Compare commits
127 Commits
RCBasic4-A
...
v4.3
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190
RCBasic_Dev_Setup.bat
Normal file
190
RCBasic_Dev_Setup.bat
Normal file
@@ -0,0 +1,190 @@
|
||||
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
|
||||
39
RCBasic_Dev_Setup.sh
Normal file
39
RCBasic_Dev_Setup.sh
Normal file
@@ -0,0 +1,39 @@
|
||||
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
|
||||
13
README.md
13
README.md
@@ -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.
|
||||
|
||||
48
build_vm_scripts/build_rcbasic_all.sh
Normal file
48
build_vm_scripts/build_rcbasic_all.sh
Normal 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=$RCBASIC_RUNTIME_ERROR"
|
||||
25
build_vm_scripts/rcbasic_build_auto.sh
Normal file
25
build_vm_scripts/rcbasic_build_auto.sh
Normal file
@@ -0,0 +1,25 @@
|
||||
#!/bin/bash
|
||||
|
||||
BASEDIR=$(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" >> $RCBASIC_BUILD_JOURNAL
|
||||
popd
|
||||
|
||||
fi
|
||||
|
||||
25
build_vm_scripts/rcbasic_runtime_auto.sh
Normal file
25
build_vm_scripts/rcbasic_runtime_auto.sh
Normal file
@@ -0,0 +1,25 @@
|
||||
#!/bin/bash
|
||||
|
||||
BASEDIR=$(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
|
||||
|
||||
@@ -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> = OpenCanvas<b>(</b><span class="rc_number">640</span>, <span class="rc_number">480</span>, <span class="rc_number">0</span>, <span class="rc_number">0</span>, <span class="rc_number">640</span>, <span class="rc_number">480</span>, <span class="rc_number">0</span><b>)</b> <br>
|
||||
<span class="rc_number">2</span> = OpenCanvas<b>(</b><span class="rc_number">640</span>, <span class="rc_number">480</span>, <span class="rc_number">0</span>, <span class="rc_number">0</span>, <span class="rc_number">640</span>, <span class="rc_number">480</span>, <span class="rc_number">0</span><b>)</b> <br>
|
||||
c1 = OpenCanvas<b>(</b><span class="rc_number">640</span>, <span class="rc_number">480</span>, <span class="rc_number">0</span>, <span class="rc_number">0</span>, <span class="rc_number">640</span>, <span class="rc_number">480</span>, <span class="rc_number">0</span><b>)</b> <br>
|
||||
c2 = OpenCanvas<b>(</b><span class="rc_number">640</span>, <span class="rc_number">480</span>, <span class="rc_number">0</span>, <span class="rc_number">0</span>, <span class="rc_number">640</span>, <span class="rc_number">480</span>, <span class="rc_number">0</span><b>)</b> <br>
|
||||
<br>
|
||||
Canvas<b>(</b><span class="rc_number">1</span><b>)</b> <br>
|
||||
Canvas<b>(</b>c1<b>)</b> <br>
|
||||
<br>
|
||||
<span class="rc_keyword">If</span> ActiveCanvas<b>(</b><b>)</b> = <span class="rc_number">1</span> <span class="rc_keyword">Then</span> <br>
|
||||
<span class="rc_keyword">Print</span> <span class="rc_string">"Active canvas is c1"</span> <br>
|
||||
<span class="rc_keyword">If</span> ActiveCanvas<b>(</b><b>)</b> = c1 <span class="rc_keyword">Then</span> <br>
|
||||
<span class="rc_keyword">Print</span> <span class="rc_string">"Active canvas is c1"</span> <br>
|
||||
<span class="rc_keyword">End</span> <span class="rc_keyword">If</span> <br>
|
||||
<br>
|
||||
Canvas<b>(</b><span class="rc_number">2</span><b>)</b> <br>
|
||||
Canvas<b>(</b>c2<b>)</b> <br>
|
||||
<br>
|
||||
<span class="rc_keyword">If</span> ActiveCanvas<b>(</b><b>)</b> = <span class="rc_number">2</span> <span class="rc_keyword">Then</span> <br>
|
||||
<span class="rc_keyword">Print</span> <span class="rc_string">"Active canvas is now c2"</span> <br>
|
||||
<span class="rc_keyword">If</span> ActiveCanvas<b>(</b><b>)</b> = c2 <span class="rc_keyword">Then</span> <br>
|
||||
<span class="rc_keyword">Print</span> <span class="rc_string">"Active canvas is now c2"</span> <br>
|
||||
<span class="rc_keyword">End</span> <span class="rc_keyword">If</span> <br>
|
||||
</code></p>
|
||||
<p>
|
||||
|
||||
@@ -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>
|
||||
|
||||
|
||||
@@ -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>
|
||||
@@ -12,7 +12,7 @@
|
||||
Cast a shadow on an actor during lighting calculations
|
||||
</p>
|
||||
<p>
|
||||
Note: Also check the section on lights for more info
|
||||
Note: Also check the section on lights for more info
|
||||
</p>
|
||||
<br><p>Related:
|
||||
<a href="removeactorshadow.html">RemoveActorShadow</a>
|
||||
|
||||
@@ -9,7 +9,7 @@
|
||||
<body>
|
||||
<p><h2>function AdjointMatrix(mA, mB) </h2></p>
|
||||
<p>
|
||||
Stores the adjoint matrix of mA in mB
|
||||
Stores the adjoint matrix of mA in mB
|
||||
</p>
|
||||
<p>
|
||||
|
||||
|
||||
@@ -21,7 +21,7 @@
|
||||
</ul>
|
||||
<p id="rc_code"><code>
|
||||
<span class="rc_keyword">If</span> AndBit<b>(</b> Android_GetExternalStorageState<b>(</b><b>)</b>, ANDROID_EXTERNAL_STORAGE_READ <b>)</b> <span class="rc_keyword">Then</span> <br>
|
||||
<span class="rc_keyword">Print</span> <span class="rc_string">"Can read from external storage"</span> <br>
|
||||
<span class="rc_keyword">Print</span> <span class="rc_string">"Can read from external storage"</span> <br>
|
||||
<span class="rc_keyword">End</span> <span class="rc_keyword">If</span> <br>
|
||||
</code></p>
|
||||
<br><p>Related:
|
||||
|
||||
@@ -20,11 +20,11 @@
|
||||
ApplyActorCentralImpulse<b>(</b>actor, <span class="rc_number">300</span>, <span class="rc_number">0</span>, <span class="rc_number">0</span><b>)</b> <br>
|
||||
<br>
|
||||
<span class="rc_keyword">While</span> <span class="rc_keyword">True</span> <br>
|
||||
<span class="rc_keyword">If</span> <span class="rc_keyword">Not</span> init_damping <span class="rc_keyword">Then</span> <br>
|
||||
ApplyActorDamping<b>(</b>actor, <span class="rc_number">5.0</span><b>)</b> <span class="rc_comment">'Will apply the damping effect for 5 seconds </span><br>
|
||||
init_damping = <span class="rc_keyword">True</span> <br>
|
||||
<span class="rc_keyword">End</span> <span class="rc_keyword">If</span> <br>
|
||||
Update<b>(</b><b>)</b> <br>
|
||||
<span class="rc_keyword">If</span> <span class="rc_keyword">Not</span> init_damping <span class="rc_keyword">Then</span> <br>
|
||||
ApplyActorDamping<b>(</b>actor, <span class="rc_number">5.0</span><b>)</b> <span class="rc_comment">'Will apply the damping effect for 5 seconds </span><br>
|
||||
init_damping = <span class="rc_keyword">True</span> <br>
|
||||
<span class="rc_keyword">End</span> <span class="rc_keyword">If</span> <br>
|
||||
Update<b>(</b><b>)</b> <br>
|
||||
<span class="rc_keyword">Wend</span> <br>
|
||||
</code></p>
|
||||
<br><p>Related:
|
||||
|
||||
@@ -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>
|
||||
|
||||
@@ -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>
|
||||
|
||||
@@ -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>
|
||||
|
||||
@@ -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>
|
||||
|
||||
@@ -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>
|
||||
|
||||
20
doc/doc_files/applyspriteangularimpulse.html
Normal file
20
doc/doc_files/applyspriteangularimpulse.html
Normal 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 body’s 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>
|
||||
17
doc/doc_files/applyspritecentralforce.html
Normal file
17
doc/doc_files/applyspritecentralforce.html
Normal 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>
|
||||
17
doc/doc_files/applyspriteforce.html
Normal file
17
doc/doc_files/applyspriteforce.html
Normal 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>
|
||||
20
doc/doc_files/applyspritelinearimpulse.html
Normal file
20
doc/doc_files/applyspritelinearimpulse.html
Normal 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 body’s 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>
|
||||
17
doc/doc_files/applyspritetorque.html
Normal file
17
doc/doc_files/applyspritetorque.html
Normal 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>
|
||||
@@ -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>
|
||||
|
||||
@@ -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>
|
||||
|
||||
@@ -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>
|
||||
|
||||
@@ -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>
|
||||
|
||||
@@ -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>
|
||||
|
||||
@@ -12,7 +12,7 @@
|
||||
Appends the columns of matrix mB onto matrix mA and stores the result in mC.
|
||||
</p>
|
||||
<p>
|
||||
NOTE: Must mA and mB must be the same number of rows.
|
||||
NOTE: Must mA and mB must be the same number of rows.
|
||||
</p>
|
||||
<p>
|
||||
|
||||
|
||||
17
doc/doc_files/box3d.html
Normal file
17
doc/doc_files/box3d.html
Normal 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>
|
||||
@@ -12,7 +12,7 @@
|
||||
Saves the matrix mA in an array
|
||||
</p>
|
||||
<p>
|
||||
NOTE: buffer must have the same number of dimensions as the desired matrix for the structure to remain intact.
|
||||
NOTE: buffer must have the same number of dimensions as the desired matrix for the structure to remain intact.
|
||||
</p>
|
||||
<br><p>Related:
|
||||
<a href="matrixfrombuffer.html">MatrixFromBuffer</a>
|
||||
|
||||
@@ -9,7 +9,7 @@
|
||||
<body>
|
||||
<p><h2>function BufferFromString(s$, ByRef buffer) </h2></p>
|
||||
<p>
|
||||
Stores the byte value of a string into a number buffer
|
||||
Stores the byte value of a string into a number buffer
|
||||
</p>
|
||||
<br><p>Related:
|
||||
<a href="stringfrombuffer.html">StringFromBuffer$</a>
|
||||
|
||||
30
doc/doc_files/castray2d.html
Normal file
30
doc/doc_files/castray2d.html
Normal 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>
|
||||
30
doc/doc_files/castray2d_all.html
Normal file
30
doc/doc_files/castray2d_all.html
Normal 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>
|
||||
30
doc/doc_files/castray3d.html
Normal file
30
doc/doc_files/castray3d.html
Normal 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>
|
||||
30
doc/doc_files/castray3d_all.html
Normal file
30
doc/doc_files/castray3d_all.html
Normal 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>
|
||||
@@ -9,10 +9,10 @@
|
||||
<body>
|
||||
<p><h2>function CheckSockets(timeout_ms) </h2></p>
|
||||
<p>
|
||||
Checks all connected sockets for activity. If timeout_ms is greater than 0 than it will wait that many milliseconds. If less than 0 it will wait for over 49 days (hint: there is no reason what so ever to set this less than 0).
|
||||
Checks all connected sockets for activity. If timeout_ms is greater than 0 than it will wait that many milliseconds. If less than 0 it will wait for over 49 days (hint: there is no reason what so ever to set this less than 0).
|
||||
</p>
|
||||
<p>
|
||||
Returns the number of sockets that have activity (ie. a connection was made or data was sent)
|
||||
Returns the number of sockets that have activity (ie. a connection was made or data was sent)
|
||||
</p>
|
||||
<p>
|
||||
|
||||
|
||||
@@ -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>
|
||||
14
doc/doc_files/clearscene.html
Normal file
14
doc/doc_files/clearscene.html
Normal 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>
|
||||
@@ -7,7 +7,7 @@
|
||||
</head>
|
||||
|
||||
<body>
|
||||
<p><h2>function ComputeActorAngularImpulseDenominator( actor, x, y, z) </h2></p>
|
||||
<p><h2>function ComputeActorAngularImpulseDenominator( actor, x, y, z) </h2></p>
|
||||
<p>
|
||||
Computes a scalar value that represents how an actor will respond to an angular impulse at a given point, taking into account the actor's inertia tensor (which governs how the object resists rotation). This function is particularly useful in calculating the actor's rotational response to an impulse, typically during collision resolution or constraints involving rotation.
|
||||
</p>
|
||||
|
||||
@@ -7,7 +7,7 @@
|
||||
</head>
|
||||
|
||||
<body>
|
||||
<p><h2>sub ComputeActorGyroImpulseLocal( actor, dt, ByRef x, ByRef y, ByRef z) </h2></p>
|
||||
<p><h2>sub ComputeActorGyroImpulseLocal( actor, dt, ByRef x, ByRef y, ByRef z) </h2></p>
|
||||
<p>
|
||||
Computes the gyroscopic impulse for an actor in an implicit manner, based on the actor's current angular velocity and inertia. This function is used to simulate the gyroscopic effect—also known as gyroscopic precession—which occurs when a rotating object experiences a torque that causes its axis of rotation to change.
|
||||
</p>
|
||||
|
||||
@@ -7,7 +7,7 @@
|
||||
</head>
|
||||
|
||||
<body>
|
||||
<p><h2>sub ComputeActorGyroImpulseWorld( actor, dt, ByRef x, ByRef y, ByRef z) </h2></p>
|
||||
<p><h2>sub ComputeActorGyroImpulseWorld( actor, dt, ByRef x, ByRef y, ByRef z) </h2></p>
|
||||
<p>
|
||||
Computes the gyroscopic impulse for an actor in an implicit manner, but in this case, it performs the calculation relative to the world frame of reference, rather than the actor’s local frame. This function is used to handle the gyroscopic effects (i.e., gyroscopic precession) of a rotating object when a torque is applied, affecting its axis of rotation.
|
||||
</p>
|
||||
|
||||
@@ -7,7 +7,7 @@
|
||||
</head>
|
||||
|
||||
<body>
|
||||
<p><h2>function ComputeActorImpulseDenominator( actor, pos_x, pos_y, pos_z, normal_x, normal_y, normal_z) </h2></p>
|
||||
<p><h2>function ComputeActorImpulseDenominator( actor, pos_x, pos_y, pos_z, normal_x, normal_y, normal_z) </h2></p>
|
||||
<p>
|
||||
Computes a scalar value related to how a rigid body will respond to an applied impulse at a given point. It’s primarily used internally in the physics engine to calculate how an object’s mass, inertia, and shape will affect the outcome of impulses, particularly in collisions or constraints like contact points between objects.
|
||||
</p>
|
||||
|
||||
@@ -13,11 +13,11 @@
|
||||
</p>
|
||||
<p id="rc_code"><code>
|
||||
<span class="rc_keyword">If</span> <span class="rc_number">5</span> > <span class="rc_number">6</span> <span class="rc_keyword">Then</span> <br>
|
||||
<span class="rc_keyword">Print</span> <span class="rc_string">"THIS WILL NOT PRINT"</span> <br>
|
||||
<span class="rc_keyword">Print</span> <span class="rc_string">"THIS WILL NOT PRINT"</span> <br>
|
||||
<span class="rc_keyword">ElseIf</span> <span class="rc_number">5</span> < <span class="rc_number">6</span> <span class="rc_keyword">Then</span> <br>
|
||||
<span class="rc_keyword">Print</span> <span class="rc_string">"THIS WILL PRINT"</span> <br>
|
||||
<span class="rc_keyword">Print</span> <span class="rc_string">"THIS WILL PRINT"</span> <br>
|
||||
<span class="rc_keyword">Else</span> <br>
|
||||
<span class="rc_keyword">Print</span> <span class="rc_string">"THIS ALSO WILL NOT PRINT"</span> <br>
|
||||
<span class="rc_keyword">Print</span> <span class="rc_string">"THIS ALSO WILL NOT PRINT"</span> <br>
|
||||
<span class="rc_keyword">End</span> <span class="rc_keyword">If</span> <br>
|
||||
</code></p>
|
||||
<p>
|
||||
@@ -29,13 +29,13 @@
|
||||
<p id="rc_code"><code>
|
||||
<span class="rc_keyword">Select</span> <span class="rc_keyword">Case</span> <span class="rc_number">5</span> <br>
|
||||
<span class="rc_keyword">Case</span> <span class="rc_number">6</span> <br>
|
||||
<span class="rc_keyword">Print</span> THIS WILL <span class="rc_keyword">NOT</span> <span class="rc_string">"<span class="rc_keyword">PRINT</span> <br>
|
||||
<span class="rc_keyword">Print</span> THIS WILL <span class="rc_keyword">NOT</span> <span class="rc_string">"<span class="rc_keyword">PRINT</span> <br>
|
||||
<span class="rc_keyword">Case</span> <span class="rc_number">5</span> <br>
|
||||
<span class="rc_keyword">Print</span> <span class="rc_string">"THIS WILL PRINT"</span> <br>
|
||||
<span class="rc_keyword">Print</span> <span class="rc_string">"THIS WILL PRINT"</span> <br>
|
||||
Default <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> <span class="rc_string">"THIS WILL NOT PRINT"</span> <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> <span class="rc_string">"THIS WILL NOT PRINT"</span> <br>
|
||||
<span class="rc_keyword">End</span> <span class="rc_keyword">Select</span> <br>
|
||||
</code></p>
|
||||
<p>
|
||||
@@ -44,15 +44,15 @@
|
||||
<p id="rc_code"><code>
|
||||
<span class="rc_keyword">Select</span> <span class="rc_keyword">Case</span> <span class="rc_number">5</span> <br>
|
||||
<span class="rc_keyword">Case</span> <span class="rc_number">6</span> <br>
|
||||
<span class="rc_keyword">Print</span> THIS WILL <span class="rc_keyword">NOT</span> <span class="rc_string">"<span class="rc_keyword">PRINT</span> <br>
|
||||
<span class="rc_keyword">Print</span> <span class="rc_string">"THIS WILL NOT PRINT"</span> <br>
|
||||
<span class="rc_keyword">Case</span> <span class="rc_number">4</span>, <span class="rc_number">5</span> <br>
|
||||
<span class="rc_keyword">Print</span> <span class="rc_string">"THIS WILL PRINT"</span> <br>
|
||||
<span class="rc_keyword">Print</span> <span class="rc_string">"THIS WILL PRINT"</span> <br>
|
||||
Default <br>
|
||||
<span class="rc_keyword">Print</span> <span class="rc_string">"THIS WILL NOT PRINT"</span> <br>
|
||||
<span class="rc_keyword">Print</span> <span class="rc_string">"THIS WILL NOT PRINT"</span> <br>
|
||||
<span class="rc_keyword">End</span> <span class="rc_keyword">Select</span> <br>
|
||||
</code></p>
|
||||
<p>
|
||||
The above example is mostly the same as the previous example. The difference is that in our second <b>CASE</b> we are comparing both 4 and 5. If either of them are equal to our <b>SELECT</b> argument then the code inside the <b>CASE</b> block will execute.
|
||||
The above example is mostly the same as the previous example. The difference is that in our second <b>CASE</b> we are comparing both 4 and 5. If either of them are equal to our <b>SELECT</b> argument then the code inside the <b>CASE</b> block will execute.
|
||||
</p>
|
||||
<p>
|
||||
|
||||
|
||||
@@ -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>
|
||||
17
doc/doc_files/converttonormalmap.html
Normal file
17
doc/doc_files/converttonormalmap.html
Normal 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>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>
|
||||
@@ -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>
|
||||
|
||||
@@ -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>
|
||||
|
||||
17
doc/doc_files/createconemesh.html
Normal file
17
doc/doc_files/createconemesh.html
Normal 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>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>
|
||||
17
doc/doc_files/createcylindermesh.html
Normal file
17
doc/doc_files/createcylindermesh.html
Normal 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>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>
|
||||
37
doc/doc_files/createdistancejoint.html
Normal file
37
doc/doc_files/createdistancejoint.html
Normal file
@@ -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>
|
||||
34
doc/doc_files/createfrictionjoint.html
Normal file
34
doc/doc_files/createfrictionjoint.html
Normal file
@@ -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>
|
||||
34
doc/doc_files/creategearjoint.html
Normal file
34
doc/doc_files/creategearjoint.html
Normal file
@@ -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>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>
|
||||
@@ -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>
|
||||
|
||||
@@ -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>
|
||||
|
||||
20
doc/doc_files/createmotorjoint.html
Normal file
20
doc/doc_files/createmotorjoint.html
Normal 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>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>
|
||||
@@ -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>
|
||||
|
||||
@@ -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>
|
||||
|
||||
37
doc/doc_files/createprismaticjoint.html
Normal file
37
doc/doc_files/createprismaticjoint.html
Normal file
@@ -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>
|
||||
20
doc/doc_files/createprojectoractor.html
Normal file
20
doc/doc_files/createprojectoractor.html
Normal 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>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>
|
||||
20
doc/doc_files/createpulleyjoint.html
Normal file
20
doc/doc_files/createpulleyjoint.html
Normal 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>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>
|
||||
20
doc/doc_files/createrevolutejoint.html
Normal file
20
doc/doc_files/createrevolutejoint.html
Normal 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>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>
|
||||
@@ -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>
|
||||
|
||||
@@ -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>
|
||||
|
||||
17
doc/doc_files/createvolumelightmesh.html
Normal file
17
doc/doc_files/createvolumelightmesh.html
Normal 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>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>
|
||||
20
doc/doc_files/createweldjoint.html
Normal file
20
doc/doc_files/createweldjoint.html
Normal 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>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>
|
||||
20
doc/doc_files/createwheeljoint.html
Normal file
20
doc/doc_files/createwheeljoint.html
Normal 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>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>
|
||||
@@ -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>
|
||||
17
doc/doc_files/deletean8.html
Normal file
17
doc/doc_files/deletean8.html
Normal 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>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>
|
||||
@@ -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>
|
||||
|
||||
@@ -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>
|
||||
|
||||
@@ -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>
|
||||
|
||||
28
doc/doc_files/deletejoint.html
Normal file
28
doc/doc_files/deletejoint.html
Normal file
@@ -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>
|
||||
@@ -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>
|
||||
@@ -12,6 +12,52 @@
|
||||
Removes a sprite from memory
|
||||
</p>
|
||||
<p>
|
||||
Here is an example:
|
||||
</p>
|
||||
<p id="rc_code"><code>
|
||||
isFullScreen = <span class="rc_keyword">false</span> <br>
|
||||
vSync = <span class="rc_keyword">true</span> <br>
|
||||
winWidth = <span class="rc_number">640</span> <br>
|
||||
winHeight = <span class="rc_number">480</span> <br>
|
||||
canViewPortX = <span class="rc_number">0</span> <br>
|
||||
canViewPortY = <span class="rc_number">0</span> <br>
|
||||
<br>
|
||||
OpenWindow<b>(</b><span class="rc_string">"CreateSprite"</span>, winWidth, winHeight, isFullScreen, vSync<b>)</b> <br>
|
||||
sCanvas = OpenCanvasSpriteLayer<b>(</b>canViewPortX, canViewPortY, winWidth, winHeight<b>)</b> <br>
|
||||
Canvas<b>(</b>sCanvas<b>)</b> <br>
|
||||
<br>
|
||||
<span class="rc_keyword">DIM</span> eye <br>
|
||||
<span class="rc_keyword">DIM</span> eyeW <br>
|
||||
<span class="rc_keyword">DIM</span> eyeH <br>
|
||||
<br>
|
||||
eye = LoadImage<b>(</b><span class="rc_string">"theEye.png"</span><b>)</b> <br>
|
||||
GetImageSize<b>(</b>eye, eyeW, eyeH<b>)</b> <br>
|
||||
<br>
|
||||
eyeSprite = CreateSprite<b>(</b>eye, eyeW, eyeH<b>)</b> <br>
|
||||
SetSpritePosition<b>(</b>eyeSprite, <span class="rc_number">100</span>, <span class="rc_number">100</span><b>)</b> <br>
|
||||
<br>
|
||||
eyeSprite2 = CreateSprite<b>(</b>eye, eyeW, eyeH<b>)</b> <br>
|
||||
SetSpritePosition<b>(</b>eyeSprite2, <span class="rc_number">150</span>, <span class="rc_number">100</span><b>)</b> <br>
|
||||
<br>
|
||||
timePassed = Timer<b>(</b><b>)</b> <br>
|
||||
timePassedDiff = <span class="rc_number">2000</span> <br>
|
||||
<br>
|
||||
<span class="rc_keyword">While</span> <span class="rc_keyword">Not</span> Key<b>(</b>K_ESCAPE<b>)</b> <br>
|
||||
<br>
|
||||
<span class="rc_keyword">If</span> Timer<b>(</b><b>)</b> - timePassed > timePassedDiff <span class="rc_keyword">Then</span> <span class="rc_comment">'After 2 seconds eyeSprite2 will be deleted </span><br>
|
||||
DeleteSprite<b>(</b>eyeSprite2<b>)</b> <br>
|
||||
<span class="rc_keyword">End</span> <span class="rc_keyword">If</span> <br>
|
||||
<br>
|
||||
Update<b>(</b><b>)</b> <br>
|
||||
<span class="rc_keyword">Wend</span> <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>
|
||||
14
doc/doc_files/deletetilemap.html
Normal file
14
doc/doc_files/deletetilemap.html
Normal 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>DeleteTileMap [RCBasic Doc] </title>
|
||||
</head>
|
||||
|
||||
<body>
|
||||
<p><h2>Sub DeleteTileMap(tilemap) </h2></p>
|
||||
<p>
|
||||
|
||||
</body>
|
||||
</html>
|
||||
14
doc/doc_files/deletetileset.html
Normal file
14
doc/doc_files/deletetileset.html
Normal 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>DeleteTileSet [RCBasic Doc] </title>
|
||||
</head>
|
||||
|
||||
<body>
|
||||
<p><h2>Sub DeleteTileSet(tileset) </h2></p>
|
||||
<p>
|
||||
|
||||
</body>
|
||||
</html>
|
||||
@@ -9,7 +9,7 @@
|
||||
<body>
|
||||
<p><h2>function Determinant(mA) </h2></p>
|
||||
<p>
|
||||
Returns the determinant of matrix mA
|
||||
Returns the determinant of matrix mA
|
||||
</p>
|
||||
<p>
|
||||
|
||||
|
||||
@@ -9,7 +9,7 @@
|
||||
<body>
|
||||
<p><h2>sub DrawImage_RotateEx(slot, x, y, src_x, src_y, src_w, src_h, angle) </h2></p>
|
||||
<p>
|
||||
Draws a portion of an image to the current canvas rotated by a given angle.
|
||||
Draws a portion of an image to the current canvas rotated by a given angle.
|
||||
</p>
|
||||
<p>
|
||||
|
||||
|
||||
@@ -9,7 +9,7 @@
|
||||
<body>
|
||||
<p><h2>sub DrawImage_Rotozoom(slot, x, y, angle, zx, zy) </h2></p>
|
||||
<p>
|
||||
Draws an image to the current canvas rotated and scaled
|
||||
Draws an image to the current canvas rotated and scaled
|
||||
</p>
|
||||
<p>
|
||||
|
||||
|
||||
@@ -9,7 +9,7 @@
|
||||
<body>
|
||||
<p><h2>sub DrawImage_RotozoomEx(slot, x, y, src_x, src_y, src_w, src_h, angle, zx, zy) </h2></p>
|
||||
<p>
|
||||
Draws a portion of an image to the current canvas rotated and scaled
|
||||
Draws a portion of an image to the current canvas rotated and scaled
|
||||
</p>
|
||||
<p>
|
||||
|
||||
|
||||
@@ -9,7 +9,7 @@
|
||||
<body>
|
||||
<p><h2>sub DrawImage_Zoom(slot, x, y, zx, zy) </h2></p>
|
||||
<p>
|
||||
Draws an image to the current canvas scaled by a given factor
|
||||
Draws an image to the current canvas scaled by a given factor
|
||||
</p>
|
||||
<br><p>Related:
|
||||
<a href="drawimage_zoomex.html">DrawImage_ZoomEx</a>
|
||||
|
||||
@@ -9,7 +9,7 @@
|
||||
<body>
|
||||
<p><h2>sub DrawText(txt$, x, y) </h2></p>
|
||||
<p>
|
||||
Draws text to the current canvas
|
||||
Draws text to the current canvas
|
||||
</p>
|
||||
<p>
|
||||
|
||||
|
||||
35
doc/doc_files/enablejointlimit.html
Normal file
35
doc/doc_files/enablejointlimit.html
Normal file
@@ -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>
|
||||
34
doc/doc_files/enablejointmotor.html
Normal file
34
doc/doc_files/enablejointmotor.html
Normal file
@@ -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>
|
||||
@@ -9,7 +9,7 @@
|
||||
<body>
|
||||
<p><h2>function FileLength(fileName$) </h2></p>
|
||||
<p>
|
||||
Returns the size of a file in bytes.
|
||||
Returns the size of a file in bytes.
|
||||
</p>
|
||||
<p>
|
||||
|
||||
|
||||
@@ -9,7 +9,7 @@
|
||||
<body>
|
||||
<p><h2>sub FillMatrix(mA, v) </h2></p>
|
||||
<p>
|
||||
Fills matrix with the given value
|
||||
Fills matrix with the given value
|
||||
</p>
|
||||
<p>
|
||||
|
||||
|
||||
@@ -9,7 +9,7 @@
|
||||
<body>
|
||||
<p><h2>function FillMatrixColumns(mA, c, num_cols, v) </h2></p>
|
||||
<p>
|
||||
Fills matrix columns with the given value starting at the given column
|
||||
Fills matrix columns with the given value starting at the given column
|
||||
</p>
|
||||
<p>
|
||||
|
||||
|
||||
@@ -9,7 +9,7 @@
|
||||
<body>
|
||||
<p><h2>function FillMatrixRows(mA, r, num_rows, v) </h2></p>
|
||||
<p>
|
||||
Fills matrix rows with the given value starting at the given row
|
||||
Fills matrix rows with the given value starting at the given row
|
||||
</p>
|
||||
<p>
|
||||
|
||||
|
||||
@@ -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>
|
||||
@@ -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>
|
||||
@@ -54,8 +54,8 @@
|
||||
</p>
|
||||
<p id="rc_code"><code>
|
||||
<span class="rc_keyword">Function</span> MyFunc<b>(</b>a, b<b>)</b> <br>
|
||||
c = a + b <br>
|
||||
<span class="rc_keyword">Return</span> c <br>
|
||||
c = a + b <br>
|
||||
<span class="rc_keyword">Return</span> c <br>
|
||||
<span class="rc_keyword">End</span> <span class="rc_keyword">Function</span> <br>
|
||||
</code></p>
|
||||
<p>
|
||||
@@ -72,7 +72,7 @@
|
||||
</p>
|
||||
<p id="rc_code"><code>
|
||||
<span class="rc_keyword">Function</span> MyString$ <b>(</b> G$ <b>)</b> <br>
|
||||
<span class="rc_keyword">Return</span> <span class="rc_string">"YOU ENTERED "</span> + G$ <br>
|
||||
<span class="rc_keyword">Return</span> <span class="rc_string">"YOU ENTERED "</span> + G$ <br>
|
||||
<span class="rc_keyword">End</span> <span class="rc_keyword">Function</span> <br>
|
||||
<br>
|
||||
<span class="rc_keyword">Print</span> MyString<b>(</b><span class="rc_string">"SOMETHING"</span><b>)</b> <br>
|
||||
@@ -88,15 +88,15 @@
|
||||
</p>
|
||||
<p id="rc_code"><code>
|
||||
<span class="rc_keyword">Type</span> test_type <br>
|
||||
<span class="rc_keyword">Dim</span> a$ <br>
|
||||
<span class="rc_keyword">Dim</span> b <br>
|
||||
<span class="rc_keyword">Dim</span> a$ <br>
|
||||
<span class="rc_keyword">Dim</span> b <br>
|
||||
<span class="rc_keyword">End</span> <span class="rc_keyword">Type</span> <br>
|
||||
<br>
|
||||
<span class="rc_keyword">Function</span> test<b>(</b>a$, b<b>)</b> <span class="rc_keyword">As</span> test_type <br>
|
||||
<span class="rc_keyword">Dim</span> ret_val <span class="rc_keyword">As</span> test_type <br>
|
||||
ret_val.a = a <br>
|
||||
ret_val.b = b <br>
|
||||
<span class="rc_keyword">Return</span> ret_val <br>
|
||||
<span class="rc_keyword">Dim</span> ret_val <span class="rc_keyword">As</span> test_type <br>
|
||||
ret_val.a = a <br>
|
||||
ret_val.b = b <br>
|
||||
<span class="rc_keyword">Return</span> ret_val <br>
|
||||
<span class="rc_keyword">End</span> <span class="rc_keyword">Function</span> <br>
|
||||
<br>
|
||||
<span class="rc_keyword">Dim</span> myVar <span class="rc_keyword">as</span> test_type <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> <span class="rc_number">2</span><b>(</b>n <span class="rc_keyword">as</span> test_type, j<b>)</b> <br>
|
||||
<span class="rc_keyword">Return</span> <span class="rc_number">0</span> <br>
|
||||
<span class="rc_keyword">Function</span> test2<b>(</b>n <span class="rc_keyword">as</span> test_type, j<b>)</b> <br>
|
||||
<span class="rc_keyword">Return</span> <span class="rc_number">0</span> <br>
|
||||
<span class="rc_keyword">End</span> <span class="rc_keyword">Function</span> <br>
|
||||
</code></p>
|
||||
<p>
|
||||
@@ -116,9 +116,9 @@
|
||||
</p>
|
||||
<p id="rc_code"><code>
|
||||
<span class="rc_keyword">Sub</span> MySub <b>(</b> <b>)</b> <br>
|
||||
<span class="rc_keyword">For</span> i = <span class="rc_number">1</span> <span class="rc_keyword">To</span> <span class="rc_number">5</span> <br>
|
||||
<span class="rc_keyword">Print</span> i <br>
|
||||
<span class="rc_keyword">Next</span> <br>
|
||||
<span class="rc_keyword">For</span> i = <span class="rc_number">1</span> <span class="rc_keyword">To</span> <span class="rc_number">5</span> <br>
|
||||
<span class="rc_keyword">Print</span> i <br>
|
||||
<span class="rc_keyword">Next</span> <br>
|
||||
<span class="rc_keyword">End</span> <span class="rc_keyword">Sub</span> <br>
|
||||
<br>
|
||||
MySub <b>(</b> <b>)</b> <br>
|
||||
@@ -131,7 +131,7 @@
|
||||
</p>
|
||||
<p id="rc_code"><code>
|
||||
<span class="rc_keyword">Sub</span> MySub <b>(</b> a <b>)</b> <br>
|
||||
a = <span class="rc_number">5</span> <br>
|
||||
a = <span class="rc_number">5</span> <br>
|
||||
<span class="rc_keyword">End</span> <span class="rc_keyword">Sub</span> <br>
|
||||
<br>
|
||||
n = <span class="rc_number">0</span> <br>
|
||||
@@ -144,7 +144,7 @@
|
||||
</p>
|
||||
<p id="rc_code"><code>
|
||||
<span class="rc_keyword">Sub</span> MySub <b>(</b> <span class="rc_keyword">ByRef</span> a <b>)</b> <br>
|
||||
a = <span class="rc_number">5</span> <br>
|
||||
a = <span class="rc_number">5</span> <br>
|
||||
<span class="rc_keyword">End</span> <span class="rc_keyword">Sub</span> <br>
|
||||
<br>
|
||||
n = <span class="rc_number">0</span> <br>
|
||||
@@ -153,7 +153,7 @@
|
||||
<span class="rc_keyword">Print</span> n <br>
|
||||
</code></p>
|
||||
<p>
|
||||
The above code is the same as the previous example except that now we use the <b>BYREF</b> keyword to change a to a reference rather than a value. This means the when we pass the variable N to MYSUB, instead of the value stored in N being used as A, whatever we do to A will be done to N directly. This example will output 5 to the console.
|
||||
The above code is the same as the previous example except that now we use the <b>BYREF</b> keyword to change a to a reference rather than a value. This means the when we pass the variable N to MYSUB, instead of the value stored in N being used as A, whatever we do to A will be done to N directly. This example will output 5 to the console.
|
||||
</p>
|
||||
<p>
|
||||
|
||||
|
||||
17
doc/doc_files/getactorcenter.html
Normal file
17
doc/doc_files/getactorcenter.html
Normal 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>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>
|
||||
@@ -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:
|
||||
|
||||
@@ -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>
|
||||
|
||||
17
doc/doc_files/getactorvelocityinlocalpoint.html
Normal file
17
doc/doc_files/getactorvelocityinlocalpoint.html
Normal 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>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>
|
||||
14
doc/doc_files/getantialiasmode.html
Normal file
14
doc/doc_files/getantialiasmode.html
Normal 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>GetAntiAliasMode [RCBasic Doc] </title>
|
||||
</head>
|
||||
|
||||
<body>
|
||||
<p><h2>function GetAntiAliasMode( ) </h2></p>
|
||||
<p>
|
||||
|
||||
</body>
|
||||
</html>
|
||||
@@ -12,7 +12,7 @@
|
||||
Calculates the points where a circle and line intersect and stores the intersection points in (ix1, iy1) and (ix2, iy2)
|
||||
</p>
|
||||
<p>
|
||||
NOTE: This function returns 0 if there is no intersection and 1 or 2 if there is 1 or 2 intersection points. If it only returns 1 then only (ix1, iy1) will be set.
|
||||
NOTE: This function returns 0 if there is no intersection and 1 or 2 if there is 1 or 2 intersection points. If it only returns 1 then only (ix1, iy1) will be set.
|
||||
</p>
|
||||
<p>
|
||||
|
||||
|
||||
@@ -9,7 +9,7 @@
|
||||
<body>
|
||||
<p><h2>sub getConeAnglePoint( constraint_id, angle, c_len, ByRef x, ByRef y, ByRef z) </h2></p>
|
||||
<p>
|
||||
Computes or retrieves a point based on a given angle relative to the constraint’s twist axis.
|
||||
Computes or retrieves a point based on a given angle relative to the constraint’s twist axis.
|
||||
</p>
|
||||
<p>
|
||||
|
||||
|
||||
@@ -19,7 +19,7 @@
|
||||
w, h - The width and height of the display will be stored in these variables
|
||||
</li>
|
||||
<li>
|
||||
freq - The refresh rate will be stored in this variable
|
||||
freq - The refresh rate will be stored in this variable
|
||||
</li>
|
||||
</ul>
|
||||
<p>
|
||||
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user