Merge pull request #55 from n00b87/v401_dev

V402 dev
This commit is contained in:
Rodney Cunningham
2025-02-01 13:26:00 -05:00
committed by GitHub
164 changed files with 2717 additions and 1223 deletions

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@@ -12,19 +12,19 @@
Returns the canvas that drawing commands are currently applied to
</p>
<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>
<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>
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>
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>
Canvas<b>(</b><span class="rc_number">1</span><b>)</b>&nbsp;<br>
Canvas<b>(</b>c1<b>)</b>&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>
&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">If</span>&nbsp;ActiveCanvas<b>(</b><b>)</b>&nbsp;=&nbsp;c1&nbsp;<span class="rc_keyword">Then</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>
&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>
<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>
&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">If</span>&nbsp;ActiveCanvas<b>(</b><b>)</b>&nbsp;=&nbsp;c2&nbsp;<span class="rc_keyword">Then</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>
</code></p>
<p>

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

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

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@@ -12,7 +12,7 @@
Cast a shadow on an actor during lighting calculations
</p>
<p>
Note: Also check the section on lights for more info
Note: Also check the section on lights for more info
</p>
<br><p>Related:
<a href="removeactorshadow.html">RemoveActorShadow</a>

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@@ -9,7 +9,7 @@
<body>
<p><h2>function AdjointMatrix(mA, mB) </h2></p>
<p>
Stores the adjoint matrix of mA in mB
Stores the adjoint matrix of mA in mB
</p>
<p>

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@@ -21,7 +21,7 @@
</ul>
<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>
&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>
</code></p>
<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>
&nbsp;&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>
&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;&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>
&nbsp;&nbsp;&nbsp;Update<b>(</b><b>)</b>&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;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;init_damping&nbsp;=&nbsp;<span class="rc_keyword">True</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>
<br><p>Related:

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@@ -3,11 +3,11 @@
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>applyActorImpulseWorld [RCBasic Doc] </title>
<title>ApplyActorImpulseWorld [RCBasic Doc] </title>
</head>
<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>
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>

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@@ -3,11 +3,11 @@
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>applyActorTorqueImpulseLocal [RCBasic Doc] </title>
<title>ApplyActorTorqueImpulseLocal [RCBasic Doc] </title>
</head>
<body>
<p><h2>sub applyActorTorqueImpulseLocal( actor, x, y, z) </h2></p>
<p><h2>Sub ApplyActorTorqueImpulseLocal( actor, x, y, z) </h2></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.
</p>

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@@ -3,11 +3,11 @@
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>applyActorTorqueImpulseWorld [RCBasic Doc] </title>
<title>ApplyActorTorqueImpulseWorld [RCBasic Doc] </title>
</head>
<body>
<p><h2>sub applyActorTorqueImpulseWorld( actor, x, y, z) </h2></p>
<p><h2>Sub ApplyActorTorqueImpulseWorld( actor, x, y, z) </h2></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.
</p>

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@@ -3,11 +3,11 @@
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>applyActorTorqueLocal [RCBasic Doc] </title>
<title>ApplyActorTorqueLocal [RCBasic Doc] </title>
</head>
<body>
<p><h2>sub applyActorTorqueLocal( actor, x, y, z) </h2></p>
<p><h2>Sub ApplyActorTorqueLocal( actor, x, y, z) </h2></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.
</p>

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@@ -3,11 +3,11 @@
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>applyActorTorqueWorld [RCBasic Doc] </title>
<title>ApplyActorTorqueWorld [RCBasic Doc] </title>
</head>
<body>
<p><h2>sub applyActorTorqueWorld( actor, x, y, z) </h2></p>
<p><h2>Sub ApplyActorTorqueWorld( actor, x, y, z) </h2></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.
</p>

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

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

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

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

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

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@@ -12,7 +12,7 @@
Appends the columns of matrix mB onto matrix mA and stores the result in mC.
</p>
<p>
NOTE: Must mA and mB must be the same number of rows.
NOTE: Must mA and mB must be the same number of rows.
</p>
<p>

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@@ -12,7 +12,7 @@
Saves the matrix mA in an array
</p>
<p>
NOTE: buffer must have the same number of dimensions as the desired matrix for the structure to remain intact.
NOTE: buffer must have the same number of dimensions as the desired matrix for the structure to remain intact.
</p>
<br><p>Related:
<a href="matrixfrombuffer.html">MatrixFromBuffer</a>

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@@ -9,7 +9,7 @@
<body>
<p><h2>function BufferFromString(s$, ByRef buffer) </h2></p>
<p>
Stores the byte value of a string into a number buffer
Stores the byte value of a string into a number buffer
</p>
<br><p>Related:
<a href="stringfrombuffer.html">StringFromBuffer$</a>

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@@ -9,10 +9,10 @@
<body>
<p><h2>function CheckSockets(timeout_ms) </h2></p>
<p>
Checks all connected sockets for activity. If timeout_ms is greater than 0 than it will wait that many milliseconds. If less than 0 it will wait for over 49 days (hint: there is no reason what so ever to set this less than 0).
Checks all connected sockets for activity. If timeout_ms is greater than 0 than it will wait that many milliseconds. If less than 0 it will wait for over 49 days (hint: there is no reason what so ever to set this less than 0).
</p>
<p>
Returns the number of sockets that have activity (ie. a connection was made or data was sent)
Returns the number of sockets that have activity (ie. a connection was made or data was sent)
</p>
<p>

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

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@@ -7,7 +7,7 @@
</head>
<body>
<p><h2>function ComputeActorAngularImpulseDenominator( actor, x, y, z) </h2></p>
<p><h2>function ComputeActorAngularImpulseDenominator( actor, x, y, z) </h2></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.
</p>

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@@ -7,7 +7,7 @@
</head>
<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>
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>

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@@ -7,7 +7,7 @@
</head>
<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>
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>

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@@ -7,7 +7,7 @@
</head>
<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>
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>

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@@ -13,11 +13,11 @@
</p>
<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>
&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>
&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>
&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>
</code></p>
<p>
@@ -29,13 +29,13 @@
<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">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>
&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>
&nbsp;&nbsp;&nbsp;<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>
&nbsp;&nbsp;&nbsp;<span class="rc_keyword">Print</span>&nbsp;<span class="rc_string">"THIS WILL NOT PRINT"</span>&nbsp;<br>
<span class="rc_comment">'Note: Default will be true if every other case is false. </span><br>
<span class="rc_comment">' Default is optional and can be excluded if you don't need it </span><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>
</code></p>
<p>
@@ -44,15 +44,15 @@
<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">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>
&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>
&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>
</code></p>
<p>
The above example is mostly the same as the previous example. The difference is that in our second <b>CASE</b> we are comparing both 4 and 5. If either of them are equal to our <b>SELECT</b> argument then the code inside the <b>CASE</b> block will execute.
The above example is mostly the same as the previous example. The difference is that in our second <b>CASE</b> we are comparing both 4 and 5. If either of them are equal to our <b>SELECT</b> argument then the code inside the <b>CASE</b> block will execute.
</p>
<p>

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

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

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

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@@ -3,11 +3,11 @@
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>createHingeConstraint [RCBasic Doc] </title>
<title>CreateHingeConstraint [RCBasic Doc] </title>
</head>
<body>
<p><h2>function createHingeConstraint( actorA, frameA, useReferenceFrameA ) </h2></p>
<p><h2>function CreateHingeConstraint( actorA, frameA, useReferenceFrameA ) </h2></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.
</p>

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@@ -3,11 +3,11 @@
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>createHingeConstraintEx [RCBasic Doc] </title>
<title>CreateHingeConstraintEx [RCBasic Doc] </title>
</head>
<body>
<p><h2>function createHingeConstraintEx( actorA, actorB, frameA, frameB, useReferenceFrameA) </h2></p>
<p><h2>Function CreateHingeConstraintEx( actorA, actorB, frameA, frameB, useReferenceFrameA) </h2></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.
</p>

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@@ -3,11 +3,11 @@
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>createPointConstraint [RCBasic Doc] </title>
<title>CreatePointConstraint [RCBasic Doc] </title>
</head>
<body>
<p><h2>function createPointConstraint( actorA, pxA, pyA, pzA) </h2></p>
<p><h2>Function CreatePointConstraint( actorA, pxA, pyA, pzA) </h2></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.
</p>

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@@ -3,11 +3,11 @@
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>createPointConstraintEx [RCBasic Doc] </title>
<title>CreatePointConstraintEx [RCBasic Doc] </title>
</head>
<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>
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>

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@@ -3,11 +3,11 @@
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>createSlideConstraint [RCBasic Doc] </title>
<title>CreateSlideConstraint [RCBasic Doc] </title>
</head>
<body>
<p><h2>function createSlideConstraint( actorA, frameInB_matrix, useLinearReferenceFrameA) </h2></p>
<p><h2>function CreateSlideConstraint( actorA, frameInB_matrix, useLinearReferenceFrameA) </h2></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.
</p>

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@@ -3,11 +3,11 @@
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>createSlideConstraintEx [RCBasic Doc] </title>
<title>CreateSlideConstraintEx [RCBasic Doc] </title>
</head>
<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>
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>

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

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

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

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

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@@ -3,15 +3,18 @@
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>deleteMaterial [RCBasic Doc] </title>
<title>DeleteMaterial [RCBasic Doc] </title>
</head>
<body>
<p><h2>sub deleteMaterial( material_id) </h2></p>
<p><h2>Sub DeleteMaterial( material_id) </h2></p>
<p>
Removes a material from memory
</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>
</html>

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@@ -12,6 +12,52 @@
Removes a sprite from memory
</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>
</html>

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@@ -9,7 +9,7 @@
<body>
<p><h2>function Determinant(mA) </h2></p>
<p>
Returns the determinant of matrix mA
Returns the determinant of matrix mA
</p>
<p>

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@@ -9,7 +9,7 @@
<body>
<p><h2>sub DrawImage_RotateEx(slot, x, y, src_x, src_y, src_w, src_h, angle) </h2></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>

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

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@@ -9,7 +9,7 @@
<body>
<p><h2>sub DrawImage_RotozoomEx(slot, x, y, src_x, src_y, src_w, src_h, angle, zx, zy) </h2></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>

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@@ -9,7 +9,7 @@
<body>
<p><h2>sub DrawImage_Zoom(slot, x, y, zx, zy) </h2></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>
<br><p>Related:
<a href="drawimage_zoomex.html">DrawImage_ZoomEx</a>

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

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

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@@ -9,7 +9,7 @@
<body>
<p><h2>sub FillMatrix(mA, v) </h2></p>
<p>
Fills matrix with the given value
Fills matrix with the given value
</p>
<p>

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@@ -9,7 +9,7 @@
<body>
<p><h2>function FillMatrixColumns(mA, c, num_cols, v) </h2></p>
<p>
Fills matrix columns with the given value starting at the given column
Fills matrix columns with the given value starting at the given column
</p>
<p>

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@@ -9,7 +9,7 @@
<body>
<p><h2>function FillMatrixRows(mA, r, num_rows, v) </h2></p>
<p>
Fills matrix rows with the given value starting at the given row
Fills matrix rows with the given value starting at the given row
</p>
<p>

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

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@@ -12,6 +12,9 @@
Outputs text to the console
</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>
</html>

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@@ -54,8 +54,8 @@
</p>
<p id="rc_code"><code>
<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>
&nbsp;&nbsp;&nbsp;<span class="rc_keyword">Return</span>&nbsp;c&nbsp;<br>
c&nbsp;=&nbsp;a&nbsp;+&nbsp;b&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>
</code></p>
<p>
@@ -72,7 +72,7 @@
</p>
<p id="rc_code"><code>
<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>
&nbsp;&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 id="rc_code"><code>
<span class="rc_keyword">Type</span>&nbsp;test_type&nbsp;<br>
&nbsp;&nbsp;&nbsp;<span class="rc_keyword">Dim</span>&nbsp;a$&nbsp;<br>
&nbsp;&nbsp;&nbsp;<span class="rc_keyword">Dim</span>&nbsp;b&nbsp;<br>
<span class="rc_keyword">Dim</span>&nbsp;a$&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>
&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>
&nbsp;&nbsp;&nbsp;<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>
&nbsp;&nbsp;&nbsp;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">Dim</span>&nbsp;ret_val&nbsp;<span class="rc_keyword">As</span>&nbsp;test_type&nbsp;<br>
ret_val.a&nbsp;=&nbsp;a&nbsp;<br>
ret_val.b&nbsp;=&nbsp;b&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>
&nbsp;&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:
</p>
<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>
&nbsp;&nbsp;&nbsp;<span class="rc_keyword">Return</span>&nbsp;<span class="rc_number">0</span>&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>
<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>
</code></p>
<p>
@@ -116,9 +116,9 @@
</p>
<p id="rc_code"><code>
<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>
&nbsp;&nbsp;&nbsp;&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">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">Next</span>&nbsp;<br>
<span class="rc_keyword">End</span>&nbsp;<span class="rc_keyword">Sub</span>&nbsp;<br>
&nbsp;&nbsp;<br>
MySub&nbsp;<b>(</b>&nbsp;<b>)</b>&nbsp;<br>
@@ -131,7 +131,7 @@
</p>
<p id="rc_code"><code>
<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>
&nbsp;&nbsp;<br>
n&nbsp;=&nbsp;<span class="rc_number">0</span>&nbsp;<br>
@@ -144,7 +144,7 @@
</p>
<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>
&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>
&nbsp;&nbsp;<br>
n&nbsp;=&nbsp;<span class="rc_number">0</span>&nbsp;<br>
@@ -153,7 +153,7 @@
<span class="rc_keyword">Print</span>&nbsp;n&nbsp;<br>
</code></p>
<p>
The above code is the same as the previous example except that now we use the <b>BYREF</b> keyword to change a to a reference rather than a value. This means the when we pass the variable N to MYSUB, instead of the value stored in N being used as A, whatever we do to A will be done to N directly. This example will output 5 to the console.
The above code is the same as the previous example except that now we use the <b>BYREF</b> keyword to change a to a reference rather than a value. This means the when we pass the variable N to MYSUB, instead of the value stored in N being used as A, whatever we do to A will be done to N directly. This example will output 5 to the console.
</p>
<p>

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@@ -12,7 +12,7 @@
Gets the actors rotation as a quaternion.
</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>
<br><p>Related:
<a href="getactorrotation.html">GetActorRotation</a>

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@@ -12,7 +12,7 @@
Calculates the points where a circle and line intersect and stores the intersection points in (ix1, iy1) and (ix2, iy2)
</p>
<p>
NOTE: This function returns 0 if there is no intersection and 1 or 2 if there is 1 or 2 intersection points. If it only returns 1 then only (ix1, iy1) will be set.
NOTE: This function returns 0 if there is no intersection and 1 or 2 if there is 1 or 2 intersection points. If it only returns 1 then only (ix1, iy1) will be set.
</p>
<p>

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@@ -9,7 +9,7 @@
<body>
<p><h2>sub getConeAnglePoint( constraint_id, angle, c_len, ByRef x, ByRef y, ByRef z) </h2></p>
<p>
Computes or retrieves a point based on a given angle relative to the constraints twist axis.
Computes or retrieves a point based on a given angle relative to the constraints twist axis.
</p>
<p>

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@@ -19,7 +19,7 @@
w, h - The width and height of the display will be stored in these variables
</li>
<li>
freq - The refresh rate will be stored in this variable
freq - The refresh rate will be stored in this variable
</li>
</ul>
<p>

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

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@@ -28,7 +28,7 @@
plane_point_2 - An array with an (x,y,z) point representing a point on a plane in 3D space
</li>
<li>
plane_point_3 - An array with an (x,y,z) point representing a point on a plane in 3D space
plane_point_3 - An array with an (x,y,z) point representing a point on a plane in 3D space
</li>
</ul>
<p>

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@@ -19,31 +19,31 @@
BLEND_MODE_NONE
</li>
<li>
BLEND_MODE_ADD
BLEND_MODE_ADD
</li>
<li>
BLEND_MODE_SUBTRACT
BLEND_MODE_SUBTRACT
</li>
<li>
BLEND_MODE_REVSUBTRACT
</li>
<li>
BLEND_MODE_MIN
BLEND_MODE_MIN
</li>
<li>
BLEND_MODE_MAX
BLEND_MODE_MAX
</li>
<li>
BLEND_MODE_MIN_FACTOR
BLEND_MODE_MIN_FACTOR
</li>
<li>
BLEND_MODE_MAX_FACTOR
BLEND_MODE_MAX_FACTOR
</li>
<li>
BLEND_MODE_MIN_ALPHA
BLEND_MODE_MIN_ALPHA
</li>
<li>
BLEND_MODE_MAX_ALPHA
BLEND_MODE_MAX_ALPHA
</li>
</ul>
<br><p>Related:

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@@ -11,6 +11,67 @@
<p>
Gets the position of a sprite on the canvas
</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:
<a href="translatesprite.html">TranslateSprite</a>
<a href="setspriteposition.html">SetSpritePosition</a>

View File

@@ -11,6 +11,63 @@
<p>
Returns the angle the sprite is rotated by
</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:
<a href="setspriterotation.html">SetSpriteRotation</a>
<a href="rotatesprite.html">RotateSprite</a>

View File

@@ -11,6 +11,73 @@
<p>
Gets the scale of a sprite
</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:
<a href="scalesprite.html">ScaleSprite</a>
<a href="setspritescale.html">SetSpriteScale</a>

View File

@@ -11,6 +11,51 @@
<p>
Gets the size of a sprite's frames
</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:
<a href="createsprite.html">CreateSprite</a>
</p>

View File

@@ -11,6 +11,41 @@
<p>
Returns the source image the sprite renders its frames from
</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:
<a href="setspritesource.html">SetSpriteSource</a>
<a href="createsprite.html">CreateSprite</a>

View File

@@ -19,15 +19,74 @@
</p>
<ul>
<li>
SPRITE_TYPE_STATIC
SPRITE_TYPE_STATIC (0)
</li>
<li>
SPRITE_TYPE_KINEMATIC
SPRITE_TYPE_KINEMATIC (1)
</li>
<li>
SPRITE_TYPE_DYNAMIC
SPRITE_TYPE_DYNAMIC (2)
</li>
</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:
<a href="setspritetype.html">SetSpriteType</a>
</p>

View File

@@ -9,7 +9,7 @@
<body>
<p><h2>sub GrabInput(flag) </h2></p>
<p>
Sets whether the currently active window will grab user input
Sets whether the currently active window will grab user input
</p>
<p>

View File

@@ -335,22 +335,22 @@
Given we have two number stored in variables a and b.
</p>
<p>
•.a = b : Test if a is equal to b
•.a = b : Test if a is equal to b
</p>
<p>
•.a < b : Test if a is less than b
•.a < b : Test if a is less than b
</p>
<p>
•.a > b : Test if a is greater than b
•.a > b : Test if a is greater than b
</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>
•.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>
•.a <> b : Test if a is not equal to b
•.a <> b : Test if a is not equal to b
</p>
<p>
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.
</p>
<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">End</span>&nbsp;<span class="rc_keyword">If</span>&nbsp;<br>
</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.
</p>
<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">End</span>&nbsp;<span class="rc_keyword">If</span>&nbsp;<br>
</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.
</p>
<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">End</span>&nbsp;<span class="rc_keyword">If</span>&nbsp;<br>
</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.
</p>
<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">End</span>&nbsp;<span class="rc_keyword">If</span>&nbsp;<br>
</code></p>

View File

@@ -9,7 +9,7 @@
<body>
<p><h2>sub IncrementMatrixColumns(mA, mB, c, num_cols, value) </h2></p>
<p>
Increments all the values in a specified number of columns in matrix mA, starting from column c. The result is stored in matrix mB
Increments all the values in a specified number of columns in matrix mA, starting from column c. The result is stored in matrix mB
</p>
<p>

View File

@@ -9,7 +9,7 @@
<body>
<p><h2>sub IncrementMatrixRows(mA, mB, r, num_rows, value) </h2></p>
<p>
Increments all the values in a specified number of rows in matrix mA, starting from row r. The result is stored in matrix mB
Increments all the values in a specified number of rows in matrix mA, starting from row r. The result is stored in matrix mB
</p>
<p>

View File

@@ -9,7 +9,7 @@
<body>
<p><h2>function InsertMatrixRows(mA, r, num_rows) </h2></p>
<p>
Insert a number of empty rows into matrix mA starting at the specified row.
Insert a number of empty rows into matrix mA starting at the specified row.
</p>
<p>

View File

@@ -9,7 +9,7 @@
<body>
<p><h2>Function Interpolate(min_a, max_a, mid_a, min_b, max_b) </h2></p>
<p>
This function returns a value interpolated based on the comparison between a mid value in a range of given min and max values
This function returns a value interpolated based on the comparison between a mid value in a range of given min and max values
</p>
<p>

View File

@@ -9,10 +9,10 @@
<body>
<p><h2>INTRODUCTION TO RCBASIC </h2></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>
Rodney Cunningham (aka. n00b)
Rodney Cunningham (aka. n00b)
</p>
<p>

View File

@@ -9,7 +9,7 @@
<body>
<p><h2>function InvertMatrix(mA, mB) </h2></p>
<p>
Stores the inverse matrix of mA in mB
Stores the inverse matrix of mA in mB
</p>
<p>

View File

@@ -33,7 +33,7 @@
USER_NAME$&nbsp;=&nbsp;INPUT$<b>(</b><span class="rc_string">"WHAT IS YOUR NAME? "</span><b>)</b>&nbsp;<br>
</code></p>
<p>
The above example will ask the user WHAT IS YOUR NAME? and then store whatever the user types in into the variable USER_NAME$.
The above example will ask the user WHAT IS YOUR NAME? and then store whatever the user types in into the variable USER_NAME$.
</p>
<p>

View File

@@ -9,7 +9,7 @@
<body>
<p><h2>function IsEqualMatrix(mA, mB, tolerance) </h2></p>
<p>
Returns true if matrix mA is within tolerance of matrix mB
Returns true if matrix mA is within tolerance of matrix mB
</p>
<p>

View File

@@ -9,7 +9,7 @@
<body>
<p><h2>sub JoinMatrixColumns(mA, mB, mC) </h2></p>
<p>
Appends the columns in matrix mB below matrix mA.
Appends the columns in matrix mB below matrix mA.
</p>
<p>

View File

@@ -9,7 +9,7 @@
<body>
<p><h2>sub JoinMatrixRows(mA, mB, mC) </h2></p>
<p>
Appends the rows in matrix mB onto the right of matrix mA.
Appends the rows in matrix mB onto the right of matrix mA.
</p>
<p>

View File

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

View File

@@ -9,7 +9,7 @@
<body>
<p><h2>LICENSE </h2></p>
<p>
RCBasic is available under the zlib license :
RCBasic is available under the zlib license :
</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.

View File

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

View File

@@ -16,7 +16,7 @@
</p>
<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>
&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>
</code></p>
<p>
@@ -24,7 +24,7 @@
</p>
<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>
&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>
</code></p>
<p>
@@ -36,8 +36,8 @@
<p id="rc_code"><code>
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>
&nbsp;&nbsp;&nbsp;<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>
<span class="rc_keyword">Print</span>&nbsp;I&nbsp;<br>
I&nbsp;=&nbsp;I&nbsp;+&nbsp;<span class="rc_number">1</span>&nbsp;<br>
<span class="rc_keyword">Wend</span>&nbsp;<br>
</code></p>
<p>
@@ -51,7 +51,7 @@
</p>
<p id="rc_code"><code>
<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>
</code></p>
<p>
@@ -60,8 +60,8 @@
<p id="rc_code"><code>
I&nbsp;=&nbsp;<span class="rc_number">0</span>&nbsp;<br>
<span class="rc_keyword">Do</span>&nbsp;<br>
&nbsp;&nbsp;&nbsp;<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>
<span class="rc_keyword">Print</span>&nbsp;I&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>
</code></p>
<p>
@@ -70,12 +70,12 @@
<p id="rc_code"><code>
I&nbsp;=&nbsp;<span class="rc_number">0</span>&nbsp;<br>
<span class="rc_keyword">Do</span>&nbsp;<br>
&nbsp;&nbsp;&nbsp;<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>
<span class="rc_keyword">Print</span>&nbsp;I&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>
</code></p>
<p>
The above code will output the numbers 0 to 4 to the console. This form of the <b>DO</b> loop will continue to loop until the loop condition is true.
The above code will output the numbers 0 to 4 to the console. This form of the <b>DO</b> loop will continue to loop until the loop condition is true.
</p>
<p>

View File

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

View File

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

View File

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

View File

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

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

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

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

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

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

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@@ -12,7 +12,7 @@
Creates a matrix from an array.
</p>
<p>
NOTE: buffer must have the same number of dimensions as the desired matrix for the structure to remain intact.
NOTE: buffer must have the same number of dimensions as the desired matrix for the structure to remain intact.
</p>
<p>

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@@ -9,7 +9,7 @@
<body>
<p><h2>function MatrixValue(mA, r, c) </h2></p>
<p>
Returns the value stored at the given row and column in the matrix
Returns the value stored at the given row and column in the matrix
</p>
<p>

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@@ -9,7 +9,7 @@
<body>
<p><h2>function MultiplyMatrix(mA, mB, mC) </h2></p>
<p>
Multiply matrix mA and mB and store the result in mC
Multiply matrix mA and mB and store the result in mC
</p>
<p>

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@@ -1607,6 +1607,14 @@ ul, #myUL {
<li><a href="getan8scenename.html" target="main">GetAN8SceneName$</a></li>
<li><a href="createconemesh.html" target="main">CreateConeMesh</a></li>
<li><a href="createcylindermesh.html" target="main">CreateCylinderMesh</a></li>
<li><a href="createvolumelightmesh.html" target="main">CreateVolumeLightMesh</a></li>
<li><a href="deletean8.html" target="main">DeleteAN8</a></li>
</ul>
</li>

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@@ -57,7 +57,7 @@
BINARY_OUTPUT_PLUS - Opens a file for both reading and writing. If the file already exist it will be overwritten.
</li>
<li>
BINARY_APPEND_PLUS - Opens a file for reading and appending binary data to the end of the file.
BINARY_APPEND_PLUS - Opens a file for reading and appending binary data to the end of the file.
</li>
</ul>
<p>

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@@ -9,7 +9,7 @@
<body>
<p><h2>function OpenURL(url$) </h2></p>
<p>
Opens a URL in the internet browser
Opens a URL in the internet browser
</p>
<p>

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@@ -15,6 +15,11 @@
Returns true if window was opened and false if a window could not be opened
</p>
<ul>
<ul>
<li>
WINDOWPOS_CENTERED can be used to center the window
</li>
</ul>
<li>
w, h - The size of the window
</li>
@@ -23,6 +28,14 @@
</li>
<li>
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>
stencil_buffer (true / false) - determines whether stencil buffer will be used for shadows

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