148 Commits

Author SHA1 Message Date
n00b
101e6a34c7 Base features complete 2025-02-02 08:52:46 -05:00
n00b
acdc78a149 Added DeleteAn8() function 2025-01-31 19:35:19 -05:00
n00b
eab4029642 Removed debug values 2025-01-26 10:49:48 -05:00
n00b
a3b99950db Fixed DIM not reporting false inside a TYPE block for invalid user type 2025-01-26 09:17:55 -05:00
n00b
979c946429 Updated version number 2025-01-26 00:00:20 -05:00
n00b
17b420578c Added New Static Mesh Functions 2025-01-25 23:53:43 -05:00
n00b
8e161a1a22 Updated version number 2025-01-12 19:38:17 -05:00
n00b
4723ed8c6f fixed font only returning 0 for id 2025-01-04 17:32:26 -05:00
n00b
a7f13b98ad Removed SDL Blend Modes from constants 2024-12-25 18:34:58 -05:00
Rodney Cunningham
b88688bea7 Merge pull request #50 from n00b87/sprite_blend
Added Sprite Color Blend and Global AntiAlias functions
2024-12-22 21:03:57 -05:00
n00b
d91146db60 Added Sprite Color Blend and Global AntiAlias functions 2024-12-22 20:27:40 -05:00
Rodney Cunningham
ff01fa83f4 Merge pull request #49 from n00b87/joint_stuff
Added JointExists() and SpriteExists()
2024-12-22 18:28:49 -05:00
n00b
f2af1d4045 Added JointExists() and SpriteExists() 2024-12-22 18:16:13 -05:00
Rodney Cunningham
a2c9d4952c Merge pull request #47 from n00b87/clear_sprites
Clear sprites
2024-12-22 15:43:40 -05:00
n00b
070cbe2898 Changed ref_actor for animation callback to actor id 2024-12-22 15:22:20 -05:00
n00b
44eb4aa236 Added error check for canvas type to RayCast2D functions 2024-12-22 14:22:00 -05:00
n00b
0ef552910a Fixed sprite allocation bugs
* Fixed bug that would cause the renderer for sprites to be corrupted on when the sprite vector is resized
* Changed deleted_sprites variable to deleted_animation in sprite object
* Changed sprite pointer vector to sprite id vector in canvas object
* Changed the value stored in Fixture UserData pointer to sprite id rather than sprite pointer because pointer would change on resize anyway
2024-12-22 13:05:23 -05:00
Rodney Cunningham
ac2cb91b18 Merge pull request #46 from n00b87/byref_udt_array
Fixed ByRef UDT arrays
2024-12-21 02:52:22 -05:00
n00b
0f24f30c38 Changed Error message for mismatch args in byref array 2024-12-21 02:45:02 -05:00
n00b
9c5aaa8db6 Fixed ByRef UDT arrays 2024-12-21 02:28:44 -05:00
Rodney Cunningham
33919725bf Merge pull request #45 from n00b87/add_setfps
Add setfps
2024-12-20 21:56:00 -05:00
n00b
25e225ff96 Removed test flag 2024-12-20 21:55:17 -05:00
n00b
94a9bb08fb Added SetFPS() and SetWindowVSync() 2024-12-20 20:40:10 -05:00
n00b
8b8be85dea Implemented VSync timer using SDL 2024-12-20 17:04:40 -05:00
Rodney Cunningham
6f93be7a23 Merge pull request #43 from n00b87/clear_constraints
Clears constraints in ClearScene()
2024-12-20 13:22:58 -05:00
n00b
33edf29fd0 Clears constraints in ClearScene() 2024-12-20 13:21:01 -05:00
Rodney Cunningham
d3c508f149 Merge pull request #41 from n00b87/fix_triangle
Sorted points in Triangle()
2024-12-20 12:10:37 -05:00
n00b
a4e9fdd9fd Sorted points in Triangle() 2024-12-20 12:01:05 -05:00
Rodney Cunningham
4c4c4d4952 Merge pull request #38 from n00b87/null_tile
Added possible -1 value to setTile() and fillTile()
2024-12-19 20:34:00 -05:00
n00b
c30bade6c7 Added possible -1 value to setTile() and fillTile() 2024-12-19 20:23:23 -05:00
n00b
ba3bbd2fc8 Updated README with linux setup instructions 2024-12-18 19:26:02 -05:00
n00b
7b87adc07e Add Linux Setup Script 2024-12-18 19:23:10 -05:00
Rodney Cunningham
6bf8a310a1 Merge pull request #34 from n00b87/win_dev_setup
Windows Development Environment Setup
2024-12-18 18:32:27 -05:00
n00b
c4af461e3d Update project file 2024-12-18 18:30:32 -05:00
n00b87
2381c84fe5 Update the README with build instructions for windows 2024-12-18 16:40:25 -05:00
n00b87
80435becff Added setup script for windows 2024-12-18 16:32:59 -05:00
n00b87
f9092efbba Added windows project files with build targets 2024-12-18 16:29:21 -05:00
n00b
323e91e4df Added RC3 function count macro to tracker 2024-12-16 12:59:36 -05:00
Rodney Cunningham
f963213013 Merge pull request #26 from n00b87/main
Merge pull request #25 from n00b87/dev
2024-12-16 11:55:52 -06:00
Rodney Cunningham
af7ac75384 Merge pull request #25 from n00b87/dev
v4.0
2024-12-16 11:53:01 -06:00
n00b
3a03aaa148 Updated docs 2024-12-15 23:12:45 -05:00
n00b
7181b6924a Fixed 3D primitive material setting 2024-12-15 20:56:19 -05:00
n00b
98e8257e4a Added 3D Primitive functions 2024-12-15 19:43:58 -05:00
n00b
d4aa4198af TCP_SocketReady() should now return true if data is available 2024-12-15 15:19:40 -05:00
n00b
e05f4ff024 TCP_SocketReady() should now return true if data is available 2024-12-15 15:12:15 -05:00
n00b
b01f3cfc01 Fixed network socket ID errors 2024-12-15 13:58:51 -05:00
n00b
119e6f5bfe Fixed mouse wheel reporting last value when not scrolling 2024-12-15 12:55:46 -05:00
n00b
39c5e4a9f2 ColorKey now uses upper left corner when a value of -1 is used 2024-12-15 11:37:44 -05:00
n00b
0e2253ad02 Test updates 2024-12-15 01:12:58 -05:00
n00b
6b8f078291 Updated docs 2024-12-14 15:28:03 -05:00
n00b
f392bdebfc Added ray cast functions 2024-12-14 15:13:55 -05:00
n00b
447bc241d7 Fixed bug that prevents compiler from finding user types in scope 2024-12-13 20:22:10 -05:00
Rodney Cunningham
d0dc046c6b Merge pull request #24 from arc1tec4/dev
Flesh out "Sprite" docs
2024-12-11 22:23:25 -06:00
n00b
59e93b66d1 Added keywords to studio config macro 2024-12-11 23:20:12 -05:00
arc1tec4
a4fca34d19 Merge branch 'n00b87:dev' into dev 2024-12-11 21:16:40 -07:00
n00b
a07c6e8d15 Added macro to generate studio config file to tracker 2024-12-11 23:05:42 -05:00
n00b
588e866bad Add rc_windowclose.h 2024-12-11 18:44:11 -05:00
n00b
f827706734 Removed test flag 2024-12-11 18:36:01 -05:00
n00b
1a574146af Added DeleteTileSet() and DeleteTileMap() 2024-12-11 18:30:43 -05:00
arc1tec4
7c3d44b0ff Add files via upload 2024-12-11 14:35:28 -07:00
arc1tec4
82cbb6c73a Add files via upload 2024-12-11 14:31:54 -07:00
arc1tec4
d7b1440917 Add files via upload 2024-12-11 14:14:00 -07:00
n00b
0c3cfde381 Removed resize on fullscreen 2024-12-11 16:09:10 -05:00
arc1tec4
38021bf1fa Add files via upload 2024-12-11 14:08:07 -07:00
n00b
d1d291d823 Force window resize when SetWindowFullscreen() is called 2024-12-11 16:02:42 -05:00
n00b
c354825638 Force window resize when SetWindowFullscreen() is called 2024-12-11 15:46:00 -05:00
n00b
072024fa41 Fixed Scaling issues when changing window size
Fixed Window Scaling issue and Fixed SetSpriteVisible()
2024-12-11 12:53:24 -05:00
n00b87
bb03c0f9a3 Add em_build.bat 2024-12-09 23:54:21 -06:00
n00b
10f225d14b Remove backup trackers 2024-12-09 15:59:52 -05:00
Rodney Cunningham
b3667a70df Merge pull request #23 from n00b87/fix_gles2_vsync
Fix Mouse and Canvas Scaling in Fullscreen
2024-12-09 14:58:03 -06:00
n00b
4cdcf7aa24 Added ClearScene() and made THEN optional 2024-12-09 15:51:27 -05:00
n00b
31872c955c Fixed fullscreen rendering and mouse scaling 2024-12-09 11:51:50 -05:00
n00b
80c97f0a93 WIP 2024-12-09 10:56:08 -05:00
n00b
09ab7d76cd Add fog functions to docs 2024-12-09 08:29:34 -05:00
n00b
9fba7a380c Removed test flag 2024-12-09 02:06:47 -05:00
n00b
a85bb304ea Fixed issue with images being offset on paint canvas in the GLES2 driver 2024-12-09 01:51:38 -05:00
Rodney Cunningham
005d324a81 Merge pull request #22 from n00b87/change_shader_path
Changed default GLES2 shader path
2024-12-08 21:18:39 -06:00
n00b
953b7b562d Changed default GLES2 shader path 2024-12-08 22:12:28 -05:00
n00b
bea293d13c Fixed a bullet include for windows 2024-12-07 12:54:35 -05:00
n00b
da3e4fbe36 Fixed a bullet include for windows 2024-12-07 12:52:32 -05:00
n00b
3753e1a0d3 Fixed a bullet include for windows 2024-12-07 12:50:52 -05:00
n00b
8e1686978c Remove token output on ERROR 2024-12-07 12:45:16 -05:00
Rodney Cunningham
3cd9dde20d Merge pull request #21 from n00b87/fix_alpha4_bugs
Fix alpha4 bugs
2024-12-07 11:59:03 -05:00
n00b
c4e2dc9d8e Removed test parameters 2024-12-07 11:32:11 -05:00
n00b
5a24dc445b Fixed GetPixel() in GLES2 driver 2024-12-05 22:19:50 -05:00
n00b
32e1e0a00f Fixed FloodFill() in GLES2 driver 2024-12-05 21:36:07 -05:00
n00b
fef3d682e6 Fixed CanvasClip() and Rect() on GLES2 driver 2024-12-05 20:00:21 -05:00
n00b
4876640bf4 Removed haptic init on web build 2024-12-02 22:00:21 -05:00
n00b
b7e4281352 Fixed emscripten define 2024-12-01 21:19:52 -05:00
n00b
0b66a9294f Removed test flags 2024-12-01 17:12:50 -05:00
n00b
cfad58b99c Added delta timestep to 2d simulation 2024-12-01 00:15:41 -05:00
n00b
f008cf839b Set fixed timestep to delta time by default 2024-11-30 23:28:30 -05:00
n00b
2a78f8cf81 Removed box2d world from clone canvas 2024-11-30 22:45:20 -05:00
n00b
36cee820d3 Use SDL_GetTicks() for physics timer 2024-11-30 22:25:29 -05:00
n00b
adec3d0039 Fixed GetPixel() 2024-11-24 07:23:30 -05:00
n00b
917a2a10eb Automated build scripts 2024-11-23 17:01:42 -05:00
n00b
26f89808ba Added function changes to compiler and runtime 2024-11-23 15:54:12 -05:00
n00b
a2363aa63a Changed ReadInput_Text() to ReadInput_GetText 2024-11-23 11:53:39 -05:00
n00b
d79a8f9602 Added default material for drawing 2D objects 2024-11-23 09:46:33 -05:00
n00b
b56f0185cf Fixed runtime only accepting filename main.cbc 2024-11-22 11:10:50 -05:00
n00b
f3c49b8a8b Emscripten build script 2024-11-19 00:06:41 -05:00
n00b
33ece2b755 Emscripten build script 2024-11-19 00:04:17 -05:00
n00b
5048597745 Added GetSpriteRestitutionThreshold() 2024-11-17 23:16:51 -05:00
Rodney Cunningham
b9275b7d80 Merge pull request #20 from n00b87/performance_boost
Replaced loop to read numbers from code/data segments with a single cast
2024-11-15 23:36:36 -05:00
n00b
f35b940637 Replaced loop to read numbers from code/data segments with a single cast 2024-11-15 23:07:53 -05:00
Rodney Cunningham
cf47eb2039 Merge pull request #19 from n00b87/fix_animation_system
Fixed looping animations for actors
2024-11-15 22:22:55 -05:00
n00b
c085150def Fixed looping animations for actors 2024-11-15 22:19:40 -05:00
Rodney Cunningham
378c25ffde Merge pull request #18 from n00b87/missing_functions
Added new physics functions
2024-11-15 21:01:15 -05:00
n00b
40ca65cb3f Added new physics functions
* Added some new physics functions
* Added new documentation
* Added some auto checks for OS to rc_os_defines.h
* Fixed bugs on settting and getting position of sprites
2024-11-15 20:42:08 -05:00
Rodney Cunningham
3f4a1ce1cc Merge pull request #17 from n00b87/sdl2_ogles2
Sdl2 ogles2
2024-11-15 09:40:54 -05:00
n00b
ac30b0f7bb Fixed a bug with getting the sprite position not using the offset for box2d 2024-11-15 09:24:19 -05:00
n00b
370c2bed33 Finalized support for emscripten build 2024-11-15 08:20:18 -05:00
n00b
73fb1bded8 Fixed sprite alignment with box2d fixtures 2024-11-13 22:31:03 -05:00
Rodney Cunningham
fc082973d2 Merge pull request #16 from arc1tec4/dev
Dev - createTileSet doc
2024-11-13 22:13:47 -05:00
arc1tec4
a8c3f059cc Add files via upload 2024-11-13 17:45:29 -07:00
arc1tec4
89258b691d Add files via upload 2024-11-13 17:44:51 -07:00
arc1tec4
3972f8b927 Add files via upload 2024-11-13 17:44:04 -07:00
Rodney Cunningham
5719ad1dbd Merge pull request #15 from arc1tec4/dev
createsprite doc
2024-11-12 23:21:34 -05:00
n00b
a08ab8760c Fixed paint canvas scaling on ogles2 2024-11-12 23:12:55 -05:00
arc1tec4
0b132399fc Delete doc/doc_files/images/test 2024-11-12 18:50:41 -07:00
arc1tec4
79ec4b5ae0 Delete doc/doc_files/theEye.png 2024-11-12 18:50:16 -07:00
arc1tec4
c506ea110c Add files via upload 2024-11-12 18:49:29 -07:00
arc1tec4
bac4a2734f Create test 2024-11-12 18:49:08 -07:00
arc1tec4
5ff184aff6 Fleshed out createsprite DOC 2024-11-12 18:47:06 -07:00
arc1tec4
ca2c818b25 Fleshed out createSprite DOC files 2024-11-12 18:45:43 -07:00
Rodney Cunningham
229aebfec3 Merge pull request #14 from arc1tec4/dev
Dev - push from fork
2024-11-11 22:10:15 -05:00
arc1tec4
9e61ea1c5e Add files via upload 2024-11-11 20:02:07 -07:00
arc1tec4
78e3281bf3 Fixed-Hopefully functions 2024-11-11 16:44:14 -07:00
arc1tec4
cf6feab5c1 Add files via upload 2024-11-11 16:41:10 -07:00
arc1tec4
5221ac5e8f Delete doc/doc_files/setspritegravity.html 2024-11-11 16:40:14 -07:00
arc1tec4
3e2b01d794 Delete doc/doc_files/getspritegravity.html 2024-11-11 16:39:51 -07:00
arc1tec4
b4b18b4860 Delete doc/files/getspritegravity.txt 2024-11-11 16:39:35 -07:00
arc1tec4
8fd6acbde3 Delete doc/files/setspritegravity.txt 2024-11-11 16:39:14 -07:00
arc1tec4
a0b3025848 Add files via upload 2024-11-11 16:38:26 -07:00
arc1tec4
fe5b5bc389 Delete getspritegravity.txt 2024-11-11 16:37:36 -07:00
arc1tec4
ceee3fc5d0 Delete rc_spritelib.h 2024-11-11 16:37:24 -07:00
arc1tec4
34c023a976 Delete setspritegravity.html 2024-11-11 16:37:12 -07:00
arc1tec4
74f9fc8969 Delete setspritegravity.txt 2024-11-11 16:37:02 -07:00
arc1tec4
a13d3de54f Delete getspritegravity.html 2024-11-11 16:36:50 -07:00
n00b
b66e458590 Fixed Keyboard input for WebGL 2024-11-11 13:37:23 -05:00
arc1tec4
19f67fa883 Add files via upload 2024-11-10 22:17:58 -07:00
arc1tec4
f8296f44cf Add files via upload 2024-11-10 22:17:02 -07:00
arc1tec4
f30aaffc4c Add files via upload 2024-11-10 22:15:47 -07:00
arc1tec4
1e47d69e23 Add files via upload 2024-11-10 22:13:24 -07:00
arc1tec4
5c53e7067b Add files via upload 2024-11-10 22:10:42 -07:00
arc1tec4
de0101253d Merge branch 'n00b87:dev' into dev 2024-11-10 22:09:38 -07:00
arc1tec4
cbb578981a Add files via upload 2024-11-10 22:08:47 -07:00
n00b
bffa478064 Added GLES2 support 2024-11-10 19:05:55 -05:00
1434 changed files with 40852 additions and 6464 deletions

190
RCBasic_Dev_Setup.bat Normal file
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cd ..
set DEV_BASE_DIR=%CD%
git clone --branch sdl2_device https://github.com/n00b87/RCIrrlicht.git
git clone --branch irrlicht_loader https://github.com/n00b87/an8-parser.git
git clone https://github.com/n00b87/RCDocs.git
git clone https://github.com/n00b87/IrrTheora.git
git clone https://github.com/n00b87/irrBullet.git
git clone --branch "VER-2-13-3" https://github.com/freetype/freetype.git
curl -Lo SDL2-devel-2.30.10-mingw.zip "https://github.com/libsdl-org/SDL/releases/download/release-2.30.10/SDL2-devel-2.30.10-mingw.zip"
tar -xf SDL2-devel-2.30.10-mingw.zip
rename SDL2-2.30.10 SDL2-dev
curl -Lo SDL2_image-devel-2.8.3-mingw.zip "https://github.com/libsdl-org/SDL_image/releases/download/release-2.8.3/SDL2_image-devel-2.8.3-mingw.zip"
tar -xf SDL2_image-devel-2.8.3-mingw.zip
rename SDL2_image-2.8.3 SDL2_image-dev
curl -Lo SDL2_mixer-devel-2.8.0-mingw.zip "https://github.com/libsdl-org/SDL_mixer/releases/download/release-2.8.0/SDL2_mixer-devel-2.8.0-mingw.zip"
tar -xf SDL2_mixer-devel-2.8.0-mingw.zip
rename SDL2_mixer-2.8.0 SDL2_mixer-dev
curl -Lo SDL2_net-devel-2.2.0-mingw.zip "https://github.com/libsdl-org/SDL_net/releases/download/release-2.2.0/SDL2_net-devel-2.2.0-mingw.zip"
tar -xf SDL2_net-devel-2.2.0-mingw.zip
rename SDL2_net-2.2.0 SDL2_net-dev
git clone --branch "v1.1.1" https://github.com/xiph/theora.git
git clone --branch "v1.1.1" https://github.com/xiph/theora.git theora64
git clone --branch "v1.3.7" https://github.com/xiph/vorbis.git
git clone --branch "v1.3.5" https://github.com/xiph/ogg.git
git clone --branch "v2.4.2" https://github.com/erincatto/box2d.git
git clone --branch "3.25" https://github.com/bulletphysics/bullet3.git
cd ogg
set TMP_PATH=%PATH%
set PATH=%MINGW32%\bin;%PATH%
mkdir build
cd build
cmake -G "MinGW Makefiles" ..
mingw32-make
set PATH=%TMP_PATH%
cd ..
set PATH=%MINGW64%\bin;%PATH%
mkdir build64
cd build64
cmake -G "MinGW Makefiles" ..
mingw32-make
set PATH=%TMP_PATH%
cd %DEV_BASE_DIR%
cd vorbis
set PATH=%MINGW32%\bin;%PATH%
mkdir build
cd build
cmake -G "MinGW Makefiles" .. -DOGG_INCLUDE_DIR=%DEV_BASE_DIR%\ogg\include -DOGG_LIBRARY=%DEV_BASE_DIR%\ogg\build\libogg.a
mingw32-make
set PATH=%TMP_PATH%
cd ..
set PATH=%MINGW64%\bin;%PATH%
mkdir build64
cd build64
cmake -G "MinGW Makefiles" .. -DOGG_INCLUDE_DIR=%DEV_BASE_DIR%\ogg\include -DOGG_LIBRARY=%DEV_BASE_DIR%\ogg\build64\libogg.a
mingw32-make
set PATH=%TMP_PATH%
cd %DEV_BASE_DIR%
set PATH=%MINGW32%\bin;%PATH%
cd theora\win32\xmingw32
set bash="C:\Program Files\Git\bin\sh.exe"
%bash% --login -i -c "export dev_dir=$PWD/../../.. && export C_INCLUDE_PATH=$dev_dir/ogg/include && export C_INCLUDE_PATH=$dev_dir/vorbis/include:$C_INCLUDE_PATH && export LIBRARY_PATH=$dev_dir/ogg/build:$LIBRARY_PATH && export LIBRARY_PATH=$dev_dir/vorbis/build/lib:$LIBRARY_PATH && mingw32-make libtheoradec.dll"
set PATH=%TMP_PATH%
cd %DEV_BASE_DIR%
set PATH=%MINGW64%\bin;%PATH%
cd theora64\win32\xmingw32
set bash="C:\Program Files\Git\bin\sh.exe"
%bash% --login -i -c "export dev_dir=$PWD/../../.. && export C_INCLUDE_PATH=$dev_dir/ogg/include && export C_INCLUDE_PATH=$dev_dir/vorbis/include:$C_INCLUDE_PATH && export LIBRARY_PATH=$dev_dir/ogg/build64:$LIBRARY_PATH && export LIBRARY_PATH=$dev_dir/vorbis/build64/lib:$LIBRARY_PATH && mingw32-make libtheoradec.dll"
set PATH=%TMP_PATH%
cd %DEV_BASE_DIR%
cd box2d
set PATH=%MINGW32%\bin;%PATH%
mkdir build
cd build
cmake -G "MinGW Makefiles" ..
mingw32-make
set PATH=%TMP_PATH%
cd ..
set PATH=%MINGW64%\bin;%PATH%
mkdir build64
cd build64
cmake -G "MinGW Makefiles" ..
mingw32-make
set PATH=%TMP_PATH%
cd %DEV_BASE_DIR%
cd bullet3
cd src
mklink /J bullet %CD%
cd ..
set PATH=%MINGW32%\bin;%PATH%
mkdir build
cd build
cmake -G "MinGW Makefiles" .. -DBUILD_OPENGL3_DEMOS=OFF -DBUILD_BULLET2_DEMOS=OFF -DBUILD_UNIT_TESTS=OFF -DUSE_GRAPHICAL_BENCHMARK=OFF
mingw32-make
set PATH=%TMP_PATH%
cd ..
set PATH=%MINGW64%\bin;%PATH%
mkdir build64
cd build64
cmake -G "MinGW Makefiles" .. -DBUILD_OPENGL3_DEMOS=OFF -DBUILD_BULLET2_DEMOS=OFF -DBUILD_UNIT_TESTS=OFF -DUSE_GRAPHICAL_BENCHMARK=OFF
mingw32-make
set PATH=%TMP_PATH%
cd %DEV_BASE_DIR%
cd freetype
cd include
mklink /J freetype2 %CD%
cd ..
set PATH=%MINGW32%\bin;%PATH%
mkdir build
cd build
cmake -G "MinGW Makefiles" ..
mingw32-make
set PATH=%TMP_PATH%
cd ..
set PATH=%MINGW64%\bin;%PATH%
mkdir build64
cd build64
cmake -G "MinGW Makefiles" ..
mingw32-make
set PATH=%TMP_PATH%
cd %DEV_BASE_DIR%
cd RCIrrlicht\include
del IrrCompileConfig.h
rename IrrCompileConfig_win.h IrrCompileConfig.h
cd %DEV_BASE_DIR%
cd RCIrrlicht\source\Irrlicht
set PATH=%CODEBLOCKS_DIR%;%PATH%
codeblocks --clean --target="Win32 - Release - accurate math - dll" Irrlicht-gcc.cbp
codeblocks --clean --target="Release64 - accurate math - dll" Irrlicht-gcc.cbp
codeblocks --build --target="Win32 - Release - accurate math - dll" Irrlicht-gcc.cbp
codeblocks --build --target="Release64 - accurate math - dll" Irrlicht-gcc.cbp
set PATH=%TMP_PATH%
cd %DEV_BASE_DIR%
echo ------------------------
echo Setup Complete

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RCBasic_Dev_Setup.sh Normal file
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sudo apt update
sudo apt install git
sudo apt install make
sudo apt install cmake
sudo apt install g++
sudo apt install geany
sudo apt install spice-webdavd spice-client-gtk
sudo apt install codeblocks
sudo apt install python3
sudo apt install openjdk-21-jdk
cd ..
git clone --branch "v2.4.2" https://github.com/erincatto/box2d.git
git clone --branch "3.21" https://github.com/bulletphysics/bullet3.git
sudo apt install libsdl2-dev
sudo apt install libsdl2-image-dev
sudo apt install libsdl2-mixer-dev
sudo apt install libsdl2-net-dev
sudo apt install libogg-dev
sudo apt install libvorbis-dev
sudo apt install libtheora-dev
git clone git@github.com:n00b87/RCBASIC4.git
git clone git@github.com:n00b87/an8-parser.git --branch irrlicht_loader
git clone git@github.com:n00b87/IrrTheora.git
git clone git@github.com:n00b87/RCBasic-Studio.git
git clone git@github.com:n00b87/RCIrrlicht.git --branch sdl2_device
git clone git@github.com:n00b87/RCIrrlicht.git RCIrrlicht_em --branch ogles2_sdl2
git clone git@github.com:n00b87/irrBullet.git
git clone git@github.com:n00b87/RCDocs.git
git clone https://github.com/emscripten-core/emsdk.git
cd emsdk
./emsdk install 3.1.72
./emsdk activate 3.1.72

View File

@@ -1,2 +1,15 @@
# RCBASIC4
Version 4 of the RCBasic Programming Language Compiler and Runtime
## Setup Build Environment
### On Windows
1. Install the following software: Codeblocks, MinGW32, MinGW64, Git, and CMake
2. Set MINGW32 and MINGW64 environment variables to the root of each tool
3. Set CODEBLOCKS_DIR to Codeblocks root
4. Run RCBasic_Dev_Setup.bat
### On Linux
1. Run RCBasic_Dev_Setup.sh
NOTE: The linux setup script is still a work in progress.

View File

@@ -0,0 +1,48 @@
#!/bin/bash
BASEDIR=$(dirname 0)
cd $BASEDIR
RCBASIC_BUILD_ERROR=2
RCBASIC_RUNTIME_ERROR=2
export RCBASIC_BUILD_MAIN_DIR=/home/n00bc0de/Projects
export RCBASIC_BUILD_JOURNAL=build_journal.sh
#RCBASIC_BUILD
if [ -e $RCBASIC_BUILD_JOURNAL ]
then
rm $RCBASIC_BUILD_JOURNAL
fi
touch build_journal.sh
chmod +x build_journal.sh
pushd $BASEDIR/RCBASIC4/rcbasic_build
./build.sh
popd
source $RCBASIC_BUILD_JOURNAL
echo "RCBASIC_BUILD STATUS = $RCBASIC_BUILD_ERROR"
#RCBASIC_RUNTIME
if [ $RCBASIC_BUILD_ERROR == 0 ]
then
pushd $BASEDIR/RCBASIC4/rcbasic_runtime
./build.sh
popd
source $RCBASIC_BUILD_JOURNAL
echo "RCBASIC_RUNTIME STATUS = $RCBASIC_RUNTIME_ERROR"
fi
echo "rcbasic_build status=$RCBASIC_BUILD_ERROR"
echo "rcbasic_RUNTIME status=$RCBASIC_RUNTIME_ERROR"

View File

@@ -0,0 +1,25 @@
#!/bin/bash
BASEDIR=$(dirname 0)
echo "build journal path: $RCBASIC_BUILD_JOURNAL"
codeblocks --clean rcbasic_build.cbp
codeblocks --target=Release --build rcbasic_build.cbp
if [ ! -e $BASEDIR/bin/Release/rcbasic_build ]
then
pushd $RCBASIC_BUILD_MAIN_DIR
echo "export RCBASIC_BUILD_ERROR=1" >> $RCBASIC_BUILD_JOURNAL
popd
else
pushd $RCBASIC_BUILD_MAIN_DIR
echo "export RCBASIC_BUILD_ERROR=0" >> $RCBASIC_BUILD_JOURNAL
popd
fi

View File

@@ -0,0 +1,25 @@
#!/bin/bash
BASEDIR=$(dirname 0)
echo "build journal path: $RCBASIC_BUILD_JOURNAL"
codeblocks --clean rcbasic_runtime.cbp
codeblocks --target=Release --build rcbasic_runtime.cbp
if [ ! -e $BASEDIR/bin/Release/rcbasic_runtime ]
then
pushd $RCBASIC_BUILD_MAIN_DIR
echo "export RCBASIC_RUNTIME_ERROR=1" >> "$RCBASIC_BUILD_JOURNAL"
popd
else
pushd $RCBASIC_BUILD_MAIN_DIR
echo "export RCBASIC_RUNTIME_ERROR=0" >> "$RCBASIC_BUILD_JOURNAL"
popd
fi

View File

@@ -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>

View File

@@ -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>

View File

@@ -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>

View File

@@ -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:

View File

@@ -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:

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>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>

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>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>

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>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>

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>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>

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>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>

View File

@@ -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>

View File

@@ -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>

View File

@@ -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>

View File

@@ -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>

View File

@@ -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>

View File

@@ -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>

View File

@@ -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>
@@ -44,11 +44,11 @@
<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>

View File

@@ -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>

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>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>

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>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>

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>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>

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>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>

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>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>

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>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.
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<body>
<p><h2>function CreateSprite( img ) </h2></p>
<p>
Returns new sprite
This function returns a new sprite which you can place in a variable for use in your program.
</p>
<p>
Here is an example of opening a sprite canvas layer, creating a sprite, setting it's position and finally displaying it.
</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>
<span class="rc_keyword">While</span>&nbsp;<span class="rc_keyword">Not</span>&nbsp;Key<b>(</b>K_ESCAPE<b>)</b>&nbsp;<br>
<span class="rc_comment">'ClearCanvas() For a sprite layer canvas, you don't need to call ClearCanvas. It's automatically called. </span><br>
Update<b>(</b><b>)</b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<span class="rc_comment">'Update automatically deals with drawing the sprites on the sprite canvas. </span><br>
<span class="rc_keyword">Wend</span>&nbsp;<br>
</code></p>
<p><img src="images/theEye.png" ></p>
<br><p>Related:
<a href="opencanvasspritelayer.html">OpenCanvasSpriteLayer</a>
<a href="setspriteposition.html">SetSpritePosition</a>
</p>
<p>

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@@ -25,8 +25,67 @@
tile_h - The height of each tile
</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">"TestTileset"</span>,&nbsp;winWidth,&nbsp;winHeight,&nbsp;isFullScreen,&nbsp;vSync<b>)</b>&nbsp;<br>
mCanvas&nbsp;=&nbsp;OpenCanvas<b>(</b>winWidth,&nbsp;winHeight,&nbsp;canViewPortX,&nbsp;canViewPortY,&nbsp;winWidth,&nbsp;winHeight,&nbsp;<span class="rc_number">1</span><b>)</b>&nbsp;<br>
Canvas<b>(</b>mCanvas<b>)</b>&nbsp;<br>
&nbsp;&nbsp;<br>
mAtlas&nbsp;=&nbsp;LoadImage<b>(</b><span class="rc_string">"testTileSet.png"</span><b>)</b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<span class="rc_comment">'Load in our atlas or tile set image </span><br>
&nbsp;&nbsp;<br>
mTileSet&nbsp;=&nbsp;CreateTileSet<b>(</b>mAtlas,&nbsp;<span class="rc_number">24</span>,&nbsp;<span class="rc_number">24</span><b>)</b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<span class="rc_comment">'Create a tile set and assign it a holder to access </span><br>
&nbsp;&nbsp;<br>
mTileMap&nbsp;=&nbsp;CreateTileMap<b>(</b>mTileSet,&nbsp;<span class="rc_number">20</span>,&nbsp;<span class="rc_number">20</span><b>)</b>&nbsp;&nbsp;&nbsp;<span class="rc_comment">'Create a tile map with our tile set holder "mTileSet" </span><br>
&nbsp;&nbsp;<br>
<span class="rc_comment">'Now we have a blacnk tilemap to fill with tiles, we now use the mAtlas image to fill in the map </span><br>
<span class="rc_comment">'First we will assign a grass tile across our entire tile map. lets grab a grass tile to fill in. </span><br>
&nbsp;&nbsp;<br>
FillTile<b>(</b>mTileMap,&nbsp;<span class="rc_number">166</span>,&nbsp;<span class="rc_number">0</span>,&nbsp;<span class="rc_number">0</span>,&nbsp;<span class="rc_number">20</span>,&nbsp;<span class="rc_number">20</span><b>)</b>&nbsp;&nbsp;&nbsp;<span class="rc_comment">'The tile number goes by starting at the top left corner to the right edge of the image, </span><br>
&nbsp;&nbsp;&nbsp;<span class="rc_comment">'then wraps around and comntinues the count, the image is 13 wide (0-12) so 166 would be </span><br>
&nbsp;&nbsp;&nbsp;<span class="rc_comment">'2 in from the end of the last row of images on the tileset. </span><br>
&nbsp;&nbsp;<br>
SetTile<b>(</b>mTileMap,&nbsp;<span class="rc_number">15</span>,&nbsp;<span class="rc_number">0</span>,&nbsp;<span class="rc_number">0</span><b>)</b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<span class="rc_comment">'With the map filled with grass tiles we can change a single tile, to a little guy in the </span><br>
&nbsp;&nbsp;&nbsp;<span class="rc_comment">'top left corner. </span><br>
&nbsp;&nbsp;<br>
<span class="rc_comment">'Before we begin our main loop, we need to make some variables for holding some important info </span><br>
mOffsetX&nbsp;=&nbsp;<span class="rc_number">0</span>&nbsp;<br>
mOffsetY&nbsp;=&nbsp;<span class="rc_number">0</span>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<span class="rc_comment">'Offset values for where the tile is to be drawn from, used for scrolling. </span><br>
mViewportX&nbsp;=&nbsp;<span class="rc_number">640</span>&nbsp;<br>
mViewportY&nbsp;=&nbsp;<span class="rc_number">480</span>&nbsp;&nbsp;&nbsp;<span class="rc_comment">'How much of the tile map is to be drawn on the canvas </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>
&nbsp;&nbsp;<br>
DrawTileMap<b>(</b>mTileMap,&nbsp;<span class="rc_number">0</span>,&nbsp;<span class="rc_number">0</span>,&nbsp;mViewportX,&nbsp;mViewportY,&nbsp;mOffsetX,&nbsp;mOffsetY<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">Then</span>&nbsp;<br>
&nbsp;&nbsp;&nbsp;mOffsetY&nbsp;=&nbsp;mOffsetY&nbsp;-&nbsp;<span class="rc_number">0.5</span>&nbsp;<br>
<span class="rc_keyword">ElseIf</span>&nbsp;Key<b>(</b>K_DOWN<b>)</b>&nbsp;<span class="rc_keyword">Then</span>&nbsp;<br>
&nbsp;&nbsp;&nbsp;mOffsetY&nbsp;=&nbsp;mOffsetY&nbsp;+&nbsp;<span class="rc_number">0.5</span>&nbsp;<br>
<span class="rc_keyword">ElseIf</span>&nbsp;Key<b>(</b>K_LEFT<b>)</b>&nbsp;<span class="rc_keyword">Then</span>&nbsp;<br>
&nbsp;&nbsp;&nbsp;mOffsetX&nbsp;=&nbsp;mOffsetX&nbsp;-&nbsp;<span class="rc_number">0.5</span>&nbsp;<br>
<span class="rc_keyword">ElseIf</span>&nbsp;Key<b>(</b>K_RIGHT<b>)</b>&nbsp;<span class="rc_keyword">Then</span>&nbsp;<br>
&nbsp;&nbsp;&nbsp;mOffsetX&nbsp;=&nbsp;mOffsetX&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>
Update<b>(</b><b>)</b>&nbsp;<br>
<span class="rc_keyword">Wend</span>&nbsp;<br>
&nbsp;&nbsp;<br>
<span class="rc_comment">'As you can see this replaces the grass tile with a character tile, if we wanted to place the character or any other object or image ontop of the tile </span><br>
<span class="rc_comment">'we would DrawImage() an image not using the tilemap. </span><br>
</code></p>
<p><img src="images/testTileSet.png" ></p>
<br><p>Related:
<a href="createtilemap.html">CreateTileMap</a>
<a href="settile.html">SetTile</a>
<a href="filltile.html">FillTile</a>
<a href="drawtilemap.html">DrawTileMap</a>
</p>
<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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@@ -3,11 +3,11 @@
<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>
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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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@@ -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>
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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>

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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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@@ -0,0 +1,20 @@
<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>GetGravity2D [RCBasic Doc] </title>
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<p><h2>sub GetGravity2D(ByRef x, ByRef y) </h2></p>
<p>
Use this function for retrieving the global gravity vector. A sprite canvas layer must be open.
</p>
<br><p>Related:
<a href="setgravity2d.html">SetGravity2D</a>
</p>
<p>
</body>
</html>

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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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@@ -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>

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@@ -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

@@ -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>

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<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

@@ -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>
@@ -70,8 +70,8 @@
<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">Until</span>&nbsp;I&nbsp;=&nbsp;<span class="rc_number">5</span>&nbsp;<br>
</code></p>
<p>

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@@ -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>

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>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>

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>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>

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>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>

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>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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@@ -7,7 +7,7 @@
</head>
<body>
<p><h2>function OpenCanvasSpriteLayer(w, h, viewport_x, viewport_y, viewport_w, viewport_h) </h2></p>
<p><h2>function OpenCanvasSpriteLayer(viewport_x, viewport_y, viewport_w, viewport_h) </h2></p>
<p>
Returns a sprite layer. These canvases are used for rendering sprites with the integrated physics engine.
</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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@@ -11,6 +11,48 @@
<p>
Sets the angle the sprite is rotated by relative to its current rotation
</p>
<p id="rc_code"><code>
isFullScreen&nbsp;=&nbsp;<span class="rc_keyword">false</span>&nbsp;<br>
vSync&nbsp;=&nbsp;<span class="rc_keyword">true</span>&nbsp;<br>
winWidth&nbsp;=&nbsp;<span class="rc_number">640</span>&nbsp;<br>
winHeight&nbsp;=&nbsp;<span class="rc_number">480</span>&nbsp;<br>
canViewPortX&nbsp;=&nbsp;<span class="rc_number">0</span>&nbsp;<br>
canViewPortY&nbsp;=&nbsp;<span class="rc_number">0</span>&nbsp;<br>
&nbsp;&nbsp;<br>
OpenWindow<b>(</b><span class="rc_string">"RotateSprite"</span>,&nbsp;winWidth,&nbsp;winHeight,&nbsp;isFullScreen,&nbsp;vSync<b>)</b>&nbsp;<br>
sCanvas&nbsp;=&nbsp;OpenCanvasSpriteLayer<b>(</b>canViewPortX,&nbsp;canViewPortY,&nbsp;winWidth,&nbsp;winHeight<b>)</b>&nbsp;<br>
Canvas<b>(</b>sCanvas<b>)</b>&nbsp;<br>
&nbsp;&nbsp;<br>
<span class="rc_keyword">DIM</span>&nbsp;eye&nbsp;<br>
<span class="rc_keyword">DIM</span>&nbsp;eyeW&nbsp;<br>
<span class="rc_keyword">DIM</span>&nbsp;eyeH&nbsp;<br>
<span class="rc_keyword">DIM</span>&nbsp;eyeAngle&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<span class="rc_comment">'Variable to hold the sprites angle value </span><br>
eyeAngle&nbsp;=&nbsp;<span class="rc_number">250</span>&nbsp;<br>
ReleaseKey&nbsp;=&nbsp;<span class="rc_number">0</span>&nbsp;<br>
&nbsp;&nbsp;<br>
eye&nbsp;=&nbsp;LoadImage<b>(</b><span class="rc_string">"theEye.png"</span><b>)</b>&nbsp;<br>
GetImageSize<b>(</b>eye,&nbsp;eyeW,&nbsp;eyeH<b>)</b>&nbsp;<br>
&nbsp;&nbsp;<br>
eyeSprite&nbsp;=&nbsp;CreateSprite<b>(</b>eye,&nbsp;eyeW,&nbsp;eyeH<b>)</b>&nbsp;<br>
SetSpritePosition<b>(</b>eyeSprite,&nbsp;<span class="rc_number">100</span>,&nbsp;<span class="rc_number">100</span><b>)</b>&nbsp;<br>
&nbsp;&nbsp;<br>
<span class="rc_comment">'RotateSprite(eyeSprite, eyeAngle) </span><br>
&nbsp;&nbsp;<br>
<span class="rc_keyword">While</span>&nbsp;<span class="rc_keyword">Not</span>&nbsp;Key<b>(</b>K_ESCAPE<b>)</b>&nbsp;<br>
<span class="rc_comment">'ClearCanvas() For a sprite layer canvas, you don't need to call ClearCanvas. It's automatically called. </span><br>
&nbsp;&nbsp;<br>
<span class="rc_keyword">If</span>&nbsp;Key<b>(</b>K_SPACE<b>)</b>&nbsp;<span class="rc_keyword">And</span>&nbsp;ReleaseKey&nbsp;=&nbsp;<span class="rc_number">0</span>&nbsp;<span class="rc_keyword">Then</span>&nbsp;<br>
eyeAngle&nbsp;=&nbsp;<span class="rc_number">30</span>&nbsp;<br>
RotateSprite<b>(</b>eyeSprite,&nbsp;eyeAngle<b>)</b>&nbsp;<br>
ReleaseKey&nbsp;=&nbsp;<span class="rc_number">1</span>&nbsp;<br>
<span class="rc_keyword">ElseIf</span>&nbsp;<span class="rc_keyword">Not</span>&nbsp;Key<b>(</b>K_SPACE<b>)</b>&nbsp;<span class="rc_keyword">And</span>&nbsp;ReleaseKey&nbsp;=&nbsp;<span class="rc_number">1</span>&nbsp;<span class="rc_keyword">then</span>&nbsp;<br>
ReleaseKey&nbsp;=&nbsp;<span class="rc_number">0</span>&nbsp;<br>
<span class="rc_keyword">End</span>&nbsp;<span class="rc_keyword">If</span>&nbsp;<br>
&nbsp;&nbsp;<br>
Update<b>(</b><b>)</b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<span class="rc_comment">'Update automatically deals with drawing the sprites on the sprite canvas. </span><br>
<span class="rc_keyword">Wend</span>&nbsp;<br>
</code></p>
<p><img src="images/theEye.png" ></p>
<br><p>Related:
<a href="setspriterotation.html">SetSpriteRotation</a>
<a href="getspriterotation.html">GetSpriteRotation</a>

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

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@@ -0,0 +1,20 @@
<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>SetGravity2D [RCBasic Doc] </title>
</head>
<body>
<p><h2>sub SetGravity2D(x, y) </h2></p>
<p>
Use this function for setting the global gravity vector. A sprite canvas layer must be active.
</p>
<br><p>Related:
<a href="getgravity2d.html">GetGravity2D</a>
</p>
<p>
</body>
</html>

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@@ -19,10 +19,10 @@
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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@@ -7,7 +7,7 @@
</head>
<body>
<p><h2>Sub SetSpriteAnimation(sprite, animation) </h2></p>
<p><h2>Sub SetSpriteAnimation(sprite, animation, num_loops) </h2></p>
<p>
Sets the current animation for a sprite
</p>

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

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

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

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

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

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

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