127 Commits

Author SHA1 Message Date
n00b87
aa48cfc661 Update project 2025-08-05 21:16:59 -05:00
n00b87
ea9a92d9ed Changed some error messages 2025-08-04 16:50:40 -05:00
n00b87
3a217d9438 Removed testing flag 2025-07-26 08:43:32 -05:00
Rodney Cunningham
fd3124a4d3 Merge pull request #61 from n00b87/v43_dev
v43 update
2025-07-08 21:30:01 -05:00
n00b87
96ba62c9de v43 update 2025-07-08 21:17:11 -05:00
n00b
f6a99ebba1 doc changes 2025-05-28 22:00:26 -04:00
n00b
0c36af2557 WIP 2025-05-27 00:53:48 -04:00
n00b
207868cd5d Fixed Sprite Transform functions
* Stored base offsets and vertices in sprite structure
* Calculated the average of vertices in polygon and chain shapes and used that as center
* Applied offsets to drawSprites()
2025-05-26 14:07:18 -04:00
n00b
bd3ec7f502 Fixed compile error when return user type from inside an IF block 2025-05-23 23:05:45 -04:00
Rodney Cunningham
a5d1445b60 Merge pull request #59 from n00b87/v42_special_materials
Fixed memory leak in collision callback
2025-05-23 19:27:22 -04:00
n00b
262d618d19 Fixed memory leak in collision callback 2025-05-23 19:23:57 -04:00
Rodney Cunningham
bed6f292c4 Merge pull request #58 from n00b87/v42_special_materials
V42 special materials
2025-05-22 17:32:01 -04:00
n00b
62bef8b6d0 Removed test flag 2025-05-21 21:50:15 -04:00
n00b
e7da6b745c Fixed Memory Leak in Collision Callback 2025-05-21 19:45:56 -04:00
n00b
daac85c26a Applied scale to sprite rotation point 2025-05-01 15:05:46 -04:00
n00b
51c64fa857 fixed re-used canvas slot not being set 2025-04-26 16:20:38 -04:00
n00b
65a37690ef Removed offsets from SetSpriteBox 2025-04-14 19:09:20 -04:00
n00b
020f107952 Fixed offset not being set in SetSpriteBox 2025-04-14 19:07:20 -04:00
n00b
edb6462752 Fixed Segfault from DeleteImage() and DeleteMesh() 2025-04-12 13:26:00 -04:00
n00b
b67d63d32c Added FX Materials
* Added FX Shader Materials
* Added Projector Actor
2025-04-11 00:51:47 -04:00
n00b
14a315db60 wip 2025-03-25 11:35:37 -04:00
Rodney Cunningham
3dcd6512df Merge pull request #57 from n00b87/v402_sprite_shape
Added sprite shape functions
2025-03-20 17:31:32 -04:00
n00b
14f87ecbf1 Added sprite shape functions 2025-03-20 17:29:11 -04:00
Rodney Cunningham
b6b1ecf86f Merge pull request #55 from n00b87/v401_dev
V402 dev
2025-02-01 13:26:00 -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
Rodney Cunningham
5fafa1c73c Merge pull request #54 from n00b87/v401_dev
V401 dev
2025-01-12 19:46:52 -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
1642 changed files with 48708 additions and 5963 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

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# 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.

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#!/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

@@ -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>applySpriteAngularImpulse [RCBasic Doc] </title>
</head>
<body>
<p><h2>sub applySpriteAngularImpulse( spr_id, impulse) </h2></p>
<p>
Apply an angular impulse to a body. This method affects the bodys rotational motion, changing its angular velocity based on the impulse applied.
</p>
<br><p>Related:
<a href="applyspritelinearimpulse.html">ApplySpriteLinearImpulse</a>
</p>
<p>
</body>
</html>

View File

@@ -0,0 +1,17 @@
<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>applySpriteCentralForce [RCBasic Doc] </title>
</head>
<body>
<p><h2>sub applySpriteCentralForce( spr_id, x, y) </h2></p>
<p>
Apply a continuous force to a body at its center of mass, regardless of the body's current orientation. This method affects the body's linear motion and is useful for simulating forces like gravity, wind, or any other directional force.
</p>
<p>
</body>
</html>

View File

@@ -0,0 +1,17 @@
<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>applySpriteForce [RCBasic Doc] </title>
</head>
<body>
<p><h2>sub applySpriteForce( spr_id, fX, fY, pX, pY) </h2></p>
<p>
Apply a force at a world point. If the force is not applied at the center of mass, it will generate a torque and affect the angular velocity. This wakes up the body.
</p>
<p>
</body>
</html>

View File

@@ -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>applySpriteLinearImpulse [RCBasic Doc] </title>
</head>
<body>
<p><h2>sub applySpriteLinearImpulse( spr_id, iX, iY, pX, pY) </h2></p>
<p>
Apply an instantaneous linear impulse to a body. This method directly affects the bodys linear motion by changing its velocity based on the impulse applied.
</p>
<br><p>Related:
<a href="applyspriteangularimpulse.html">ApplySpriteAngularImpulse</a>
</p>
<p>
</body>
</html>

View File

@@ -0,0 +1,17 @@
<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>applySpriteTorque [RCBasic Doc] </title>
</head>
<body>
<p><h2>sub applySpriteTorque( spr_id, torque) </h2></p>
<p>
Apply a torque. This affects the angular velocity without affecting the linear velocity of the center of mass.
</p>
<p>
</body>
</html>

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>

17
doc/doc_files/box3d.html Normal file
View File

@@ -0,0 +1,17 @@
<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>Box3D [RCBasic Doc] </title>
</head>
<body>
<p><h2>sub Box3D(min_x, min_y, min_z, max_x, max_y, max_z) </h2></p>
<p>
Draws a box in 3D space
</p>
<p>
</body>
</html>

View File

@@ -0,0 +1,30 @@
<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>CastRay2D [RCBasic Doc] </title>
</head>
<body>
<p><h2>function CastRay2D( from_x, from_y, to_x, to_y ) </h2></p>
<p>
Cast a ray and get the closest hit on the ray
</p>
<p>
Returns 1 if there is a hit and 0 if not
</p>
<p>
NOTE: GetRayHit2D is used to read each hit
</p>
<br><p>Related:
<a href="getrayhit3d.html">GetRayHit3D</a>
<a href="castray3d.html">CastRay3D</a>
<a href="castray3d_all.html">CastRay3D_All</a>
<a href="castray2d_all.html">CastRay2D_All</a>
<a href="getrayhit2d.html">GetRayHit2D</a>
</p>
<p>
</body>
</html>

View File

@@ -0,0 +1,30 @@
<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>CastRay2D_All [RCBasic Doc] </title>
</head>
<body>
<p><h2>function CastRay2D_All( from_x, from_y, to_x, to_y ) </h2></p>
<p>
Cast a ray and gets all hits on the ray
</p>
<p>
Returns the number of hits from the ray cast
</p>
<p>
NOTE: GetRayHit2D is used to read each hit
</p>
<br><p>Related:
<a href="getrayhit3d.html">GetRayHit3D</a>
<a href="castray3d.html">CastRay3D</a>
<a href="castray3d_all.html">CastRay3D_All</a>
<a href="castray2d.html">CastRay2D</a>
<a href="getrayhit2d.html">GetRayHit2D</a>
</p>
<p>
</body>
</html>

View File

@@ -0,0 +1,30 @@
<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>CastRay3D [RCBasic Doc] </title>
</head>
<body>
<p><h2>function CastRay3D( from_x, from_y, from_z, to_x, to_y, to_z ) </h2></p>
<p>
Cast a ray and get the closest hit on the ray
</p>
<p>
Returns 1 if there is a hit and 0 if not
</p>
<p>
NOTE: GetRayHit3D is used to read each hit
</p>
<br><p>Related:
<a href="getrayhit3d.html">GetRayHit3D</a>
<a href="castray3d_all.html">CastRay3D_All</a>
<a href="castray2d.html">CastRay2D</a>
<a href="castray2d_all.html">CastRay2D_All</a>
<a href="getrayhit2d.html">GetRayHit2D</a>
</p>
<p>
</body>
</html>

View File

@@ -0,0 +1,30 @@
<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>CastRay3D_All [RCBasic Doc] </title>
</head>
<body>
<p><h2>function CastRay3D_All( from_x, from_y, from_z, to_x, to_y, to_z ) </h2></p>
<p>
Cast a ray and gets all hits on the ray
</p>
<p>
Returns the number of hits from the ray cast
</p>
<p>
NOTE: GetRayHit3D is used to read each hit
</p>
<br><p>Related:
<a href="getrayhit3d.html">GetRayHit3D</a>
<a href="castray3d.html">CastRay3D</a>
<a href="castray2d.html">CastRay2D</a>
<a href="castray2d_all.html">CastRay2D_All</a>
<a href="getrayhit2d.html">GetRayHit2D</a>
</p>
<p>
</body>
</html>

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

@@ -0,0 +1,14 @@
<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>ClearScene [RCBasic Doc] </title>
</head>
<body>
<p><h2>Sub ClearScene() </h2></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>

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

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@@ -0,0 +1,17 @@
<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>ConvertToNormalMap [RCBasic Doc] </title>
</head>
<body>
<p><h2>sub ConvertToNormalMap(img_id, amp) </h2></p>
<p>
Converts an image to a format for normal maps
</p>
<p>
</body>
</html>

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

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

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@@ -0,0 +1,17 @@
<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>CreateConeMesh [RCBasic Doc] </title>
</head>
<body>
<p><h2>Function CreateConeMesh( radius, cone_length, tesselation, top_color, bottom_color ) </h2></p>
<p>
Create a cone mesh
</p>
<p>
</body>
</html>

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@@ -0,0 +1,17 @@
<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>CreateCylinderMesh [RCBasic Doc] </title>
</head>
<body>
<p><h2>Function CreateCylinderMesh( radius, cylinder_length, tesselation, color, close_top ) </h2></p>
<p>
Create a cylinder mesh
</p>
<p>
</body>
</html>

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@@ -0,0 +1,37 @@
<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>createDistanceJoint [RCBasic Doc] </title>
</head>
<body>
<p><h2>function createDistanceJoint( spriteA, spriteB, aX, aY, bX, bY, collide_connect) </h2></p>
<p>
Creates a distance joint
</p>
<p>
A distance joint constrains two points on two bodies to remain at a fixed distance from each other. You can view this as a massless, rigid rod.
</p>
<p>
Parameters
</p>
<ul>
<li>
spriteA - first body
</li>
<li>
spriteB - second body
</li>
<li>
aX, aY - Anchor point on spriteA
</li>
<li>
bX, bY - Anchor point on spriteB
</li>
</ul>
<p>
</body>
</html>

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@@ -0,0 +1,34 @@
<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>createFrictionJoint [RCBasic Doc] </title>
</head>
<body>
<p><h2>function createFrictionJoint( spriteA, spriteB, x, y, collide_connect) </h2></p>
<p>
Creates a Friction Joint
</p>
<p>
Friction joint. This is used for top-down friction. It provides 2D translational friction and angular friction.
</p>
<p>
Parameters
</p>
<ul>
<li>
spriteA - first body
</li>
<li>
spriteB - second body
</li>
<li>
x, y - Anchor point. A common world-space point where the friction forces will be applied on both bodies. This is usually set to the point where you want the bodies to "grip" or resist slipping relative to each other.
</li>
</ul>
<p>
</body>
</html>

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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>createGearJoint [RCBasic Doc] </title>
</head>
<body>
<p><h2>function createGearJoint( jointA, jointB, g_ratio, collide_connect) </h2></p>
<p>
Creates a Gear Joint
</p>
<p>
A gear joint is used to connect two joints together. Either joint can be a revolute or prismatic joint. You specify a gear ratio to bind the motions together: coordinate1 + ratio * coordinate2 = constant The ratio can be negative or positive. If one joint is a revolute joint and the other joint is a prismatic joint, then the ratio will have units of length or units of 1/length.
</p>
<p>
Parameters
</p>
<ul>
<li>
spriteA - first body
</li>
<li>
spriteB - second body
</li>
<li>
ratio - ratio of how much influence jointA has compared to jointB
</li>
</ul>
<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>createHingeConstraint [RCBasic Doc] </title>
<title>CreateHingeConstraint [RCBasic Doc] </title>
</head>
<body>
<p><h2>function createHingeConstraint( actorA, frameA, useReferenceFrameA ) </h2></p>
<p><h2>function CreateHingeConstraint( actorA, frameA, useReferenceFrameA ) </h2></p>
<p>
Simulates a hinge joint, which allows two actors (or an actor and the world) to rotate around a single axis while restricting movement along the other axes. This is similar to the way a door swings on its hinges or how an elbow joint functions in the human body.
</p>

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

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@@ -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>createMotorJoint [RCBasic Doc] </title>
</head>
<body>
<p><h2>function createMotorJoint( spriteA, spriteB, collide_connect) </h2></p>
<p>
Creates a Motor Joint
</p>
<p>
A motor joint is used to control the relative motion between two bodies. A typical usage is to control the movement of a dynamic body with respect to the ground.
</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>createPointConstraint [RCBasic Doc] </title>
<title>CreatePointConstraint [RCBasic Doc] </title>
</head>
<body>
<p><h2>function createPointConstraint( actorA, pxA, pyA, pzA) </h2></p>
<p><h2>Function CreatePointConstraint( actorA, pxA, pyA, pzA) </h2></p>
<p>
A type of constraint that allows two actors (or an actor and the world) to move freely relative to each other while ensuring that one point on each body remains coincident. Essentially, it ensures that the two actors stay connected at a single point, but without restricting their relative rotations. This kind of constraint is useful when you need a connection that allows full rotation in all directions, such as a pendulum, ball joint, or even some suspension systems.
</p>

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

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@@ -0,0 +1,37 @@
<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>createPrismaticJoint [RCBasic Doc] </title>
</head>
<body>
<p><h2>function createPrismaticJoint( spriteA, spriteB, aX, aY, axisX, axisY, collide_connect) </h2></p>
<p>
Creates a Prismatic Joint
</p>
<p>
A prismatic joint. This joint provides one degree of freedom: translation along an axis fixed in bodyA. Relative rotation is prevented. You can use a joint limit to restrict the range of motion and a joint motor to drive the motion or to model joint friction.
</p>
<p>
Parameters
</p>
<ul>
<li>
spriteA - first body
</li>
<li>
spriteB - second body
</li>
<li>
aX, aY - anchor point
</li>
<li>
axisX, axisY - Used to define a linear direction from anchor point
</li>
</ul>
<p>
</body>
</html>

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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>CreateProjectorActor [RCBasic Doc] </title>
</head>
<body>
<p><h2>Function CreateProjectorActor() </h2></p>
<p>
Create a projector actor.
</p>
<p>
Projector actors can be used to project a texture over objects in its field of view.
</p>
<p>
</body>
</html>

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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>createPulleyJoint [RCBasic Doc] </title>
</head>
<body>
<p><h2>function createPulleyJoint( spriteA, spriteB, gaX, gaY, gbX, gbY, aX, aY, bX, bY, j_ratio, collide_connect) </h2></p>
<p>
Creates a pulley joint
</p>
<p>
The pulley joint is connected to two bodies and two fixed ground points. The pulley supports a ratio such that: length1 + ratio * length2 <= constant Yes, the force transmitted is scaled by the ratio. Warning: the pulley joint can get a bit squirrelly by itself. They often work better when combined with prismatic joints. You should also cover the the anchor points with static shapes to prevent one side from going to zero length.
</p>
<p>
</body>
</html>

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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>createRevoluteJoint [RCBasic Doc] </title>
</head>
<body>
<p><h2>function createRevoluteJoint( spriteA, spriteB, x, y, collide_connect) </h2></p>
<p>
Creates a revolute joint
</p>
<p>
A revolute joint constrains two bodies to share a common point while they are free to rotate about the point. The relative rotation about the shared point is the joint angle. You can limit the relative rotation with a joint limit that specifies a lower and upper angle. You can use a motor to drive the relative rotation about the shared point. A maximum motor torque is provided so that infinite forces are not generated.
</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>createSlideConstraint [RCBasic Doc] </title>
<title>CreateSlideConstraint [RCBasic Doc] </title>
</head>
<body>
<p><h2>function createSlideConstraint( actorA, frameInB_matrix, useLinearReferenceFrameA) </h2></p>
<p><h2>function CreateSlideConstraint( actorA, frameInB_matrix, useLinearReferenceFrameA) </h2></p>
<p>
A type of constraint that restricts the motion between two actors (or between an actor and the world) in such a way that they can slide along a specific axis and rotate around the same axis, while limiting or allowing movement along other axes. This constraint is similar to a prismatic joint with added rotational freedom, making it useful for simulating objects like pistons, sliding doors, or rail systems.
</p>

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

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@@ -0,0 +1,17 @@
<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>CreateVolumeLightMesh [RCBasic Doc] </title>
</head>
<body>
<p><h2>Function CreateVolumeLightMesh( u, v, foot_color, tail_color, lp_distance, dim_x, dim_y, dim_z ) </h2></p>
<p>
Create a mesh to represent a light volume.
</p>
<p>
</body>
</html>

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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>createWeldJoint [RCBasic Doc] </title>
</head>
<body>
<p><h2>function createWeldJoint( spriteA, spriteB, x, y, collide_connect) </h2></p>
<p>
Creates a Weld Joint
</p>
<p>
A weld joint essentially glues two bodies together. A weld joint may distort somewhat because the island constraint solver is approximate.
</p>
<p>
</body>
</html>

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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>createWheelJoint [RCBasic Doc] </title>
</head>
<body>
<p><h2>function createWheelJoint( spriteA, spriteB, aX, aY, axisX, axisY, collide_connect) </h2></p>
<p>
Creates a wheel joint.
</p>
<p>
A wheel joint. This joint provides two degrees of freedom: translation along an axis fixed in bodyA and rotation in the plane. In other words, it is a point to line constraint with a rotational motor and a linear spring/damper. The spring/damper is initialized upon creation. This joint is designed for vehicle suspensions.
</p>
<p>
</body>
</html>

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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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@@ -0,0 +1,17 @@
<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>DeleteAN8 [RCBasic Doc] </title>
</head>
<body>
<p><h2>Sub DeleteAN8( an8_project ) </h2></p>
<p>
Clears a anim8or project from program memory.
</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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@@ -0,0 +1,28 @@
<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>DeleteJoint [RCBasic Doc] </title>
</head>
<body>
<p><h2>Sub DeleteJoint( joint_id ) </h2></p>
<p>
Clears a joint from memory
</p>
<br><p>Related:
<a href="createdistancejoint.html">CreateDistanceJoint</a>
<a href="createfrictionjoint.html">CreateFrictionJoint</a>
<a href="creategearjoint.html">CreateGearJoint</a>
<a href="createmotorjoint.html">CreateMotorJoint</a>
<a href="createprismaticjoint.html">CreatePrismaticJoint</a>
<a href="createpulleyjoint.html">CreatePulleyJoint</a>
<a href="createrevolutejoint.html">CreateRevoluteJoint</a>
<a href="createweldjoint.html">CreateWeldJoint</a>
<a href="createwheeljoint.html">CreateWheelJoint</a>
</p>
<p>
</body>
</html>

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

View File

@@ -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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@@ -0,0 +1,14 @@
<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>DeleteTileMap [RCBasic Doc] </title>
</head>
<body>
<p><h2>Sub DeleteTileMap(tilemap) </h2></p>
<p>
</body>
</html>

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@@ -0,0 +1,14 @@
<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>DeleteTileSet [RCBasic Doc] </title>
</head>
<body>
<p><h2>Sub DeleteTileSet(tileset) </h2></p>
<p>
</body>
</html>

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@@ -0,0 +1,35 @@
<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>enableJointLimit [RCBasic Doc] </title>
</head>
<body>
<p><h2>sub enableJointLimit( joint_id, flag) </h2></p>
<p>
Enables or disables joint limits
</p>
<p>
Used with
</p>
<ul>
<li>
Prismatic Joint
</li>
<li>
Revolute Joint
</li>
<li>
Wheel Joint
</li>
</ul>
<br><p>Related:
<a href="jointislimitenabled.html">JointIsLimitEnabled</a>
<a href="setjointlimits.html">SetJointLimits</a>
</p>
<p>
</body>
</html>

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@@ -0,0 +1,34 @@
<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>enableJointMotor [RCBasic Doc] </title>
</head>
<body>
<p><h2>sub enableJointMotor( joint_id, flag) </h2></p>
<p>
Enables or disables the joint motor
</p>
<p>
Used with
</p>
<ul>
<li>
Prismatic Joint
</li>
<li>
Revolute Joint
</li>
<li>
Wheel Joint
</li>
</ul>
<br><p>Related:
<a href="jointmotorisenabled.html">JointMotorIsEnabled</a>
</p>
<p>
</body>
</html>

View File

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

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

View File

@@ -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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@@ -0,0 +1,17 @@
<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>getActorCenter [RCBasic Doc] </title>
</head>
<body>
<p><h2>sub getActorCenter( actor, ByRef x, ByRef y, ByRef z) </h2></p>
<p>
Gets an actor's center of mass position. This is useful for setting the origin of constraints.
</p>
<p>
</body>
</html>

View File

@@ -16,28 +16,28 @@
</p>
<ul>
<li>
SHAPE_TYPE_NONE
ACTOR_SHAPE_NONE
</li>
<li>
SHAPE_TYPE_BOX
ACTOR_SHAPE_BOX
</li>
<li>
SHAPE_TYPE_SPHERE
ACTOR_SHAPE_SPHERE
</li>
<li>
SHAPE_TYPE_CYLINDER
ACTOR_SHAPE_CYLINDER
</li>
<li>
SHAPE_TYPE_CAPSULE
ACTOR_SHAPE_CAPSULE
</li>
<li>
SHAPE_TYPE_CONE
ACTOR_SHAPE_CONE
</li>
<li>
SHAPE_TYPE_CONVEXHULL
ACTOR_SHAPE_CONVEXHULL
</li>
<li>
SHAPE_TYPE_TRIMESH
ACTOR_SHAPE_TRIMESH
</li>
</ul>
<br><p>Related:

View File

@@ -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 +1,17 @@
<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>getActorVelocityInLocalPoint [RCBasic Doc] </title>
</head>
<body>
<p><h2>sub getActorVelocityInLocalPoint( actor, rel_x, rel_y, rel_z, ByRef x, ByRef y, ByRef z) </h2></p>
<p>
Gets the linear velocity of a specific point on an actor, given its position in the actor's local coordinate space. This is useful for determining how fast and in what direction a particular point on the actor is moving, accounting for both the body's linear velocity and its rotational motion (angular velocity).
</p>
<p>
</body>
</html>

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@@ -0,0 +1,14 @@
<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>GetAntiAliasMode [RCBasic Doc] </title>
</head>
<body>
<p><h2>function GetAntiAliasMode( ) </h2></p>
<p>
</body>
</html>

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@@ -0,0 +1,17 @@
<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>GetGPUInfo$ [RCBasic Doc] </title>
</head>
<body>
<p><h2>function GetGPUInfo$() </h2></p>
<p>
Returns the GPU Vendor info
</p>
<p>
</body>
</html>

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@@ -0,0 +1,28 @@
<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>getJointAngle [RCBasic Doc] </title>
</head>
<body>
<p><h2>function getJointAngle( joint_id) </h2></p>
<p>
Returns the current joint angle
</p>
<p>
Used with
</p>
<ul>
<li>
Revolute Joint
</li>
<li>
Wheel Joint
</li>
</ul>
<p>
</body>
</html>

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@@ -0,0 +1,23 @@
<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>getJointAngularOffset [RCBasic Doc] </title>
</head>
<body>
<p><h2>function getJointAngularOffset( joint_id) </h2></p>
<p>
Returns the target angular offset
</p>
<p>
Used with Motor Joint
</p>
<br><p>Related:
<a href="setjointangularoffset.html">SetJointAngularOffset</a>
</p>
<p>
</body>
</html>

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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>getJointAngularSpeed [RCBasic Doc] </title>
</head>
<body>
<p><h2>function getJointAngularSpeed( joint_id) </h2></p>
<p>
Return the current joint angular speed
</p>
<p>
Used with Wheel Joint
</p>
<p>
</body>
</html>

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@@ -0,0 +1,23 @@
<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>getJointCorrectionFactor [RCBasic Doc] </title>
</head>
<body>
<p><h2>function getJointCorrectionFactor( joint_id) </h2></p>
<p>
Returns a factor for how quickly the joint corrects deviations from its target position and rotation. This correction factor determines the responsiveness of the motor joint in achieving the desired linear and angular offsets between two connected bodies.
</p>
<p>
Used with Motor Joints
</p>
<br><p>Related:
<a href="getjointcorrectionfactor.html">GetJointCorrectionFactor</a>
</p>
<p>
</body>
</html>

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@@ -0,0 +1,23 @@
<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>getJointCurrentLength [RCBasic Doc] </title>
</head>
<body>
<p><h2>function getJointCurrentLength( joint_id) </h2></p>
<p>
Returns the current distance between BodyA and BodyB
</p>
<p>
Used with Distance Joint
</p>
<br><p>Related:
<a href="getjointlength.html">GetJointLength</a>
</p>
<p>
</body>
</html>

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@@ -0,0 +1,23 @@
<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>getJointCurrentLengthA [RCBasic Doc] </title>
</head>
<body>
<p><h2>function getJointCurrentLengthA( joint_id) </h2></p>
<p>
Return the current length of the segment attached to bodyA.
</p>
<p>
Used with Pulley Joint
</p>
<br><p>Related:
<a href="getjointcurrentlengthb.html">GetJointCurrentLengthB</a>
</p>
<p>
</body>
</html>

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@@ -0,0 +1,23 @@
<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>getJointCurrentLengthB [RCBasic Doc] </title>
</head>
<body>
<p><h2>function getJointCurrentLengthB( joint_id) </h2></p>
<p>
Return the current length of the segment attached to bodyB.
</p>
<p>
Used with Pulley Joint
</p>
<br><p>Related:
<a href="getjointcurrentlengtha.html">GetJointCurrentLengthA</a>
</p>
<p>
</body>
</html>

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@@ -0,0 +1,34 @@
<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>getJointDamping [RCBasic Doc] </title>
</head>
<body>
<p><h2>function getJointDamping( joint_id) </h2></p>
<p>
Returns the damping value for a joint
</p>
<p>
Used with
</p>
<ul>
<li>
Distance Joint
</li>
<li>
Weld Joint
</li>
<li>
Wheel Joint
</li>
</ul>
<br><p>Related:
<a href="setjointdamping.html">SetJointDamping</a>
</p>
<p>
</body>
</html>

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@@ -0,0 +1,23 @@
<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>getJointGroundAnchorA [RCBasic Doc] </title>
</head>
<body>
<p><h2>sub getJointGroundAnchorA( joint_id, ByRef x, ByRef y) </h2></p>
<p>
Gets the first ground anchor
</p>
<p>
Used with Pulley Joint
</p>
<br><p>Related:
<a href="getjointgroundanchorb.html">GetJointGroundAnchorB</a>
</p>
<p>
</body>
</html>

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@@ -0,0 +1,23 @@
<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>getJointGroundAnchorB [RCBasic Doc] </title>
</head>
<body>
<p><h2>sub getJointGroundAnchorB( joint_id, ByRef x, ByRef y) </h2></p>
<p>
Gets the second ground anchor
</p>
<p>
Used with Pulley Joint
</p>
<br><p>Related:
<a href="getjointgroundanchora.html">GetJointGroundAnchorA</a>
</p>
<p>
</body>
</html>

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@@ -0,0 +1,23 @@
<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>getJointLength [RCBasic Doc] </title>
</head>
<body>
<p><h2>function getJointLength( joint_id) </h2></p>
<p>
Returns the Joint Length
</p>
<p>
Used with distance Joints
</p>
<br><p>Related:
<a href="setjointlength.html">SetJointLength</a>
</p>
<p>
</body>
</html>

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@@ -0,0 +1,23 @@
<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>getJointLengthA [RCBasic Doc] </title>
</head>
<body>
<p><h2>function getJointLengthA( joint_id) </h2></p>
<p>
Returns the current length of the line connecting the anchor point on the first body to its corresponding ground anchor. This length can vary based on the movement of the connected bodies.
</p>
<p>
Used with Pulley Joints
</p>
<br><p>Related:
<a href="getjointlengthb.html">GetJointLengthB</a>
</p>
<p>
</body>
</html>

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@@ -0,0 +1,23 @@
<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>getJointLengthB [RCBasic Doc] </title>
</head>
<body>
<p><h2>function getJointLengthB( joint_id) </h2></p>
<p>
Returns the current length of the line connecting the anchor point on the second body to its corresponding ground anchor. This length can vary based on the movement of the connected bodies.
</p>
<p>
Used with Pulley Joints
</p>
<br><p>Related:
<a href="getjointlengtha.html">GetJointLengthA</a>
</p>
<p>
</body>
</html>

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@@ -0,0 +1,23 @@
<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>getJointLinearOffset [RCBasic Doc] </title>
</head>
<body>
<p><h2>sub getJointLinearOffset( joint_id, ByRef x, ByRef y) </h2></p>
<p>
Gets the target position offset for the connected bodies relative to each other.
</p>
<p>
Used with Motor Joints
</p>
<br><p>Related:
<a href="setjointlinearoffset.html">SetJointLinearOffset</a>
</p>
<p>
</body>
</html>

View File

@@ -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>getJointLinearSpeed [RCBasic Doc] </title>
</head>
<body>
<p><h2>function getJointLinearSpeed( joint_id) </h2></p>
<p>
Returns the current joint linear speed, usually in meters per second.
</p>
<p>
Used with Wheel Joint
</p>
<p>
</body>
</html>

View File

@@ -0,0 +1,40 @@
<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>getJointLocalAnchorA [RCBasic Doc] </title>
</head>
<body>
<p><h2>sub getJointLocalAnchorA( joint_id, ByRef x, ByRef y) </h2></p>
<p>
Returns the local anchor point relative to bodyA's origin.
</p>
<ul>
<li>
Distance Joint
</li>
<li>
Friction Joint
</li>
<li>
Prismatic Joint
</li>
<li>
Revolute Joint
</li>
<li>
Weld Joint
</li>
<li>
Wheel Joint
</li>
</ul>
<br><p>Related:
<a href="getjointlocalanchorb.html">GetJointLocalAnchorB</a>
</p>
<p>
</body>
</html>

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@@ -0,0 +1,40 @@
<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>getJointLocalAnchorB [RCBasic Doc] </title>
</head>
<body>
<p><h2>sub getJointLocalAnchorB( joint_id, ByRef x, ByRef y) </h2></p>
<p>
Returns the local anchor point relative to bodyB's origin.
</p>
<ul>
<li>
Distance Joint
</li>
<li>
Friction Joint
</li>
<li>
Prismatic Joint
</li>
<li>
Revolute Joint
</li>
<li>
Weld Joint
</li>
<li>
Wheel Joint
</li>
</ul>
<br><p>Related:
<a href="getjointlocalanchora.html">GetJointLocalAnchorA</a>
</p>
<p>
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<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>getJointLocalAxisA [RCBasic Doc] </title>
</head>
<body>
<p><h2>sub getJointLocalAxisA( joint_id, ByRef x, ByRef y) </h2></p>
<p>
Gets the local joint axis relative to bodyA
</p>
<p>
Used with
</p>
<ul>
<li>
Prismatic Joint
</li>
<li>
Wheel Joint
</li>
</ul>
<p>
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<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>getJointLowerLimit [RCBasic Doc] </title>
</head>
<body>
<p><h2>function getJointLowerLimit( joint_id) </h2></p>
<p>
Get the lower joint translation limit, usually in meters.
</p>
<p>
Used with
</p>
<ul>
<li>
Prismatic Joint
</li>
<li>
Revolute Joint
</li>
<li>
Wheel Joint
</li>
</ul>
<br><p>Related:
<a href="getjointupperlimit.html">GetJointUpperLimit</a>
</p>
<p>
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<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>getJointMaxForce [RCBasic Doc] </title>
</head>
<body>
<p><h2>function getJointMaxForce( joint_id) </h2></p>
<p>
Return the maximum friction force in N.
</p>
<p>
Used with
</p>
<ul>
<li>
Friction Joint
</li>
<li>
Motor Joint
</li>
</ul>
<p>
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<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>getJointMaxLength [RCBasic Doc] </title>
</head>
<body>
<p><h2>function getJointMaxLength( joint_id) </h2></p>
<p>
Returns the maximum length
</p>
<p>
Used with Distance Joint
</p>
<br><p>Related:
<a href="getjointminlength.html">GetJointMinLength</a>
</p>
<p>
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<html>
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<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>getJointMaxMotorForce [RCBasic Doc] </title>
</head>
<body>
<p><h2>function getJointMaxMotorForce( joint_id) </h2></p>
<p>
Returns the maximum linear force that the motor can apply to achieve the target speed set by SetMotorSpeed. This allows you to control the power or strength of the motor along the joints axis.
</p>
<p>
Used with Prismatic Joint
</p>
<br><p>Related:
<a href="setjointmaxmotorforce.html">SetJointMaxMotorForce</a>
</p>
<p>
</body>
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