132 Commits
main ... dev

Author SHA1 Message Date
Rodney Cunningham
6570999c29 Merge pull request #68 from n00b87/v48_dev
Updated docs
2026-03-04 04:01:48 -05:00
n00b87
b15b954648 removed output from debug line 2026-03-04 02:55:33 -06:00
n00b87
c4573e87f7 undid changes to debugger runtime 2026-03-04 02:53:12 -06:00
n00b87
12d34ec8cc turned off testing flag 2026-03-04 01:26:45 -06:00
n00b87
28f8412c6d Updated version number in runtime to 4.9 2026-03-04 00:56:29 -06:00
n00b87
135b9f8bbb Added GetSpriteCollision() 2026-03-04 00:52:27 -06:00
n00b87
ea986a826b Updated docs 2026-03-03 19:29:04 -06:00
Rodney Cunningham
0130864a6f Merge pull request #67 from n00b87/v48_dev
V48 dev
2026-02-28 03:44:04 -06:00
n00b87
9dbb4b6b5f Updated docs and added constants to tracker 2026-02-26 15:33:51 -06:00
n00b87
aa7667c838 Fixed convertToSDLSurface() function for SetWindowIcon() and SaveBMP() 2026-02-25 17:04:49 -06:00
n00b87
902f0129f1 Added new vector math functions 2026-02-22 23:07:53 -06:00
n00b87
c4d559f0d4 Added missing functions to Projector Actors 2026-02-22 03:04:03 -06:00
n00b87
21e06b0848 Added Vehicle functions to TOC page on spreadsheet 2026-02-20 17:02:57 -06:00
n00b87
d53f5c43f6 Finished initial implementation of Vehicles 2026-02-20 14:59:57 -06:00
n00b87
b0f09c3aae Vehicle Actor WIP 2026-02-20 03:25:25 -06:00
n00b87
ddfd6b8838 Fixed Composite Actor functions not exported from spreadsheet 2026-02-17 00:33:04 -06:00
n00b87
2b16b0b3d2 Removed line debug output 2026-02-16 19:48:40 -06:00
n00b87
bc0d138387 WIP 2026-02-16 19:08:23 -06:00
n00b87
5779e59cdd Add mult-shape sprites and actors 2026-02-16 03:07:18 -06:00
n00b87
72ecdc046e Fixed crash when trying to set variable id that cannot be found 2026-02-12 14:00:36 -06:00
n00b87
e4d92c74b1 Update project file 2026-02-12 13:33:50 -06:00
n00b87
17238f3eeb Updated version info 2026-01-28 00:15:50 -06:00
n00b87
61e55f72f6 Added Bone Info Functions
* Added functions to get info on bones
* Fixed ColorKey() flipping images if color is not -1
2026-01-27 23:56:30 -06:00
Rodney Cunningham
a2c4eba1e2 Merge pull request #66 from n00b87/post_process_fx
Post process fx
2025-11-26 01:08:12 -06:00
n00b87
606d74fd39 Fixed Android ifdef for log 2025-11-25 05:38:12 -06:00
n00b87
dd6de7875e Return false if SetPostEffect fails 2025-11-25 04:46:34 -06:00
n00b87
db80705980 Added IFDEFs for android font loading 2025-11-25 03:33:34 -06:00
n00b87
ff7120e4a0 Changed shader path 2025-11-24 20:46:27 -06:00
n00b87
762ef94b7b Added android alternate source files 2025-11-24 19:27:29 -06:00
n00b87
320adcf808 Changed POST_EFFECT_DISTORTION to POST_EFFECT_MINERAL 2025-11-23 22:47:23 -06:00
n00b87
d5f9719d57 Fixed Pipeline_Render() not executing 2025-11-23 21:47:16 -06:00
n00b87
f11d41622b Fixed Post Processing functions 2025-11-23 03:16:43 -06:00
n00b87
f53f486c54 Added GetSpriteWorldCenter() function 2025-11-21 22:10:44 -06:00
n00b87
4df735e4f6 Fixed: ProjectorActors not rendering 2025-11-21 01:00:01 -06:00
n00b87
e0141b11e6 Added MatrixExists() function 2025-11-18 21:59:55 -06:00
n00b87
e6c0cb5a69 Added Stack_N_Exists() and Stack_S_Exists() functions 2025-11-18 21:25:42 -06:00
n00b87
340a6a6615 Fixed segfault when clearing scene with ACTOR_SHAPE_TYPE_NONE 2025-11-18 01:58:22 -06:00
n00b87
83c239fc3f Fixed segfault when deleting actors with ACTOR_SHAPE_TYPE_NONE 2025-11-18 01:55:29 -06:00
n00b87
af1ade702e WIP 2025-11-17 23:32:20 -06:00
n00b87
5bedafc8c8 Added post processing effects and custom render process functions 2025-11-10 23:22:10 -06:00
n00b87
e5deb6bc86 Fixed possible memory leak when using 3D primitives 2025-11-08 20:25:06 -06:00
n00b87
92af3e4772 Added Error checking to network functions 2025-11-08 00:59:33 -06:00
n00b87
0d345b8cd5 Fixed a typo in CreateSprite() documentation 2025-11-01 23:01:51 -05:00
n00b87
af895b3f11 Added override radius to cone, capsule, and sphere shapes 2025-10-12 00:48:22 -05:00
n00b87
8f7fd7d453 Added SetActorShapeEx() 2025-10-12 00:21:34 -05:00
n00b87
3fa3dbb4e3 Added bounds checking for sound functions 2025-10-02 20:35:38 -05:00
n00b87
4f8a4e4d7c Changed Include file check back to literal value 2025-09-29 23:54:42 -05:00
n00b87
c9a4cd6fcd Changed Include file check back to literal value 2025-09-29 23:49:49 -05:00
n00b87
3aa74deb68 Fixed environment variable resolution in INCLUDE having quotes 2025-09-29 23:42:41 -05:00
Rodney Cunningham
1293aec729 Merge pull request #65 from n00b87/fix_shadows
Fixed Shadow Rendering
2025-09-29 02:14:21 -05:00
n00b87
715098d200 Fixed Shadow Rendering
* Fixed Shadow rendering
* Added MakePlanarTextureMap, ReCalculateMeshNormals, GetMeshPolygonCount, and FlipMeshSurfaces
2025-09-29 01:20:51 -05:00
Rodney Cunningham
d63195de3b Merge pull request #64 from n00b87/blend_mode_2d
Blend mode 2d
2025-09-20 19:02:05 -05:00
n00b87
642d6dd23e Added Sprite Priority constants to spreadsheet 2025-09-20 18:15:08 -05:00
n00b87
8120a1fd96 Added SetSpriteCanvasRenderPriority function 2025-09-19 22:04:43 -05:00
n00b87
15e8426f99 Added GetSpritePhysics() function 2025-09-12 02:16:09 -05:00
n00b87
a9d15d69ec Added Nirvana Tile functions to API docs 2025-09-09 22:01:00 -05:00
n00b87
91b7b1b3d7 Updated version number 2025-08-31 22:39:13 -05:00
n00b87
bfdff4207a Set canvas render material for sprites 2025-08-31 21:50:38 -05:00
Rodney Cunningham
a25b4ad6ec Merge pull request #63 from n00b87/fix_fx_material_type_order
Fix fx material type order
2025-08-22 23:09:21 -05:00
n00b87
c2e898aa87 Updated version number in the compiler 2025-08-22 22:10:21 -05:00
n00b87
fd760f3201 Updated version number and removed test flag 2025-08-22 21:20:46 -05:00
n00b87
ab9238cdb8 FX materials can now use material properties before and after type is set 2025-08-22 21:19:23 -05:00
n00b87
ee5395bd66 WIP 2025-08-22 15:25:07 -05:00
n00b87
60278f03ba Check for constant name in SetMaterialConstant and GetMaterialConstant ignores case 2025-08-13 21:21:34 -05:00
n00b87
4b2f517de4 Added new functions to documentation 2025-08-13 19:20:25 -05:00
n00b87
6ad655f40d Updated material types in documentation 2025-08-13 19:19:38 -05:00
Rodney Cunningham
06d1d717dc Merge pull request #62 from n00b87/fx_material_constants
Added implementation for SetMaterialConstant and GetMaterialConstant
2025-08-13 18:24:11 -05:00
n00b87
05c5a6ca9f Added implementation for SetMaterialConstant and GetMaterialConstant 2025-08-13 18:22:00 -05:00
n00b87
1e3500bd05 Updated doc script 2025-08-07 17:32:20 -05:00
n00b87
aa48cfc661 Update project 2025-08-05 21:16:59 -05:00
n00b87
ea9a92d9ed Changed some error messages 2025-08-04 16:50:40 -05:00
n00b87
3a217d9438 Removed testing flag 2025-07-26 08:43:32 -05:00
Rodney Cunningham
fd3124a4d3 Merge pull request #61 from n00b87/v43_dev
v43 update
2025-07-08 21:30:01 -05:00
n00b87
96ba62c9de v43 update 2025-07-08 21:17:11 -05:00
n00b
f6a99ebba1 doc changes 2025-05-28 22:00:26 -04:00
n00b
0c36af2557 WIP 2025-05-27 00:53:48 -04:00
n00b
207868cd5d Fixed Sprite Transform functions
* Stored base offsets and vertices in sprite structure
* Calculated the average of vertices in polygon and chain shapes and used that as center
* Applied offsets to drawSprites()
2025-05-26 14:07:18 -04:00
n00b
bd3ec7f502 Fixed compile error when return user type from inside an IF block 2025-05-23 23:05:45 -04:00
Rodney Cunningham
a5d1445b60 Merge pull request #59 from n00b87/v42_special_materials
Fixed memory leak in collision callback
2025-05-23 19:27:22 -04:00
n00b
262d618d19 Fixed memory leak in collision callback 2025-05-23 19:23:57 -04:00
Rodney Cunningham
bed6f292c4 Merge pull request #58 from n00b87/v42_special_materials
V42 special materials
2025-05-22 17:32:01 -04:00
n00b
62bef8b6d0 Removed test flag 2025-05-21 21:50:15 -04:00
n00b
e7da6b745c Fixed Memory Leak in Collision Callback 2025-05-21 19:45:56 -04:00
n00b
daac85c26a Applied scale to sprite rotation point 2025-05-01 15:05:46 -04:00
n00b
51c64fa857 fixed re-used canvas slot not being set 2025-04-26 16:20:38 -04:00
n00b
65a37690ef Removed offsets from SetSpriteBox 2025-04-14 19:09:20 -04:00
n00b
020f107952 Fixed offset not being set in SetSpriteBox 2025-04-14 19:07:20 -04:00
n00b
edb6462752 Fixed Segfault from DeleteImage() and DeleteMesh() 2025-04-12 13:26:00 -04:00
n00b
b67d63d32c Added FX Materials
* Added FX Shader Materials
* Added Projector Actor
2025-04-11 00:51:47 -04:00
n00b
14a315db60 wip 2025-03-25 11:35:37 -04:00
Rodney Cunningham
3dcd6512df Merge pull request #57 from n00b87/v402_sprite_shape
Added sprite shape functions
2025-03-20 17:31:32 -04:00
n00b
14f87ecbf1 Added sprite shape functions 2025-03-20 17:29:11 -04:00
Rodney Cunningham
b6b1ecf86f Merge pull request #55 from n00b87/v401_dev
V402 dev
2025-02-01 13:26:00 -05:00
n00b
acdc78a149 Added DeleteAn8() function 2025-01-31 19:35:19 -05:00
n00b
eab4029642 Removed debug values 2025-01-26 10:49:48 -05:00
n00b
a3b99950db Fixed DIM not reporting false inside a TYPE block for invalid user type 2025-01-26 09:17:55 -05:00
n00b
979c946429 Updated version number 2025-01-26 00:00:20 -05:00
n00b
17b420578c Added New Static Mesh Functions 2025-01-25 23:53:43 -05:00
Rodney Cunningham
5fafa1c73c Merge pull request #54 from n00b87/v401_dev
V401 dev
2025-01-12 19:46:52 -05:00
n00b
8e161a1a22 Updated version number 2025-01-12 19:38:17 -05:00
n00b
4723ed8c6f fixed font only returning 0 for id 2025-01-04 17:32:26 -05:00
n00b
a7f13b98ad Removed SDL Blend Modes from constants 2024-12-25 18:34:58 -05:00
Rodney Cunningham
b88688bea7 Merge pull request #50 from n00b87/sprite_blend
Added Sprite Color Blend and Global AntiAlias functions
2024-12-22 21:03:57 -05:00
n00b
d91146db60 Added Sprite Color Blend and Global AntiAlias functions 2024-12-22 20:27:40 -05:00
Rodney Cunningham
ff01fa83f4 Merge pull request #49 from n00b87/joint_stuff
Added JointExists() and SpriteExists()
2024-12-22 18:28:49 -05:00
n00b
f2af1d4045 Added JointExists() and SpriteExists() 2024-12-22 18:16:13 -05:00
Rodney Cunningham
a2c9d4952c Merge pull request #47 from n00b87/clear_sprites
Clear sprites
2024-12-22 15:43:40 -05:00
n00b
070cbe2898 Changed ref_actor for animation callback to actor id 2024-12-22 15:22:20 -05:00
n00b
44eb4aa236 Added error check for canvas type to RayCast2D functions 2024-12-22 14:22:00 -05:00
n00b
0ef552910a Fixed sprite allocation bugs
* Fixed bug that would cause the renderer for sprites to be corrupted on when the sprite vector is resized
* Changed deleted_sprites variable to deleted_animation in sprite object
* Changed sprite pointer vector to sprite id vector in canvas object
* Changed the value stored in Fixture UserData pointer to sprite id rather than sprite pointer because pointer would change on resize anyway
2024-12-22 13:05:23 -05:00
Rodney Cunningham
ac2cb91b18 Merge pull request #46 from n00b87/byref_udt_array
Fixed ByRef UDT arrays
2024-12-21 02:52:22 -05:00
n00b
0f24f30c38 Changed Error message for mismatch args in byref array 2024-12-21 02:45:02 -05:00
n00b
9c5aaa8db6 Fixed ByRef UDT arrays 2024-12-21 02:28:44 -05:00
Rodney Cunningham
33919725bf Merge pull request #45 from n00b87/add_setfps
Add setfps
2024-12-20 21:56:00 -05:00
n00b
25e225ff96 Removed test flag 2024-12-20 21:55:17 -05:00
n00b
94a9bb08fb Added SetFPS() and SetWindowVSync() 2024-12-20 20:40:10 -05:00
n00b
8b8be85dea Implemented VSync timer using SDL 2024-12-20 17:04:40 -05:00
Rodney Cunningham
6f93be7a23 Merge pull request #43 from n00b87/clear_constraints
Clears constraints in ClearScene()
2024-12-20 13:22:58 -05:00
n00b
33edf29fd0 Clears constraints in ClearScene() 2024-12-20 13:21:01 -05:00
Rodney Cunningham
d3c508f149 Merge pull request #41 from n00b87/fix_triangle
Sorted points in Triangle()
2024-12-20 12:10:37 -05:00
n00b
a4e9fdd9fd Sorted points in Triangle() 2024-12-20 12:01:05 -05:00
Rodney Cunningham
4c4c4d4952 Merge pull request #38 from n00b87/null_tile
Added possible -1 value to setTile() and fillTile()
2024-12-19 20:34:00 -05:00
n00b
c30bade6c7 Added possible -1 value to setTile() and fillTile() 2024-12-19 20:23:23 -05:00
n00b
ba3bbd2fc8 Updated README with linux setup instructions 2024-12-18 19:26:02 -05:00
n00b
7b87adc07e Add Linux Setup Script 2024-12-18 19:23:10 -05:00
Rodney Cunningham
6bf8a310a1 Merge pull request #34 from n00b87/win_dev_setup
Windows Development Environment Setup
2024-12-18 18:32:27 -05:00
n00b
c4af461e3d Update project file 2024-12-18 18:30:32 -05:00
n00b87
2381c84fe5 Update the README with build instructions for windows 2024-12-18 16:40:25 -05:00
n00b87
80435becff Added setup script for windows 2024-12-18 16:32:59 -05:00
n00b87
f9092efbba Added windows project files with build targets 2024-12-18 16:29:21 -05:00
n00b
323e91e4df Added RC3 function count macro to tracker 2024-12-16 12:59:36 -05:00
Rodney Cunningham
f963213013 Merge pull request #26 from n00b87/main
Merge pull request #25 from n00b87/dev
2024-12-16 11:55:52 -06:00
3575 changed files with 45296 additions and 29989 deletions

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

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

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

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</head>
<body>
<p><h2>function Abs(n) </h2></p>
<p><h2>Function Abs(n) </h2></p>
<p>
Returns the absolute value of n
</p>
<p>
</p>
</body>
</html>

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</head>
<body>
<p><h2>function AccelName$(accel_num) </h2></p>
<p><h2>Function AccelName$(accel_num) </h2></p>
<p>
Returns the name of an accelerometer
</p>
<p>
</p>
</body>
</html>

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</head>
<body>
<p><h2>function Acos(n) </h2></p>
<p><h2>Function Acos(n) </h2></p>
<p>
Returns the Arcosine of n
</p>
<p>
</p>
</body>
</html>

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</head>
<body>
<p><h2>function ActiveCanvas() </h2></p>
<p><h2>Function ActiveCanvas() </h2></p>
<p>
Returns the canvas that drawing commands are currently applied to
</p>
<p id="rc_code"><code>
<span class="rc_number">1</span>&nbsp;=&nbsp;OpenCanvas<b>(</b><span class="rc_number">640</span>,&nbsp;<span class="rc_number">480</span>,&nbsp;<span class="rc_number">0</span>,&nbsp;<span class="rc_number">0</span>,&nbsp;<span class="rc_number">640</span>,&nbsp;<span class="rc_number">480</span>,&nbsp;<span class="rc_number">0</span><b>)</b>&nbsp;<br>
<span class="rc_number">2</span>&nbsp;=&nbsp;OpenCanvas<b>(</b><span class="rc_number">640</span>,&nbsp;<span class="rc_number">480</span>,&nbsp;<span class="rc_number">0</span>,&nbsp;<span class="rc_number">0</span>,&nbsp;<span class="rc_number">640</span>,&nbsp;<span class="rc_number">480</span>,&nbsp;<span class="rc_number">0</span><b>)</b>&nbsp;<br>
c1&nbsp;=&nbsp;OpenCanvas<b>(</b><span class="rc_number">640</span>,&nbsp;<span class="rc_number">480</span>,&nbsp;<span class="rc_number">0</span>,&nbsp;<span class="rc_number">0</span>,&nbsp;<span class="rc_number">640</span>,&nbsp;<span class="rc_number">480</span>,&nbsp;<span class="rc_number">0</span><b>)</b>&nbsp;<br>
c2&nbsp;=&nbsp;OpenCanvas<b>(</b><span class="rc_number">640</span>,&nbsp;<span class="rc_number">480</span>,&nbsp;<span class="rc_number">0</span>,&nbsp;<span class="rc_number">0</span>,&nbsp;<span class="rc_number">640</span>,&nbsp;<span class="rc_number">480</span>,&nbsp;<span class="rc_number">0</span><b>)</b>&nbsp;<br>
&nbsp;&nbsp;<br>
Canvas<b>(</b><span class="rc_number">1</span><b>)</b>&nbsp;<br>
Canvas<b>(</b>c1<b>)</b>&nbsp;<br>
&nbsp;&nbsp;<br>
<span class="rc_keyword">If</span>&nbsp;ActiveCanvas<b>(</b><b>)</b>&nbsp;=&nbsp;<span class="rc_number">1</span>&nbsp;<span class="rc_keyword">Then</span>&nbsp;<br>
&nbsp;&nbsp;&nbsp;<span class="rc_keyword">Print</span>&nbsp;<span class="rc_string">"Active canvas is c1"</span>&nbsp;<br>
<span class="rc_keyword">If</span>&nbsp;ActiveCanvas<b>(</b><b>)</b>&nbsp;=&nbsp;c1&nbsp;<span class="rc_keyword">Then</span>&nbsp;<br>
<span class="rc_keyword">Print</span>&nbsp;<span class="rc_string">"Active canvas is c1"</span>&nbsp;<br>
<span class="rc_keyword">End</span>&nbsp;<span class="rc_keyword">If</span>&nbsp;<br>
&nbsp;&nbsp;<br>
Canvas<b>(</b><span class="rc_number">2</span><b>)</b>&nbsp;<br>
Canvas<b>(</b>c2<b>)</b>&nbsp;<br>
&nbsp;&nbsp;<br>
<span class="rc_keyword">If</span>&nbsp;ActiveCanvas<b>(</b><b>)</b>&nbsp;=&nbsp;<span class="rc_number">2</span>&nbsp;<span class="rc_keyword">Then</span>&nbsp;<br>
&nbsp;&nbsp;&nbsp;<span class="rc_keyword">Print</span>&nbsp;<span class="rc_string">"Active canvas is now c2"</span>&nbsp;<br>
<span class="rc_keyword">If</span>&nbsp;ActiveCanvas<b>(</b><b>)</b>&nbsp;=&nbsp;c2&nbsp;<span class="rc_keyword">Then</span>&nbsp;<br>
<span class="rc_keyword">Print</span>&nbsp;<span class="rc_string">"Active canvas is now c2"</span>&nbsp;<br>
<span class="rc_keyword">End</span>&nbsp;<span class="rc_keyword">If</span>&nbsp;<br>
</code></p>
<p>
</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>ActiveFont [RCBasic Doc] </title>
</head>
<body>
<p><h2>Function ActiveFont() </h2></p>
<p>
Returns the current font that will be used with DrawText
</p>
<p id="rc_code"><code>
test_font&nbsp;=&nbsp;LoadFont<b>(</b><span class="rc_string">"test_font.ttf"</span>,&nbsp;<span class="rc_number">12</span><b>)</b>&nbsp;<br>
SetFont<b>(</b>test_font<b>)</b>&nbsp;<br>
<span class="rc_keyword">If</span>&nbsp;ActiveFont<b>(</b><b>)</b>&nbsp;=&nbsp;test_font&nbsp;<span class="rc_keyword">Then</span>&nbsp;<br>
<span class="rc_keyword">Print</span>&nbsp;<span class="rc_string">"Test Font is active"</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="loadfont.html">LoadFont</a>
<a href="setfont.html">SetFont</a>
<a href="drawtext.html">DrawText</a>
</p>
<p>
</p>
</body>
</html>

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

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</head>
<body>
<p><h2>function ActorAnimationIsPlaying(actor) </h2></p>
<p><h2>Function ActorAnimationIsPlaying(actor) </h2></p>
<p>
Returns true if an actor is currently playing an animation
</p>
@@ -15,6 +15,7 @@
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>
</p>
</body>
</html>

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</head>
<body>
<p><h2>function ActorExists( actor ) </h2></p>
<p><h2>Function ActorExists( actor ) </h2></p>
<p>
Returns true if the id passed is a valid actor
</p>
<p>
</p>
</body>
</html>

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</head>
<body>
<p><h2>function ActorIsSolid(actor) </h2></p>
<p><h2>Function ActorIsSolid(actor) </h2></p>
<p>
Returns true or false depending on if physics and collision response applies to an actor.
</p>
@@ -23,6 +23,7 @@
&nbsp;&nbsp;<br>
#ref&nbsp;SetActorSolid&nbsp;<br>
&nbsp;&nbsp;<br>
&nbsp;&nbsp;<br>
</body>
</html>

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</head>
<body>
<p><h2>function ActorIsVisible( actor ) </h2></p>
<p><h2>Function ActorIsVisible( actor ) </h2></p>
<p>
Returns true if an actor is visible
</p>
@@ -21,6 +21,7 @@
<a href="setactorvisible.html">SetActorVisible</a>
</p>
<p>
</p>
</body>
</html>

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</head>
<body>
<p><h2>sub AddActorShadow( actor ) </h2></p>
<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
Note: Also check the section on lights for more info
</p>
<br><p>Related:
<a href="removeactorshadow.html">RemoveActorShadow</a>
</p>
<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>AddCompositeChild [RCBasic Doc] </title>
</head>
<body>
<p><h2>Function AddCompositeChild(actor, child_actor, t_matrix) </h2></p>
<p>
Adds a child Actor to a composite actor.
</p>
<p>
Returns the child index in the composite actor.
</p>
<p>
NOTE: Reference the included Composite Demo for an example
</p>
<br><p>Related:
<a href="createcompositeactor.html">CreateCompositeActor</a>
</p>
<p>
</p>
</body>
</html>

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</head>
<body>
<p><h2>function AddMatrix(mA, mB, mC) </h2></p>
<p><h2>Function AddMatrix(mA, mB, mC) </h2></p>
<p>
Adds matrix mA to matrix mB and stores the results in mC
</p>
<p>
</p>
</body>
</html>

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</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><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>
@@ -15,6 +15,7 @@
<a href="createmesh.html">CreateMesh</a>
</p>
<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>AddProjectorEffectActor [RCBasic Doc] </title>
</head>
<body>
<p><h2>Function AddProjectorEffectActor(actor, tgt_actor) </h2></p>
<p>
Add an effect actor from a projector.
</p>
<p>
Returns the index of the effect actor in the projector.
</p>
<p>
Refer to the included Projector Demo for an example
</p>
<br><p>Related:
<a href="removeprojectoreffectactor.html">RemoveProjectorEffectActor</a>
</p>
<p>
</p>
</body>
</html>

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</head>
<body>
<p><h2>sub AddSceneSkyBox( img_top, img_bottom, img_left, img_right, img_front, img_back) </h2></p>
<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>
@@ -16,6 +16,7 @@
<a href="addsceneskydomeex.html">AddSceneSkyDomeEx</a>
</p>
<p>
</p>
</body>
</html>

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</head>
<body>
<p><h2>sub AddSceneSkyDome( img ) </h2></p>
<p><h2>Sub AddSceneSkyDome( img ) </h2></p>
<p>
Adds a sky dome to the scene
</p>
@@ -15,6 +15,7 @@
<a href="addsceneskydomeex.html">AddSceneSkyDomeEx</a>
</p>
<p>
</p>
</body>
</html>

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</head>
<body>
<p><h2>sub AddSceneSkyDomeEx( img, horiRes, vertRes, txPercentage, spherePercentage, radius) </h2></p>
<p><h2>Sub AddSceneSkyDomeEx( img, horiRes, vertRes, txPercentage, spherePercentage, radius) </h2></p>
<p>
Adds a sky dome to the scene
</p>
@@ -36,6 +36,7 @@
<a href="addsceneskydome.html">AddSceneSkyDome</a>
</p>
<p>
</p>
</body>
</html>

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<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>CopyFile [RCBasic Doc] </title>
<title>AddSpriteChild [RCBasic Doc] </title>
</head>
<body>
<p><h2>sub CopyFile(src$, dst$) </h2></p>
<p><h2>Function AddSpriteChild(sprite, child_sprite, x, y) </h2></p>
<p>
Copies the contents of src$ file to a new dst$ file
Adds a sprite as a child to another sprite. Child sprite is offset by given position.
</p>
<br><p>Related:
<a href="removespritechild.html">RemoveSpriteChild</a>
</p>
<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>AddVehicleWheel [RCBasic Doc] </title>
</head>
<body>
<p><h2>Function AddVehicleWheel( actor, wheel_actor, is_front_wheel ) </h2></p>
<p>
Add a wheel to a vehicle actor
</p>
<p>
is_front_wheel sets whether it should be considered a front wheel for physics and control
</p>
<p>
NOTE: Once an actor is set as a wheel, the vehicle controls all transforms for the actor
</p>
<br><p>Related:
<a href="createvehicleactor.html">CreateVehicleActor</a>
</p>
<p>
</p>
</body>
</html>

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</head>
<body>
<p><h2>function AdjointMatrix(mA, mB) </h2></p>
<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>
</p>
</body>
</html>

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</head>
<body>
<p><h2>function AndBit(a,b) </h2></p>
<p><h2>Function AndBit(a,b) </h2></p>
<p>
Returns the bitwise AND operation of 2 numbers
</p>
<p>
</p>
</body>
</html>

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</head>
<body>
<p><h2>function Android_GetExternalStoragePath$() </h2></p>
<p><h2>Function Android_GetExternalStoragePath$() </h2></p>
<p>
Returns the designated external storage path
</p>
@@ -16,6 +16,7 @@
<a href="android_getinternalstoragepath.html">Android_GetInternalStoragePath$</a>
</p>
<p>
</p>
</body>
</html>

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</head>
<body>
<p><h2>function Android_GetExternalStorageState() </h2></p>
<p><h2>Function Android_GetExternalStorageState() </h2></p>
<p>
Returns a bitmask of these values:
</p>
@@ -21,7 +21,7 @@
</ul>
<p id="rc_code"><code>
<span class="rc_keyword">If</span>&nbsp;AndBit<b>(</b>&nbsp;Android_GetExternalStorageState<b>(</b><b>)</b>,&nbsp;ANDROID_EXTERNAL_STORAGE_READ&nbsp;<b>)</b>&nbsp;<span class="rc_keyword">Then</span>&nbsp;<br>
&nbsp;&nbsp;&nbsp;<span class="rc_keyword">Print</span>&nbsp;<span class="rc_string">"Can read from external storage"</span>&nbsp;<br>
<span class="rc_keyword">Print</span>&nbsp;<span class="rc_string">"Can read from external storage"</span>&nbsp;<br>
<span class="rc_keyword">End</span>&nbsp;<span class="rc_keyword">If</span>&nbsp;<br>
</code></p>
<br><p>Related:
@@ -29,6 +29,7 @@
<a href="android_getinternalstoragepath.html">Android_GetInternalStoragePath$</a>
</p>
<p>
</p>
</body>
</html>

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</head>
<body>
<p><h2>function Android_GetInternalStoragePath$() </h2></p>
<p><h2>Function Android_GetInternalStoragePath$() </h2></p>
<p>
Returns the internal storage path
</p>
@@ -16,6 +16,7 @@
<a href="android_getexternalstoragepath.html">Android_GetExternalStoragePath$</a>
</p>
<p>
</p>
</body>
</html>

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</head>
<body>
<p><h2>function Android_JNI_Message$(arg$) </h2></p>
<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>
@@ -15,6 +15,7 @@
<a href="runtime_utility_message.html">Runtime_Utility_Message$</a>
</p>
<p>
</p>
</body>
</html>

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</head>
<body>
<p><h2>sub ApplyActorCentralForceLocal( actor, x, y, z) </h2></p>
<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>
@@ -22,6 +22,7 @@
<a href="applyactorcentralimpulseworld.html">ApplyActorCentralImpulseWorld</a>
</p>
<p>
</p>
</body>
</html>

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</head>
<body>
<p><h2>sub ApplyActorCentralForceWorld( actor, x, y, z) </h2></p>
<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>
@@ -22,6 +22,7 @@
<a href="applyactorcentralimpulseworld.html">ApplyActorCentralImpulseWorld</a>
</p>
<p>
</p>
</body>
</html>

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</head>
<body>
<p><h2>sub ApplyActorCentralImpulseLocal( actor, x, y, z) </h2></p>
<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>
@@ -22,6 +22,7 @@
<a href="applyactorcentralimpulseworld.html">ApplyActorCentralImpulseWorld</a>
</p>
<p>
</p>
</body>
</html>

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</head>
<body>
<p><h2>sub ApplyActorCentralImpulseWorld( actor, x, y, z) </h2></p>
<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>
@@ -22,6 +22,7 @@
<a href="applyactorcentralimpulselocal.html">ApplyActorCentralImpulseLocal</a>
</p>
<p>
</p>
</body>
</html>

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</head>
<body>
<p><h2>sub ApplyActorDamping( actor, timeStep) </h2></p>
<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>
@@ -20,11 +20,11 @@
ApplyActorCentralImpulse<b>(</b>actor,&nbsp;<span class="rc_number">300</span>,&nbsp;<span class="rc_number">0</span>,&nbsp;<span class="rc_number">0</span><b>)</b>&nbsp;<br>
&nbsp;&nbsp;<br>
<span class="rc_keyword">While</span>&nbsp;<span class="rc_keyword">True</span>&nbsp;<br>
&nbsp;&nbsp;&nbsp;<span class="rc_keyword">If</span>&nbsp;<span class="rc_keyword">Not</span>&nbsp;init_damping&nbsp;<span class="rc_keyword">Then</span>&nbsp;<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;ApplyActorDamping<b>(</b>actor,&nbsp;<span class="rc_number">5.0</span><b>)</b>&nbsp;<span class="rc_comment">'Will apply the damping effect for 5 seconds </span><br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;init_damping&nbsp;=&nbsp;<span class="rc_keyword">True</span>&nbsp;<br>
&nbsp;&nbsp;&nbsp;<span class="rc_keyword">End</span>&nbsp;<span class="rc_keyword">If</span>&nbsp;<br>
&nbsp;&nbsp;&nbsp;Update<b>(</b><b>)</b>&nbsp;<br>
<span class="rc_keyword">If</span>&nbsp;<span class="rc_keyword">Not</span>&nbsp;init_damping&nbsp;<span class="rc_keyword">Then</span>&nbsp;<br>
&nbsp;&nbsp;&nbsp;ApplyActorDamping<b>(</b>actor,&nbsp;<span class="rc_number">5.0</span><b>)</b>&nbsp;<span class="rc_comment">'Will apply the damping effect for 5 seconds </span><br>
&nbsp;&nbsp;&nbsp;init_damping&nbsp;=&nbsp;<span class="rc_keyword">True</span>&nbsp;<br>
<span class="rc_keyword">End</span>&nbsp;<span class="rc_keyword">If</span>&nbsp;<br>
Update<b>(</b><b>)</b>&nbsp;<br>
<span class="rc_keyword">Wend</span>&nbsp;<br>
</code></p>
<br><p>Related:
@@ -33,6 +33,7 @@
<a href="getactorangulardamping.html">getActorAngularDamping</a>
</p>
<p>
</p>
</body>
</html>

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</head>
<body>
<p><h2>sub ApplyActorForceLocal( actor, x, y, z, rel_x, rel_y, rel_z) </h2></p>
<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>
@@ -25,6 +25,7 @@
<a href="applyactorcentralforceworld.html">ApplyActorCentralForceWorld</a>
</p>
<p>
</p>
</body>
</html>

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</head>
<body>
<p><h2>sub ApplyActorForceWorld( actor, x, y, z, rel_x, rel_y, rel_z) </h2></p>
<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>
@@ -25,6 +25,7 @@
<a href="applyactorcentralforceworld.html">ApplyActorCentralForceWorld</a>
</p>
<p>
</p>
</body>
</html>

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@@ -7,7 +7,7 @@
</head>
<body>
<p><h2>sub ApplyActorImpulseLocal( actor, x, y, z, rel_x, rel_y, rel_z) </h2></p>
<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>
@@ -25,6 +25,7 @@
<a href="applyactorforceworld.html">ApplyActorForceWorld</a>
</p>
<p>
</p>
</body>
</html>

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<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>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>
@@ -25,6 +25,7 @@
<a href="applyactorforceworld.html">ApplyActorForceWorld</a>
</p>
<p>
</p>
</body>
</html>

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<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>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>
@@ -21,6 +21,7 @@
<a href="applyactortorqueimpulseworld.html">ApplyActorTorqueImpulseWorld</a>
</p>
<p>
</p>
</body>
</html>

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<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>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>
@@ -21,6 +21,7 @@
<a href="applyactortorqueimpulselocal.html">ApplyActorTorqueImpulseLocal</a>
</p>
<p>
</p>
</body>
</html>

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<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>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>
@@ -22,6 +22,7 @@
<a href="applyactortorqueimpulseworld.html">ApplyActorTorqueImpulseWorld</a>
</p>
<p>
</p>
</body>
</html>

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<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>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>
@@ -22,6 +22,7 @@
<a href="applyactortorqueimpulseworld.html">ApplyActorTorqueImpulseWorld</a>
</p>
<p>
</p>
</body>
</html>

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<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>applySpriteAngularImpulse [RCBasic Doc] </title>
<title>ApplySpriteAngularImpulse [RCBasic Doc] </title>
</head>
<body>
<p><h2>sub applySpriteAngularImpulse( spr_id, impulse) </h2></p>
<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>
@@ -15,6 +15,7 @@
<a href="applyspritelinearimpulse.html">ApplySpriteLinearImpulse</a>
</p>
<p>
</p>
</body>
</html>

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<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>applySpriteCentralForce [RCBasic Doc] </title>
<title>ApplySpriteCentralForce [RCBasic Doc] </title>
</head>
<body>
<p><h2>sub applySpriteCentralForce( spr_id, x, y) </h2></p>
<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>
</p>
</body>
</html>

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<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>applySpriteForce [RCBasic Doc] </title>
<title>ApplySpriteForce [RCBasic Doc] </title>
</head>
<body>
<p><h2>sub applySpriteForce( spr_id, fX, fY, pX, pY) </h2></p>
<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>
</p>
</body>
</html>

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<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>applySpriteLinearImpulse [RCBasic Doc] </title>
<title>ApplySpriteLinearImpulse [RCBasic Doc] </title>
</head>
<body>
<p><h2>sub applySpriteLinearImpulse( spr_id, iX, iY, pX, pY) </h2></p>
<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>
@@ -15,6 +15,7 @@
<a href="applyspriteangularimpulse.html">ApplySpriteAngularImpulse</a>
</p>
<p>
</p>
</body>
</html>

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@@ -3,15 +3,16 @@
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>applySpriteTorque [RCBasic Doc] </title>
<title>ApplySpriteTorque [RCBasic Doc] </title>
</head>
<body>
<p><h2>sub applySpriteTorque( spr_id, torque) </h2></p>
<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>
</p>
</body>
</html>

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@@ -0,0 +1,21 @@
<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>ApplyWheelEngineForce [RCBasic Doc] </title>
</head>
<body>
<p><h2>Sub ApplyWheelEngineForce( actor, wheel, force ) </h2></p>
<p>
Apply force to a wheel.
</p>
<p>
NOTE: For movement, you can apply force to a vehicle the same way you apply it to any actor. Refer to the actor physics section for documentation on that.
</p>
<p>
</p>
</body>
</html>

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@@ -7,7 +7,7 @@
</head>
<body>
<p><h2>sub ArrayCopy(ByRef src, ByRef dst) </h2></p>
<p><h2>Sub ArrayCopy(ByRef src, ByRef dst) </h2></p>
<p>
Copies the contents of src array to dst array
</p>
@@ -20,6 +20,7 @@
<a href="arrayfill.html">ArrayFill</a>
</p>
<p>
</p>
</body>
</html>

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</head>
<body>
<p><h2>function ArrayDim(Byref id) </h2></p>
<p><h2>Function ArrayDim(ByRef id) </h2></p>
<p>
Returns the number of dimensions in an array
</p>
@@ -17,6 +17,7 @@
<a href="arraysize.html">ArraySize</a>
</p>
<p>
</p>
</body>
</html>

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@@ -7,7 +7,7 @@
</head>
<body>
<p><h2>sub ArrayFill(ByRef src, fdata) </h2></p>
<p><h2>Sub ArrayFill(ByRef src, fdata) </h2></p>
<p>
Fills all the elements in an array with the value in fdata
</p>
@@ -17,6 +17,7 @@
<a href="arraysize.html">ArraySize</a>
</p>
<p>
</p>
</body>
</html>

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@@ -56,6 +56,7 @@
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>
</p>
</body>
</html>

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@@ -7,7 +7,7 @@
</head>
<body>
<p><h2>function ArraySize(Byref id, array_dim) </h2></p>
<p><h2>Function ArraySize(ByRef id, array_dim) </h2></p>
<p>
Returns the number of elements in the given dimension of an array
</p>
@@ -17,6 +17,7 @@
<a href="arrayfill.html">ArrayFill</a>
</p>
<p>
</p>
</body>
</html>

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@@ -7,11 +7,12 @@
</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>
<p>
</p>
</body>
</html>

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@@ -7,11 +7,12 @@
</head>
<body>
<p><h2>function Asin(n) </h2></p>
<p><h2>Function Asin(n) </h2></p>
<p>
Returns the ArcSine of a number.
</p>
<p>
</p>
</body>
</html>

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@@ -7,11 +7,12 @@
</head>
<body>
<p><h2>function Atan(n) </h2></p>
<p><h2>Function Atan(n) </h2></p>
<p>
Returns the ArcTangent of a number.
</p>
<p>
</p>
</body>
</html>

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@@ -12,6 +12,7 @@
Returns the ArcTangent of x and y
</p>
<p>
</p>
</body>
</html>

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</head>
<body>
<p><h2>function AugmentMatrix(mA, mB, mC) </h2></p>
<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.
NOTE: Must mA and mB must be the same number of rows.
</p>
<p>
</p>
</body>
</html>

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</head>
<body>
<p><h2>function Bin$(n) </h2></p>
<p><h2>Function Bin$(n) </h2></p>
<p>
Returns the binary representation of a number.
</p>
<p>
</p>
</body>
</html>

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@@ -7,11 +7,12 @@
</head>
<body>
<p><h2>sub Box3D(min_x, min_y, min_z, max_x, max_y, max_z) </h2></p>
<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>
</p>
</body>
</html>

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@@ -7,8 +7,9 @@
</head>
<body>
<p><h2>sub BufferFromImage(slot, byref buffer) </h2></p>
<p><h2>Sub BufferFromImage(slot, ByRef buffer) </h2></p>
<p>
</p>
</body>
</html>

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@@ -7,17 +7,18 @@
</head>
<body>
<p><h2>sub BufferFromMatrix(ByRef buffer, mA) </h2></p>
<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.
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>
</p>
</body>
</html>

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</head>
<body>
<p><h2>function BufferFromString(s$, ByRef buffer) </h2></p>
<p><h2>Function BufferFromString(s$, 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>
</p>
<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>CalculateCompositePrincipalTransform [RCBasic Doc] </title>
</head>
<body>
<p><h2>Sub CalculateCompositePrincipalTransform(actor, ByRef masses, principal_matrix, ByRef x, ByRef y, ByRef z) </h2></p>
<p>
Calculates the center of mass and principal intertia axes for a composite actor.
</p>
<p>
Parameters:
</p>
<ul>
<li>
masses - An array with masses for each child in the compound shape
</li>
<li>
principal_matrix - This will be set to principal axis transform
</li>
<li>
(x, y, z) - Inertia
</li>
</ul>
<br><p>Related:
<a href="createcompositeactor.html">CreateCompositeActor</a>
</p>
<p>
</p>
</body>
</html>

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</head>
<body>
<p><h2>sub Canvas(c_num) </h2></p>
<p><h2>Sub Canvas(c_num) </h2></p>
<p>
Sets the active canvas for drawing commands to use
</p>
@@ -15,6 +15,7 @@
<a href="activecanvas.html">ActiveCanvas</a>
</p>
<p>
</p>
</body>
</html>

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</head>
<body>
<p><h2>function CanvasClip(x, y, w, h) </h2></p>
<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>
@@ -15,6 +15,7 @@
<a href="windowclip.html">WindowClip</a>
</p>
<p>
</p>
</body>
</html>

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</head>
<body>
<p><h2>function CanvasIsVisible(c_num) </h2></p>
<p><h2>Function CanvasIsVisible(c_num) </h2></p>
<p>
Returns true if a canvas is shown in the Window
</p>
@@ -15,6 +15,7 @@
<a href="setcanvasvisible.html">SetCanvasVisible</a>
</p>
<p>
</p>
</body>
</html>

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</head>
<body>
<p><h2>function CanvasZ(c_num) </h2></p>
<p><h2>Function CanvasZ(c_num) </h2></p>
<p>
Returns the Canvas Z Order.
</p>
@@ -18,6 +18,7 @@
<a href="setcanvasz.html">SetCanvasZ</a>
</p>
<p>
</p>
</body>
</html>

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</head>
<body>
<p><h2>function CastRay2D( from_x, from_y, to_x, to_y ) </h2></p>
<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>
@@ -25,6 +25,7 @@
<a href="getrayhit2d.html">GetRayHit2D</a>
</p>
<p>
</p>
</body>
</html>

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</head>
<body>
<p><h2>function CastRay2D_All( from_x, from_y, to_x, to_y ) </h2></p>
<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>
@@ -25,6 +25,7 @@
<a href="getrayhit2d.html">GetRayHit2D</a>
</p>
<p>
</p>
</body>
</html>

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</head>
<body>
<p><h2>function CastRay3D( from_x, from_y, from_z, to_x, to_y, to_z ) </h2></p>
<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>
@@ -25,6 +25,7 @@
<a href="getrayhit2d.html">GetRayHit2D</a>
</p>
<p>
</p>
</body>
</html>

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</head>
<body>
<p><h2>function CastRay3D_All( from_x, from_y, from_z, to_x, to_y, to_z ) </h2></p>
<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>
@@ -25,6 +25,7 @@
<a href="getrayhit2d.html">GetRayHit2D</a>
</p>
<p>
</p>
</body>
</html>

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</head>
<body>
<p><h2>sub ChangeDir(p$) </h2></p>
<p><h2>Sub ChangeDir(p$) </h2></p>
<p>
Sets the working directory that the directory commands use
</p>
<p>
</p>
</body>
</html>

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</head>
<body>
<p><h2>function ChannelIsPaused(channel) </h2></p>
<p><h2>Function ChannelIsPaused(channel) </h2></p>
<p>
Returns true if an audio channel is currently paused
</p>
@@ -15,6 +15,7 @@
<a href="pausesound.html">PauseSound</a>
</p>
<p>
</p>
</body>
</html>

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</head>
<body>
<p><h2>function ChannelIsPlaying(channel) </h2></p>
<p><h2>Function ChannelIsPlaying(channel) </h2></p>
<p>
Returns true if an audio channel is playing
</p>
@@ -17,6 +17,7 @@
<a href="playsoundtimed.html">PlaySoundTimed</a>
</p>
<p>
</p>
</body>
</html>

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</head>
<body>
<p><h2>function CheckSockets(timeout_ms) </h2></p>
<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>
</p>
</body>
</html>

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</head>
<body>
<p><h2>function Chr$(n) </h2></p>
<p><h2>Function Chr$(n) </h2></p>
<p>
Returns the character with the matching ASCII value n.
</p>
<p>
</p>
</body>
</html>

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</head>
<body>
<p><h2>function CInt32(i) </h2></p>
<p><h2>Function CInt32(i) </h2></p>
<p>
Returns a 32-bit signed integer.
</p>
<p>
</p>
</body>
</html>

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</head>
<body>
<p><h2>function CInt64(i) </h2></p>
<p><h2>Function CInt64(i) </h2></p>
<p>
Returns a 64-bit signed integer.
</p>
<p>
</p>
</body>
</html>

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</head>
<body>
<p><h2>sub Circle(x,y,radius) </h2></p>
<p><h2>Sub Circle(x,y,radius) </h2></p>
<p>
Draws a circle on the current canvas.
</p>
<p>
</p>
</body>
</html>

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</head>
<body>
<p><h2>sub CircleFill(x,y,radius) </h2></p>
<p><h2>Sub CircleFill(x,y,radius) </h2></p>
<p>
Draws a filled circle on the current canvas.
</p>
<p>
</p>
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<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>clearActorForces [RCBasic Doc] </title>
<title>ClearActorForces [RCBasic Doc] </title>
</head>
<body>
<p><h2>sub clearActorForces( actor) </h2></p>
<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>
@@ -26,6 +26,7 @@
</li>
</ul>
<p>
</p>
</body>
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</head>
<body>
<p><h2>sub ClearCanvas() </h2></p>
<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>
</p>
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</head>
<body>
<p><h2>sub ClearMatrix(mA) </h2></p>
<p><h2>Sub ClearMatrix(mA) </h2></p>
<p>
Sets all elements in a matrix to zero
</p>
<p>
</p>
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</head>
<body>
<p><h2>function ClearMatrixColumns(mA, c, num_cols) </h2></p>
<p><h2>Function ClearMatrixColumns(mA, c, num_cols) </h2></p>
<p>
Sets all elements in the matrix columns specified to zero.
</p>
@@ -16,6 +16,7 @@
<a href="clearmatrixrows.html">ClearMatrixRows</a>
</p>
<p>
</p>
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</head>
<body>
<p><h2>function ClearMatrixRows(mA, r, num_rows) </h2></p>
<p><h2>Function ClearMatrixRows(mA, r, num_rows) </h2></p>
<p>
Sets all elements in the matrix rows specified to zero.
</p>
@@ -16,6 +16,7 @@
<a href="clearmatrixcolumns.html">ClearMatrixColumns</a>
</p>
<p>
</p>
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</head>
<body>
<p><h2>sub ClearMouseZone() </h2></p>
<p><h2>Sub ClearMouseZone() </h2></p>
<p>
Removes the previously set mouse zone from the window
</p>
<p>
</p>
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<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>CloseFile [RCBasic Doc] </title>
<title>ClearPostEffect [RCBasic Doc] </title>
</head>
<body>
<p><h2>sub CloseFile( stream ) </h2></p>
<p><h2>Sub ClearPostEffect( c_num ) </h2></p>
<p>
Closes a file
</p>
<br><p>Related:
<a href="openfile.html">OpenFile</a>
Removes the current post effect from the canvas.
</p>
<p>
</p>
</body>
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<body>
<p><h2>Sub ClearScene() </h2></p>
<p>
</p>
</body>
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</head>
<body>
<p><h2>sub ClearStack_N( num_stack ) </h2></p>
<p><h2>Sub ClearStack_N( num_stack ) </h2></p>
<p>
Removes all elements from the stack
</p>
@@ -15,6 +15,7 @@
<a href="clearstack_s.html">ClearStack_S</a>
</p>
<p>
</p>
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</head>
<body>
<p><h2>sub ClearStack_S( str_stack ) </h2></p>
<p><h2>Sub ClearStack_S( str_stack ) </h2></p>
<p>
Removes all elements from the stack
</p>
@@ -15,6 +15,7 @@
<a href="clearstack_n.html">ClearStack_N</a>
</p>
<p>
</p>
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</head>
<body>
<p><h2>sub ClipMatrix(mA, r, c, num_rows, num_cols, mB) </h2></p>
<p><h2>Sub ClipMatrix(mA, r, c, num_rows, num_cols, mB) </h2></p>
<p>
Copies the specified portion of matrix mA into matrix mB
</p>
<p>
</p>
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@@ -7,7 +7,7 @@
</head>
<body>
<p><h2>function CloneCanvas(c_num, mode) </h2></p>
<p><h2>Function CloneCanvas(c_num, mode) </h2></p>
<p>
Returns a clone of a canvas. Clone canvases are mirrors of the original canvas so when you draw to one it will also be on the other. This is useful for a splitscreen 2d game.
</p>
@@ -18,6 +18,7 @@
<a href="opencanvas.html">OpenCanvas</a>
</p>
<p>
</p>
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<a href="opencanvas.html">OpenCanvas</a>
</p>
<p>
</p>
</body>
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</head>
<body>
<p><h2>sub CloseFile( stream ) </h2></p>
<p><h2>Sub CloseFile( stream ) </h2></p>
<p>
Closes a file
</p>
@@ -15,6 +15,7 @@
<a href="openfile.html">OpenFile</a>
</p>
<p>
</p>
</body>
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@@ -7,7 +7,7 @@
</head>
<body>
<p><h2>sub CloseWindow( ) </h2></p>
<p><h2>Sub CloseWindow( ) </h2></p>
<p>
Closes the graphics window
</p>
@@ -15,6 +15,7 @@
<a href="openwindow.html">OpenWindow</a>
</p>
<p>
</p>
</body>
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</head>
<body>
<p><h2>sub Cls() </h2></p>
<p><h2>Sub Cls() </h2></p>
<p>
Clears the back buffer on the window
</p>
<p>
</p>
</body>
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@@ -7,7 +7,7 @@
</head>
<body>
<p><h2>sub CofactorMatrix(mA, r, c) </h2></p>
<p><h2>Sub CofactorMatrix(mA, r, c) </h2></p>
<p>
Sets matrix mA to a cofactor. This will change the original matrix so it is recommended to copy the matrix if you still need the original matrix.
</p>
@@ -15,6 +15,7 @@
<a href="copymatrix.html">CopyMatrix</a>
</p>
<p>
</p>
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</head>
<body>
<p><h2>sub ColorKey(img_id, c) </h2></p>
<p><h2>Sub ColorKey(img_id, c) </h2></p>
<p>
Sets the color key for an image
</p>
<p>
</p>
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@@ -7,7 +7,7 @@
</head>
<body>
<p><h2>function Command$(arg) </h2></p>
<p><h2>Function Command$(arg) </h2></p>
<p>
Returns command line arguments passed to a program.
</p>
@@ -18,6 +18,7 @@
<a href="numcommands.html">NumCommands</a>
</p>
<p>
</p>
</body>
</html>

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