
<li>
If the value selected is not supported then a lower value will be selected internally
</li>
</ul>
</li> </li>
<li> <li>
stencil_buffer (true / false) - determines whether stencil buffer will be used for shadows stencil_buffer (true / false) - determines whether stencil buffer will be used for shadows

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@@ -11,6 +11,48 @@
<p> <p>
Sets the angle the sprite is rotated by relative to its current rotation Sets the angle the sprite is rotated by relative to its current rotation
</p> </p>
<p id="rc_code"><code>
isFullScreen&nbsp;=&nbsp;<span class="rc_keyword">false</span>&nbsp;<br>
vSync&nbsp;=&nbsp;<span class="rc_keyword">true</span>&nbsp;<br>
winWidth&nbsp;=&nbsp;<span class="rc_number">640</span>&nbsp;<br>
winHeight&nbsp;=&nbsp;<span class="rc_number">480</span>&nbsp;<br>
canViewPortX&nbsp;=&nbsp;<span class="rc_number">0</span>&nbsp;<br>
canViewPortY&nbsp;=&nbsp;<span class="rc_number">0</span>&nbsp;<br>
&nbsp;&nbsp;<br>
OpenWindow<b>(</b><span class="rc_string">"RotateSprite"</span>,&nbsp;winWidth,&nbsp;winHeight,&nbsp;isFullScreen,&nbsp;vSync<b>)</b>&nbsp;<br>
sCanvas&nbsp;=&nbsp;OpenCanvasSpriteLayer<b>(</b>canViewPortX,&nbsp;canViewPortY,&nbsp;winWidth,&nbsp;winHeight<b>)</b>&nbsp;<br>
Canvas<b>(</b>sCanvas<b>)</b>&nbsp;<br>
&nbsp;&nbsp;<br>
<span class="rc_keyword">DIM</span>&nbsp;eye&nbsp;<br>
<span class="rc_keyword">DIM</span>&nbsp;eyeW&nbsp;<br>
<span class="rc_keyword">DIM</span>&nbsp;eyeH&nbsp;<br>
<span class="rc_keyword">DIM</span>&nbsp;eyeAngle&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<span class="rc_comment">'Variable to hold the sprites angle value </span><br>
eyeAngle&nbsp;=&nbsp;<span class="rc_number">250</span>&nbsp;<br>
ReleaseKey&nbsp;=&nbsp;<span class="rc_number">0</span>&nbsp;<br>
&nbsp;&nbsp;<br>
eye&nbsp;=&nbsp;LoadImage<b>(</b><span class="rc_string">"theEye.png"</span><b>)</b>&nbsp;<br>
GetImageSize<b>(</b>eye,&nbsp;eyeW,&nbsp;eyeH<b>)</b>&nbsp;<br>
&nbsp;&nbsp;<br>
eyeSprite&nbsp;=&nbsp;CreateSprite<b>(</b>eye,&nbsp;eyeW,&nbsp;eyeH<b>)</b>&nbsp;<br>
SetSpritePosition<b>(</b>eyeSprite,&nbsp;<span class="rc_number">100</span>,&nbsp;<span class="rc_number">100</span><b>)</b>&nbsp;<br>
&nbsp;&nbsp;<br>
<span class="rc_comment">'RotateSprite(eyeSprite, eyeAngle) </span><br>
&nbsp;&nbsp;<br>
<span class="rc_keyword">While</span>&nbsp;<span class="rc_keyword">Not</span>&nbsp;Key<b>(</b>K_ESCAPE<b>)</b>&nbsp;<br>
<span class="rc_comment">'ClearCanvas() For a sprite layer canvas, you don't need to call ClearCanvas. It's automatically called. </span><br>
&nbsp;&nbsp;<br>
<span class="rc_keyword">If</span>&nbsp;Key<b>(</b>K_SPACE<b>)</b>&nbsp;<span class="rc_keyword">And</span>&nbsp;ReleaseKey&nbsp;=&nbsp;<span class="rc_number">0</span>&nbsp;<span class="rc_keyword">Then</span>&nbsp;<br>
eyeAngle&nbsp;=&nbsp;<span class="rc_number">30</span>&nbsp;<br>
RotateSprite<b>(</b>eyeSprite,&nbsp;eyeAngle<b>)</b>&nbsp;<br>
ReleaseKey&nbsp;=&nbsp;<span class="rc_number">1</span>&nbsp;<br>
<span class="rc_keyword">ElseIf</span>&nbsp;<span class="rc_keyword">Not</span>&nbsp;Key<b>(</b>K_SPACE<b>)</b>&nbsp;<span class="rc_keyword">And</span>&nbsp;ReleaseKey&nbsp;=&nbsp;<span class="rc_number">1</span>&nbsp;<span class="rc_keyword">then</span>&nbsp;<br>
ReleaseKey&nbsp;=&nbsp;<span class="rc_number">0</span>&nbsp;<br>
<span class="rc_keyword">End</span>&nbsp;<span class="rc_keyword">If</span>&nbsp;<br>
&nbsp;&nbsp;<br>
Update<b>(</b><b>)</b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<span class="rc_comment">'Update automatically deals with drawing the sprites on the sprite canvas. </span><br>
<span class="rc_keyword">Wend</span>&nbsp;<br>
</code></p>
<p><img src="images/theEye.png" ></p>
<br><p>Related: <br><p>Related:
<a href="setspriterotation.html">SetSpriteRotation</a> <a href="setspriterotation.html">SetSpriteRotation</a>
<a href="getspriterotation.html">GetSpriteRotation</a> <a href="getspriterotation.html">GetSpriteRotation</a>

View File

@@ -15,8 +15,8 @@
A&nbsp;=&nbsp;<span class="rc_number">5</span>&nbsp;<br> A&nbsp;=&nbsp;<span class="rc_number">5</span>&nbsp;<br>
&nbsp;&nbsp;<br> &nbsp;&nbsp;<br>
<span class="rc_keyword">While</span>&nbsp;A&nbsp;&lt;&nbsp;<span class="rc_number">10</span>&nbsp;<br> <span class="rc_keyword">While</span>&nbsp;A&nbsp;&lt;&nbsp;<span class="rc_number">10</span>&nbsp;<br>
&nbsp;&nbsp;&nbsp;&nbsp;B&nbsp;=&nbsp;<span class="rc_number">1</span>&nbsp;&nbsp;&nbsp;&nbsp;<span class="rc_comment">'----- B is created inside this loop and cannot be accessed outside of this loop </span><br> B&nbsp;=&nbsp;<span class="rc_number">1</span>&nbsp;&nbsp;&nbsp;&nbsp;<span class="rc_comment">'----- B is created inside this loop and cannot be accessed outside of this loop </span><br>
&nbsp;&nbsp;&nbsp;A&nbsp;=&nbsp;A&nbsp;+&nbsp;<span class="rc_number">1</span>&nbsp;&nbsp;<span class="rc_comment">'----- A was created before this loop started so it will be able to be used after this loop ends </span><br> A&nbsp;=&nbsp;A&nbsp;+&nbsp;<span class="rc_number">1</span>&nbsp;&nbsp;<span class="rc_comment">'----- A was created before this loop started so it will be able to be used after this loop ends </span><br>
<span class="rc_keyword">Wend</span>&nbsp;<br> <span class="rc_keyword">Wend</span>&nbsp;<br>
&nbsp;&nbsp;<br> &nbsp;&nbsp;<br>
<span class="rc_keyword">Print</span>&nbsp;B&nbsp;<br> <span class="rc_keyword">Print</span>&nbsp;B&nbsp;<br>

View File

@@ -19,10 +19,10 @@
LIGHT_TYPE_POINT LIGHT_TYPE_POINT
</li> </li>
<li> <li>
LIGHT_TYPE_POINT LIGHT_TYPE_DIRECTIONAL
</li> </li>
<li> <li>
LIGHT_TYPE_POINT LIGHT_TYPE_SPOT
<br><p>Related: <br><p>Related:
<a href="setlighttype.html">SetLightType</a> <a href="setlighttype.html">SetLightType</a>
</p> </p>

View File

@@ -7,7 +7,7 @@
</head> </head>
<body> <body>
<p><h2>Sub SetSpriteAnimation(sprite, animation) </h2></p> <p><h2>Sub SetSpriteAnimation(sprite, animation, num_loops) </h2></p>
<p> <p>
Sets the current animation for a sprite Sets the current animation for a sprite
</p> </p>

View File

@@ -14,6 +14,45 @@
<p> <p>
Note: This is canvas position and not screen position Note: This is canvas position and not screen position
</p> </p>
<p id="rc_code"><code>
isFullScreen&nbsp;=&nbsp;<span class="rc_keyword">false</span>&nbsp;<br>
vSync&nbsp;=&nbsp;<span class="rc_keyword">true</span>&nbsp;<br>
winWidth&nbsp;=&nbsp;<span class="rc_number">640</span>&nbsp;<br>
winHeight&nbsp;=&nbsp;<span class="rc_number">480</span>&nbsp;<br>
canViewPortX&nbsp;=&nbsp;<span class="rc_number">0</span>&nbsp;<br>
canViewPortY&nbsp;=&nbsp;<span class="rc_number">0</span>&nbsp;<br>
&nbsp;&nbsp;<br>
OpenWindow<b>(</b><span class="rc_string">"SetSpritePosition"</span>,&nbsp;winWidth,&nbsp;winHeight,&nbsp;isFullScreen,&nbsp;vSync<b>)</b>&nbsp;<br>
sCanvas&nbsp;=&nbsp;OpenCanvasSpriteLayer<b>(</b>canViewPortX,&nbsp;canViewPortY,&nbsp;winWidth,&nbsp;winHeight<b>)</b>&nbsp;<br>
Canvas<b>(</b>sCanvas<b>)</b>&nbsp;<br>
&nbsp;&nbsp;<br>
<span class="rc_keyword">DIM</span>&nbsp;eye&nbsp;<br>
<span class="rc_keyword">DIM</span>&nbsp;eyeW&nbsp;<br>
<span class="rc_keyword">DIM</span>&nbsp;eyeH&nbsp;<br>
eyeSpriteX&nbsp;=&nbsp;<span class="rc_number">100</span>&nbsp;<br>
eyeSpriteY&nbsp;=&nbsp;<span class="rc_number">100</span>&nbsp;<br>
&nbsp;&nbsp;<br>
eye&nbsp;=&nbsp;LoadImage<b>(</b><span class="rc_string">"theEye.png"</span><b>)</b>&nbsp;<br>
GetImageSize<b>(</b>eye,&nbsp;eyeW,&nbsp;eyeH<b>)</b>&nbsp;<br>
&nbsp;&nbsp;<br>
eyeSprite&nbsp;=&nbsp;CreateSprite<b>(</b>eye,&nbsp;eyeW,&nbsp;eyeH<b>)</b>&nbsp;<br>
SetSpritePosition<b>(</b>eyeSprite,&nbsp;eyeSpriteX,&nbsp;eyeSpriteY<b>)</b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<span class="rc_comment">'Position on the canvas the sprite will initially be drawn. </span><br>
&nbsp;&nbsp;<br>
speed&nbsp;=&nbsp;<span class="rc_number">0.4</span>&nbsp;<br>
&nbsp;&nbsp;<br>
<span class="rc_keyword">While</span>&nbsp;<span class="rc_keyword">Not</span>&nbsp;Key<b>(</b>K_ESCAPE<b>)</b>&nbsp;<br>
&nbsp;&nbsp;<br>
SetSpritePosition<b>(</b>eyeSprite,&nbsp;eyeSpriteX,&nbsp;eyeSpriteY<b>)</b>&nbsp;<br>
eyeSpriteX&nbsp;=&nbsp;eyeSpriteX&nbsp;+&nbsp;speed&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<span class="rc_comment">'Speed will be added to sprites X position, sprite will move to the right gradually </span><br>
&nbsp;&nbsp;<br>
Update<b>(</b><b>)</b>&nbsp;<br>
<span class="rc_keyword">Wend</span>&nbsp;<br>
</code></p>
<p><img src="images/theEye.png" ></p>
<br><p>Related:
<a href="opencanvasspritelayer.html">OpenCanvasSpriteLayer</a>
<a href="createsprite.html">CreateSprite</a>
</p>
<p> <p>
</body> </body>

View File

@@ -11,6 +11,40 @@
<p> <p>
Sets the angle the sprite is rotated by Sets the angle the sprite is rotated by
</p> </p>
<p id="rc_code"><code>
isFullScreen&nbsp;=&nbsp;<span class="rc_keyword">false</span>&nbsp;<br>
vSync&nbsp;=&nbsp;<span class="rc_keyword">true</span>&nbsp;<br>
winWidth&nbsp;=&nbsp;<span class="rc_number">640</span>&nbsp;<br>
winHeight&nbsp;=&nbsp;<span class="rc_number">480</span>&nbsp;<br>
canViewPortX&nbsp;=&nbsp;<span class="rc_number">0</span>&nbsp;<br>
canViewPortY&nbsp;=&nbsp;<span class="rc_number">0</span>&nbsp;<br>
&nbsp;&nbsp;<br>
OpenWindow<b>(</b><span class="rc_string">"SetSpriteRotation"</span>,&nbsp;winWidth,&nbsp;winHeight,&nbsp;isFullScreen,&nbsp;vSync<b>)</b>&nbsp;<br>
sCanvas&nbsp;=&nbsp;OpenCanvasSpriteLayer<b>(</b>canViewPortX,&nbsp;canViewPortY,&nbsp;winWidth,&nbsp;winHeight<b>)</b>&nbsp;<br>
Canvas<b>(</b>sCanvas<b>)</b>&nbsp;<br>
&nbsp;&nbsp;<br>
<span class="rc_keyword">DIM</span>&nbsp;eye&nbsp;<br>
<span class="rc_keyword">DIM</span>&nbsp;eyeW&nbsp;<br>
<span class="rc_keyword">DIM</span>&nbsp;eyeH&nbsp;<br>
<span class="rc_keyword">DIM</span>&nbsp;eyeAngle&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<span class="rc_comment">'Variable to hold the sprites angle value </span><br>
&nbsp;&nbsp;<br>
eye&nbsp;=&nbsp;LoadImage<b>(</b><span class="rc_string">"theEye.png"</span><b>)</b>&nbsp;<br>
GetImageSize<b>(</b>eye,&nbsp;eyeW,&nbsp;eyeH<b>)</b>&nbsp;<br>
&nbsp;&nbsp;<br>
eyeSprite&nbsp;=&nbsp;CreateSprite<b>(</b>eye,&nbsp;eyeW,&nbsp;eyeH<b>)</b>&nbsp;<br>
SetSpritePosition<b>(</b>eyeSprite,&nbsp;<span class="rc_number">100</span>,&nbsp;<span class="rc_number">100</span><b>)</b>&nbsp;<br>
&nbsp;&nbsp;<br>
<span class="rc_keyword">While</span>&nbsp;<span class="rc_keyword">Not</span>&nbsp;Key<b>(</b>K_ESCAPE<b>)</b>&nbsp;<br>
<span class="rc_comment">'ClearCanvas() For a sprite layer canvas, you don't need to call ClearCanvas. It's automatically called. </span><br>
&nbsp;&nbsp;<br>
SetSpriteRotation<b>(</b>eyeSprite,&nbsp;eyeAngle<b>)</b>&nbsp;<br>
&nbsp;&nbsp;<br>
eyeAngle&nbsp;=&nbsp;eyeAngle&nbsp;+&nbsp;<span class="rc_number">0.3</span>&nbsp;<br>
&nbsp;&nbsp;<br>
Update<b>(</b><b>)</b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<span class="rc_comment">'Update automatically deals with drawing the sprites on the sprite canvas. </span><br>
<span class="rc_keyword">Wend</span>&nbsp;<br>
</code></p>
<p><img src="images/theEye.png" ></p>
<br><p>Related: <br><p>Related:
<a href="getspriterotation.html">GetSpriteRotation</a> <a href="getspriterotation.html">GetSpriteRotation</a>
<a href="rotatesprite.html">RotateSprite</a> <a href="rotatesprite.html">RotateSprite</a>

View File

@@ -11,6 +11,41 @@
<p> <p>
Sets the scale of a sprite Sets the scale of a sprite
</p> </p>
<p id="rc_code"><code>
isFullScreen&nbsp;=&nbsp;<span class="rc_keyword">false</span>&nbsp;<br>
vSync&nbsp;=&nbsp;<span class="rc_keyword">true</span>&nbsp;<br>
winWidth&nbsp;=&nbsp;<span class="rc_number">640</span>&nbsp;<br>
winHeight&nbsp;=&nbsp;<span class="rc_number">480</span>&nbsp;<br>
canViewPortX&nbsp;=&nbsp;<span class="rc_number">0</span>&nbsp;<br>
canViewPortY&nbsp;=&nbsp;<span class="rc_number">0</span>&nbsp;<br>
&nbsp;&nbsp;<br>
OpenWindow<b>(</b><span class="rc_string">"SetSpriteScale"</span>,&nbsp;winWidth,&nbsp;winHeight,&nbsp;isFullScreen,&nbsp;vSync<b>)</b>&nbsp;<br>
sCanvas&nbsp;=&nbsp;OpenCanvasSpriteLayer<b>(</b>canViewPortX,&nbsp;canViewPortY,&nbsp;winWidth,&nbsp;winHeight<b>)</b>&nbsp;<br>
Canvas<b>(</b>sCanvas<b>)</b>&nbsp;<br>
&nbsp;&nbsp;<br>
<span class="rc_keyword">DIM</span>&nbsp;eye&nbsp;<br>
<span class="rc_keyword">DIM</span>&nbsp;eyeW&nbsp;<br>
<span class="rc_keyword">DIM</span>&nbsp;eyeH&nbsp;<br>
<span class="rc_keyword">DIM</span>&nbsp;eyeScale&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<span class="rc_comment">'Variable to hold the sprites scale </span><br>
eyeScale&nbsp;=&nbsp;<span class="rc_number">2</span>&nbsp;<br>
&nbsp;&nbsp;<br>
eye&nbsp;=&nbsp;LoadImage<b>(</b><span class="rc_string">"theEye.png"</span><b>)</b>&nbsp;<br>
GetImageSize<b>(</b>eye,&nbsp;eyeW,&nbsp;eyeH<b>)</b>&nbsp;<br>
&nbsp;&nbsp;<br>
eyeSprite&nbsp;=&nbsp;CreateSprite<b>(</b>eye,&nbsp;eyeW,&nbsp;eyeH<b>)</b>&nbsp;<br>
SetSpritePosition<b>(</b>eyeSprite,&nbsp;<span class="rc_number">100</span>,&nbsp;<span class="rc_number">100</span><b>)</b>&nbsp;<br>
&nbsp;&nbsp;<br>
eyeSprite2&nbsp;=&nbsp;CreateSprite<b>(</b>eye,&nbsp;eyeW,&nbsp;eyeH<b>)</b>&nbsp;<br>
SetSpritePosition<b>(</b>eyeSprite2,&nbsp;<span class="rc_number">200</span>,&nbsp;<span class="rc_number">100</span><b>)</b>&nbsp;<br>
&nbsp;&nbsp;<br>
SetSpriteScale<b>(</b>eyeSprite2,&nbsp;eyeScale,&nbsp;eyeScale<b>)</b>&nbsp;<br>
&nbsp;&nbsp;<br>
<span class="rc_keyword">While</span>&nbsp;<span class="rc_keyword">Not</span>&nbsp;Key<b>(</b>K_ESCAPE<b>)</b>&nbsp;<br>
&nbsp;&nbsp;<br>
Update<b>(</b><b>)</b>&nbsp;<br>
<span class="rc_keyword">Wend</span>&nbsp;<br>
</code></p>
<p><img src="images/theEye.png" ></p>
<br><p>Related: <br><p>Related:
<a href="scalesprite.html">ScaleSprite</a> <a href="scalesprite.html">ScaleSprite</a>
<a href="getspritescale.html">GetSpriteScale</a> <a href="getspritescale.html">GetSpriteScale</a>

View File

@@ -11,6 +11,46 @@
<p> <p>
Sets whether a sprite has physics and collision response enabled Sets whether a sprite has physics and collision response enabled
</p> </p>
<p id="rc_code"><code>
isFullScreen&nbsp;=&nbsp;<span class="rc_keyword">false</span>&nbsp;<br>
vSync&nbsp;=&nbsp;<span class="rc_keyword">true</span>&nbsp;<br>
winWidth&nbsp;=&nbsp;<span class="rc_number">640</span>&nbsp;<br>
winHeight&nbsp;=&nbsp;<span class="rc_number">480</span>&nbsp;<br>
canViewPortX&nbsp;=&nbsp;<span class="rc_number">0</span>&nbsp;<br>
canViewPortY&nbsp;=&nbsp;<span class="rc_number">0</span>&nbsp;<br>
&nbsp;&nbsp;<br>
OpenWindow<b>(</b><span class="rc_string">"SetSpriteSolid"</span>,&nbsp;winWidth,&nbsp;winHeight,&nbsp;isFullScreen,&nbsp;vSync<b>)</b>&nbsp;<br>
sCanvas&nbsp;=&nbsp;OpenCanvasSpriteLayer<b>(</b>canViewPortX,&nbsp;canViewPortY,&nbsp;winWidth,&nbsp;winHeight<b>)</b>&nbsp;<br>
Canvas<b>(</b>sCanvas<b>)</b>&nbsp;<br>
&nbsp;&nbsp;<br>
<span class="rc_keyword">DIM</span>&nbsp;eye&nbsp;<br>
<span class="rc_keyword">DIM</span>&nbsp;eyeW&nbsp;<br>
<span class="rc_keyword">DIM</span>&nbsp;eyeH&nbsp;<br>
eyeSpriteX&nbsp;=&nbsp;<span class="rc_number">100</span>&nbsp;<br>
eyeSpriteY&nbsp;=&nbsp;<span class="rc_number">100</span>&nbsp;<br>
eyeSprite2X&nbsp;=&nbsp;<span class="rc_number">400</span>&nbsp;<br>
eyeSprite2Y&nbsp;=&nbsp;<span class="rc_number">125</span>&nbsp;<br>
&nbsp;&nbsp;<br>
eye&nbsp;=&nbsp;LoadImage<b>(</b><span class="rc_string">"theEye.png"</span><b>)</b>&nbsp;<br>
GetImageSize<b>(</b>eye,&nbsp;eyeW,&nbsp;eyeH<b>)</b>&nbsp;<br>
&nbsp;&nbsp;<br>
eyeSprite&nbsp;=&nbsp;CreateSprite<b>(</b>eye,&nbsp;eyeW,&nbsp;eyeH<b>)</b>&nbsp;<br>
SetSpritePosition<b>(</b>eyeSprite,&nbsp;eyeSpriteX,&nbsp;eyeSpriteY<b>)</b>&nbsp;<br>
SetSpriteSolid<b>(</b>eyeSprite,&nbsp;<span class="rc_number">1</span><b>)</b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<span class="rc_comment">'Setting the sprites as solid means they can collide with one another. </span><br>
&nbsp;&nbsp;<br>
eyeSprite2&nbsp;=&nbsp;CreateSprite<b>(</b>eye,&nbsp;eyeW,&nbsp;eyeH<b>)</b>&nbsp;<br>
SetSpritePosition<b>(</b>eyeSprite2,&nbsp;eyeSprite2X,&nbsp;eyeSprite2Y<b>)</b>&nbsp;<br>
SetSpriteSolid<b>(</b>eyeSprite2,&nbsp;<span class="rc_number">1</span><b>)</b>&nbsp;<br>
&nbsp;&nbsp;<br>
<span class="rc_keyword">While</span>&nbsp;<span class="rc_keyword">Not</span>&nbsp;Key<b>(</b>K_ESCAPE<b>)</b>&nbsp;<br>
&nbsp;&nbsp;<br>
SetSpriteLinearVelocity<b>(</b>eyeSprite,&nbsp;<span class="rc_number">30</span>,&nbsp;<span class="rc_number">0</span><b>)</b>&nbsp;<br>
eyeSpriteX&nbsp;=&nbsp;eyeSpriteX&nbsp;+&nbsp;<span class="rc_number">0.5</span>&nbsp;<br>
&nbsp;&nbsp;<br>
Update<b>(</b><b>)</b>&nbsp;<br>
<span class="rc_keyword">Wend</span>&nbsp;<br>
</code></p>
<p><img src="images/theEye.png" ></p>
<br><p>Related: <br><p>Related:
<a href="spriteissolid.html">SpriteIsSolid</a> <a href="spriteissolid.html">SpriteIsSolid</a>
</p> </p>

View File

@@ -14,6 +14,38 @@
<p> <p>
Note: This needs to be the same size as the current image source or you will have rendering issues Note: This needs to be the same size as the current image source or you will have rendering issues
</p> </p>
<p id="rc_code"><code>
isFullScreen&nbsp;=&nbsp;<span class="rc_keyword">false</span>&nbsp;<br>
vSync&nbsp;=&nbsp;<span class="rc_keyword">true</span>&nbsp;<br>
winWidth&nbsp;=&nbsp;<span class="rc_number">640</span>&nbsp;<br>
winHeight&nbsp;=&nbsp;<span class="rc_number">480</span>&nbsp;<br>
canViewPortX&nbsp;=&nbsp;<span class="rc_number">0</span>&nbsp;<br>
canViewPortY&nbsp;=&nbsp;<span class="rc_number">0</span>&nbsp;<br>
&nbsp;&nbsp;<br>
OpenWindow<b>(</b><span class="rc_string">"SetSpriteSource"</span>,&nbsp;winWidth,&nbsp;winHeight,&nbsp;isFullScreen,&nbsp;vSync<b>)</b>&nbsp;<br>
sCanvas&nbsp;=&nbsp;OpenCanvasSpriteLayer<b>(</b>canViewPortX,&nbsp;canViewPortY,&nbsp;winWidth,&nbsp;winHeight<b>)</b>&nbsp;<br>
Canvas<b>(</b>sCanvas<b>)</b>&nbsp;<br>
&nbsp;&nbsp;<br>
<span class="rc_keyword">DIM</span>&nbsp;frown&nbsp;<br>
<span class="rc_keyword">DIM</span>&nbsp;frownW&nbsp;<br>
<span class="rc_keyword">DIM</span>&nbsp;frownH&nbsp;<br>
&nbsp;&nbsp;<br>
frowny1&nbsp;=&nbsp;LoadImage<b>(</b><span class="rc_string">"frowny1.png"</span><b>)</b>&nbsp;<br>
frowny2&nbsp;=&nbsp;LoadImage<b>(</b><span class="rc_string">"frowny2.png"</span><b>)</b>&nbsp;<br>
GetImageSize<b>(</b>frown,&nbsp;frownW,&nbsp;frownH<b>)</b>&nbsp;<br>
&nbsp;&nbsp;<br>
frownSprite&nbsp;=&nbsp;CreateSprite<b>(</b>frown,&nbsp;frownW,&nbsp;frownH<b>)</b>&nbsp;<br>
SetSpritePosition<b>(</b>frownSprite,&nbsp;<span class="rc_number">100</span>,&nbsp;<span class="rc_number">100</span><b>)</b>&nbsp;<br>
&nbsp;&nbsp;<br>
<span class="rc_keyword">While</span>&nbsp;<span class="rc_keyword">Not</span>&nbsp;Key<b>(</b>K_ESCAPE<b>)</b>&nbsp;<br>
<span class="rc_keyword">If</span>&nbsp;KEY<b>(</b>K_SPACE<b>)</b>&nbsp;<span class="rc_keyword">Then</span>&nbsp;<br>
&nbsp;&nbsp;&nbsp;SetSpriteSource<b>(</b>frownSprite,&nbsp;frowny2<b>)</b>&nbsp;<br>
<span class="rc_keyword">End</span>&nbsp;<span class="rc_keyword">If</span>&nbsp;<br>
Update<b>(</b><b>)</b>&nbsp;<br>
<span class="rc_keyword">Wend</span>&nbsp;<br>
</code></p>
<p><img src="images/frowny1.png" ></p>
<p><img src="images/frowny2.png" ></p>
<br><p>Related: <br><p>Related:
<a href="getspritesource.html">GetSpriteSource</a> <a href="getspritesource.html">GetSpriteSource</a>
</p> </p>

View File

@@ -22,6 +22,144 @@
SPRITE_TYPE_DYNAMIC SPRITE_TYPE_DYNAMIC
</li> </li>
</ul> </ul>
<p>
Here is an example of SPRITE_TYPE_DYNAMIC:
</p>
<p id="rc_code"><code>
<span class="rc_comment">'This is showing SPRITE_TYPE_DYNAMIC </span><br>
&nbsp;&nbsp;<br>
isFullScreen&nbsp;=&nbsp;<span class="rc_keyword">false</span>&nbsp;<br>
vSync&nbsp;=&nbsp;<span class="rc_keyword">true</span>&nbsp;<br>
winWidth&nbsp;=&nbsp;<span class="rc_number">640</span>&nbsp;<br>
winHeight&nbsp;=&nbsp;<span class="rc_number">480</span>&nbsp;<br>
canViewPortX&nbsp;=&nbsp;<span class="rc_number">0</span>&nbsp;<br>
canViewPortY&nbsp;=&nbsp;<span class="rc_number">0</span>&nbsp;<br>
&nbsp;&nbsp;<br>
OpenWindow<b>(</b><span class="rc_string">"SetSpriteType_Dynamic"</span>,&nbsp;winWidth,&nbsp;winHeight,&nbsp;isFullScreen,&nbsp;vSync<b>)</b>&nbsp;<br>
sCanvas&nbsp;=&nbsp;OpenCanvasSpriteLayer<b>(</b>canViewPortX,&nbsp;canViewPortY,&nbsp;winWidth,&nbsp;winHeight<b>)</b>&nbsp;<br>
Canvas<b>(</b>sCanvas<b>)</b>&nbsp;<br>
&nbsp;&nbsp;<br>
<span class="rc_keyword">DIM</span>&nbsp;eye&nbsp;<br>
<span class="rc_keyword">DIM</span>&nbsp;eyeW&nbsp;<br>
<span class="rc_keyword">DIM</span>&nbsp;eyeH&nbsp;<br>
eyeSpriteX&nbsp;=&nbsp;<span class="rc_number">100</span>&nbsp;<br>
eyeSpriteY&nbsp;=&nbsp;<span class="rc_number">100</span>&nbsp;<br>
eyeSprite2X&nbsp;=&nbsp;<span class="rc_number">400</span>&nbsp;<br>
eyeSprite2Y&nbsp;=&nbsp;<span class="rc_number">125</span>&nbsp;<br>
&nbsp;&nbsp;<br>
eye&nbsp;=&nbsp;LoadImage<b>(</b><span class="rc_string">"theEye.png"</span><b>)</b>&nbsp;<br>
GetImageSize<b>(</b>eye,&nbsp;eyeW,&nbsp;eyeH<b>)</b>&nbsp;<br>
&nbsp;&nbsp;<br>
eyeSprite&nbsp;=&nbsp;CreateSprite<b>(</b>eye,&nbsp;eyeW,&nbsp;eyeH<b>)</b>&nbsp;<br>
SetSpritePosition<b>(</b>eyeSprite,&nbsp;eyeSpriteX,&nbsp;eyeSpriteY<b>)</b>&nbsp;<br>
SetSpriteSolid<b>(</b>eyeSprite,&nbsp;<span class="rc_number">1</span><b>)</b>&nbsp;<br>
&nbsp;&nbsp;<br>
<span class="rc_comment">'When Sprites are created and physics activated there "type" is Dyanmic by default </span><br>
<span class="rc_comment">'The sprites have collision and physics activated, so they can move and react to other bodies. </span><br>
&nbsp;&nbsp;<br>
eyeSprite2&nbsp;=&nbsp;CreateSprite<b>(</b>eye,&nbsp;eyeW,&nbsp;eyeH<b>)</b>&nbsp;<br>
SetSpritePosition<b>(</b>eyeSprite2,&nbsp;eyeSprite2X,&nbsp;eyeSprite2Y<b>)</b>&nbsp;<br>
SetSpriteSolid<b>(</b>eyeSprite2,&nbsp;<span class="rc_number">1</span><b>)</b>&nbsp;<br>
&nbsp;&nbsp;<br>
<span class="rc_keyword">While</span>&nbsp;<span class="rc_keyword">Not</span>&nbsp;Key<b>(</b>K_ESCAPE<b>)</b>&nbsp;<br>
&nbsp;&nbsp;<br>
SetSpriteLinearVelocity<b>(</b>eyeSprite,&nbsp;<span class="rc_number">80</span>,&nbsp;<span class="rc_number">0</span><b>)</b>&nbsp;<br>
&nbsp;&nbsp;<br>
Update<b>(</b><b>)</b>&nbsp;<br>
<span class="rc_keyword">Wend</span>&nbsp;<br>
</code></p>
<p>
Here is an example of SPRITE_TYPE_STATIC:
</p>
<p id="rc_code"><code>
<span class="rc_comment">'This is showing SPRITE_TYPE_STATIC </span><br>
&nbsp;&nbsp;<br>
isFullScreen&nbsp;=&nbsp;<span class="rc_keyword">false</span>&nbsp;<br>
vSync&nbsp;=&nbsp;<span class="rc_keyword">true</span>&nbsp;<br>
winWidth&nbsp;=&nbsp;<span class="rc_number">640</span>&nbsp;<br>
winHeight&nbsp;=&nbsp;<span class="rc_number">480</span>&nbsp;<br>
canViewPortX&nbsp;=&nbsp;<span class="rc_number">0</span>&nbsp;<br>
canViewPortY&nbsp;=&nbsp;<span class="rc_number">0</span>&nbsp;<br>
&nbsp;&nbsp;<br>
OpenWindow<b>(</b><span class="rc_string">"SetSpriteType_Static"</span>,&nbsp;winWidth,&nbsp;winHeight,&nbsp;isFullScreen,&nbsp;vSync<b>)</b>&nbsp;<br>
sCanvas&nbsp;=&nbsp;OpenCanvasSpriteLayer<b>(</b>canViewPortX,&nbsp;canViewPortY,&nbsp;winWidth,&nbsp;winHeight<b>)</b>&nbsp;<br>
Canvas<b>(</b>sCanvas<b>)</b>&nbsp;<br>
&nbsp;&nbsp;<br>
<span class="rc_keyword">DIM</span>&nbsp;eye&nbsp;<br>
<span class="rc_keyword">DIM</span>&nbsp;eyeW&nbsp;<br>
<span class="rc_keyword">DIM</span>&nbsp;eyeH&nbsp;<br>
eyeSpriteX&nbsp;=&nbsp;<span class="rc_number">100</span>&nbsp;<br>
eyeSpriteY&nbsp;=&nbsp;<span class="rc_number">100</span>&nbsp;<br>
eyeSprite2X&nbsp;=&nbsp;<span class="rc_number">400</span>&nbsp;<br>
eyeSprite2Y&nbsp;=&nbsp;<span class="rc_number">125</span>&nbsp;<br>
&nbsp;&nbsp;<br>
eye&nbsp;=&nbsp;LoadImage<b>(</b><span class="rc_string">"theEye.png"</span><b>)</b>&nbsp;<br>
GetImageSize<b>(</b>eye,&nbsp;eyeW,&nbsp;eyeH<b>)</b>&nbsp;<br>
&nbsp;&nbsp;<br>
eyeSprite&nbsp;=&nbsp;CreateSprite<b>(</b>eye,&nbsp;eyeW,&nbsp;eyeH<b>)</b>&nbsp;<br>
SetSpritePosition<b>(</b>eyeSprite,&nbsp;eyeSpriteX,&nbsp;eyeSpriteY<b>)</b>&nbsp;<br>
SetSpriteSolid<b>(</b>eyeSprite,&nbsp;<span class="rc_number">1</span><b>)</b>&nbsp;<br>
&nbsp;&nbsp;<br>
<span class="rc_comment">'When Sprites are created and physics activated there "type" is Dyanmic by default </span><br>
<span class="rc_comment">'The sprites have collision and physics activated, so they can move and react to other bodies. </span><br>
&nbsp;&nbsp;<br>
eyeSprite2&nbsp;=&nbsp;CreateSprite<b>(</b>eye,&nbsp;eyeW,&nbsp;eyeH<b>)</b>&nbsp;<br>
SetSpritePosition<b>(</b>eyeSprite2,&nbsp;eyeSprite2X,&nbsp;eyeSprite2Y<b>)</b>&nbsp;<br>
SetSpriteSolid<b>(</b>eyeSprite2,&nbsp;<span class="rc_number">1</span><b>)</b>&nbsp;<br>
SetSpriteType<b>(</b>eyeSprite2,&nbsp;SPRITE_TYPE_STATIC<b>)</b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<span class="rc_comment">'When a sprite is made solid nothing can move it </span><br>
&nbsp;&nbsp;<br>
<span class="rc_keyword">While</span>&nbsp;<span class="rc_keyword">Not</span>&nbsp;Key<b>(</b>K_ESCAPE<b>)</b>&nbsp;<br>
&nbsp;&nbsp;<br>
SetSpriteLinearVelocity<b>(</b>eyeSprite,&nbsp;<span class="rc_number">80</span>,&nbsp;<span class="rc_number">0</span><b>)</b>&nbsp;<br>
&nbsp;&nbsp;<br>
Update<b>(</b><b>)</b>&nbsp;<br>
<span class="rc_keyword">Wend</span>&nbsp;<br>
</code></p>
<p>
Finally here is an example of SPRITE_TYPE_KINEMATIC:
</p>
<p id="rc_code"><code>
<span class="rc_comment">'This is showing SPRITE_TYPE_KINEMATIC </span><br>
&nbsp;&nbsp;<br>
isFullScreen&nbsp;=&nbsp;<span class="rc_keyword">false</span>&nbsp;<br>
vSync&nbsp;=&nbsp;<span class="rc_keyword">true</span>&nbsp;<br>
winWidth&nbsp;=&nbsp;<span class="rc_number">640</span>&nbsp;<br>
winHeight&nbsp;=&nbsp;<span class="rc_number">480</span>&nbsp;<br>
canViewPortX&nbsp;=&nbsp;<span class="rc_number">0</span>&nbsp;<br>
canViewPortY&nbsp;=&nbsp;<span class="rc_number">0</span>&nbsp;<br>
&nbsp;&nbsp;<br>
OpenWindow<b>(</b><span class="rc_string">"SetSpriteType_Kinematic"</span>,&nbsp;winWidth,&nbsp;winHeight,&nbsp;isFullScreen,&nbsp;vSync<b>)</b>&nbsp;<br>
sCanvas&nbsp;=&nbsp;OpenCanvasSpriteLayer<b>(</b>canViewPortX,&nbsp;canViewPortY,&nbsp;winWidth,&nbsp;winHeight<b>)</b>&nbsp;<br>
Canvas<b>(</b>sCanvas<b>)</b>&nbsp;<br>
&nbsp;&nbsp;<br>
<span class="rc_keyword">DIM</span>&nbsp;eye&nbsp;<br>
<span class="rc_keyword">DIM</span>&nbsp;eyeW&nbsp;<br>
<span class="rc_keyword">DIM</span>&nbsp;eyeH&nbsp;<br>
eyeSpriteX&nbsp;=&nbsp;<span class="rc_number">100</span>&nbsp;<br>
eyeSpriteY&nbsp;=&nbsp;<span class="rc_number">100</span>&nbsp;<br>
eyeSprite2X&nbsp;=&nbsp;<span class="rc_number">400</span>&nbsp;<br>
eyeSprite2Y&nbsp;=&nbsp;<span class="rc_number">125</span>&nbsp;<br>
&nbsp;&nbsp;<br>
eye&nbsp;=&nbsp;LoadImage<b>(</b><span class="rc_string">"theEye.png"</span><b>)</b>&nbsp;<br>
GetImageSize<b>(</b>eye,&nbsp;eyeW,&nbsp;eyeH<b>)</b>&nbsp;<br>
&nbsp;&nbsp;<br>
eyeSprite&nbsp;=&nbsp;CreateSprite<b>(</b>eye,&nbsp;eyeW,&nbsp;eyeH<b>)</b>&nbsp;<br>
SetSpritePosition<b>(</b>eyeSprite,&nbsp;eyeSpriteX,&nbsp;eyeSpriteY<b>)</b>&nbsp;<br>
SetSpriteSolid<b>(</b>eyeSprite,&nbsp;<span class="rc_number">1</span><b>)</b>&nbsp;<br>
SetSpriteType<b>(</b>eyeSprite,&nbsp;SPRITE_TYPE_KINEMATIC<b>)</b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<span class="rc_comment">'KINEMATIC type makes the sprite able to be moved, but it does not react to dynamic bodies. </span><br>
&nbsp;&nbsp;<br>
eyeSprite2&nbsp;=&nbsp;CreateSprite<b>(</b>eye,&nbsp;eyeW,&nbsp;eyeH<b>)</b>&nbsp;<br>
SetSpritePosition<b>(</b>eyeSprite2,&nbsp;eyeSprite2X,&nbsp;eyeSprite2Y<b>)</b>&nbsp;<br>
SetSpriteSolid<b>(</b>eyeSprite2,&nbsp;<span class="rc_number">1</span><b>)</b>&nbsp;<br>
&nbsp;&nbsp;<br>
<span class="rc_keyword">While</span>&nbsp;<span class="rc_keyword">Not</span>&nbsp;Key<b>(</b>K_ESCAPE<b>)</b>&nbsp;<br>
&nbsp;&nbsp;<br>
SetSpriteLinearVelocity<b>(</b>eyeSprite,&nbsp;<span class="rc_number">80</span>,&nbsp;<span class="rc_number">0</span><b>)</b>&nbsp;<br>
&nbsp;&nbsp;<br>
Update<b>(</b><b>)</b>&nbsp;<br>
<span class="rc_keyword">Wend</span>&nbsp;<br>
</code></p>
<p><img src="images/theEye.png" ></p>
<br><p>Related: <br><p>Related:
<a href="getspritetype.html">GetSpriteType</a> <a href="getspritetype.html">GetSpriteType</a>
</p> </p>

View File

@@ -7,12 +7,45 @@
</head> </head>
<body> <body>
<p><h2>Sub SetSpriteVisible(sprite, flag) </h2></p> <p><h2>Function SetSpriteVisible(sprite, flag) </h2></p>
<p> <p>
Sets whether the sprite is visible Set the sprite visible with the flAG
</p> </p>
<p id="rc_code"><code>
isFullScreen&nbsp;=&nbsp;<span class="rc_keyword">false</span>&nbsp;<br>
vSync&nbsp;=&nbsp;<span class="rc_keyword">true</span>&nbsp;<br>
winWidth&nbsp;=&nbsp;<span class="rc_number">640</span>&nbsp;<br>
winHeight&nbsp;=&nbsp;<span class="rc_number">480</span>&nbsp;<br>
canViewPortX&nbsp;=&nbsp;<span class="rc_number">0</span>&nbsp;<br>
canViewPortY&nbsp;=&nbsp;<span class="rc_number">0</span>&nbsp;<br>
&nbsp;&nbsp;<br>
OpenWindow<b>(</b><span class="rc_string">"SetSpriteVisible"</span>,&nbsp;winWidth,&nbsp;winHeight,&nbsp;isFullScreen,&nbsp;vSync<b>)</b>&nbsp;<br>
sCanvas&nbsp;=&nbsp;OpenCanvasSpriteLayer<b>(</b>canViewPortX,&nbsp;canViewPortY,&nbsp;winWidth,&nbsp;winHeight<b>)</b>&nbsp;<br>
Canvas<b>(</b>sCanvas<b>)</b>&nbsp;<br>
&nbsp;&nbsp;<br>
<span class="rc_keyword">DIM</span>&nbsp;eye&nbsp;<br>
<span class="rc_keyword">DIM</span>&nbsp;eyeW&nbsp;<br>
<span class="rc_keyword">DIM</span>&nbsp;eyeH&nbsp;<br>
<span class="rc_keyword">DIM</span>&nbsp;spriteTimer&nbsp;:&nbsp;spriteTimer&nbsp;=&nbsp;Timer<b>(</b><b>)</b>&nbsp;<br>
<span class="rc_keyword">DIM</span>&nbsp;spriteTimerDiff&nbsp;:&nbsp;spriteTimerDiff&nbsp;=&nbsp;<span class="rc_number">2000</span>&nbsp;<br>
&nbsp;&nbsp;<br>
eye&nbsp;=&nbsp;LoadImage<b>(</b><span class="rc_string">"theEye.png"</span><b>)</b>&nbsp;<br>
GetImageSize<b>(</b>eye,&nbsp;eyeW,&nbsp;eyeH<b>)</b>&nbsp;<br>
&nbsp;&nbsp;<br>
eyeSprite&nbsp;=&nbsp;CreateSprite<b>(</b>eye,&nbsp;eyeW,&nbsp;eyeH<b>)</b>&nbsp;<br>
SetSpritePosition<b>(</b>eyeSprite,&nbsp;<span class="rc_number">100</span>,&nbsp;<span class="rc_number">100</span><b>)</b>&nbsp;<br>
&nbsp;&nbsp;<br>
<span class="rc_keyword">While</span>&nbsp;<span class="rc_keyword">Not</span>&nbsp;Key<b>(</b>K_ESCAPE<b>)</b>&nbsp;<br>
<span class="rc_keyword">If</span>&nbsp;Timer<b>(</b><b>)</b>&nbsp;-&nbsp;spriteTimer&nbsp;&gt;&nbsp;spriteTimerDiff&nbsp;<span class="rc_keyword">Then</span>&nbsp;<br>
&nbsp;&nbsp;&nbsp;SetSpriteVisible<b>(</b>eyeSprite,&nbsp;<span class="rc_number">0</span><b>)</b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<span class="rc_comment">'Set sprite visible flag to 0 or false and it will become not visible </span><br>
&nbsp;&nbsp;&nbsp;<span class="rc_keyword">Print</span>&nbsp;<b>(</b><span class="rc_string">"Function Called"</span><b>)</b>&nbsp;<br>
<span class="rc_keyword">End</span>&nbsp;<span class="rc_keyword">If</span>&nbsp;<br>
Update<b>(</b><b>)</b>&nbsp;<br>
<span class="rc_keyword">Wend</span>&nbsp;<br>
</code></p>
<p><img src="images/theEye.png" ></p>
<br><p>Related: <br><p>Related:
<a href="spriteisvisible.html">SpriteIsVisible</a> <a href="setspritevisible.html">SetSpriteVisible</a>
</p> </p>
<p> <p>

View File

@@ -14,6 +14,54 @@
<p> <p>
Note: Sprites with a higher Z order are drawn first and those with lower values will be drawn on top Note: Sprites with a higher Z order are drawn first and those with lower values will be drawn on top
</p> </p>
<p id="rc_code"><code>
isFullScreen&nbsp;=&nbsp;<span class="rc_keyword">false</span>&nbsp;<br>
vSync&nbsp;=&nbsp;<span class="rc_keyword">true</span>&nbsp;<br>
winWidth&nbsp;=&nbsp;<span class="rc_number">640</span>&nbsp;<br>
winHeight&nbsp;=&nbsp;<span class="rc_number">480</span>&nbsp;<br>
canViewPortX&nbsp;=&nbsp;<span class="rc_number">0</span>&nbsp;<br>
canViewPortY&nbsp;=&nbsp;<span class="rc_number">0</span>&nbsp;<br>
&nbsp;&nbsp;<br>
OpenWindow<b>(</b><span class="rc_string">"ScaleSprite"</span>,&nbsp;winWidth,&nbsp;winHeight,&nbsp;isFullScreen,&nbsp;vSync<b>)</b>&nbsp;<br>
sCanvas&nbsp;=&nbsp;OpenCanvasSpriteLayer<b>(</b>canViewPortX,&nbsp;canViewPortY,&nbsp;winWidth,&nbsp;winHeight<b>)</b>&nbsp;<br>
Canvas<b>(</b>sCanvas<b>)</b>&nbsp;<br>
&nbsp;&nbsp;<br>
<span class="rc_keyword">DIM</span>&nbsp;eye&nbsp;<br>
<span class="rc_keyword">DIM</span>&nbsp;eyeW&nbsp;<br>
<span class="rc_keyword">DIM</span>&nbsp;eyeH&nbsp;<br>
<span class="rc_keyword">DIM</span>&nbsp;sword&nbsp;<br>
<span class="rc_keyword">DIM</span>&nbsp;swordW&nbsp;<br>
<span class="rc_keyword">DIM</span>&nbsp;swordH&nbsp;<br>
ReleaseKey&nbsp;=&nbsp;<span class="rc_number">0</span>&nbsp;<br>
&nbsp;&nbsp;<br>
eye&nbsp;=&nbsp;LoadImage<b>(</b><span class="rc_string">"theEye.png"</span><b>)</b>&nbsp;<br>
GetImageSize<b>(</b>eye,&nbsp;eyeW,&nbsp;eyeH<b>)</b>&nbsp;<br>
&nbsp;&nbsp;<br>
sword&nbsp;=&nbsp;LoadImage<b>(</b><span class="rc_string">"sword.png"</span><b>)</b>&nbsp;<br>
GetImageSize<b>(</b>sword,&nbsp;swordW,&nbsp;swordH<b>)</b>&nbsp;<br>
&nbsp;&nbsp;<br>
eyeSprite&nbsp;=&nbsp;CreateSprite<b>(</b>eye,&nbsp;eyeW,&nbsp;eyeH<b>)</b>&nbsp;<br>
SetSpritePosition<b>(</b>eyeSprite,&nbsp;<span class="rc_number">100</span>,&nbsp;<span class="rc_number">100</span><b>)</b>&nbsp;<br>
SetSpriteZ<b>(</b>eyeSprite,&nbsp;<span class="rc_number">1</span><b>)</b>&nbsp;<br>
&nbsp;&nbsp;<br>
swordSprite&nbsp;=&nbsp;CreateSprite<b>(</b>sword,&nbsp;swordW,&nbsp;swordH<b>)</b>&nbsp;<br>
SetSpritePosition<b>(</b>swordSprite,&nbsp;<span class="rc_number">89</span>,&nbsp;<span class="rc_number">75</span><b>)</b>&nbsp;<br>
SetSpriteZ<b>(</b>swordSprite,&nbsp;<span class="rc_number">5</span><b>)</b>&nbsp;<br>
&nbsp;&nbsp;<br>
<span class="rc_keyword">While</span>&nbsp;<span class="rc_keyword">Not</span>&nbsp;Key<b>(</b>K_ESCAPE<b>)</b>&nbsp;<br>
&nbsp;&nbsp;<br>
<span class="rc_keyword">If</span>&nbsp;Key<b>(</b>K_SPACE<b>)</b>&nbsp;<span class="rc_keyword">And</span>&nbsp;ReleaseKey&nbsp;=&nbsp;<span class="rc_number">0</span>&nbsp;<span class="rc_keyword">Then</span>&nbsp;<br>
SetSpriteZ<b>(</b>eyeSprite,&nbsp;<span class="rc_number">10</span><b>)</b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<span class="rc_comment">'This will cause the eye to be drawn behind the sword </span><br>
ReleaseKey&nbsp;=&nbsp;<span class="rc_number">1</span>&nbsp;<br>
<span class="rc_keyword">ElseIf</span>&nbsp;<span class="rc_keyword">Not</span>&nbsp;Key<b>(</b>K_UP<b>)</b>&nbsp;<span class="rc_keyword">And</span>&nbsp;<span class="rc_keyword">Not</span>&nbsp;Key<b>(</b>K_DOWN<b>)</b>&nbsp;<span class="rc_keyword">And</span>&nbsp;ReleaseKey&nbsp;=&nbsp;<span class="rc_number">1</span>&nbsp;<span class="rc_keyword">then</span>&nbsp;<br>
ReleaseKey&nbsp;=&nbsp;<span class="rc_number">0</span>&nbsp;<br>
<span class="rc_keyword">End</span>&nbsp;<span class="rc_keyword">If</span>&nbsp;<br>
&nbsp;&nbsp;<br>
Update<b>(</b><b>)</b>&nbsp;<br>
<span class="rc_keyword">Wend</span>&nbsp;<br>
</code></p>
<p><img src="images/theEye.png" ></p>
<p><img src="images/sword.png" ></p>
<br><p>Related: <br><p>Related:
<a href="spritez.html">SpriteZ</a> <a href="spritez.html">SpriteZ</a>
</p> </p>

View File

@@ -11,6 +11,49 @@
<p> <p>
Returns the frame height of a sprite Returns the frame height of a sprite
</p> </p>
<p id="rc_code"><code>
isFullScreen&nbsp;=&nbsp;<span class="rc_keyword">false</span>&nbsp;<br>
vSync&nbsp;=&nbsp;<span class="rc_keyword">true</span>&nbsp;<br>
winWidth&nbsp;=&nbsp;<span class="rc_number">640</span>&nbsp;<br>
winHeight&nbsp;=&nbsp;<span class="rc_number">480</span>&nbsp;<br>
canViewPortX&nbsp;=&nbsp;<span class="rc_number">0</span>&nbsp;<br>
canViewPortY&nbsp;=&nbsp;<span class="rc_number">0</span>&nbsp;<br>
&nbsp;&nbsp;<br>
OpenWindow<b>(</b><span class="rc_string">"SpriteHeight"</span>,&nbsp;winWidth,&nbsp;winHeight,&nbsp;isFullScreen,&nbsp;vSync<b>)</b>&nbsp;<br>
pCanvas&nbsp;=&nbsp;OpenCanvas<b>(</b><span class="rc_number">200</span>,&nbsp;<span class="rc_number">80</span>,&nbsp;<span class="rc_number">0</span>,&nbsp;<span class="rc_number">0</span>,&nbsp;<span class="rc_number">200</span>,&nbsp;<span class="rc_number">80</span>,&nbsp;<span class="rc_number">1</span><b>)</b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<span class="rc_comment">'Need to open a canvas for drawing the text </span><br>
sCanvas&nbsp;=&nbsp;OpenCanvasSpriteLayer<b>(</b>canViewPortX,&nbsp;canViewPortY,&nbsp;winWidth,&nbsp;winHeight<b>)</b>&nbsp;<br>
Canvas<b>(</b>sCanvas<b>)</b>&nbsp;<br>
&nbsp;&nbsp;<br>
<span class="rc_keyword">DIM</span>&nbsp;eye&nbsp;<br>
<span class="rc_keyword">DIM</span>&nbsp;eyeW&nbsp;<br>
<span class="rc_keyword">DIM</span>&nbsp;eyeH&nbsp;<br>
<span class="rc_keyword">DIM</span>&nbsp;eSpriteHeight&nbsp;<br>
&nbsp;&nbsp;<br>
<span class="rc_keyword">DIM</span>&nbsp;font1&nbsp;<br>
&nbsp;&nbsp;<br>
Font1&nbsp;=&nbsp;LoadFont<b>(</b><span class="rc_string">"DripOctober.ttf"</span>,&nbsp;<span class="rc_number">16</span><b>)</b>&nbsp;<br>
SetFont<b>(</b>Font1<b>)</b>&nbsp;<br>
SetColor<b>(</b>RGB<b>(</b><span class="rc_number">100</span>,&nbsp;<span class="rc_number">200</span>,&nbsp;<span class="rc_number">200</span><b>)</b><b>)</b>&nbsp;<br>
&nbsp;&nbsp;<br>
eye&nbsp;=&nbsp;LoadImage<b>(</b><span class="rc_string">"theEye.png"</span><b>)</b>&nbsp;<br>
GetImageSize<b>(</b>eye,&nbsp;eyeW,&nbsp;eyeH<b>)</b>&nbsp;<br>
&nbsp;&nbsp;<br>
eyeSprite&nbsp;=&nbsp;CreateSprite<b>(</b>eye,&nbsp;eyeW,&nbsp;eyeH<b>)</b>&nbsp;<br>
SetSpritePosition<b>(</b>eyeSprite,&nbsp;<span class="rc_number">100</span>,&nbsp;<span class="rc_number">100</span><b>)</b>&nbsp;<br>
&nbsp;&nbsp;<br>
eSpriteHeight&nbsp;=&nbsp;SpriteHeight<b>(</b>eyeSprite<b>)</b>&nbsp;<br>
&nbsp;&nbsp;<br>
<span class="rc_keyword">While</span>&nbsp;<span class="rc_keyword">Not</span>&nbsp;Key<b>(</b>K_ESCAPE<b>)</b>&nbsp;<br>
Canvas<b>(</b>pCanvas<b>)</b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<span class="rc_comment">'change to the standard drawing canvas for drawing text </span><br>
DrawText<b>(</b><span class="rc_string">"EyeSprite Height "</span>&nbsp;+&nbsp;STR$<b>(</b>eSpriteHeight<b>)</b>,&nbsp;<span class="rc_number">10</span>,&nbsp;<span class="rc_number">50</span><b>)</b>&nbsp;<br>
&nbsp;&nbsp;<br>
Update<b>(</b><b>)</b>&nbsp;<br>
<span class="rc_keyword">Wend</span>&nbsp;<br>
</code></p>
<p><img src="images/theEye.png" ></p>
<p>
<br> <a href="../doc_files/images/DripOctober.ttf">Link to Font (It's locally on your computer, your not downloading anything from the internet)</a> <br>
</p>
<br><p>Related: <br><p>Related:
<a href="spritewidth.html">SpriteWidth</a> <a href="spritewidth.html">SpriteWidth</a>
<a href="getspritesize.html">GetSpriteSize</a> <a href="getspritesize.html">GetSpriteSize</a>

View File

@@ -11,6 +11,51 @@
<p> <p>
Returns true if a sprite is has physics and collision response enabled Returns true if a sprite is has physics and collision response enabled
</p> </p>
<p id="rc_code"><code>
isFullScreen&nbsp;=&nbsp;<span class="rc_keyword">false</span>&nbsp;<br>
vSync&nbsp;=&nbsp;<span class="rc_keyword">true</span>&nbsp;<br>
winWidth&nbsp;=&nbsp;<span class="rc_number">640</span>&nbsp;<br>
winHeight&nbsp;=&nbsp;<span class="rc_number">480</span>&nbsp;<br>
canViewPortX&nbsp;=&nbsp;<span class="rc_number">0</span>&nbsp;<br>
canViewPortY&nbsp;=&nbsp;<span class="rc_number">0</span>&nbsp;<br>
&nbsp;&nbsp;<br>
OpenWindow<b>(</b><span class="rc_string">"SpriteIsSolid"</span>,&nbsp;winWidth,&nbsp;winHeight,&nbsp;isFullScreen,&nbsp;vSync<b>)</b>&nbsp;<br>
sCanvas&nbsp;=&nbsp;OpenCanvasSpriteLayer<b>(</b>canViewPortX,&nbsp;canViewPortY,&nbsp;winWidth,&nbsp;winHeight<b>)</b>&nbsp;<br>
Canvas<b>(</b>sCanvas<b>)</b>&nbsp;<br>
&nbsp;&nbsp;<br>
<span class="rc_keyword">DIM</span>&nbsp;eye&nbsp;<br>
<span class="rc_keyword">DIM</span>&nbsp;eyeW&nbsp;<br>
<span class="rc_keyword">DIM</span>&nbsp;eyeH&nbsp;<br>
<span class="rc_keyword">DIM</span>&nbsp;trigger&nbsp;:&nbsp;trigger&nbsp;=&nbsp;<span class="rc_number">0</span>&nbsp;<br>
eyeSpriteX&nbsp;=&nbsp;<span class="rc_number">100</span>&nbsp;<br>
eyeSpriteY&nbsp;=&nbsp;<span class="rc_number">100</span>&nbsp;<br>
eyeSprite2X&nbsp;=&nbsp;<span class="rc_number">400</span>&nbsp;<br>
eyeSprite2Y&nbsp;=&nbsp;<span class="rc_number">125</span>&nbsp;<br>
&nbsp;&nbsp;<br>
eye&nbsp;=&nbsp;LoadImage<b>(</b><span class="rc_string">"theEye.png"</span><b>)</b>&nbsp;<br>
GetImageSize<b>(</b>eye,&nbsp;eyeW,&nbsp;eyeH<b>)</b>&nbsp;<br>
&nbsp;&nbsp;<br>
eyeSprite&nbsp;=&nbsp;CreateSprite<b>(</b>eye,&nbsp;eyeW,&nbsp;eyeH<b>)</b>&nbsp;<br>
SetSpritePosition<b>(</b>eyeSprite,&nbsp;eyeSpriteX,&nbsp;eyeSpriteY<b>)</b>&nbsp;<br>
SetSpriteSolid<b>(</b>eyeSprite,&nbsp;<span class="rc_number">1</span><b>)</b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<span class="rc_comment">'Setting the sprites as solid means they can collide with one another. </span><br>
&nbsp;&nbsp;<br>
eyeSprite2&nbsp;=&nbsp;CreateSprite<b>(</b>eye,&nbsp;eyeW,&nbsp;eyeH<b>)</b>&nbsp;<br>
SetSpritePosition<b>(</b>eyeSprite2,&nbsp;eyeSprite2X,&nbsp;eyeSprite2Y<b>)</b>&nbsp;<br>
SetSpriteSolid<b>(</b>eyeSprite2,&nbsp;<span class="rc_number">1</span><b>)</b>&nbsp;<br>
&nbsp;&nbsp;<br>
<span class="rc_keyword">While</span>&nbsp;<span class="rc_keyword">Not</span>&nbsp;Key<b>(</b>K_ESCAPE<b>)</b>&nbsp;<br>
&nbsp;&nbsp;<br>
SetSpriteLinearVelocity<b>(</b>eyeSprite,&nbsp;<span class="rc_number">30</span>,&nbsp;<span class="rc_number">0</span><b>)</b>&nbsp;<br>
eyeSpriteX&nbsp;=&nbsp;eyeSpriteX&nbsp;+&nbsp;<span class="rc_number">0.5</span>&nbsp;<br>
&nbsp;&nbsp;<br>
<span class="rc_keyword">If</span>&nbsp;SpriteIsSolid<b>(</b>eyeSprite2<b>)</b>&nbsp;<span class="rc_keyword">And</span>&nbsp;trigger&nbsp;=&nbsp;<span class="rc_number">0</span>&nbsp;<span class="rc_keyword">Then</span>&nbsp;<br>
&nbsp;&nbsp;&nbsp;<span class="rc_keyword">Print</span>&nbsp;<span class="rc_string">"Yup I'm solid!"</span>&nbsp;<br>
&nbsp;&nbsp;&nbsp;trigger&nbsp;=&nbsp;<span class="rc_number">1</span>&nbsp;<br>
<span class="rc_keyword">End</span>&nbsp;<span class="rc_keyword">If</span>&nbsp;<br>
Update<b>(</b><b>)</b>&nbsp;<br>
<span class="rc_keyword">Wend</span>&nbsp;<br>
</code></p>
<p><img src="images/theEye.png" ></p>
<br><p>Related: <br><p>Related:
<a href="setspritesolid.html">SetSpriteSolid</a> <a href="setspritesolid.html">SetSpriteSolid</a>
</p> </p>

View File

@@ -11,6 +11,47 @@
<p> <p>
Returns whether the sprite is visible Returns whether the sprite is visible
</p> </p>
<p id="rc_code"><code>
isFullScreen&nbsp;=&nbsp;<span class="rc_keyword">false</span>&nbsp;<br>
vSync&nbsp;=&nbsp;<span class="rc_keyword">true</span>&nbsp;<br>
winWidth&nbsp;=&nbsp;<span class="rc_number">640</span>&nbsp;<br>
winHeight&nbsp;=&nbsp;<span class="rc_number">480</span>&nbsp;<br>
canViewPortX&nbsp;=&nbsp;<span class="rc_number">0</span>&nbsp;<br>
canViewPortY&nbsp;=&nbsp;<span class="rc_number">0</span>&nbsp;<br>
&nbsp;&nbsp;<br>
OpenWindow<b>(</b><span class="rc_string">"SetSpriteVisible"</span>,&nbsp;winWidth,&nbsp;winHeight,&nbsp;isFullScreen,&nbsp;vSync<b>)</b>&nbsp;<br>
sCanvas&nbsp;=&nbsp;OpenCanvasSpriteLayer<b>(</b>canViewPortX,&nbsp;canViewPortY,&nbsp;winWidth,&nbsp;winHeight<b>)</b>&nbsp;<br>
Canvas<b>(</b>sCanvas<b>)</b>&nbsp;<br>
&nbsp;&nbsp;<br>
<span class="rc_keyword">DIM</span>&nbsp;eye&nbsp;<br>
<span class="rc_keyword">DIM</span>&nbsp;eyeW&nbsp;<br>
<span class="rc_keyword">DIM</span>&nbsp;eyeH&nbsp;<br>
<span class="rc_keyword">DIM</span>&nbsp;spriteTimer&nbsp;:&nbsp;spriteTimer&nbsp;=&nbsp;Timer<b>(</b><b>)</b>&nbsp;<br>
<span class="rc_keyword">DIM</span>&nbsp;spriteTimerDiff&nbsp;:&nbsp;spriteTimerDiff&nbsp;=&nbsp;<span class="rc_number">2000</span>&nbsp;<br>
&nbsp;&nbsp;<br>
eye&nbsp;=&nbsp;LoadImage<b>(</b><span class="rc_string">"theEye.png"</span><b>)</b>&nbsp;<br>
GetImageSize<b>(</b>eye,&nbsp;eyeW,&nbsp;eyeH<b>)</b>&nbsp;<br>
&nbsp;&nbsp;<br>
eyeSprite&nbsp;=&nbsp;CreateSprite<b>(</b>eye,&nbsp;eyeW,&nbsp;eyeH<b>)</b>&nbsp;<br>
SetSpritePosition<b>(</b>eyeSprite,&nbsp;<span class="rc_number">100</span>,&nbsp;<span class="rc_number">100</span><b>)</b>&nbsp;<br>
SetSpriteVisible<b>(</b>eyeSprite,&nbsp;<span class="rc_number">0</span><b>)</b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<span class="rc_comment">'Set the flag to 0 for not visible </span><br>
&nbsp;&nbsp;<br>
&nbsp;&nbsp;<br>
<span class="rc_keyword">While</span>&nbsp;<span class="rc_keyword">Not</span>&nbsp;Key<b>(</b>K_ESCAPE<b>)</b>&nbsp;<br>
<span class="rc_keyword">If</span>&nbsp;Timer<b>(</b><b>)</b>&nbsp;-&nbsp;spriteTimer&nbsp;&gt;&nbsp;spriteTimerDiff&nbsp;<span class="rc_keyword">Then</span>&nbsp;<br>
&nbsp;&nbsp;&nbsp;SetSpriteVisible<b>(</b>eyeSprite,&nbsp;<span class="rc_number">1</span><b>)</b>&nbsp;<br>
&nbsp;&nbsp;&nbsp;<span class="rc_keyword">Print</span>&nbsp;<b>(</b><span class="rc_string">"Function Called"</span><b>)</b>&nbsp;<br>
<span class="rc_keyword">End</span>&nbsp;<span class="rc_keyword">If</span>&nbsp;<br>
&nbsp;&nbsp;<br>
<span class="rc_keyword">If</span>&nbsp;SpriteIsVisible<b>(</b>eyeSprite<b>)</b>&nbsp;<span class="rc_keyword">Then</span>&nbsp;<br>
&nbsp;&nbsp;&nbsp;<span class="rc_keyword">Print</span>&nbsp;<b>(</b><span class="rc_string">"Sprite is Visible"</span><b>)</b>&nbsp;<br>
<span class="rc_keyword">else</span>&nbsp;<br>
&nbsp;&nbsp;&nbsp;<span class="rc_keyword">Print</span>&nbsp;<b>(</b><span class="rc_string">"Sprite is not visible"</span><b>)</b>&nbsp;<br>
<span class="rc_keyword">End</span>&nbsp;<span class="rc_keyword">If</span>&nbsp;<br>
Update<b>(</b><b>)</b>&nbsp;<br>
<span class="rc_keyword">Wend</span>&nbsp;<br>
</code></p>
<p><img src="images/theEye.png" ></p>
<br><p>Related: <br><p>Related:
<a href="setspritevisible.html">SetSpriteVisible</a> <a href="setspritevisible.html">SetSpriteVisible</a>
</p> </p>

View File

@@ -11,6 +11,49 @@
<p> <p>
Returns the frame width of a sprite Returns the frame width of a sprite
</p> </p>
<p id="rc_code"><code>
isFullScreen&nbsp;=&nbsp;<span class="rc_keyword">false</span>&nbsp;<br>
vSync&nbsp;=&nbsp;<span class="rc_keyword">true</span>&nbsp;<br>
winWidth&nbsp;=&nbsp;<span class="rc_number">640</span>&nbsp;<br>
winHeight&nbsp;=&nbsp;<span class="rc_number">480</span>&nbsp;<br>
canViewPortX&nbsp;=&nbsp;<span class="rc_number">0</span>&nbsp;<br>
canViewPortY&nbsp;=&nbsp;<span class="rc_number">0</span>&nbsp;<br>
&nbsp;&nbsp;<br>
OpenWindow<b>(</b><span class="rc_string">"SpriteWidth"</span>,&nbsp;winWidth,&nbsp;winHeight,&nbsp;isFullScreen,&nbsp;vSync<b>)</b>&nbsp;<br>
pCanvas&nbsp;=&nbsp;OpenCanvas<b>(</b><span class="rc_number">200</span>,&nbsp;<span class="rc_number">80</span>,&nbsp;<span class="rc_number">0</span>,&nbsp;<span class="rc_number">0</span>,&nbsp;<span class="rc_number">200</span>,&nbsp;<span class="rc_number">80</span>,&nbsp;<span class="rc_number">1</span><b>)</b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<span class="rc_comment">'Need to open a canvas for drawing the text </span><br>
sCanvas&nbsp;=&nbsp;OpenCanvasSpriteLayer<b>(</b>canViewPortX,&nbsp;canViewPortY,&nbsp;winWidth,&nbsp;winHeight<b>)</b>&nbsp;<br>
Canvas<b>(</b>sCanvas<b>)</b>&nbsp;<br>
&nbsp;&nbsp;<br>
<span class="rc_keyword">DIM</span>&nbsp;eye&nbsp;<br>
<span class="rc_keyword">DIM</span>&nbsp;eyeW&nbsp;<br>
<span class="rc_keyword">DIM</span>&nbsp;eyeH&nbsp;<br>
<span class="rc_keyword">DIM</span>&nbsp;eSpriteWidth&nbsp;<br>
&nbsp;&nbsp;<br>
<span class="rc_keyword">DIM</span>&nbsp;font1&nbsp;<br>
&nbsp;&nbsp;<br>
Font1&nbsp;=&nbsp;LoadFont<b>(</b><span class="rc_string">"DripOctober.ttf"</span>,&nbsp;<span class="rc_number">16</span><b>)</b>&nbsp;<br>
SetFont<b>(</b>Font1<b>)</b>&nbsp;<br>
SetColor<b>(</b>RGB<b>(</b><span class="rc_number">100</span>,&nbsp;<span class="rc_number">200</span>,&nbsp;<span class="rc_number">200</span><b>)</b><b>)</b>&nbsp;<br>
&nbsp;&nbsp;<br>
eye&nbsp;=&nbsp;LoadImage<b>(</b><span class="rc_string">"theEye.png"</span><b>)</b>&nbsp;<br>
GetImageSize<b>(</b>eye,&nbsp;eyeW,&nbsp;eyeH<b>)</b>&nbsp;<br>
&nbsp;&nbsp;<br>
eyeSprite&nbsp;=&nbsp;CreateSprite<b>(</b>eye,&nbsp;eyeW,&nbsp;eyeH<b>)</b>&nbsp;<br>
SetSpritePosition<b>(</b>eyeSprite,&nbsp;<span class="rc_number">100</span>,&nbsp;<span class="rc_number">100</span><b>)</b>&nbsp;<br>
&nbsp;&nbsp;<br>
eSpriteWidth&nbsp;=&nbsp;SpriteWidth<b>(</b>eyeSprite<b>)</b>&nbsp;<br>
&nbsp;&nbsp;<br>
<span class="rc_keyword">While</span>&nbsp;<span class="rc_keyword">Not</span>&nbsp;Key<b>(</b>K_ESCAPE<b>)</b>&nbsp;<br>
Canvas<b>(</b>pCanvas<b>)</b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<span class="rc_comment">'change to the standard drawing canvas for drawing text </span><br>
DrawText<b>(</b><span class="rc_string">"EyeSprite Width "</span>&nbsp;+&nbsp;STR$<b>(</b>eSpriteWidth<b>)</b>,&nbsp;<span class="rc_number">10</span>,&nbsp;<span class="rc_number">30</span><b>)</b>&nbsp;<br>
&nbsp;&nbsp;<br>
Update<b>(</b><b>)</b>&nbsp;<br>
<span class="rc_keyword">Wend</span>&nbsp;<br>
</code></p>
<p><img src="images/theEye.png" ></p>
<p>
<br> <a href="../doc_files/images/DripOctober.ttf">Link to Font (It's locally on your computer, your not downloading anything from the internet)</a> <br>
</p>
<br><p>Related: <br><p>Related:
<a href="spriteheight.html">SpriteHeight</a> <a href="spriteheight.html">SpriteHeight</a>
<a href="getspritesize.html">GetSpriteSize</a> <a href="getspritesize.html">GetSpriteSize</a>

View File

@@ -11,6 +11,66 @@
<p> <p>
Returns the X position of a sprite on a canvas Returns the X position of a sprite on a canvas
</p> </p>
<p id="rc_code"><code>
isFullScreen&nbsp;=&nbsp;<span class="rc_keyword">false</span>&nbsp;<br>
vSync&nbsp;=&nbsp;<span class="rc_keyword">true</span>&nbsp;<br>
winWidth&nbsp;=&nbsp;<span class="rc_number">640</span>&nbsp;<br>
winHeight&nbsp;=&nbsp;<span class="rc_number">480</span>&nbsp;<br>
canViewPortX&nbsp;=&nbsp;<span class="rc_number">0</span>&nbsp;<br>
canViewPortY&nbsp;=&nbsp;<span class="rc_number">0</span>&nbsp;<br>
&nbsp;&nbsp;<br>
OpenWindow<b>(</b><span class="rc_string">"SpriteX"</span>,&nbsp;winWidth,&nbsp;winHeight,&nbsp;isFullScreen,&nbsp;vSync<b>)</b>&nbsp;<br>
pCanvas&nbsp;=&nbsp;OpenCanvas<b>(</b><span class="rc_number">200</span>,&nbsp;<span class="rc_number">80</span>,&nbsp;<span class="rc_number">0</span>,&nbsp;<span class="rc_number">0</span>,&nbsp;<span class="rc_number">200</span>,&nbsp;<span class="rc_number">80</span>,&nbsp;<span class="rc_number">1</span><b>)</b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<span class="rc_comment">'Need to open a canvas for drawing the text </span><br>
sCanvas&nbsp;=&nbsp;OpenCanvasSpriteLayer<b>(</b>canViewPortX,&nbsp;canViewPortY,&nbsp;winWidth,&nbsp;winHeight<b>)</b>&nbsp;<br>
Canvas<b>(</b>sCanvas<b>)</b>&nbsp;<br>
&nbsp;&nbsp;<br>
<span class="rc_keyword">DIM</span>&nbsp;font1&nbsp;<br>
&nbsp;&nbsp;<br>
Font1&nbsp;=&nbsp;LoadFont<b>(</b><span class="rc_string">"DripOctober.ttf"</span>,&nbsp;<span class="rc_number">16</span><b>)</b>&nbsp;<br>
SetFont<b>(</b>Font1<b>)</b>&nbsp;<br>
SetColor<b>(</b>RGB<b>(</b><span class="rc_number">100</span>,&nbsp;<span class="rc_number">200</span>,&nbsp;<span class="rc_number">200</span><b>)</b><b>)</b>&nbsp;<br>
&nbsp;&nbsp;<br>
<span class="rc_keyword">DIM</span>&nbsp;eye&nbsp;<br>
<span class="rc_keyword">DIM</span>&nbsp;eyeW&nbsp;<br>
<span class="rc_keyword">DIM</span>&nbsp;eyeH&nbsp;<br>
<span class="rc_keyword">DIM</span>&nbsp;eyeX&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<span class="rc_comment">'Variables to pass into the function for holding the x value </span><br>
eyeSpriteX&nbsp;=&nbsp;<span class="rc_number">100</span>&nbsp;<br>
eyeSpriteY&nbsp;=&nbsp;<span class="rc_number">100</span>&nbsp;<br>
destX&nbsp;=&nbsp;<span class="rc_number">0</span>&nbsp;<br>
&nbsp;&nbsp;<br>
eye&nbsp;=&nbsp;LoadImage<b>(</b><span class="rc_string">"theEye.png"</span><b>)</b>&nbsp;<br>
GetImageSize<b>(</b>eye,&nbsp;eyeW,&nbsp;eyeH<b>)</b>&nbsp;<br>
&nbsp;&nbsp;<br>
eyeSprite&nbsp;=&nbsp;CreateSprite<b>(</b>eye,&nbsp;eyeW,&nbsp;eyeH<b>)</b>&nbsp;<br>
SetSpritePosition<b>(</b>eyeSprite,&nbsp;eyeSpriteX,&nbsp;eyeSpriteY<b>)</b>&nbsp;<br>
&nbsp;&nbsp;<br>
<span class="rc_keyword">While</span>&nbsp;<span class="rc_keyword">Not</span>&nbsp;Key<b>(</b>K_ESCAPE<b>)</b>&nbsp;<br>
clearcanvas<b>(</b><b>)</b>&nbsp;<br>
Canvas<b>(</b>sCanvas<b>)</b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<span class="rc_comment">'change to the sprite canvas for drawing sprites </span><br>
<span class="rc_keyword">If</span>&nbsp;SpriteX<b>(</b>eyeSprite<b>)</b>&nbsp;&lt;&nbsp;<span class="rc_number">450</span>&nbsp;<span class="rc_keyword">And</span>&nbsp;destX&nbsp;=&nbsp;<span class="rc_number">0</span>&nbsp;<span class="rc_keyword">Then</span>&nbsp;<br>
SetSpritePosition<b>(</b>eyeSprite,&nbsp;eyeSpriteX,&nbsp;eyeSpriteY<b>)</b>&nbsp;<br>
eyeSpriteX&nbsp;=&nbsp;eyeSpriteX&nbsp;+&nbsp;<span class="rc_number">0.5</span>&nbsp;<br>
<span class="rc_keyword">ElseIf</span>&nbsp;SpriteX<b>(</b>eyeSprite<b>)</b>&nbsp;&gt;=&nbsp;<span class="rc_number">440</span>&nbsp;<span class="rc_keyword">And</span>&nbsp;destX&nbsp;=&nbsp;<span class="rc_number">0</span>&nbsp;<span class="rc_keyword">Then</span>&nbsp;<br>
destX&nbsp;=&nbsp;<span class="rc_number">1</span>&nbsp;<br>
<span class="rc_comment">'eyeSpriteX = SpriteX(eyeSprite) </span><br>
<span class="rc_keyword">End</span>&nbsp;<span class="rc_keyword">If</span>&nbsp;<br>
&nbsp;&nbsp;<br>
<span class="rc_keyword">If</span>&nbsp;destX&nbsp;=&nbsp;<span class="rc_number">1</span>&nbsp;<span class="rc_keyword">Then</span>&nbsp;<br>
SetSpritePosition<b>(</b>eyeSprite,&nbsp;eyeSpriteX,&nbsp;eyeSpriteY<b>)</b>&nbsp;<br>
eyeSpriteX&nbsp;=&nbsp;eyeSpriteX&nbsp;-&nbsp;<span class="rc_number">0.5</span>&nbsp;<br>
<span class="rc_keyword">End</span>&nbsp;<span class="rc_keyword">If</span>&nbsp;<br>
&nbsp;&nbsp;<br>
Canvas<b>(</b>pCanvas<b>)</b>&nbsp;<br>
eyeX&nbsp;=&nbsp;SpriteX<b>(</b>eyeSprite<b>)</b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<span class="rc_comment">'change to the standard drawing canvas for drawing text </span><br>
DrawText<b>(</b><span class="rc_string">"Sprite X: "</span>&nbsp;+&nbsp;STR$<b>(</b>eyeX<b>)</b>,&nbsp;<span class="rc_number">10</span>,&nbsp;<span class="rc_number">30</span><b>)</b>&nbsp;<br>
&nbsp;&nbsp;<br>
Update<b>(</b><b>)</b>&nbsp;<br>
<span class="rc_keyword">Wend</span>&nbsp;<br>
</code></p>
<p><img src="images/theEye.png" ></p>
<p>
<br> <a href="../doc_files/images/DripOctober.ttf">Link to Font (It's locally on your computer, your not downloading anything from the internet)</a> <br>
</p>
<br><p>Related: <br><p>Related:
<a href="spritey.html">SpriteY</a> <a href="spritey.html">SpriteY</a>
<a href="setspriteposition.html">SetSpritePosition</a> <a href="setspriteposition.html">SetSpritePosition</a>

View File

@@ -11,10 +11,70 @@
<p> <p>
Returns the Y position of a sprite on a canvas Returns the Y position of a sprite on a canvas
</p> </p>
<p id="rc_code"><code>
isFullScreen&nbsp;=&nbsp;<span class="rc_keyword">false</span>&nbsp;<br>
vSync&nbsp;=&nbsp;<span class="rc_keyword">true</span>&nbsp;<br>
winWidth&nbsp;=&nbsp;<span class="rc_number">640</span>&nbsp;<br>
winHeight&nbsp;=&nbsp;<span class="rc_number">480</span>&nbsp;<br>
canViewPortX&nbsp;=&nbsp;<span class="rc_number">0</span>&nbsp;<br>
canViewPortY&nbsp;=&nbsp;<span class="rc_number">0</span>&nbsp;<br>
&nbsp;&nbsp;<br>
OpenWindow<b>(</b><span class="rc_string">"SpriteY"</span>,&nbsp;winWidth,&nbsp;winHeight,&nbsp;isFullScreen,&nbsp;vSync<b>)</b>&nbsp;<br>
pCanvas&nbsp;=&nbsp;OpenCanvas<b>(</b><span class="rc_number">200</span>,&nbsp;<span class="rc_number">80</span>,&nbsp;<span class="rc_number">0</span>,&nbsp;<span class="rc_number">0</span>,&nbsp;<span class="rc_number">200</span>,&nbsp;<span class="rc_number">80</span>,&nbsp;<span class="rc_number">1</span><b>)</b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<span class="rc_comment">'Need to open a canvas for drawing the text </span><br>
sCanvas&nbsp;=&nbsp;OpenCanvasSpriteLayer<b>(</b>canViewPortX,&nbsp;canViewPortY,&nbsp;winWidth,&nbsp;winHeight<b>)</b>&nbsp;<br>
Canvas<b>(</b>sCanvas<b>)</b>&nbsp;<br>
&nbsp;&nbsp;<br>
<span class="rc_keyword">DIM</span>&nbsp;font1&nbsp;<br>
&nbsp;&nbsp;<br>
Font1&nbsp;=&nbsp;LoadFont<b>(</b><span class="rc_string">"DripOctober.ttf"</span>,&nbsp;<span class="rc_number">16</span><b>)</b>&nbsp;<br>
SetFont<b>(</b>Font1<b>)</b>&nbsp;<br>
SetColor<b>(</b>RGB<b>(</b><span class="rc_number">100</span>,&nbsp;<span class="rc_number">200</span>,&nbsp;<span class="rc_number">200</span><b>)</b><b>)</b>&nbsp;<br>
&nbsp;&nbsp;<br>
<span class="rc_keyword">DIM</span>&nbsp;eye&nbsp;<br>
<span class="rc_keyword">DIM</span>&nbsp;eyeW&nbsp;<br>
<span class="rc_keyword">DIM</span>&nbsp;eyeH&nbsp;<br>
<span class="rc_keyword">DIM</span>&nbsp;eyeY&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<span class="rc_comment">'Variables to pass into the function for holding the y value </span><br>
eyeSpriteX&nbsp;=&nbsp;<span class="rc_number">100</span>&nbsp;<br>
eyeSpriteY&nbsp;=&nbsp;<span class="rc_number">100</span>&nbsp;<br>
destY&nbsp;=&nbsp;<span class="rc_number">0</span>&nbsp;<br>
&nbsp;&nbsp;<br>
eye&nbsp;=&nbsp;LoadImage<b>(</b><span class="rc_string">"theEye.png"</span><b>)</b>&nbsp;<br>
GetImageSize<b>(</b>eye,&nbsp;eyeW,&nbsp;eyeH<b>)</b>&nbsp;<br>
&nbsp;&nbsp;<br>
eyeSprite&nbsp;=&nbsp;CreateSprite<b>(</b>eye,&nbsp;eyeW,&nbsp;eyeH<b>)</b>&nbsp;<br>
SetSpritePosition<b>(</b>eyeSprite,&nbsp;eyeSpriteX,&nbsp;eyeSpriteY<b>)</b>&nbsp;<br>
&nbsp;&nbsp;<br>
<span class="rc_keyword">While</span>&nbsp;<span class="rc_keyword">Not</span>&nbsp;Key<b>(</b>K_ESCAPE<b>)</b>&nbsp;<br>
clearcanvas<b>(</b><b>)</b>&nbsp;<br>
Canvas<b>(</b>sCanvas<b>)</b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<span class="rc_comment">'change to the sprite canvas for drawing sprites </span><br>
<span class="rc_keyword">If</span>&nbsp;SpriteY<b>(</b>eyeSprite<b>)</b>&nbsp;&lt;&nbsp;<span class="rc_number">450</span>&nbsp;<span class="rc_keyword">And</span>&nbsp;destY&nbsp;=&nbsp;<span class="rc_number">0</span>&nbsp;<span class="rc_keyword">Then</span>&nbsp;<br>
SetSpritePosition<b>(</b>eyeSprite,&nbsp;eyeSpriteX,&nbsp;eyeSpriteY<b>)</b>&nbsp;<br>
eyeSpriteY&nbsp;=&nbsp;eyeSpriteY&nbsp;+&nbsp;<span class="rc_number">0.5</span>&nbsp;<br>
<span class="rc_keyword">ElseIf</span>&nbsp;SpriteY<b>(</b>eyeSprite<b>)</b>&nbsp;&gt;=&nbsp;<span class="rc_number">440</span>&nbsp;<span class="rc_keyword">And</span>&nbsp;destY&nbsp;=&nbsp;<span class="rc_number">0</span>&nbsp;<span class="rc_keyword">Then</span>&nbsp;<br>
destY&nbsp;=&nbsp;<span class="rc_number">1</span>&nbsp;<br>
<span class="rc_keyword">End</span>&nbsp;<span class="rc_keyword">If</span>&nbsp;<br>
&nbsp;&nbsp;<br>
<span class="rc_keyword">If</span>&nbsp;destY&nbsp;=&nbsp;<span class="rc_number">1</span>&nbsp;<span class="rc_keyword">Then</span>&nbsp;<br>
SetSpritePosition<b>(</b>eyeSprite,&nbsp;eyeSpriteX,&nbsp;eyeSpriteY<b>)</b>&nbsp;<br>
eyeSpriteY&nbsp;=&nbsp;eyeSpriteY&nbsp;-&nbsp;<span class="rc_number">0.5</span>&nbsp;<br>
<span class="rc_keyword">End</span>&nbsp;<span class="rc_keyword">If</span>&nbsp;<br>
&nbsp;&nbsp;<br>
Canvas<b>(</b>pCanvas<b>)</b>&nbsp;<br>
eyeY&nbsp;=&nbsp;SpriteY<b>(</b>eyeSprite<b>)</b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<span class="rc_comment">'change to the standard drawing canvas for drawing text </span><br>
DrawText<b>(</b><span class="rc_string">"Sprite Y: "</span>&nbsp;+&nbsp;STR$<b>(</b>eyeY<b>)</b>,&nbsp;<span class="rc_number">10</span>,&nbsp;<span class="rc_number">30</span><b>)</b>&nbsp;<br>
&nbsp;&nbsp;<br>
Update<b>(</b><b>)</b>&nbsp;<br>
<span class="rc_keyword">Wend</span>&nbsp;<br>
</code></p>
<p><img src="images/theEye.png" ></p>
<p>
<br> <a href="../doc_files/images/DripOctober.ttf">Link to Font (It's locally on your computer, your not downloading anything from the internet)</a> <br>
</p>
<br><p>Related: <br><p>Related:
<a href="spritex.html">SpriteX</a> <a href="spritex.html">SpriteX</a>
<a href="setspriteposition.html">SetSpritePosition</a> <a href="setspriteposition.html">SetSpritePosition</a>
<a href="getspriteposition.html">GetSpritePosition</a> <a href="getspriteposition.html">GetSpritePosition</a>
<a href="spritex.html">SpriteX</a>
</p> </p>
<p> <p>

View File

@@ -14,6 +14,66 @@
<p> <p>
Note: Sprites with a higher Z order are drawn first and those with lower values will be drawn on top Note: Sprites with a higher Z order are drawn first and those with lower values will be drawn on top
</p> </p>
<p id="rc_code"><code>
isFullScreen&nbsp;=&nbsp;<span class="rc_keyword">false</span>&nbsp;<br>
vSync&nbsp;=&nbsp;<span class="rc_keyword">true</span>&nbsp;<br>
winWidth&nbsp;=&nbsp;<span class="rc_number">640</span>&nbsp;<br>
winHeight&nbsp;=&nbsp;<span class="rc_number">480</span>&nbsp;<br>
canViewPortX&nbsp;=&nbsp;<span class="rc_number">0</span>&nbsp;<br>
canViewPortY&nbsp;=&nbsp;<span class="rc_number">0</span>&nbsp;<br>
&nbsp;&nbsp;<br>
OpenWindow<b>(</b><span class="rc_string">"ScaleSprite"</span>,&nbsp;winWidth,&nbsp;winHeight,&nbsp;isFullScreen,&nbsp;vSync<b>)</b>&nbsp;<br>
pCanvas&nbsp;=&nbsp;OpenCanvas<b>(</b><span class="rc_number">200</span>,&nbsp;<span class="rc_number">80</span>,&nbsp;<span class="rc_number">0</span>,&nbsp;<span class="rc_number">0</span>,&nbsp;<span class="rc_number">200</span>,&nbsp;<span class="rc_number">80</span>,&nbsp;<span class="rc_number">1</span><b>)</b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<span class="rc_comment">'Need to open a canvas for drawing the text </span><br>
sCanvas&nbsp;=&nbsp;OpenCanvasSpriteLayer<b>(</b>canViewPortX,&nbsp;canViewPortY,&nbsp;winWidth,&nbsp;winHeight<b>)</b>&nbsp;<br>
Canvas<b>(</b>sCanvas<b>)</b>&nbsp;<br>
&nbsp;&nbsp;<br>
<span class="rc_keyword">DIM</span>&nbsp;eye&nbsp;<br>
<span class="rc_keyword">DIM</span>&nbsp;eyeW&nbsp;<br>
<span class="rc_keyword">DIM</span>&nbsp;eyeH&nbsp;<br>
<span class="rc_keyword">DIM</span>&nbsp;eyeZ&nbsp;<br>
<span class="rc_keyword">DIM</span>&nbsp;sword&nbsp;<br>
<span class="rc_keyword">DIM</span>&nbsp;swordW&nbsp;<br>
<span class="rc_keyword">DIM</span>&nbsp;swordH&nbsp;<br>
<span class="rc_keyword">DIM</span>&nbsp;swordZ&nbsp;<br>
ReleaseKey&nbsp;=&nbsp;<span class="rc_number">0</span>&nbsp;<br>
&nbsp;&nbsp;<br>
<span class="rc_keyword">DIM</span>&nbsp;font1&nbsp;<br>
&nbsp;&nbsp;<br>
Font1&nbsp;=&nbsp;LoadFont<b>(</b><span class="rc_string">"DripOctober.ttf"</span>,&nbsp;<span class="rc_number">16</span><b>)</b>&nbsp;<br>
SetFont<b>(</b>Font1<b>)</b>&nbsp;<br>
SetColor<b>(</b>RGB<b>(</b><span class="rc_number">100</span>,&nbsp;<span class="rc_number">200</span>,&nbsp;<span class="rc_number">200</span><b>)</b><b>)</b>&nbsp;<br>
&nbsp;&nbsp;<br>
eye&nbsp;=&nbsp;LoadImage<b>(</b><span class="rc_string">"theEye.png"</span><b>)</b>&nbsp;<br>
GetImageSize<b>(</b>eye,&nbsp;eyeW,&nbsp;eyeH<b>)</b>&nbsp;<br>
&nbsp;&nbsp;<br>
sword&nbsp;=&nbsp;LoadImage<b>(</b><span class="rc_string">"sword.png"</span><b>)</b>&nbsp;<br>
GetImageSize<b>(</b>sword,&nbsp;swordW,&nbsp;swordH<b>)</b>&nbsp;<br>
&nbsp;&nbsp;<br>
eyeSprite&nbsp;=&nbsp;CreateSprite<b>(</b>eye,&nbsp;eyeW,&nbsp;eyeH<b>)</b>&nbsp;<br>
SetSpritePosition<b>(</b>eyeSprite,&nbsp;<span class="rc_number">100</span>,&nbsp;<span class="rc_number">100</span><b>)</b>&nbsp;<br>
SetSpriteZ<b>(</b>eyeSprite,&nbsp;<span class="rc_number">1</span><b>)</b>&nbsp;<br>
&nbsp;&nbsp;<br>
swordSprite&nbsp;=&nbsp;CreateSprite<b>(</b>sword,&nbsp;swordW,&nbsp;swordH<b>)</b>&nbsp;<br>
SetSpritePosition<b>(</b>swordSprite,&nbsp;<span class="rc_number">89</span>,&nbsp;<span class="rc_number">75</span><b>)</b>&nbsp;<br>
SetSpriteZ<b>(</b>swordSprite,&nbsp;<span class="rc_number">5</span><b>)</b>&nbsp;<br>
&nbsp;&nbsp;<br>
<span class="rc_keyword">While</span>&nbsp;<span class="rc_keyword">Not</span>&nbsp;Key<b>(</b>K_ESCAPE<b>)</b>&nbsp;<br>
&nbsp;&nbsp;<br>
swordZ&nbsp;=&nbsp;SpriteZ<b>(</b>swordSprite<b>)</b>&nbsp;<br>
eyeZ&nbsp;=&nbsp;SpriteZ<b>(</b>eyeSprite<b>)</b>&nbsp;<br>
&nbsp;&nbsp;<br>
Canvas<b>(</b>pCanvas<b>)</b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<span class="rc_comment">'change to the standard drawing canvas for drawing text </span><br>
DrawText<b>(</b><span class="rc_string">"Eye Sprite Z: "</span>&nbsp;+&nbsp;STR$<b>(</b>eyeZ<b>)</b>,&nbsp;<span class="rc_number">10</span>,&nbsp;<span class="rc_number">30</span><b>)</b>&nbsp;<br>
DrawText<b>(</b><span class="rc_string">"Sword Sprite Z: "</span>&nbsp;+&nbsp;STR$<b>(</b>swordZ<b>)</b>,&nbsp;<span class="rc_number">10</span>,&nbsp;<span class="rc_number">50</span><b>)</b>&nbsp;<br>
&nbsp;&nbsp;<br>
Update<b>(</b><b>)</b>&nbsp;<br>
<span class="rc_keyword">Wend</span>&nbsp;<br>
</code></p>
<p><img src="images/theEye.png" ></p>
<p><img src="images/sword.png" ></p>
<p>
<br> <a href="../doc_files/images/DripOctober.ttf">Link to Font (It's locally on your computer, your not downloading anything from the internet)</a> <br>
</p>
<br><p>Related: <br><p>Related:
<a href="setspritez.html">SetSpriteZ</a> <a href="setspritez.html">SetSpriteZ</a>
</p> </p>

View File

@@ -17,6 +17,14 @@
</li> </li>
<li> <li>
transition_time - The amount of time to transition transition_time - The amount of time to transition
<ul>
<li>
The shorter the time is, the faster the transition will be
</li>
<li>
Time is in seconds
</li>
</ul>
</li> </li>
</ul> </ul>
<br><p>Related: <br><p>Related:

View File

@@ -7,9 +7,9 @@
</head> </head>
<body> <body>
<p><h2>function TCP_AcceptSocket(server, client) </h2></p> <p><h2>function TCP_AcceptSocket(server) </h2></p>
<p> <p>
Attempts to accept a connection from a server socket. If successful it will open a client socket to communicate with the server and return true. If it fails it will return false. Attempts to accept a connection from a server socket. If successful it will return a client socket id. If it fails it will return -1.
</p> </p>
<p> <p>

View File

@@ -13,7 +13,7 @@
</p> </p>
<p id="rc_code"><code> <p id="rc_code"><code>
<span class="rc_keyword">Type</span>&nbsp;player&nbsp;<br> <span class="rc_keyword">Type</span>&nbsp;player&nbsp;<br>
&nbsp;&nbsp;&nbsp;<span class="rc_keyword">Dim</span>&nbsp;x,&nbsp;y&nbsp;<br> <span class="rc_keyword">Dim</span>&nbsp;x,&nbsp;y&nbsp;<br>
<span class="rc_keyword">End</span>&nbsp;<span class="rc_keyword">Type</span>&nbsp;<br> <span class="rc_keyword">End</span>&nbsp;<span class="rc_keyword">Type</span>&nbsp;<br>
</code></p> </code></p>
<p> <p>
@@ -46,13 +46,13 @@
</p> </p>
<p id="rc_code"><code> <p id="rc_code"><code>
<span class="rc_keyword">Type</span>&nbsp;Player_Stats&nbsp;<br> <span class="rc_keyword">Type</span>&nbsp;Player_Stats&nbsp;<br>
&nbsp;&nbsp;&nbsp;<span class="rc_keyword">Dim</span>&nbsp;health&nbsp;<br> <span class="rc_keyword">Dim</span>&nbsp;health&nbsp;<br>
&nbsp;&nbsp;&nbsp;<span class="rc_keyword">Dim</span>&nbsp;power&nbsp;<br> <span class="rc_keyword">Dim</span>&nbsp;power&nbsp;<br>
<span class="rc_keyword">End</span>&nbsp;<span class="rc_keyword">Type</span>&nbsp;<br> <span class="rc_keyword">End</span>&nbsp;<span class="rc_keyword">Type</span>&nbsp;<br>
&nbsp;&nbsp;<br> &nbsp;&nbsp;<br>
<span class="rc_keyword">Type</span>&nbsp;Player&nbsp;<br> <span class="rc_keyword">Type</span>&nbsp;Player&nbsp;<br>
&nbsp;&nbsp;&nbsp;<span class="rc_keyword">Dim</span>&nbsp;x,&nbsp;y&nbsp;<br> <span class="rc_keyword">Dim</span>&nbsp;x,&nbsp;y&nbsp;<br>
&nbsp;&nbsp;&nbsp;<span class="rc_keyword">Dim</span>&nbsp;stats&nbsp;<span class="rc_keyword">As</span>&nbsp;Player_Stats&nbsp;<br> <span class="rc_keyword">Dim</span>&nbsp;stats&nbsp;<span class="rc_keyword">As</span>&nbsp;Player_Stats&nbsp;<br>
<span class="rc_keyword">End</span>&nbsp;<span class="rc_keyword">Type</span>&nbsp;<br> <span class="rc_keyword">End</span>&nbsp;<span class="rc_keyword">Type</span>&nbsp;<br>
&nbsp;&nbsp;<br> &nbsp;&nbsp;<br>
<span class="rc_keyword">Dim</span>&nbsp;hero&nbsp;<span class="rc_keyword">As</span>&nbsp;Player&nbsp;<br> <span class="rc_keyword">Dim</span>&nbsp;hero&nbsp;<span class="rc_keyword">As</span>&nbsp;Player&nbsp;<br>

View File

@@ -20,6 +20,17 @@
</li> </li>
<li> <li>
Checks for every event on the window Checks for every event on the window
<ul>
<li>
Keyboard and Mouse Events
</li>
<li>
Joystick Events
</li>
<li>
Window Control Events (minimize, maximize, close, etc.)
</li>
</ul>
</li> </li>
<li> <li>
Updates the physics simulation for 2D and 3D objects if enabled Updates the physics simulation for 2D and 3D objects if enabled

View File

@@ -644,11 +644,14 @@ rc_deleteMesh( DELETEMESH_MESH )
rc_createMesh( ) rc_createMesh( )
rc_addMeshBuffer( ADDMESHBUFFER_MESH, ADDMESHBUFFER_VERTEX_COUNT, &ADDMESHBUFFER_VERTEX_DATA, &ADDMESHBUFFER_NORMAL_DATA, &ADDMESHBUFFER_UV_DATA, ADDMESHBUFFER_INDEX_COUNT, &ADDMESHBUFFER_INDEX_DATA ) rc_addMeshBuffer( ADDMESHBUFFER_MESH, ADDMESHBUFFER_VERTEX_COUNT, &ADDMESHBUFFER_VERTEX_DATA, &ADDMESHBUFFER_NORMAL_DATA, &ADDMESHBUFFER_UV_DATA, ADDMESHBUFFER_INDEX_COUNT, &ADDMESHBUFFER_INDEX_DATA )
rc_loadMeshFromArchive( LOADMESHFROMARCHIVE_ARCHIVE$, LOADMESHFROMARCHIVE_MESH_FILE$ ) rc_loadMeshFromArchive( LOADMESHFROMARCHIVE_ARCHIVE$, LOADMESHFROMARCHIVE_MESH_FILE$ )
rc_createPlaneMesh( CREATEPLANEMESH_W, CREATEPLANEMESH_H, CREATEPLANEMESH_TILECOUNT_W, CREATEPLANEMESH_TILECOUNT_H ) rc_createPlaneMesh( CREATEPLANEMESH_W, CREATEPLANEMESH_H, CREATEPLANEMESH_TILECOUNT_W, CREATEPLANEMESH_TILECOUNT_H, CREATEPLANEMESH_TXREPEAT_X, CREATEPLANEMESH_TXREPEAT_Y )
rc_loadAN8( LOADAN8_AN8_FILE$ ) rc_loadAN8( LOADAN8_AN8_FILE$ )
rc_loadMeshFromAN8( LOADMESHFROMAN8_AN8_PROJECT, LOADMESHFROMAN8_AN8_SCENE$ ) rc_loadMeshFromAN8( LOADMESHFROMAN8_AN8_PROJECT, LOADMESHFROMAN8_AN8_SCENE$ )
rc_getNumAN8Scenes( GETNUMAN8SCENES_AN8_PROJECT ) rc_getNumAN8Scenes( GETNUMAN8SCENES_AN8_PROJECT )
rc_getAN8SceneName( GETAN8SCENENAME$_AN8_PROJECT, GETAN8SCENENAME$_SCENE_NUM ) rc_getAN8SceneName( GETAN8SCENENAME$_AN8_PROJECT, GETAN8SCENENAME$_SCENE_NUM )
rc_createConeMesh( CREATECONEMESH_RADIUS, CREATECONEMESH_CONE_LENGTH, CREATECONEMESH_TESSELATION, CREATECONEMESH_TOP_COLOR, CREATECONEMESH_BOTTOM_COLOR )
rc_createCylinderMesh( CREATECYLINDERMESH_RADIUS, CREATECYLINDERMESH_CYLINDER_LENGTH, CREATECYLINDERMESH_TESSELATION, CREATECYLINDERMESH_COLOR, CREATECYLINDERMESH_CLOSE_TOP )
rc_createVolumeLightMesh( CREATEVOLUMELIGHTMESH_U, CREATEVOLUMELIGHTMESH_V, CREATEVOLUMELIGHTMESH_FOOT_COLOR, CREATEVOLUMELIGHTMESH_TAIL_COLOR, CREATEVOLUMELIGHTMESH_LP_DISTANCE, CREATEVOLUMELIGHTMESH_DIM_X, CREATEVOLUMELIGHTMESH_DIM_Y, CREATEVOLUMELIGHTMESH_DIM_Z )
rc_createAnimatedActor( CREATEANIMATEDACTOR_MESH ) rc_createAnimatedActor( CREATEANIMATEDACTOR_MESH )
rc_createOctreeActor( CREATEOCTREEACTOR_MESH ) rc_createOctreeActor( CREATEOCTREEACTOR_MESH )
rc_createCubeActor( CREATECUBEACTOR_CUBE_SIZE ) rc_createCubeActor( CREATECUBEACTOR_CUBE_SIZE )

View File

@@ -3,8 +3,11 @@ sub DeleteMesh( mesh )
function CreateMesh( ) function CreateMesh( )
sub AddMeshBuffer( mesh, vertex_count, ByRef vertex_data, ByRef normal_data, ByRef uv_data, index_count, ByRef index_data ) sub AddMeshBuffer( mesh, vertex_count, ByRef vertex_data, ByRef normal_data, ByRef uv_data, index_count, ByRef index_data )
function LoadMeshFromArchive( archive$, mesh_file$ ) function LoadMeshFromArchive( archive$, mesh_file$ )
Function CreatePlaneMesh( w, h, tileCount_w, tileCount_h ) Function CreatePlaneMesh( w, h, tileCount_w, tileCount_h, txRepeat_x, txRepeat_y )
Function LoadAN8( an8_file$ ) Function LoadAN8( an8_file$ )
Function LoadMeshFromAN8(an8_project, an8_scene$) Function LoadMeshFromAN8(an8_project, an8_scene$)
Function GetNumAN8Scenes(an8_project) Function GetNumAN8Scenes(an8_project)
Function GetAN8SceneName$(an8_project, scene_num) Function GetAN8SceneName$(an8_project, scene_num)
Function CreateConeMesh( radius, cone_length, tesselation, top_color, bottom_color )
Function CreateCylinderMesh( radius, cylinder_length, tesselation, color, close_top )
Function CreateVolumeLightMesh( u, v, foot_color, tail_color, lp_distance, dim_x, dim_y, dim_z )

View File

@@ -145,7 +145,7 @@ bool rc_preprocessor()
} }
} }
cout << "\nDEBUG INCLUDE ABS_PATH:" << inc_file.filename << endl << endl; //cout << "\nDEBUG INCLUDE ABS_PATH:" << inc_file.filename << endl << endl;
inc_file.line_number = 0; inc_file.line_number = 0;
inc_file.line_position = 0; inc_file.line_position = 0;
inc_file.dbg_inc_index = inc_files.size(); inc_file.dbg_inc_index = inc_files.size();

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@@ -1940,6 +1940,8 @@ void init_embedded_functions()
add_embedded_arg("h", ID_TYPE_NUM); add_embedded_arg("h", ID_TYPE_NUM);
add_embedded_arg("tileCount_w", ID_TYPE_NUM); add_embedded_arg("tileCount_w", ID_TYPE_NUM);
add_embedded_arg("tileCount_h", ID_TYPE_NUM); add_embedded_arg("tileCount_h", ID_TYPE_NUM);
add_embedded_arg("txRepeat_x", ID_TYPE_NUM);
add_embedded_arg("txRepeat_y", ID_TYPE_NUM);
embed_function("LoadAN8", ID_TYPE_FN_NUM); embed_function("LoadAN8", ID_TYPE_FN_NUM);
add_embedded_arg("an8_file$", ID_TYPE_STR); add_embedded_arg("an8_file$", ID_TYPE_STR);
embed_function("LoadMeshFromAN8", ID_TYPE_FN_NUM); embed_function("LoadMeshFromAN8", ID_TYPE_FN_NUM);
@@ -1950,6 +1952,27 @@ void init_embedded_functions()
embed_function("GetAN8SceneName$", ID_TYPE_FN_STR); embed_function("GetAN8SceneName$", ID_TYPE_FN_STR);
add_embedded_arg("an8_project", ID_TYPE_NUM); add_embedded_arg("an8_project", ID_TYPE_NUM);
add_embedded_arg("scene_num", ID_TYPE_NUM); add_embedded_arg("scene_num", ID_TYPE_NUM);
embed_function("CreateConeMesh", ID_TYPE_FN_NUM);
add_embedded_arg("radius", ID_TYPE_NUM);
add_embedded_arg("cone_length", ID_TYPE_NUM);
add_embedded_arg("tesselation", ID_TYPE_NUM);
add_embedded_arg("top_color", ID_TYPE_NUM);
add_embedded_arg("bottom_color", ID_TYPE_NUM);
embed_function("CreateCylinderMesh", ID_TYPE_FN_NUM);
add_embedded_arg("radius", ID_TYPE_NUM);
add_embedded_arg("cylinder_length", ID_TYPE_NUM);
add_embedded_arg("tesselation", ID_TYPE_NUM);
add_embedded_arg("color", ID_TYPE_NUM);
add_embedded_arg("close_top", ID_TYPE_NUM);
embed_function("CreateVolumeLightMesh", ID_TYPE_FN_NUM);
add_embedded_arg("u", ID_TYPE_NUM);
add_embedded_arg("v", ID_TYPE_NUM);
add_embedded_arg("foot_color", ID_TYPE_NUM);
add_embedded_arg("tail_color", ID_TYPE_NUM);
add_embedded_arg("lp_distance", ID_TYPE_NUM);
add_embedded_arg("dim_x", ID_TYPE_NUM);
add_embedded_arg("dim_y", ID_TYPE_NUM);
add_embedded_arg("dim_z", ID_TYPE_NUM);
embed_function("CreateAnimatedActor", ID_TYPE_FN_NUM); embed_function("CreateAnimatedActor", ID_TYPE_FN_NUM);
add_embedded_arg("mesh", ID_TYPE_NUM); add_embedded_arg("mesh", ID_TYPE_NUM);
embed_function("CreateOctreeActor", ID_TYPE_FN_NUM); embed_function("CreateOctreeActor", ID_TYPE_FN_NUM);

Binary file not shown.

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@@ -1934,6 +1934,8 @@ add_embedded_arg("w", ID_TYPE_NUM);
add_embedded_arg("h", ID_TYPE_NUM); add_embedded_arg("h", ID_TYPE_NUM);
add_embedded_arg("tileCount_w", ID_TYPE_NUM); add_embedded_arg("tileCount_w", ID_TYPE_NUM);
add_embedded_arg("tileCount_h", ID_TYPE_NUM); add_embedded_arg("tileCount_h", ID_TYPE_NUM);
add_embedded_arg("txRepeat_x", ID_TYPE_NUM);
add_embedded_arg("txRepeat_y", ID_TYPE_NUM);
embed_function("LoadAN8", ID_TYPE_FN_NUM); embed_function("LoadAN8", ID_TYPE_FN_NUM);
add_embedded_arg("an8_file$", ID_TYPE_STR); add_embedded_arg("an8_file$", ID_TYPE_STR);
embed_function("LoadMeshFromAN8", ID_TYPE_FN_NUM); embed_function("LoadMeshFromAN8", ID_TYPE_FN_NUM);
@@ -1944,6 +1946,27 @@ add_embedded_arg("an8_project", ID_TYPE_NUM);
embed_function("GetAN8SceneName$", ID_TYPE_FN_STR); embed_function("GetAN8SceneName$", ID_TYPE_FN_STR);
add_embedded_arg("an8_project", ID_TYPE_NUM); add_embedded_arg("an8_project", ID_TYPE_NUM);
add_embedded_arg("scene_num", ID_TYPE_NUM); add_embedded_arg("scene_num", ID_TYPE_NUM);
embed_function("CreateConeMesh", ID_TYPE_FN_NUM);
add_embedded_arg("radius", ID_TYPE_NUM);
add_embedded_arg("cone_length", ID_TYPE_NUM);
add_embedded_arg("tesselation", ID_TYPE_NUM);
add_embedded_arg("top_color", ID_TYPE_NUM);
add_embedded_arg("bottom_color", ID_TYPE_NUM);
embed_function("CreateCylinderMesh", ID_TYPE_FN_NUM);
add_embedded_arg("radius", ID_TYPE_NUM);
add_embedded_arg("cylinder_length", ID_TYPE_NUM);
add_embedded_arg("tesselation", ID_TYPE_NUM);
add_embedded_arg("color", ID_TYPE_NUM);
add_embedded_arg("close_top", ID_TYPE_NUM);
embed_function("CreateVolumeLightMesh", ID_TYPE_FN_NUM);
add_embedded_arg("u", ID_TYPE_NUM);
add_embedded_arg("v", ID_TYPE_NUM);
add_embedded_arg("foot_color", ID_TYPE_NUM);
add_embedded_arg("tail_color", ID_TYPE_NUM);
add_embedded_arg("lp_distance", ID_TYPE_NUM);
add_embedded_arg("dim_x", ID_TYPE_NUM);
add_embedded_arg("dim_y", ID_TYPE_NUM);
add_embedded_arg("dim_z", ID_TYPE_NUM);
embed_function("CreateAnimatedActor", ID_TYPE_FN_NUM); embed_function("CreateAnimatedActor", ID_TYPE_FN_NUM);
add_embedded_arg("mesh", ID_TYPE_NUM); add_embedded_arg("mesh", ID_TYPE_NUM);
embed_function("CreateOctreeActor", ID_TYPE_FN_NUM); embed_function("CreateOctreeActor", ID_TYPE_FN_NUM);

File diff suppressed because it is too large Load Diff

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@@ -1965,7 +1965,7 @@ case FN_LoadMeshFromArchive: //Number Function
rc_push_num(rc_loadMeshFromArchive( LOADMESHFROMARCHIVE_ARCHIVE$, LOADMESHFROMARCHIVE_MESH_FILE$ )); rc_push_num(rc_loadMeshFromArchive( LOADMESHFROMARCHIVE_ARCHIVE$, LOADMESHFROMARCHIVE_MESH_FILE$ ));
break; break;
case FN_CreatePlaneMesh: //Number Function case FN_CreatePlaneMesh: //Number Function
rc_push_num(rc_createPlaneMesh( CREATEPLANEMESH_W, CREATEPLANEMESH_H, CREATEPLANEMESH_TILECOUNT_W, CREATEPLANEMESH_TILECOUNT_H )); rc_push_num(rc_createPlaneMesh( CREATEPLANEMESH_W, CREATEPLANEMESH_H, CREATEPLANEMESH_TILECOUNT_W, CREATEPLANEMESH_TILECOUNT_H, CREATEPLANEMESH_TXREPEAT_X, CREATEPLANEMESH_TXREPEAT_Y ));
break; break;
case FN_LoadAN8: //Number Function case FN_LoadAN8: //Number Function
rc_push_num(rc_loadAN8( LOADAN8_AN8_FILE$ )); rc_push_num(rc_loadAN8( LOADAN8_AN8_FILE$ ));
@@ -1979,6 +1979,15 @@ case FN_GetNumAN8Scenes: //Number Function
case FN_GetAN8SceneName$: //String Function case FN_GetAN8SceneName$: //String Function
rc_push_str(rc_getAN8SceneName( GETAN8SCENENAME$_AN8_PROJECT, GETAN8SCENENAME$_SCENE_NUM )); rc_push_str(rc_getAN8SceneName( GETAN8SCENENAME$_AN8_PROJECT, GETAN8SCENENAME$_SCENE_NUM ));
break; break;
case FN_CreateConeMesh: //Number Function
rc_push_num(rc_createConeMesh( CREATECONEMESH_RADIUS, CREATECONEMESH_CONE_LENGTH, CREATECONEMESH_TESSELATION, CREATECONEMESH_TOP_COLOR, CREATECONEMESH_BOTTOM_COLOR ));
break;
case FN_CreateCylinderMesh: //Number Function
rc_push_num(rc_createCylinderMesh( CREATECYLINDERMESH_RADIUS, CREATECYLINDERMESH_CYLINDER_LENGTH, CREATECYLINDERMESH_TESSELATION, CREATECYLINDERMESH_COLOR, CREATECYLINDERMESH_CLOSE_TOP ));
break;
case FN_CreateVolumeLightMesh: //Number Function
rc_push_num(rc_createVolumeLightMesh( CREATEVOLUMELIGHTMESH_U, CREATEVOLUMELIGHTMESH_V, CREATEVOLUMELIGHTMESH_FOOT_COLOR, CREATEVOLUMELIGHTMESH_TAIL_COLOR, CREATEVOLUMELIGHTMESH_LP_DISTANCE, CREATEVOLUMELIGHTMESH_DIM_X, CREATEVOLUMELIGHTMESH_DIM_Y, CREATEVOLUMELIGHTMESH_DIM_Z ));
break;
case FN_CreateAnimatedActor: //Number Function case FN_CreateAnimatedActor: //Number Function
rc_push_num(rc_createAnimatedActor( CREATEANIMATEDACTOR_MESH )); rc_push_num(rc_createAnimatedActor( CREATEANIMATEDACTOR_MESH ));
break; break;

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