55 Commits

Author SHA1 Message Date
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
1222 changed files with 30796 additions and 2614 deletions

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@@ -81,7 +81,7 @@ ul, #myUL {
<ul id="myUL"> <ul id="myUL">
<li><span class="box">Console IO</span> <li><span class="box">Console IO</span>
<ul class="nested"> <ul class="nested">
<li><a href="fprint.html" target="main">Fprint</a></li> <li><a href="fprint.html" target="main">FPrint</a></li>
<li><a href="input.html" target="main">Input$</a></li> <li><a href="input.html" target="main">Input$</a></li>
@@ -583,6 +583,14 @@ ul, #myUL {
<li><a href="pset.html" target="main">Pset</a></li> <li><a href="pset.html" target="main">Pset</a></li>
<li><a href="triangle.html" target="main">Triangle</a></li>
<li><a href="line3d.html" target="main">Line3D</a></li>
<li><a href="box3d.html" target="main">Box3D</a></li>
<li><a href="triangle3d.html" target="main">Triangle3D</a></li>
</ul> </ul>
</li> </li>
@@ -1361,6 +1369,12 @@ ul, #myUL {
<li><a href="getworld2dautoclearforces.html" target="main">GetWorld2DAutoClearForces</a></li> <li><a href="getworld2dautoclearforces.html" target="main">GetWorld2DAutoClearForces</a></li>
<li><a href="castray2d.html" target="main">CastRay2D</a></li>
<li><a href="castray2d_all.html" target="main">CastRay2D_All</a></li>
<li><a href="getrayhit2d.html" target="main">GetRayHit2D</a></li>
</ul> </ul>
</li> </li>
@@ -1541,6 +1555,10 @@ ul, #myUL {
<li><a href="drawtilemap.html" target="main">DrawTileMap</a></li> <li><a href="drawtilemap.html" target="main">DrawTileMap</a></li>
<li><a href="deletetileset.html" target="main">DeleteTileSet</a></li>
<li><a href="deletetilemap.html" target="main">DeleteTileMap</a></li>
</ul> </ul>
</li> </li>
@@ -1797,6 +1815,12 @@ ul, #myUL {
<li><a href="setactorsleepstate.html" target="main">SetActorSleepState</a></li> <li><a href="setactorsleepstate.html" target="main">SetActorSleepState</a></li>
<li><a href="castray3d.html" target="main">CastRay3D</a></li>
<li><a href="castray3d_all.html" target="main">CastRay3D_All</a></li>
<li><a href="getrayhit3d.html" target="main">GetRayHit3D</a></li>
</ul> </ul>
</li> </li>
@@ -2087,6 +2111,12 @@ ul, #myUL {
<li><a href="getworld3dtimestep.html" target="main">GetWorld3DTimeStep</a></li> <li><a href="getworld3dtimestep.html" target="main">GetWorld3DTimeStep</a></li>
<li><a href="setscenefog.html" target="main">SetSceneFog</a></li>
<li><a href="getscenefog.html" target="main">GetSceneFog</a></li>
<li><a href="clearscene.html" target="main">ClearScene</a></li>
</ul> </ul>
</li> </li>

17
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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>Abs [RCBasic Doc] </title>
</head>
<body>
<p><h2>function Abs(n) </h2></p>
<p>
Returns the absolute value of n
</p>
<p>
</body>
</html>

17
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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>AccelName$ [RCBasic Doc] </title>
</head>
<body>
<p><h2>function AccelName$(accel_num) </h2></p>
<p>
Returns the name of an accelerometer
</p>
<p>
</body>
</html>

17
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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>Acos [RCBasic Doc] </title>
</head>
<body>
<p><h2>function Acos(n) </h2></p>
<p>
Returns the Arcosine of n
</p>
<p>
</body>
</html>

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@@ -0,0 +1,33 @@
<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>ActiveCanvas [RCBasic Doc] </title>
</head>
<body>
<p><h2>function ActiveCanvas() </h2></p>
<p>
Returns the canvas that drawing commands are currently applied to
</p>
<p id="rc_code"><code>
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>c1<b>)</b>&nbsp;<br>
&nbsp;&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>c2<b>)</b>&nbsp;<br>
&nbsp;&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>
</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>ActorAnimationIsLooped [RCBasic Doc] </title>
</head>
<body>
<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.
</p>
<br><p>Related:
<a href="loopactoranimation.html">LoopActorAnimation</a>
</p>
<p>
</body>
</html>

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@@ -1,8 +1,8 @@
#title actorAnimationIsLooped [RCBasic Doc] #title ActorAnimationIsLooped [RCBasic Doc]
#header function actorAnimationIsLooped( actor ) #header function ActorAnimationIsLooped( actor )
Returns true if an actors animation is set to looped. Returns true if an actors animation is set to looped.
Note: Actor animation is set to looped with the loopActorAnimation() function. Note: Actor animation is set to looped with the LoopActorAnimation() function.
#ref loopActorAnimation #ref LoopActorAnimation

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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>ActorAnimationIsPlaying [RCBasic Doc] </title>
</head>
<body>
<p><h2>function ActorAnimationIsPlaying(actor) </h2></p>
<p>
Returns true if an actor is currently playing an animation
</p>
<p>
Note: If the number of loops in the animation is set to -1 then this will always be true since it does not return false until it plays the last frame in the last loop
</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>ActorExists [RCBasic Doc] </title>
</head>
<body>
<p><h2>function ActorExists( actor ) </h2></p>
<p>
Returns true if the id passed is a valid actor
</p>
<p>
</body>
</html>

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@@ -1,4 +1,4 @@
#title ActorExists [RCBasic Doc] #title ActorExists [RCBasic Doc]
#header function ActorExists( actor ) #header function ActorExists( actor )
Returns true if the id passed is a valid actor

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@@ -0,0 +1,22 @@
<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>ActorIsInTransition [RCBasic Doc] </title>
</head>
<body>
<p><h2>function ActorIsInTransition( actor ) </h2></p>
<p>
Returns true if actor is in a transition from its current frame to the frame set in the StartActorTransition() function
</p>
<br><p>Related:
<a href="startactortransition.html">StartActorTransition</a>
<a href="stopactortransition.html">StopActorTransition</a>
<a href="getactortransitiontime.html">GetActorTransitionTime</a>
</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>ActorIsSolid [RCBasic Doc] </title>
</head>
<body>
<p><h2>function ActorIsSolid(actor) </h2></p>
<p>
Returns true or false depending on if physics and collision response applies to an actor.
</p>
<p>
Note: Collision is still able to be checked on an actor but the actor will be like a ghost able to go through wall and other objects.
</p>
<p id="rc_code"><code>
SetActorSolid<b>(</b>actor,&nbsp;<span class="rc_keyword">true</span><b>)</b>&nbsp;<br>
<span class="rc_keyword">Print</span>&nbsp;<span class="rc_string">"Actor solid state: "</span>;&nbsp;ActorIsSolid<b>(</b>actor<b>)</b>&nbsp;<span class="rc_comment">'This will output 1 </span><br>
SetActorSolid<b>(</b>actor,&nbsp;<span class="rc_keyword">false</span><b>)</b>&nbsp;<br>
<span class="rc_keyword">Print</span>&nbsp;<span class="rc_string">"Actor solid state: "</span>;&nbsp;ActorIsSolid<b>(</b>actor<b>)</b>&nbsp;<span class="rc_comment">'This will output 0 </span><br>
#/<span class="rc_keyword">end</span>&nbsp;<br>
&nbsp;&nbsp;<br>
#ref&nbsp;SetActorSolid&nbsp;<br>
&nbsp;&nbsp;<br>
</body>
</html>

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@@ -0,0 +1,26 @@
<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>ActorIsVisible [RCBasic Doc] </title>
</head>
<body>
<p><h2>function ActorIsVisible( actor ) </h2></p>
<p>
Returns true if an actor is visible
</p>
<p id="rc_code"><code>
SetActorVisible<b>(</b>actor,&nbsp;<span class="rc_keyword">true</span><b>)</b>&nbsp;<br>
<span class="rc_keyword">Print</span>&nbsp;<span class="rc_string">"Actor solid state: "</span>;&nbsp;ActorIsVisible<b>(</b>actor<b>)</b>&nbsp;<span class="rc_comment">'Outputs 1 </span><br>
SetActorSolid<b>(</b>actor,&nbsp;<span class="rc_keyword">false</span><b>)</b>&nbsp;<br>
<span class="rc_keyword">Print</span>&nbsp;<span class="rc_string">"Actor solid state: "</span>;&nbsp;ActorIsSolid<b>(</b>actor<b>)</b>&nbsp;<span class="rc_comment">'Outputs 0 </span><br>
</code></p>
<br><p>Related:
<a href="setactorvisible.html">SetActorVisible</a>
</p>
<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>AddActorShadow [RCBasic Doc] </title>
</head>
<body>
<p><h2>sub AddActorShadow( actor ) </h2></p>
<p>
Cast a shadow on an actor during lighting calculations
</p>
<p>
Note: Also check the section on lights for more info
</p>
<br><p>Related:
<a href="removeactorshadow.html">RemoveActorShadow</a>
</p>
<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>AddMatrix [RCBasic Doc] </title>
</head>
<body>
<p><h2>function AddMatrix(mA, mB, mC) </h2></p>
<p>
Adds matrix mA to matrix mB and stores the results in mC
</p>
<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>AddMeshBuffer [RCBasic Doc] </title>
</head>
<body>
<p><h2>sub AddMeshBuffer( mesh, vertex_count, ByRef vertex_data, ByRef normal_data, ByRef uv_data, index_count, ByRef index_data ) </h2></p>
<p>
Sets the vertices, normals, and texture coordinates for a mesh
</p>
<br><p>Related:
<a href="createmesh.html">CreateMesh</a>
</p>
<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>AddSceneSkyBox [RCBasic Doc] </title>
</head>
<body>
<p><h2>sub AddSceneSkyBox( img_top, img_bottom, img_left, img_right, img_front, img_back) </h2></p>
<p>
Generates a skybox based on the provided images.
</p>
<br><p>Related:
<a href="addsceneskydome.html">AddSceneSkyDome</a>
<a href="addsceneskydomeex.html">AddSceneSkyDomeEx</a>
</p>
<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>AddSceneSkyDome [RCBasic Doc] </title>
</head>
<body>
<p><h2>sub AddSceneSkyDome( img ) </h2></p>
<p>
Adds a sky dome to the scene
</p>
<br><p>Related:
<a href="addsceneskydomeex.html">AddSceneSkyDomeEx</a>
</p>
<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>AddSceneSkyDomeEx [RCBasic Doc] </title>
</head>
<body>
<p><h2>sub AddSceneSkyDomeEx( img, horiRes, vertRes, txPercentage, spherePercentage, radius) </h2></p>
<p>
Adds a sky dome to the scene
</p>
<ul>
<li>
img - The texture for the sky dome
</li>
<li>
horiRes - Number of vertices of a horizontal layer of the sphere.
</li>
<li>
vertRes - Number of vertices of a vertical layer of the sphere.
</li>
<li>
txPercentage - How much of the height of the texture is used. Should be between 0 and 1.
</li>
<li>
spherePercentage - How much of the sphere is drawn. Value should be between 0 and 2, where 1 is an exact half-sphere and 2 is a full sphere.
</li>
<li>
radius - The Radius of the sphere
</li>
</ul>
<br><p>Related:
<a href="addsceneskybox.html">AddSceneSkyBox</a>
<a href="addsceneskydome.html">AddSceneSkyDome</a>
</p>
<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>AdjointMatrix [RCBasic Doc] </title>
</head>
<body>
<p><h2>function AdjointMatrix(mA, mB) </h2></p>
<p>
Stores the adjoint matrix of mA in mB
</p>
<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>AndBit [RCBasic Doc] </title>
</head>
<body>
<p><h2>function AndBit(a,b) </h2></p>
<p>
Returns the bitwise AND operation of 2 numbers
</p>
<p>
</body>
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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>Android_GetExternalStoragePath$ [RCBasic Doc] </title>
</head>
<body>
<p><h2>function Android_GetExternalStoragePath$() </h2></p>
<p>
Returns the designated external storage path
</p>
<br><p>Related:
<a href="android_getexternalstoragestate.html">Android_GetExternalStorageState</a>
<a href="android_getinternalstoragepath.html">Android_GetInternalStoragePath$</a>
</p>
<p>
</body>
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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>Android_GetExternalStorageState [RCBasic Doc] </title>
</head>
<body>
<p><h2>function Android_GetExternalStorageState() </h2></p>
<p>
Returns a bitmask of these values:
</p>
<ul>
<li>
ANDROID_EXTERNAL_STORAGE_READ
</li>
<li>
ANDROID_EXTERNAL_STORAGE_WRITE
</li>
</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>
<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:
<a href="android_getexternalstoragepath.html">Android_GetExternalStoragePath$</a>
<a href="android_getinternalstoragepath.html">Android_GetInternalStoragePath$</a>
</p>
<p>
</body>
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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>Android_GetInternalStoragePath$ [RCBasic Doc] </title>
</head>
<body>
<p><h2>function Android_GetInternalStoragePath$() </h2></p>
<p>
Returns the internal storage path
</p>
<br><p>Related:
<a href="android_getexternalstoragestate.html">Android_GetExternalStorageState</a>
<a href="android_getexternalstoragepath.html">Android_GetExternalStoragePath$</a>
</p>
<p>
</body>
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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>Android_JNI_Message$ [RCBasic Doc] </title>
</head>
<body>
<p><h2>function Android_JNI_Message$(arg$) </h2></p>
<p>
Passes arg$ to the rcbasic_android_interface() method in the java code for your android app. The java method returns a string.
</p>
<br><p>Related:
<a href="runtime_utility_message.html">Runtime_Utility_Message$</a>
</p>
<p>
</body>
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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>ApplyActorCentralForceLocal [RCBasic Doc] </title>
</head>
<body>
<p><h2>sub ApplyActorCentralForceLocal( actor, x, y, z) </h2></p>
<p>
Applies a force to the center of mass of an actor in local coordinate space. This force impacts the linear velocity of the object without affecting its rotation.
</p>
<ul>
<li>
x,y,z - direction of the force
</li>
</ul>
<br><p>Related:
<a href="applyactorcentralforceworld.html">ApplyActorCentralForceWorld</a>
<a href="applyactorcentralimpulselocal.html">ApplyActorCentralImpulseLocal</a>
<a href="applyactorcentralimpulseworld.html">ApplyActorCentralImpulseWorld</a>
</p>
<p>
</body>
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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>ApplyActorCentralForceWorld [RCBasic Doc] </title>
</head>
<body>
<p><h2>sub ApplyActorCentralForceWorld( actor, x, y, z) </h2></p>
<p>
Applies a force to the center of mass of an actor in world coordinate space. This force impacts the linear velocity of the object without affecting its rotation.
</p>
<ul>
<li>
x,y,z - direction of the force
</li>
</ul>
<br><p>Related:
<a href="applyactorcentralforcelocal.html">ApplyActorCentralForceLocal</a>
<a href="applyactorcentralimpulselocal.html">ApplyActorCentralImpulseLocal</a>
<a href="applyactorcentralimpulseworld.html">ApplyActorCentralImpulseWorld</a>
</p>
<p>
</body>
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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>ApplyActorCentralImpulseLocal [RCBasic Doc] </title>
</head>
<body>
<p><h2>sub ApplyActorCentralImpulseLocal( actor, x, y, z) </h2></p>
<p>
Applies an impulse directly to the center of mass of an actor. An impulse differs from a continuous force in that it applies an immediate, short-duration change to the velocity of the actor. It affects the linear velocity but does not generate rotational effects (since it's applied to the center of mass).
</p>
<ul>
<li>
x,y,z - direction of the impulse
</li>
</ul>
<br><p>Related:
<a href="applyactorcentralforcelocal.html">ApplyActorCentralForceLocal</a>
<a href="applyactorcentralforceworld.html">ApplyActorCentralForceWorld</a>
<a href="applyactorcentralimpulseworld.html">ApplyActorCentralImpulseWorld</a>
</p>
<p>
</body>
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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>ApplyActorCentralImpulseWorld [RCBasic Doc] </title>
</head>
<body>
<p><h2>sub ApplyActorCentralImpulseWorld( actor, x, y, z) </h2></p>
<p>
Applies an impulse directly to the center of mass of an actor. An impulse differs from a continuous force in that it applies an immediate, short-duration change to the velocity of the actor. It affects the linear velocity but does not generate rotational effects (since it's applied to the center of mass).
</p>
<ul>
<li>
x,y,z - direction of the impulse
</li>
</ul>
<br><p>Related:
<a href="applyactorcentralforcelocal.html">ApplyActorCentralForceLocal</a>
<a href="applyactorcentralforceworld.html">ApplyActorCentralForceWorld</a>
<a href="applyactorcentralimpulselocal.html">ApplyActorCentralImpulseLocal</a>
</p>
<p>
</body>
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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>ApplyActorDamping [RCBasic Doc] </title>
</head>
<body>
<p><h2>sub ApplyActorDamping( actor, timeStep) </h2></p>
<p>
Reduces the velocity of an actor over time, simulating the effect of friction or air resistance.
</p>
<p>
This function applies the linear and angular damping values set with the SetActorDamping() function.
</p>
<p id="rc_code"><code>
init_damping&nbsp;=&nbsp;<span class="rc_keyword">False</span>&nbsp;<br>
SetActorDamping<b>(</b>actor,&nbsp;<span class="rc_number">0.1</span>,&nbsp;<span class="rc_number">0.5</span><b>)</b>&nbsp;<br>
ApplyActorCentralImpulse<b>(</b>actor,&nbsp;<span class="rc_number">300</span>,&nbsp;<span class="rc_number">0</span>,&nbsp;<span class="rc_number">0</span><b>)</b>&nbsp;<br>
&nbsp;&nbsp;<br>
<span class="rc_keyword">While</span>&nbsp;<span class="rc_keyword">True</span>&nbsp;<br>
<span class="rc_keyword">If</span>&nbsp;<span class="rc_keyword">Not</span>&nbsp;init_damping&nbsp;<span class="rc_keyword">Then</span>&nbsp;<br>
&nbsp;&nbsp;&nbsp;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:
<a href="setactordamping.html">setActorDamping</a>
<a href="getactorlineardamping.html">getActorLinearDamping</a>
<a href="getactorangulardamping.html">getActorAngularDamping</a>
</p>
<p>
</body>
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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>ApplyActorForceLocal [RCBasic Doc] </title>
</head>
<body>
<p><h2>sub ApplyActorForceLocal( actor, x, y, z, rel_x, rel_y, rel_z) </h2></p>
<p>
Applies a force to an actor at a specific point. Unlike ApplyActorCentralForce(local/world), which applies force 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>
<ul>
<li>
x,y,z - direction of the force
</li>
<li>
rel_x, rel_y, rel_z - position to apply the force to relative to the center of mass
</li>
</ul>
<br><p>Related:
<a href="applyactorforceworld.html">ApplyActorForceWorld</a>
<a href="applyactorcentralforcelocal.html">ApplyActorCentralForceLocal</a>
<a href="applyactorcentralforceworld.html">ApplyActorCentralForceWorld</a>
</p>
<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>ApplyActorForceWorld [RCBasic Doc] </title>
</head>
<body>
<p><h2>sub ApplyActorForceWorld( actor, x, y, z, rel_x, rel_y, rel_z) </h2></p>
<p>
Applies a force to an actor at a specific point. Unlike ApplyActorCentralForce(local/world), which applies force 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>
<ul>
<li>
x,y,z - direction of the force
</li>
<li>
rel_x, rel_y, rel_z - position to apply the force to relative to the center of mass
</li>
</ul>
<br><p>Related:
<a href="applyactorforcelocal.html">ApplyActorForceLocal</a>
<a href="applyactorcentralforcelocal.html">ApplyActorCentralForceLocal</a>
<a href="applyactorcentralforceworld.html">ApplyActorCentralForceWorld</a>
</p>
<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>ApplyActorImpulseLocal [RCBasic Doc] </title>
</head>
<body>
<p><h2>sub ApplyActorImpulseLocal( 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>
<ul>
<li>
x,y,z - direction of the impulse
</li>
<li>
rel_x, rel_y, rel_z - position to apply the force to relative to the center of mass
</li>
</ul>
<br><p>Related:
<a href="applyactorimpulseworld.html">ApplyActorImpulseWorld</a>
<a href="applyactorforcelocal.html">ApplyActorForceLocal</a>
<a href="applyactorforceworld.html">ApplyActorForceWorld</a>
</p>
<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>ApplyActorImpulseWorld [RCBasic Doc] </title>
</head>
<body>
<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>
<ul>
<li>
x,y,z - direction of the impulse
</li>
<li>
rel_x, rel_y, rel_z - position to apply the force to relative to the center of mass
</li>
</ul>
<br><p>Related:
<a href="applyactorimpulselocal.html">ApplyActorImpulseLocal</a>
<a href="applyactorforcelocal.html">ApplyActorForceLocal</a>
<a href="applyactorforceworld.html">ApplyActorForceWorld</a>
</p>
<p>
</body>
</html>

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#title applyActorImpulseWorld [RCBasic Doc] #title ApplyActorImpulseWorld [RCBasic Doc]
#header sub applyActorImpulseWorld( actor, x, y, z, rel_x, rel_y, rel_z) #header Sub ApplyActorImpulseWorld( actor, x, y, z, rel_x, rel_y, rel_z)
Applies an impulse to an actor at a specific point. Unlike ApplyActorCentralImpulse(local/world), which applies impulse only at the center of mass (affecting linear velocity), this can generate both linear motion and rotation (torque), depending on where the force is applied relative to the center of mass. Applies an impulse to an actor at a specific point. Unlike ApplyActorCentralImpulse(local/world), which applies impulse only at the center of mass (affecting linear velocity), this can generate both linear motion and rotation (torque), depending on where the force is applied relative to the center of mass.

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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>ApplyActorTorqueImpulseLocal [RCBasic Doc] </title>
</head>
<body>
<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>
<ul>
<li>
x, y, z - Direction of rotation
</li>
</ul>
<br><p>Related:
<a href="applyactortorque.html">ApplyActorTorque</a>
<a href="applyactortorqueimpulseworld.html">ApplyActorTorqueImpulseWorld</a>
</p>
<p>
</body>
</html>

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#title applyActorTorqueImpulseLocal [RCBasic Doc] #title ApplyActorTorqueImpulseLocal [RCBasic Doc]
#header sub applyActorTorqueImpulseLocal( actor, x, y, z) #header Sub ApplyActorTorqueImpulseLocal( actor, x, y, z)
Applies an impulse that directly affects the angular velocity of an actor, causing it to rotate. This is similar to applying an impulse, but instead of changing the linear velocity (which applyActorCentralImpulse does), it alters the body's rotational motion (angular velocity) instantaneously. Applies an impulse that directly affects the angular velocity of an actor, causing it to rotate. This is similar to applying an impulse, but instead of changing the linear velocity (which applyActorCentralImpulse does), it alters the body's rotational motion (angular velocity) instantaneously.

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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>ApplyActorTorqueImpulseWorld [RCBasic Doc] </title>
</head>
<body>
<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>
<ul>
<li>
x, y, z - Direction of rotation
</li>
</ul>
<br><p>Related:
<a href="applyactortorque.html">ApplyActorTorque</a>
<a href="applyactortorqueimpulselocal.html">ApplyActorTorqueImpulseLocal</a>
</p>
<p>
</body>
</html>

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#title applyActorTorqueImpulseWorld [RCBasic Doc] #title ApplyActorTorqueImpulseWorld [RCBasic Doc]
#header sub applyActorTorqueImpulseWorld( actor, x, y, z) #header Sub ApplyActorTorqueImpulseWorld( actor, x, y, z)
Applies an impulse that directly affects the angular velocity of an actor, causing it to rotate. This is similar to applying an impulse, but instead of changing the linear velocity (which applyActorCentralImpulse does), it alters the body's rotational motion (angular velocity) instantaneously. Applies an impulse that directly affects the angular velocity of an actor, causing it to rotate. This is similar to applying an impulse, but instead of changing the linear velocity (which applyActorCentralImpulse does), it alters the body's rotational motion (angular velocity) instantaneously.

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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>ApplyActorTorqueLocal [RCBasic Doc] </title>
</head>
<body>
<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>
<ul>
<li>
x, y, z - direction of rotation
</li>
</ul>
<br><p>Related:
<a href="applyactortorqueworld.html">ApplyActorTorqueWorld</a>
<a href="applyactortorqueimpulselocal.html">ApplyActorTorqueImpulseLocal</a>
<a href="applyactortorqueimpulseworld.html">ApplyActorTorqueImpulseWorld</a>
</p>
<p>
</body>
</html>

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#title applyActorTorqueLocal [RCBasic Doc] #title ApplyActorTorqueLocal [RCBasic Doc]
#header sub applyActorTorqueLocal( actor, x, y, z) #header Sub ApplyActorTorqueLocal( actor, x, y, z)
Applies a continuous torque to an actor, causing it to accelerate its rotational motion over time. Unlike applyActorTorqueImpulse, which causes an immediate change in angular velocity, this applies a torque force gradually, leading to a continuous rotational effect, similar to applying a force to linear motion. Applies a continuous torque to an actor, causing it to accelerate its rotational motion over time. Unlike applyActorTorqueImpulse, which causes an immediate change in angular velocity, this applies a torque force gradually, leading to a continuous rotational effect, similar to applying a force to linear motion.

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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>ApplyActorTorqueWorld [RCBasic Doc] </title>
</head>
<body>
<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>
<ul>
<li>
x, y, z - direction of rotation
</li>
</ul>
<br><p>Related:
<a href="applyactortorquelocal.html">ApplyActorTorqueLocal</a>
<a href="applyactortorqueimpulselocal.html">ApplyActorTorqueImpulseLocal</a>
<a href="applyactortorqueimpulseworld.html">ApplyActorTorqueImpulseWorld</a>
</p>
<p>
</body>
</html>

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#title applyActorTorqueWorld [RCBasic Doc] #title ApplyActorTorqueWorld [RCBasic Doc]
#header sub applyActorTorqueWorld( actor, x, y, z) #header Sub ApplyActorTorqueWorld( actor, x, y, z)
Applies a continuous torque to an actor, causing it to accelerate its rotational motion over time. Unlike applyActorTorqueImpulse, which causes an immediate change in angular velocity, this applies a torque force gradually, leading to a continuous rotational effect, similar to applying a force to linear motion. Applies a continuous torque to an actor, causing it to accelerate its rotational motion over time. Unlike applyActorTorqueImpulse, which causes an immediate change in angular velocity, this applies a torque force gradually, leading to a continuous rotational effect, similar to applying a force to linear motion.

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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>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>

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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>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>

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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>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>

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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>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>

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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>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>

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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>ArrayCopy [RCBasic Doc] </title>
</head>
<body>
<p><h2>sub ArrayCopy(ByRef src, ByRef dst) </h2></p>
<p>
Copies the contents of src array to dst array
</p>
<p>
Note: This function is a special case in that it can take any type for src or dst
</p>
<br><p>Related:
<a href="arraydim.html">ArrayDim</a>
<a href="arraysize.html">ArraySize</a>
<a href="arrayfill.html">ArrayFill</a>
</p>
<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>ArrayDim [RCBasic Doc] </title>
</head>
<body>
<p><h2>function ArrayDim(Byref id) </h2></p>
<p>
Returns the number of dimensions in an array
</p>
<br><p>Related:
<a href="arraycopy.html">ArrayCopy</a>
<a href="arrayfill.html">ArrayFill</a>
<a href="arraysize.html">ArraySize</a>
</p>
<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>ArrayFill [RCBasic Doc] </title>
</head>
<body>
<p><h2>Sub ArrayFill(ByRef src, fdata) </h2></p>
<p>
Fills all the elements in an array with the value in fdata
</p>
<br><p>Related:
<a href="arraycopy.html">ArrayCopy</a>
<a href="arraydim.html">ArrayDim</a>
<a href="arraysize.html">ArraySize</a>
</p>
<p>
</body>
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#title ArrayFill [RCBasic Doc] #title ArrayFill [RCBasic Doc]
#header sub ArrayFill(ByRef src, fdata) #header Sub ArrayFill(ByRef src, fdata)
Fills all the elements in an array with the value in fdata Fills all the elements in an array with the value in fdata

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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>RCBasic Arrays [RCBasic Doc] </title>
</head>
<body>
<p><h2>ARRAYS </h2></p>
<p>
In complex programs there is often a need to be able to store large amounts of data. It would be unreasonable to have to create a variable for each piece of data we may need to store. This is where an array can come in handy. Arrays are simply ways of using one variable to store multiple different values. You can create arrays of numbers or strings. Look at the following:
</p>
<p id="rc_code"><code>
<span class="rc_keyword">Dim</span>&nbsp;A<b>[</b><span class="rc_number">5</span><b>]</b>&nbsp;<br>
</code></p>
<p>
The above example creates an array of numbers called A. A can store five numbers which are retrieved using A[0] to A[4]. Notice that A[4] is the last element in the array and not A[5]. That is because the first index in the array is 0 and the array only stores 5 numbers. To set the values in this array you could do the following:
</p>
<p id="rc_code"><code>
A<b>[</b><span class="rc_number">0</span><b>]</b>&nbsp;=&nbsp;<span class="rc_number">3</span>&nbsp;<br>
A<b>[</b><span class="rc_number">1</span><b>]</b>&nbsp;=&nbsp;<span class="rc_number">2</span>&nbsp;<br>
A<b>[</b><span class="rc_number">2</span><b>]</b>&nbsp;=&nbsp;<span class="rc_number">7</span>&nbsp;<br>
A<b>[</b><span class="rc_number">3</span><b>]</b>&nbsp;=&nbsp;<span class="rc_number">1</span>&nbsp;<br>
A<b>[</b><span class="rc_number">4</span><b>]</b>&nbsp;=&nbsp;<span class="rc_number">0</span>&nbsp;<br>
</code></p>
<p>
You would access and array just like you would a variable. Look at the following:
</p>
<p id="rc_code"><code>
X&nbsp;=&nbsp;A<b>[</b><span class="rc_number">0</span><b>]</b>&nbsp;+&nbsp;A<b>[</b><span class="rc_number">3</span><b>]</b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<span class="rc_comment">'( Based on the above example the variable X would be set to 4. ) </span><br>
</code></p>
<p>
To make a string variable you would do the same thing you do to make a number variable except you would use the $ just like you would use to make a normal string variable. Look at the following:
</p>
<p id="rc_code"><code>
<span class="rc_keyword">Dim</span>&nbsp;B$<b>[</b><span class="rc_number">3</span><b>]</b>&nbsp;<br>
&nbsp;&nbsp;<br>
B<b>[</b><span class="rc_number">0</span><b>]</b>&nbsp;=&nbsp;<span class="rc_string">"ABC"</span>&nbsp;<br>
B<b>[</b><span class="rc_number">1</span><b>]</b>&nbsp;=&nbsp;<span class="rc_string">"DEF"</span>&nbsp;<br>
B<b>[</b><span class="rc_number">2</span><b>]</b>&nbsp;=&nbsp;<span class="rc_string">"I KNOW THE ALPHABET"</span>&nbsp;<br>
</code></p>
<p>
Arrays can have up to 3 dimensions. Adding more dimensions to an array can make organizing data in the array easier depending on the situation. Look at the following:
</p>
<p id="rc_code"><code>
<span class="rc_keyword">Dim</span>&nbsp;&nbsp;X<b>[</b><span class="rc_number">2</span>,&nbsp;<span class="rc_number">3</span><b>]</b>&nbsp;<br>
<span class="rc_keyword">Dim</span>&nbsp;&nbsp;Y<b>[</b><span class="rc_number">3</span>,&nbsp;<span class="rc_number">4</span>,&nbsp;<span class="rc_number">5</span><b>]</b>&nbsp;<br>
</code></p>
<p>
The above example creates a 2 dimensional array called X which has 2 indices in its first dimension. Its second dimension has 3 indices. This means that each of the 2 indices in the first dimension can store 3 different values. So X can store a total of 6 different values. The second line creates a 3 dimensional array called Y. Y has 3 indices in its first dimension. Each of those 3 indices has 4 indices in its 2nd dimension. Each of the 4 indices has 5 values it can store. This means that Y can store a total of 60 different values. Look at the following for an example on how to work with these multi-dimensional arrays:
</p>
<p id="rc_code"><code>
X<b>[</b><span class="rc_number">0</span>,&nbsp;<span class="rc_number">2</span><b>]</b>&nbsp;=&nbsp;<span class="rc_number">5</span>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<span class="rc_comment">'(This line sets the 3rd value in the first index to 5. Remember that the first index is always 0 so the 3rd index will be 2.) </span><br>
&nbsp;&nbsp;<br>
Y<b>[</b><span class="rc_number">1</span>,&nbsp;<span class="rc_number">2</span>,&nbsp;<span class="rc_number">3</span><b>]</b>&nbsp;=&nbsp;<span class="rc_number">6</span>&nbsp;&nbsp;&nbsp;<span class="rc_comment">'(This line sets the 4th value of the 3rd index in the 2nd index in the array to 6. That was a mouth full. ) </span><br>
</code></p>
<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>ArraySize [RCBasic Doc] </title>
</head>
<body>
<p><h2>Function ArraySize(Byref id, array_dim) </h2></p>
<p>
Returns the number of elements in the given dimension of an array
</p>
<br><p>Related:
<a href="arraydim.html">ArrayDim</a>
<a href="arraycopy.html">ArrayCopy</a>
<a href="arrayfill.html">ArrayFill</a>
</p>
<p>
</body>
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#title ArraySize [RCBasic Doc] #title ArraySize [RCBasic Doc]
#header function ArraySize(Byref id, array_dim) #header Function ArraySize(Byref id, array_dim)
Returns the number of elements in the given dimension of an array Returns the number of elements in the given dimension of an array

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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>Asc [RCBasic Doc] </title>
</head>
<body>
<p><h2>Function Asc(c$) </h2></p>
<p>
Returns the ASCII value of a character.
</p>
<p>
</body>
</html>

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#title Asc [RCBasic Doc] #title Asc [RCBasic Doc]
#header function Asc(c$) #header Function Asc(c$)
Returns the ASCII value of a character. Returns the ASCII value of a character.

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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>Asin [RCBasic Doc] </title>
</head>
<body>
<p><h2>Function Asin(n) </h2></p>
<p>
Returns the ArcSine of a number.
</p>
<p>
</body>
</html>

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#title Asin [RCBasic Doc] #title Asin [RCBasic Doc]
#header function Asin(n) #header Function Asin(n)
Returns the ArcSine of a number. Returns the ArcSine of a number.

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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>Atan [RCBasic Doc] </title>
</head>
<body>
<p><h2>Function Atan(n) </h2></p>
<p>
Returns the ArcTangent of a number.
</p>
<p>
</body>
</html>

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#title Atan [RCBasic Doc] #title Atan [RCBasic Doc]
#header function Atan(n) #header Function Atan(n)
Returns the ArcTangent of a number. Returns the ArcTangent of a number.

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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>ATan2 [RCBasic Doc] </title>
</head>
<body>
<p><h2>Function ATan2(y, x) </h2></p>
<p>
Returns the ArcTangent of x and y
</p>
<p>
</body>
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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>AugmentMatrix [RCBasic Doc] </title>
</head>
<body>
<p><h2>function AugmentMatrix(mA, mB, mC) </h2></p>
<p>
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.
</p>
<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>Bin$ [RCBasic Doc] </title>
</head>
<body>
<p><h2>function Bin$(n) </h2></p>
<p>
Returns the binary representation of a number.
</p>
<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>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>

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#title Box3D [RCBasic Doc]
#header sub Box3D(min_x, min_y, min_z, max_x, max_y, max_z)
Draws a box in 3D space

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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>BufferFromImage [RCBasic Doc] </title>
</head>
<body>
<p><h2>sub BufferFromImage(slot, byref buffer) </h2></p>
<p>
</body>
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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>BufferFromMatrix [RCBasic Doc] </title>
</head>
<body>
<p><h2>sub BufferFromMatrix(ByRef buffer, mA) </h2></p>
<p>
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.
</p>
<br><p>Related:
<a href="matrixfrombuffer.html">MatrixFromBuffer</a>
</p>
<p>
</body>
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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>BufferFromString [RCBasic Doc] </title>
</head>
<body>
<p><h2>function BufferFromString(s$, ByRef buffer) </h2></p>
<p>
Stores the byte value of a string into a number buffer
</p>
<br><p>Related:
<a href="stringfrombuffer.html">StringFromBuffer$</a>
</p>
<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>Canvas [RCBasic Doc] </title>
</head>
<body>
<p><h2>sub Canvas(c_num) </h2></p>
<p>
Sets the active canvas for drawing commands to use
</p>
<br><p>Related:
<a href="activecanvas.html">ActiveCanvas</a>
</p>
<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>CanvasClip [RCBasic Doc] </title>
</head>
<body>
<p><h2>function CanvasClip(x, y, w, h) </h2></p>
<p>
Returns an image id with a selected portion of the active drawing canvas saved
</p>
<br><p>Related:
<a href="windowclip.html">WindowClip</a>
</p>
<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>CanvasIsVisible [RCBasic Doc] </title>
</head>
<body>
<p><h2>function CanvasIsVisible(c_num) </h2></p>
<p>
Returns true if a canvas is shown in the Window
</p>
<br><p>Related:
<a href="setcanvasvisible.html">SetCanvasVisible</a>
</p>
<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>CanvasZ [RCBasic Doc] </title>
</head>
<body>
<p><h2>function CanvasZ(c_num) </h2></p>
<p>
Returns the Canvas Z Order.
</p>
<p>
Note: Canvases with a higher Z order are drawn first and those with lower values will be drawn on top
</p>
<br><p>Related:
<a href="setcanvasz.html">SetCanvasZ</a>
</p>
<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>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>

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#title CastRay2D [RCBasic Doc]
#header function CastRay2D( from_x, from_y, to_x, to_y )
Cast a ray and get the closest hit on the ray
Returns 1 if there is a hit and 0 if not
NOTE: GetRayHit2D is used to read each hit
#ref GetRayHit3D CastRay3D CastRay3D_All CastRay2D_All GetRayHit2D

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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>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>

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#title CastRay2D_All [RCBasic Doc]
#header function CastRay2D_All( from_x, from_y, to_x, to_y )
Cast a ray and gets all hits on the ray
Returns the number of hits from the ray cast
NOTE: GetRayHit2D is used to read each hit
#ref GetRayHit3D CastRay3D CastRay3D_All CastRay2D GetRayHit2D

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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>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>

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#title CastRay3D [RCBasic Doc]
#header function CastRay3D( from_x, from_y, from_z, to_x, to_y, to_z )
Cast a ray and get the closest hit on the ray
Returns 1 if there is a hit and 0 if not
NOTE: GetRayHit3D is used to read each hit
#ref GetRayHit3D CastRay3D_All CastRay2D CastRay2D_All GetRayHit2D

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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>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>

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#title CastRay3D_All [RCBasic Doc]
#header function CastRay3D_All( from_x, from_y, from_z, to_x, to_y, to_z )
Cast a ray and gets all hits on the ray
Returns the number of hits from the ray cast
NOTE: GetRayHit3D is used to read each hit
#ref GetRayHit3D CastRay3D CastRay2D CastRay2D_All GetRayHit2D

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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>ChangeDir [RCBasic Doc] </title>
</head>
<body>
<p><h2>sub ChangeDir(p$) </h2></p>
<p>
Sets the working directory that the directory commands use
</p>
<p>
</body>
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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>ChannelIsPaused [RCBasic Doc] </title>
</head>
<body>
<p><h2>function ChannelIsPaused(channel) </h2></p>
<p>
Returns true if an audio channel is currently paused
</p>
<br><p>Related:
<a href="pausesound.html">PauseSound</a>
</p>
<p>
</body>
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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>ChannelIsPlaying [RCBasic Doc] </title>
</head>
<body>
<p><h2>function ChannelIsPlaying(channel) </h2></p>
<p>
Returns true if an audio channel is playing
</p>
<br><p>Related:
<a href="channelispaused.html">ChannelIsPaused</a>
<a href="playsound.html">PlaySound</a>
<a href="playsoundtimed.html">PlaySoundTimed</a>
</p>
<p>
</body>
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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>CheckSockets [RCBasic Doc] </title>
</head>
<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).
</p>
<p>
Returns the number of sockets that have activity (ie. a connection was made or data was sent)
</p>
<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>Chr$ [RCBasic Doc] </title>
</head>
<body>
<p><h2>function Chr$(n) </h2></p>
<p>
Returns the character with the matching ASCII value n.
</p>
<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>CInt32 [RCBasic Doc] </title>
</head>
<body>
<p><h2>function CInt32(i) </h2></p>
<p>
Returns a 32-bit signed integer.
</p>
<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>CInt64 [RCBasic Doc] </title>
</head>
<body>
<p><h2>function CInt64(i) </h2></p>
<p>
Returns a 64-bit signed integer.
</p>
<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>Circle [RCBasic Doc] </title>
</head>
<body>
<p><h2>sub Circle(x,y,radius) </h2></p>
<p>
Draws a circle on the current canvas.
</p>
<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>CircleFill [RCBasic Doc] </title>
</head>
<body>
<p><h2>sub CircleFill(x,y,radius) </h2></p>
<p>
Draws a filled circle on the current canvas.
</p>
<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>clearActorForces [RCBasic Doc] </title>
</head>
<body>
<p><h2>sub clearActorForces( actor) </h2></p>
<p>
Resets or clears all the forces and torques that have been applied to a rigid body in the current simulation step. This ensures that any forces, including linear forces and torques, do not accumulate from one simulation step to the next.
</p>
<p>
<b>Notes:</b>
</p>
<ul>
<li>
<b>Resets Forces:</b> It removes all linear forces (like those applied by applyActorForce or applyActorCentralForce) and torques (like those applied by applyActorTorque).
</li>
<li>
<b>Does Not Affect Velocity:</b> It clears only the applied forces and torques, but the current velocity (linear and angular) of the actor remains unchanged.
</li>
<li>
<b>Typically Used in Each Simulation Step:</b> Used to reset forces after each step, so that only new forces applied in the next step will affect the body.
</li>
</ul>
<p>
</body>
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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>ClearCanvas [RCBasic Doc] </title>
</head>
<body>
<p><h2>sub ClearCanvas() </h2></p>
<p>
Clears the active drawing canvas
</p>
<p>
NOTE: This is only for drawing canvases (ie. Those opened with OpenCanvas())
</p>
<p>
</body>
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#header sub ClearCanvas() #header sub ClearCanvas()
Clears the active drawing canvas Clears the active drawing canvas
NOTE: This is only for drawing canvases (ie. Those opened with OpenCanvas())

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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>ClearMatrix [RCBasic Doc] </title>
</head>
<body>
<p><h2>sub ClearMatrix(mA) </h2></p>
<p>
Sets all elements in a matrix to zero
</p>
<p>
</body>
</html>

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