39 Commits

Author SHA1 Message Date
n00b
101e6a34c7 Base features complete 2025-02-02 08:52:46 -05:00
n00b
acdc78a149 Added DeleteAn8() function 2025-01-31 19:35:19 -05:00
n00b
eab4029642 Removed debug values 2025-01-26 10:49:48 -05:00
n00b
a3b99950db Fixed DIM not reporting false inside a TYPE block for invalid user type 2025-01-26 09:17:55 -05:00
n00b
979c946429 Updated version number 2025-01-26 00:00:20 -05:00
n00b
17b420578c Added New Static Mesh Functions 2025-01-25 23:53:43 -05:00
n00b
8e161a1a22 Updated version number 2025-01-12 19:38:17 -05:00
n00b
4723ed8c6f fixed font only returning 0 for id 2025-01-04 17:32:26 -05:00
n00b
a7f13b98ad Removed SDL Blend Modes from constants 2024-12-25 18:34:58 -05:00
Rodney Cunningham
b88688bea7 Merge pull request #50 from n00b87/sprite_blend
Added Sprite Color Blend and Global AntiAlias functions
2024-12-22 21:03:57 -05:00
n00b
d91146db60 Added Sprite Color Blend and Global AntiAlias functions 2024-12-22 20:27:40 -05:00
Rodney Cunningham
ff01fa83f4 Merge pull request #49 from n00b87/joint_stuff
Added JointExists() and SpriteExists()
2024-12-22 18:28:49 -05:00
n00b
f2af1d4045 Added JointExists() and SpriteExists() 2024-12-22 18:16:13 -05:00
Rodney Cunningham
a2c9d4952c Merge pull request #47 from n00b87/clear_sprites
Clear sprites
2024-12-22 15:43:40 -05:00
n00b
070cbe2898 Changed ref_actor for animation callback to actor id 2024-12-22 15:22:20 -05:00
n00b
44eb4aa236 Added error check for canvas type to RayCast2D functions 2024-12-22 14:22:00 -05:00
n00b
0ef552910a Fixed sprite allocation bugs
* Fixed bug that would cause the renderer for sprites to be corrupted on when the sprite vector is resized
* Changed deleted_sprites variable to deleted_animation in sprite object
* Changed sprite pointer vector to sprite id vector in canvas object
* Changed the value stored in Fixture UserData pointer to sprite id rather than sprite pointer because pointer would change on resize anyway
2024-12-22 13:05:23 -05:00
Rodney Cunningham
ac2cb91b18 Merge pull request #46 from n00b87/byref_udt_array
Fixed ByRef UDT arrays
2024-12-21 02:52:22 -05:00
n00b
0f24f30c38 Changed Error message for mismatch args in byref array 2024-12-21 02:45:02 -05:00
n00b
9c5aaa8db6 Fixed ByRef UDT arrays 2024-12-21 02:28:44 -05:00
Rodney Cunningham
33919725bf Merge pull request #45 from n00b87/add_setfps
Add setfps
2024-12-20 21:56:00 -05:00
n00b
25e225ff96 Removed test flag 2024-12-20 21:55:17 -05:00
n00b
94a9bb08fb Added SetFPS() and SetWindowVSync() 2024-12-20 20:40:10 -05:00
n00b
8b8be85dea Implemented VSync timer using SDL 2024-12-20 17:04:40 -05:00
Rodney Cunningham
6f93be7a23 Merge pull request #43 from n00b87/clear_constraints
Clears constraints in ClearScene()
2024-12-20 13:22:58 -05:00
n00b
33edf29fd0 Clears constraints in ClearScene() 2024-12-20 13:21:01 -05:00
Rodney Cunningham
d3c508f149 Merge pull request #41 from n00b87/fix_triangle
Sorted points in Triangle()
2024-12-20 12:10:37 -05:00
n00b
a4e9fdd9fd Sorted points in Triangle() 2024-12-20 12:01:05 -05:00
Rodney Cunningham
4c4c4d4952 Merge pull request #38 from n00b87/null_tile
Added possible -1 value to setTile() and fillTile()
2024-12-19 20:34:00 -05:00
n00b
c30bade6c7 Added possible -1 value to setTile() and fillTile() 2024-12-19 20:23:23 -05:00
n00b
ba3bbd2fc8 Updated README with linux setup instructions 2024-12-18 19:26:02 -05:00
n00b
7b87adc07e Add Linux Setup Script 2024-12-18 19:23:10 -05:00
Rodney Cunningham
6bf8a310a1 Merge pull request #34 from n00b87/win_dev_setup
Windows Development Environment Setup
2024-12-18 18:32:27 -05:00
n00b
c4af461e3d Update project file 2024-12-18 18:30:32 -05:00
n00b87
2381c84fe5 Update the README with build instructions for windows 2024-12-18 16:40:25 -05:00
n00b87
80435becff Added setup script for windows 2024-12-18 16:32:59 -05:00
n00b87
f9092efbba Added windows project files with build targets 2024-12-18 16:29:21 -05:00
n00b
323e91e4df Added RC3 function count macro to tracker 2024-12-16 12:59:36 -05:00
Rodney Cunningham
f963213013 Merge pull request #26 from n00b87/main
Merge pull request #25 from n00b87/dev
2024-12-16 11:55:52 -06:00
201 changed files with 8843 additions and 4509 deletions

190
RCBasic_Dev_Setup.bat Normal file
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@@ -0,0 +1,190 @@
cd ..
set DEV_BASE_DIR=%CD%
git clone --branch sdl2_device https://github.com/n00b87/RCIrrlicht.git
git clone --branch irrlicht_loader https://github.com/n00b87/an8-parser.git
git clone https://github.com/n00b87/RCDocs.git
git clone https://github.com/n00b87/IrrTheora.git
git clone https://github.com/n00b87/irrBullet.git
git clone --branch "VER-2-13-3" https://github.com/freetype/freetype.git
curl -Lo SDL2-devel-2.30.10-mingw.zip "https://github.com/libsdl-org/SDL/releases/download/release-2.30.10/SDL2-devel-2.30.10-mingw.zip"
tar -xf SDL2-devel-2.30.10-mingw.zip
rename SDL2-2.30.10 SDL2-dev
curl -Lo SDL2_image-devel-2.8.3-mingw.zip "https://github.com/libsdl-org/SDL_image/releases/download/release-2.8.3/SDL2_image-devel-2.8.3-mingw.zip"
tar -xf SDL2_image-devel-2.8.3-mingw.zip
rename SDL2_image-2.8.3 SDL2_image-dev
curl -Lo SDL2_mixer-devel-2.8.0-mingw.zip "https://github.com/libsdl-org/SDL_mixer/releases/download/release-2.8.0/SDL2_mixer-devel-2.8.0-mingw.zip"
tar -xf SDL2_mixer-devel-2.8.0-mingw.zip
rename SDL2_mixer-2.8.0 SDL2_mixer-dev
curl -Lo SDL2_net-devel-2.2.0-mingw.zip "https://github.com/libsdl-org/SDL_net/releases/download/release-2.2.0/SDL2_net-devel-2.2.0-mingw.zip"
tar -xf SDL2_net-devel-2.2.0-mingw.zip
rename SDL2_net-2.2.0 SDL2_net-dev
git clone --branch "v1.1.1" https://github.com/xiph/theora.git
git clone --branch "v1.1.1" https://github.com/xiph/theora.git theora64
git clone --branch "v1.3.7" https://github.com/xiph/vorbis.git
git clone --branch "v1.3.5" https://github.com/xiph/ogg.git
git clone --branch "v2.4.2" https://github.com/erincatto/box2d.git
git clone --branch "3.25" https://github.com/bulletphysics/bullet3.git
cd ogg
set TMP_PATH=%PATH%
set PATH=%MINGW32%\bin;%PATH%
mkdir build
cd build
cmake -G "MinGW Makefiles" ..
mingw32-make
set PATH=%TMP_PATH%
cd ..
set PATH=%MINGW64%\bin;%PATH%
mkdir build64
cd build64
cmake -G "MinGW Makefiles" ..
mingw32-make
set PATH=%TMP_PATH%
cd %DEV_BASE_DIR%
cd vorbis
set PATH=%MINGW32%\bin;%PATH%
mkdir build
cd build
cmake -G "MinGW Makefiles" .. -DOGG_INCLUDE_DIR=%DEV_BASE_DIR%\ogg\include -DOGG_LIBRARY=%DEV_BASE_DIR%\ogg\build\libogg.a
mingw32-make
set PATH=%TMP_PATH%
cd ..
set PATH=%MINGW64%\bin;%PATH%
mkdir build64
cd build64
cmake -G "MinGW Makefiles" .. -DOGG_INCLUDE_DIR=%DEV_BASE_DIR%\ogg\include -DOGG_LIBRARY=%DEV_BASE_DIR%\ogg\build64\libogg.a
mingw32-make
set PATH=%TMP_PATH%
cd %DEV_BASE_DIR%
set PATH=%MINGW32%\bin;%PATH%
cd theora\win32\xmingw32
set bash="C:\Program Files\Git\bin\sh.exe"
%bash% --login -i -c "export dev_dir=$PWD/../../.. && export C_INCLUDE_PATH=$dev_dir/ogg/include && export C_INCLUDE_PATH=$dev_dir/vorbis/include:$C_INCLUDE_PATH && export LIBRARY_PATH=$dev_dir/ogg/build:$LIBRARY_PATH && export LIBRARY_PATH=$dev_dir/vorbis/build/lib:$LIBRARY_PATH && mingw32-make libtheoradec.dll"
set PATH=%TMP_PATH%
cd %DEV_BASE_DIR%
set PATH=%MINGW64%\bin;%PATH%
cd theora64\win32\xmingw32
set bash="C:\Program Files\Git\bin\sh.exe"
%bash% --login -i -c "export dev_dir=$PWD/../../.. && export C_INCLUDE_PATH=$dev_dir/ogg/include && export C_INCLUDE_PATH=$dev_dir/vorbis/include:$C_INCLUDE_PATH && export LIBRARY_PATH=$dev_dir/ogg/build64:$LIBRARY_PATH && export LIBRARY_PATH=$dev_dir/vorbis/build64/lib:$LIBRARY_PATH && mingw32-make libtheoradec.dll"
set PATH=%TMP_PATH%
cd %DEV_BASE_DIR%
cd box2d
set PATH=%MINGW32%\bin;%PATH%
mkdir build
cd build
cmake -G "MinGW Makefiles" ..
mingw32-make
set PATH=%TMP_PATH%
cd ..
set PATH=%MINGW64%\bin;%PATH%
mkdir build64
cd build64
cmake -G "MinGW Makefiles" ..
mingw32-make
set PATH=%TMP_PATH%
cd %DEV_BASE_DIR%
cd bullet3
cd src
mklink /J bullet %CD%
cd ..
set PATH=%MINGW32%\bin;%PATH%
mkdir build
cd build
cmake -G "MinGW Makefiles" .. -DBUILD_OPENGL3_DEMOS=OFF -DBUILD_BULLET2_DEMOS=OFF -DBUILD_UNIT_TESTS=OFF -DUSE_GRAPHICAL_BENCHMARK=OFF
mingw32-make
set PATH=%TMP_PATH%
cd ..
set PATH=%MINGW64%\bin;%PATH%
mkdir build64
cd build64
cmake -G "MinGW Makefiles" .. -DBUILD_OPENGL3_DEMOS=OFF -DBUILD_BULLET2_DEMOS=OFF -DBUILD_UNIT_TESTS=OFF -DUSE_GRAPHICAL_BENCHMARK=OFF
mingw32-make
set PATH=%TMP_PATH%
cd %DEV_BASE_DIR%
cd freetype
cd include
mklink /J freetype2 %CD%
cd ..
set PATH=%MINGW32%\bin;%PATH%
mkdir build
cd build
cmake -G "MinGW Makefiles" ..
mingw32-make
set PATH=%TMP_PATH%
cd ..
set PATH=%MINGW64%\bin;%PATH%
mkdir build64
cd build64
cmake -G "MinGW Makefiles" ..
mingw32-make
set PATH=%TMP_PATH%
cd %DEV_BASE_DIR%
cd RCIrrlicht\include
del IrrCompileConfig.h
rename IrrCompileConfig_win.h IrrCompileConfig.h
cd %DEV_BASE_DIR%
cd RCIrrlicht\source\Irrlicht
set PATH=%CODEBLOCKS_DIR%;%PATH%
codeblocks --clean --target="Win32 - Release - accurate math - dll" Irrlicht-gcc.cbp
codeblocks --clean --target="Release64 - accurate math - dll" Irrlicht-gcc.cbp
codeblocks --build --target="Win32 - Release - accurate math - dll" Irrlicht-gcc.cbp
codeblocks --build --target="Release64 - accurate math - dll" Irrlicht-gcc.cbp
set PATH=%TMP_PATH%
cd %DEV_BASE_DIR%
echo ------------------------
echo Setup Complete

39
RCBasic_Dev_Setup.sh Normal file
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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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@@ -1,2 +1,15 @@
# RCBASIC4 # RCBASIC4
Version 4 of the RCBasic Programming Language Compiler and Runtime 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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@@ -12,19 +12,19 @@
Returns the canvas that drawing commands are currently applied to Returns the canvas that drawing commands are currently applied to
</p> </p>
<p id="rc_code"><code> <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> 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>
<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> 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> &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> &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> <span class="rc_keyword">If</span>&nbsp;ActiveCanvas<b>(</b><b>)</b>&nbsp;=&nbsp;c1&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">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> <span class="rc_keyword">End</span>&nbsp;<span class="rc_keyword">If</span>&nbsp;<br>
&nbsp;&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> &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> <span class="rc_keyword">If</span>&nbsp;ActiveCanvas<b>(</b><b>)</b>&nbsp;=&nbsp;c2&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">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> <span class="rc_keyword">End</span>&nbsp;<span class="rc_keyword">If</span>&nbsp;<br>
</code></p> </code></p>
<p> <p>

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@@ -3,19 +3,19 @@
<head> <head>
<link rel="stylesheet" href="style.css"> <link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type"> <meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>actorAnimationIsLooped [RCBasic Doc] </title> <title>ActorAnimationIsLooped [RCBasic Doc] </title>
</head> </head>
<body> <body>
<p><h2>function actorAnimationIsLooped( actor ) </h2></p> <p><h2>function ActorAnimationIsLooped( actor ) </h2></p>
<p> <p>
Returns true if an actors animation is set to looped. Returns true if an actors animation is set to looped.
</p> </p>
<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> </p>
<br><p>Related: <br><p>Related:
<a href="loopactoranimation.html">loopActorAnimation</a> <a href="loopactoranimation.html">LoopActorAnimation</a>
</p> </p>
<p> <p>

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

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@@ -12,7 +12,7 @@
Cast a shadow on an actor during lighting calculations Cast a shadow on an actor during lighting calculations
</p> </p>
<p> <p>
Note: Also check the section on lights for more info Note: Also check the section on lights for more info
</p> </p>
<br><p>Related: <br><p>Related:
<a href="removeactorshadow.html">RemoveActorShadow</a> <a href="removeactorshadow.html">RemoveActorShadow</a>

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@@ -9,7 +9,7 @@
<body> <body>
<p><h2>function AdjointMatrix(mA, mB) </h2></p> <p><h2>function AdjointMatrix(mA, mB) </h2></p>
<p> <p>
Stores the adjoint matrix of mA in mB Stores the adjoint matrix of mA in mB
</p> </p>
<p> <p>

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@@ -21,7 +21,7 @@
</ul> </ul>
<p id="rc_code"><code> <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">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> <span class="rc_keyword">End</span>&nbsp;<span class="rc_keyword">If</span>&nbsp;<br>
</code></p> </code></p>
<br><p>Related: <br><p>Related:

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@@ -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> 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> &nbsp;&nbsp;<br>
<span class="rc_keyword">While</span>&nbsp;<span class="rc_keyword">True</span>&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> <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;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;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> <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> Update<b>(</b><b>)</b>&nbsp;<br>
<span class="rc_keyword">Wend</span>&nbsp;<br> <span class="rc_keyword">Wend</span>&nbsp;<br>
</code></p> </code></p>
<br><p>Related: <br><p>Related:

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@@ -3,11 +3,11 @@
<head> <head>
<link rel="stylesheet" href="style.css"> <link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type"> <meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>applyActorImpulseWorld [RCBasic Doc] </title> <title>ApplyActorImpulseWorld [RCBasic Doc] </title>
</head> </head>
<body> <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> <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. 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> </p>

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@@ -3,11 +3,11 @@
<head> <head>
<link rel="stylesheet" href="style.css"> <link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type"> <meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>applyActorTorqueImpulseLocal [RCBasic Doc] </title> <title>ApplyActorTorqueImpulseLocal [RCBasic Doc] </title>
</head> </head>
<body> <body>
<p><h2>sub applyActorTorqueImpulseLocal( actor, x, y, z) </h2></p> <p><h2>Sub ApplyActorTorqueImpulseLocal( actor, x, y, z) </h2></p>
<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. 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> </p>

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@@ -3,11 +3,11 @@
<head> <head>
<link rel="stylesheet" href="style.css"> <link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type"> <meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>applyActorTorqueImpulseWorld [RCBasic Doc] </title> <title>ApplyActorTorqueImpulseWorld [RCBasic Doc] </title>
</head> </head>
<body> <body>
<p><h2>sub applyActorTorqueImpulseWorld( actor, x, y, z) </h2></p> <p><h2>Sub ApplyActorTorqueImpulseWorld( actor, x, y, z) </h2></p>
<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. 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> </p>

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

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

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@@ -7,7 +7,7 @@
</head> </head>
<body> <body>
<p><h2>sub ArrayFill(ByRef src, fdata) </h2></p> <p><h2>Sub ArrayFill(ByRef src, fdata) </h2></p>
<p> <p>
Fills all the elements in an array with the value in fdata Fills all the elements in an array with the value in fdata
</p> </p>

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@@ -7,7 +7,7 @@
</head> </head>
<body> <body>
<p><h2>function ArraySize(Byref id, array_dim) </h2></p> <p><h2>Function ArraySize(Byref id, array_dim) </h2></p>
<p> <p>
Returns the number of elements in the given dimension of an array Returns the number of elements in the given dimension of an array
</p> </p>

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</head> </head>
<body> <body>
<p><h2>function Asc(c$) </h2></p> <p><h2>Function Asc(c$) </h2></p>
<p> <p>
Returns the ASCII value of a character. Returns the ASCII value of a character.
</p> </p>

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

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

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@@ -12,7 +12,7 @@
Appends the columns of matrix mB onto matrix mA and stores the result in mC. Appends the columns of matrix mB onto matrix mA and stores the result in mC.
</p> </p>
<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> <p>

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@@ -12,7 +12,7 @@
Saves the matrix mA in an array Saves the matrix mA in an array
</p> </p>
<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> </p>
<br><p>Related: <br><p>Related:
<a href="matrixfrombuffer.html">MatrixFromBuffer</a> <a href="matrixfrombuffer.html">MatrixFromBuffer</a>

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<body> <body>
<p><h2>function BufferFromString(s$, ByRef buffer) </h2></p> <p><h2>function BufferFromString(s$, ByRef buffer) </h2></p>
<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> </p>
<br><p>Related: <br><p>Related:
<a href="stringfrombuffer.html">StringFromBuffer$</a> <a href="stringfrombuffer.html">StringFromBuffer$</a>

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

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@@ -12,6 +12,9 @@
Clears the active drawing canvas Clears the active drawing canvas
</p> </p>
<p> <p>
NOTE: This is only for drawing canvases (ie. Those opened with OpenCanvas())
</p>
<p>
</body> </body>
</html> </html>

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</head> </head>
<body> <body>
<p><h2>function ComputeActorAngularImpulseDenominator( actor, x, y, z) </h2></p> <p><h2>function ComputeActorAngularImpulseDenominator( actor, x, y, z) </h2></p>
<p> <p>
Computes a scalar value that represents how an actor will respond to an angular impulse at a given point, taking into account the actor's inertia tensor (which governs how the object resists rotation). This function is particularly useful in calculating the actor's rotational response to an impulse, typically during collision resolution or constraints involving rotation. Computes a scalar value that represents how an actor will respond to an angular impulse at a given point, taking into account the actor's inertia tensor (which governs how the object resists rotation). This function is particularly useful in calculating the actor's rotational response to an impulse, typically during collision resolution or constraints involving rotation.
</p> </p>

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@@ -7,7 +7,7 @@
</head> </head>
<body> <body>
<p><h2>sub ComputeActorGyroImpulseLocal( actor, dt, ByRef x, ByRef y, ByRef z) </h2></p> <p><h2>sub ComputeActorGyroImpulseLocal( actor, dt, ByRef x, ByRef y, ByRef z) </h2></p>
<p> <p>
Computes the gyroscopic impulse for an actor in an implicit manner, based on the actor's current angular velocity and inertia. This function is used to simulate the gyroscopic effect—also known as gyroscopic precession—which occurs when a rotating object experiences a torque that causes its axis of rotation to change. Computes the gyroscopic impulse for an actor in an implicit manner, based on the actor's current angular velocity and inertia. This function is used to simulate the gyroscopic effect—also known as gyroscopic precession—which occurs when a rotating object experiences a torque that causes its axis of rotation to change.
</p> </p>

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</head> </head>
<body> <body>
<p><h2>sub ComputeActorGyroImpulseWorld( actor, dt, ByRef x, ByRef y, ByRef z) </h2></p> <p><h2>sub ComputeActorGyroImpulseWorld( actor, dt, ByRef x, ByRef y, ByRef z) </h2></p>
<p> <p>
Computes the gyroscopic impulse for an actor in an implicit manner, but in this case, it performs the calculation relative to the world frame of reference, rather than the actors local frame. This function is used to handle the gyroscopic effects (i.e., gyroscopic precession) of a rotating object when a torque is applied, affecting its axis of rotation. Computes the gyroscopic impulse for an actor in an implicit manner, but in this case, it performs the calculation relative to the world frame of reference, rather than the actors local frame. This function is used to handle the gyroscopic effects (i.e., gyroscopic precession) of a rotating object when a torque is applied, affecting its axis of rotation.
</p> </p>

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@@ -7,7 +7,7 @@
</head> </head>
<body> <body>
<p><h2>function ComputeActorImpulseDenominator( actor, pos_x, pos_y, pos_z, normal_x, normal_y, normal_z) </h2></p> <p><h2>function ComputeActorImpulseDenominator( actor, pos_x, pos_y, pos_z, normal_x, normal_y, normal_z) </h2></p>
<p> <p>
Computes a scalar value related to how a rigid body will respond to an applied impulse at a given point. Its primarily used internally in the physics engine to calculate how an objects mass, inertia, and shape will affect the outcome of impulses, particularly in collisions or constraints like contact points between objects. Computes a scalar value related to how a rigid body will respond to an applied impulse at a given point. Its primarily used internally in the physics engine to calculate how an objects mass, inertia, and shape will affect the outcome of impulses, particularly in collisions or constraints like contact points between objects.
</p> </p>

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@@ -13,11 +13,11 @@
</p> </p>
<p id="rc_code"><code> <p id="rc_code"><code>
<span class="rc_keyword">If</span>&nbsp;<span class="rc_number">5</span>&nbsp;&gt;&nbsp;<span class="rc_number">6</span>&nbsp;<span class="rc_keyword">Then</span>&nbsp;<br> <span class="rc_keyword">If</span>&nbsp;<span class="rc_number">5</span>&nbsp;&gt;&nbsp;<span class="rc_number">6</span>&nbsp;<span class="rc_keyword">Then</span>&nbsp;<br>
&nbsp;&nbsp;&nbsp;<span class="rc_keyword">Print</span>&nbsp;<span class="rc_string">"THIS WILL NOT PRINT"</span>&nbsp;<br> <span class="rc_keyword">Print</span>&nbsp;<span class="rc_string">"THIS WILL NOT PRINT"</span>&nbsp;<br>
<span class="rc_keyword">ElseIf</span>&nbsp;<span class="rc_number">5</span>&nbsp;&lt;&nbsp;<span class="rc_number">6</span>&nbsp;<span class="rc_keyword">Then</span>&nbsp;<br> <span class="rc_keyword">ElseIf</span>&nbsp;<span class="rc_number">5</span>&nbsp;&lt;&nbsp;<span class="rc_number">6</span>&nbsp;<span class="rc_keyword">Then</span>&nbsp;<br>
&nbsp;&nbsp;&nbsp;<span class="rc_keyword">Print</span>&nbsp;<span class="rc_string">"THIS WILL PRINT"</span>&nbsp;<br> <span class="rc_keyword">Print</span>&nbsp;<span class="rc_string">"THIS WILL PRINT"</span>&nbsp;<br>
<span class="rc_keyword">Else</span>&nbsp;<br> <span class="rc_keyword">Else</span>&nbsp;<br>
&nbsp;&nbsp;&nbsp;<span class="rc_keyword">Print</span>&nbsp;<span class="rc_string">"THIS ALSO WILL NOT PRINT"</span>&nbsp;<br> <span class="rc_keyword">Print</span>&nbsp;<span class="rc_string">"THIS ALSO WILL NOT PRINT"</span>&nbsp;<br>
<span class="rc_keyword">End</span>&nbsp;<span class="rc_keyword">If</span>&nbsp;<br> <span class="rc_keyword">End</span>&nbsp;<span class="rc_keyword">If</span>&nbsp;<br>
</code></p> </code></p>
<p> <p>
@@ -29,13 +29,13 @@
<p id="rc_code"><code> <p id="rc_code"><code>
<span class="rc_keyword">Select</span>&nbsp;<span class="rc_keyword">Case</span>&nbsp;<span class="rc_number">5</span>&nbsp;<br> <span class="rc_keyword">Select</span>&nbsp;<span class="rc_keyword">Case</span>&nbsp;<span class="rc_number">5</span>&nbsp;<br>
<span class="rc_keyword">Case</span>&nbsp;<span class="rc_number">6</span>&nbsp;<br> <span class="rc_keyword">Case</span>&nbsp;<span class="rc_number">6</span>&nbsp;<br>
&nbsp;&nbsp;&nbsp;<span class="rc_keyword">Print</span>&nbsp;THIS&nbsp;WILL&nbsp;<span class="rc_keyword">NOT</span>&nbsp;<span class="rc_string">"<span class="rc_keyword">PRINT</span> <br> <span class="rc_keyword">Print</span>&nbsp;THIS&nbsp;WILL&nbsp;<span class="rc_keyword">NOT</span>&nbsp;<span class="rc_string">"<span class="rc_keyword">PRINT</span> <br>
<span class="rc_keyword">Case</span>&nbsp;<span class="rc_number">5</span>&nbsp;<br> <span class="rc_keyword">Case</span>&nbsp;<span class="rc_number">5</span>&nbsp;<br>
&nbsp;&nbsp;&nbsp;<span class="rc_keyword">Print</span>&nbsp;<span class="rc_string">"THIS WILL PRINT"</span>&nbsp;<br> <span class="rc_keyword">Print</span>&nbsp;<span class="rc_string">"THIS WILL PRINT"</span>&nbsp;<br>
Default&nbsp;<br> Default&nbsp;<br>
&nbsp;&nbsp;&nbsp;<span class="rc_comment">'Note: Default will be true if every other case is false. </span><br> <span class="rc_comment">'Note: Default will be true if every other case is false. </span><br>
&nbsp;&nbsp;&nbsp;<span class="rc_comment">' Default is optional and can be excluded if you don't need it </span><br> <span class="rc_comment">' Default is optional and can be excluded if you don't need it </span><br>
&nbsp;&nbsp;&nbsp;<span class="rc_keyword">Print</span>&nbsp;<span class="rc_string">"THIS WILL NOT PRINT"</span>&nbsp;<br> <span class="rc_keyword">Print</span>&nbsp;<span class="rc_string">"THIS WILL NOT PRINT"</span>&nbsp;<br>
<span class="rc_keyword">End</span>&nbsp;<span class="rc_keyword">Select</span>&nbsp;<br> <span class="rc_keyword">End</span>&nbsp;<span class="rc_keyword">Select</span>&nbsp;<br>
</code></p> </code></p>
<p> <p>
@@ -44,15 +44,15 @@
<p id="rc_code"><code> <p id="rc_code"><code>
<span class="rc_keyword">Select</span>&nbsp;<span class="rc_keyword">Case</span>&nbsp;<span class="rc_number">5</span>&nbsp;<br> <span class="rc_keyword">Select</span>&nbsp;<span class="rc_keyword">Case</span>&nbsp;<span class="rc_number">5</span>&nbsp;<br>
<span class="rc_keyword">Case</span>&nbsp;<span class="rc_number">6</span>&nbsp;<br> <span class="rc_keyword">Case</span>&nbsp;<span class="rc_number">6</span>&nbsp;<br>
&nbsp;&nbsp;&nbsp;<span class="rc_keyword">Print</span>&nbsp;THIS&nbsp;WILL&nbsp;<span class="rc_keyword">NOT</span>&nbsp;<span class="rc_string">"<span class="rc_keyword">PRINT</span> <br> <span class="rc_keyword">Print</span>&nbsp;<span class="rc_string">"THIS WILL NOT PRINT"</span>&nbsp;<br>
<span class="rc_keyword">Case</span>&nbsp;<span class="rc_number">4</span>,&nbsp;<span class="rc_number">5</span>&nbsp;<br> <span class="rc_keyword">Case</span>&nbsp;<span class="rc_number">4</span>,&nbsp;<span class="rc_number">5</span>&nbsp;<br>
&nbsp;&nbsp;&nbsp;<span class="rc_keyword">Print</span>&nbsp;<span class="rc_string">"THIS WILL PRINT"</span>&nbsp;<br> <span class="rc_keyword">Print</span>&nbsp;<span class="rc_string">"THIS WILL PRINT"</span>&nbsp;<br>
Default&nbsp;<br> Default&nbsp;<br>
&nbsp;&nbsp;&nbsp;<span class="rc_keyword">Print</span>&nbsp;<span class="rc_string">"THIS WILL NOT PRINT"</span>&nbsp;<br> <span class="rc_keyword">Print</span>&nbsp;<span class="rc_string">"THIS WILL NOT PRINT"</span>&nbsp;<br>
<span class="rc_keyword">End</span>&nbsp;<span class="rc_keyword">Select</span>&nbsp;<br> <span class="rc_keyword">End</span>&nbsp;<span class="rc_keyword">Select</span>&nbsp;<br>
</code></p> </code></p>
<p> <p>
The above example is mostly the same as the previous example. The difference is that in our second <b>CASE</b> we are comparing both 4 and 5. If either of them are equal to our <b>SELECT</b> argument then the code inside the <b>CASE</b> block will execute. The above example is mostly the same as the previous example. The difference is that in our second <b>CASE</b> we are comparing both 4 and 5. If either of them are equal to our <b>SELECT</b> argument then the code inside the <b>CASE</b> block will execute.
</p> </p>
<p> <p>

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

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

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

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

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

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

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

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

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@@ -12,6 +12,9 @@
Removes an actor from the scene and frees its memory Removes an actor from the scene and frees its memory
</p> </p>
<p> <p>
NOTE: Actors are all removed on clearScene so make sure you don't continue using the id after that.
</p>
<p>
</body> </body>
</html> </html>

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@@ -3,11 +3,11 @@
<head> <head>
<link rel="stylesheet" href="style.css"> <link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type"> <meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>deleteConstraint [RCBasic Doc] </title> <title>DeleteConstraint [RCBasic Doc] </title>
</head> </head>
<body> <body>
<p><h2>sub deleteConstraint( constraint_id) </h2></p> <p><h2>Sub DeleteConstraint( constraint_id) </h2></p>
<p> <p>
Removes a constraint Removes a constraint
</p> </p>

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@@ -7,7 +7,7 @@
</head> </head>
<body> <body>
<p><h2>sub DeleteFont(font_id) </h2></p> <p><h2>Sub DeleteFont(font_id) </h2></p>
<p> <p>
Frees a font from memory Frees a font from memory
</p> </p>

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@@ -7,7 +7,7 @@
</head> </head>
<body> <body>
<p><h2>sub DeleteImage(img) </h2></p> <p><h2>Sub DeleteImage(img) </h2></p>
<p> <p>
Removes an image from memory Removes an image from memory
</p> </p>

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

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@@ -12,6 +12,52 @@
Removes a sprite from memory Removes a sprite from memory
</p> </p>
<p> <p>
Here is an example:
</p>
<p id="rc_code"><code>
isFullScreen&nbsp;=&nbsp;<span class="rc_keyword">false</span>&nbsp;<br>
vSync&nbsp;=&nbsp;<span class="rc_keyword">true</span>&nbsp;<br>
winWidth&nbsp;=&nbsp;<span class="rc_number">640</span>&nbsp;<br>
winHeight&nbsp;=&nbsp;<span class="rc_number">480</span>&nbsp;<br>
canViewPortX&nbsp;=&nbsp;<span class="rc_number">0</span>&nbsp;<br>
canViewPortY&nbsp;=&nbsp;<span class="rc_number">0</span>&nbsp;<br>
&nbsp;&nbsp;<br>
OpenWindow<b>(</b><span class="rc_string">"CreateSprite"</span>,&nbsp;winWidth,&nbsp;winHeight,&nbsp;isFullScreen,&nbsp;vSync<b>)</b>&nbsp;<br>
sCanvas&nbsp;=&nbsp;OpenCanvasSpriteLayer<b>(</b>canViewPortX,&nbsp;canViewPortY,&nbsp;winWidth,&nbsp;winHeight<b>)</b>&nbsp;<br>
Canvas<b>(</b>sCanvas<b>)</b>&nbsp;<br>
&nbsp;&nbsp;<br>
<span class="rc_keyword">DIM</span>&nbsp;eye&nbsp;<br>
<span class="rc_keyword">DIM</span>&nbsp;eyeW&nbsp;<br>
<span class="rc_keyword">DIM</span>&nbsp;eyeH&nbsp;<br>
&nbsp;&nbsp;<br>
eye&nbsp;=&nbsp;LoadImage<b>(</b><span class="rc_string">"theEye.png"</span><b>)</b>&nbsp;<br>
GetImageSize<b>(</b>eye,&nbsp;eyeW,&nbsp;eyeH<b>)</b>&nbsp;<br>
&nbsp;&nbsp;<br>
eyeSprite&nbsp;=&nbsp;CreateSprite<b>(</b>eye,&nbsp;eyeW,&nbsp;eyeH<b>)</b>&nbsp;<br>
SetSpritePosition<b>(</b>eyeSprite,&nbsp;<span class="rc_number">100</span>,&nbsp;<span class="rc_number">100</span><b>)</b>&nbsp;<br>
&nbsp;&nbsp;<br>
eyeSprite2&nbsp;=&nbsp;CreateSprite<b>(</b>eye,&nbsp;eyeW,&nbsp;eyeH<b>)</b>&nbsp;<br>
SetSpritePosition<b>(</b>eyeSprite2,&nbsp;<span class="rc_number">150</span>,&nbsp;<span class="rc_number">100</span><b>)</b>&nbsp;<br>
&nbsp;&nbsp;<br>
timePassed&nbsp;=&nbsp;Timer<b>(</b><b>)</b>&nbsp;<br>
timePassedDiff&nbsp;=&nbsp;<span class="rc_number">2000</span>&nbsp;<br>
&nbsp;&nbsp;<br>
<span class="rc_keyword">While</span>&nbsp;<span class="rc_keyword">Not</span>&nbsp;Key<b>(</b>K_ESCAPE<b>)</b>&nbsp;<br>
&nbsp;&nbsp;<br>
<span class="rc_keyword">If</span>&nbsp;Timer<b>(</b><b>)</b>&nbsp;-&nbsp;timePassed&nbsp;&gt;&nbsp;timePassedDiff&nbsp;<span class="rc_keyword">Then</span>&nbsp;<span class="rc_comment">'After 2 seconds eyeSprite2 will be deleted </span><br>
&nbsp;&nbsp;&nbsp;DeleteSprite<b>(</b>eyeSprite2<b>)</b>&nbsp;<br>
<span class="rc_keyword">End</span>&nbsp;<span class="rc_keyword">If</span>&nbsp;<br>
&nbsp;&nbsp;<br>
Update<b>(</b><b>)</b>&nbsp;<br>
<span class="rc_keyword">Wend</span>&nbsp;<br>
</code></p>
<p><img src="images/theEye.png" ></p>
<br><p>Related:
<a href="opencanvasspritelayer.html">OpenCanvasSpriteLayer</a>
<a href="setspriteposition.html">SetSpritePosition</a>
<a href="createsprite.html">CreateSprite</a>
</p>
<p>
</body> </body>
</html> </html>

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@@ -9,7 +9,7 @@
<body> <body>
<p><h2>function Determinant(mA) </h2></p> <p><h2>function Determinant(mA) </h2></p>
<p> <p>
Returns the determinant of matrix mA Returns the determinant of matrix mA
</p> </p>
<p> <p>

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@@ -9,7 +9,7 @@
<body> <body>
<p><h2>sub DrawImage_RotateEx(slot, x, y, src_x, src_y, src_w, src_h, angle) </h2></p> <p><h2>sub DrawImage_RotateEx(slot, x, y, src_x, src_y, src_w, src_h, angle) </h2></p>
<p> <p>
Draws a portion of an image to the current canvas rotated by a given angle. Draws a portion of an image to the current canvas rotated by a given angle.
</p> </p>
<p> <p>

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@@ -9,7 +9,7 @@
<body> <body>
<p><h2>sub DrawImage_Rotozoom(slot, x, y, angle, zx, zy) </h2></p> <p><h2>sub DrawImage_Rotozoom(slot, x, y, angle, zx, zy) </h2></p>
<p> <p>
Draws an image to the current canvas rotated and scaled Draws an image to the current canvas rotated and scaled
</p> </p>
<p> <p>

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@@ -9,7 +9,7 @@
<body> <body>
<p><h2>sub DrawImage_RotozoomEx(slot, x, y, src_x, src_y, src_w, src_h, angle, zx, zy) </h2></p> <p><h2>sub DrawImage_RotozoomEx(slot, x, y, src_x, src_y, src_w, src_h, angle, zx, zy) </h2></p>
<p> <p>
Draws a portion of an image to the current canvas rotated and scaled Draws a portion of an image to the current canvas rotated and scaled
</p> </p>
<p> <p>

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@@ -9,7 +9,7 @@
<body> <body>
<p><h2>sub DrawImage_Zoom(slot, x, y, zx, zy) </h2></p> <p><h2>sub DrawImage_Zoom(slot, x, y, zx, zy) </h2></p>
<p> <p>
Draws an image to the current canvas scaled by a given factor Draws an image to the current canvas scaled by a given factor
</p> </p>
<br><p>Related: <br><p>Related:
<a href="drawimage_zoomex.html">DrawImage_ZoomEx</a> <a href="drawimage_zoomex.html">DrawImage_ZoomEx</a>

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@@ -9,7 +9,7 @@
<body> <body>
<p><h2>sub DrawText(txt$, x, y) </h2></p> <p><h2>sub DrawText(txt$, x, y) </h2></p>
<p> <p>
Draws text to the current canvas Draws text to the current canvas
</p> </p>
<p> <p>

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@@ -9,7 +9,7 @@
<body> <body>
<p><h2>function FileLength(fileName$) </h2></p> <p><h2>function FileLength(fileName$) </h2></p>
<p> <p>
Returns the size of a file in bytes. Returns the size of a file in bytes.
</p> </p>
<p> <p>

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@@ -9,7 +9,7 @@
<body> <body>
<p><h2>sub FillMatrix(mA, v) </h2></p> <p><h2>sub FillMatrix(mA, v) </h2></p>
<p> <p>
Fills matrix with the given value Fills matrix with the given value
</p> </p>
<p> <p>

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@@ -9,7 +9,7 @@
<body> <body>
<p><h2>function FillMatrixColumns(mA, c, num_cols, v) </h2></p> <p><h2>function FillMatrixColumns(mA, c, num_cols, v) </h2></p>
<p> <p>
Fills matrix columns with the given value starting at the given column Fills matrix columns with the given value starting at the given column
</p> </p>
<p> <p>

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@@ -9,7 +9,7 @@
<body> <body>
<p><h2>function FillMatrixRows(mA, r, num_rows, v) </h2></p> <p><h2>function FillMatrixRows(mA, r, num_rows, v) </h2></p>
<p> <p>
Fills matrix rows with the given value starting at the given row Fills matrix rows with the given value starting at the given row
</p> </p>
<p> <p>

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

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

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@@ -54,8 +54,8 @@
</p> </p>
<p id="rc_code"><code> <p id="rc_code"><code>
<span class="rc_keyword">Function</span>&nbsp;&nbsp;MyFunc<b>(</b>a,&nbsp;b<b>)</b>&nbsp;<br> <span class="rc_keyword">Function</span>&nbsp;&nbsp;MyFunc<b>(</b>a,&nbsp;b<b>)</b>&nbsp;<br>
&nbsp;&nbsp;&nbsp;c&nbsp;=&nbsp;a&nbsp;+&nbsp;b&nbsp;<br> c&nbsp;=&nbsp;a&nbsp;+&nbsp;b&nbsp;<br>
&nbsp;&nbsp;&nbsp;<span class="rc_keyword">Return</span>&nbsp;c&nbsp;<br> <span class="rc_keyword">Return</span>&nbsp;c&nbsp;<br>
<span class="rc_keyword">End</span>&nbsp;<span class="rc_keyword">Function</span>&nbsp;<br> <span class="rc_keyword">End</span>&nbsp;<span class="rc_keyword">Function</span>&nbsp;<br>
</code></p> </code></p>
<p> <p>
@@ -72,7 +72,7 @@
</p> </p>
<p id="rc_code"><code> <p id="rc_code"><code>
<span class="rc_keyword">Function</span>&nbsp;MyString$&nbsp;<b>(</b>&nbsp;G$&nbsp;<b>)</b>&nbsp;<br> <span class="rc_keyword">Function</span>&nbsp;MyString$&nbsp;<b>(</b>&nbsp;G$&nbsp;<b>)</b>&nbsp;<br>
&nbsp;&nbsp;&nbsp;<span class="rc_keyword">Return</span>&nbsp;<span class="rc_string">"YOU ENTERED "</span>&nbsp;+&nbsp;G$&nbsp;<br> <span class="rc_keyword">Return</span>&nbsp;<span class="rc_string">"YOU ENTERED "</span>&nbsp;+&nbsp;G$&nbsp;<br>
<span class="rc_keyword">End</span>&nbsp;<span class="rc_keyword">Function</span>&nbsp;<br> <span class="rc_keyword">End</span>&nbsp;<span class="rc_keyword">Function</span>&nbsp;<br>
&nbsp;&nbsp;<br> &nbsp;&nbsp;<br>
<span class="rc_keyword">Print</span>&nbsp;MyString<b>(</b><span class="rc_string">"SOMETHING"</span><b>)</b>&nbsp;<br> <span class="rc_keyword">Print</span>&nbsp;MyString<b>(</b><span class="rc_string">"SOMETHING"</span><b>)</b>&nbsp;<br>
@@ -88,15 +88,15 @@
</p> </p>
<p id="rc_code"><code> <p id="rc_code"><code>
<span class="rc_keyword">Type</span>&nbsp;test_type&nbsp;<br> <span class="rc_keyword">Type</span>&nbsp;test_type&nbsp;<br>
&nbsp;&nbsp;&nbsp;<span class="rc_keyword">Dim</span>&nbsp;a$&nbsp;<br> <span class="rc_keyword">Dim</span>&nbsp;a$&nbsp;<br>
&nbsp;&nbsp;&nbsp;<span class="rc_keyword">Dim</span>&nbsp;b&nbsp;<br> <span class="rc_keyword">Dim</span>&nbsp;b&nbsp;<br>
<span class="rc_keyword">End</span>&nbsp;<span class="rc_keyword">Type</span>&nbsp;<br> <span class="rc_keyword">End</span>&nbsp;<span class="rc_keyword">Type</span>&nbsp;<br>
&nbsp;&nbsp;<br> &nbsp;&nbsp;<br>
<span class="rc_keyword">Function</span>&nbsp;test<b>(</b>a$,&nbsp;b<b>)</b>&nbsp;<span class="rc_keyword">As</span>&nbsp;test_type&nbsp;<br> <span class="rc_keyword">Function</span>&nbsp;test<b>(</b>a$,&nbsp;b<b>)</b>&nbsp;<span class="rc_keyword">As</span>&nbsp;test_type&nbsp;<br>
&nbsp;&nbsp;&nbsp;<span class="rc_keyword">Dim</span>&nbsp;ret_val&nbsp;<span class="rc_keyword">As</span>&nbsp;test_type&nbsp;<br> <span class="rc_keyword">Dim</span>&nbsp;ret_val&nbsp;<span class="rc_keyword">As</span>&nbsp;test_type&nbsp;<br>
&nbsp;&nbsp;&nbsp;ret_val.a&nbsp;=&nbsp;a&nbsp;<br> ret_val.a&nbsp;=&nbsp;a&nbsp;<br>
&nbsp;&nbsp;&nbsp;ret_val.b&nbsp;=&nbsp;b&nbsp;<br> ret_val.b&nbsp;=&nbsp;b&nbsp;<br>
&nbsp;&nbsp;&nbsp;<span class="rc_keyword">Return</span>&nbsp;ret_val&nbsp;<br> <span class="rc_keyword">Return</span>&nbsp;ret_val&nbsp;<br>
<span class="rc_keyword">End</span>&nbsp;<span class="rc_keyword">Function</span>&nbsp;<br> <span class="rc_keyword">End</span>&nbsp;<span class="rc_keyword">Function</span>&nbsp;<br>
&nbsp;&nbsp;<br> &nbsp;&nbsp;<br>
<span class="rc_keyword">Dim</span>&nbsp;myVar&nbsp;<span class="rc_keyword">as</span>&nbsp;test_type&nbsp;<br> <span class="rc_keyword">Dim</span>&nbsp;myVar&nbsp;<span class="rc_keyword">as</span>&nbsp;test_type&nbsp;<br>
@@ -107,8 +107,8 @@
You can also have a UDT as a parameter in a function: You can also have a UDT as a parameter in a function:
</p> </p>
<p id="rc_code"><code> <p id="rc_code"><code>
<span class="rc_keyword">Function</span>&nbsp;<span class="rc_number">2</span><b>(</b>n&nbsp;<span class="rc_keyword">as</span>&nbsp;test_type,&nbsp;j<b>)</b>&nbsp;<br> <span class="rc_keyword">Function</span>&nbsp;test2<b>(</b>n&nbsp;<span class="rc_keyword">as</span>&nbsp;test_type,&nbsp;j<b>)</b>&nbsp;<br>
&nbsp;&nbsp;&nbsp;<span class="rc_keyword">Return</span>&nbsp;<span class="rc_number">0</span>&nbsp;<br> <span class="rc_keyword">Return</span>&nbsp;<span class="rc_number">0</span>&nbsp;<br>
<span class="rc_keyword">End</span>&nbsp;<span class="rc_keyword">Function</span>&nbsp;<br> <span class="rc_keyword">End</span>&nbsp;<span class="rc_keyword">Function</span>&nbsp;<br>
</code></p> </code></p>
<p> <p>
@@ -116,9 +116,9 @@
</p> </p>
<p id="rc_code"><code> <p id="rc_code"><code>
<span class="rc_keyword">Sub</span>&nbsp;MySub&nbsp;<b>(</b>&nbsp;<b>)</b>&nbsp;<br> <span class="rc_keyword">Sub</span>&nbsp;MySub&nbsp;<b>(</b>&nbsp;<b>)</b>&nbsp;<br>
&nbsp;&nbsp;&nbsp;<span class="rc_keyword">For</span>&nbsp;i&nbsp;=&nbsp;<span class="rc_number">1</span>&nbsp;<span class="rc_keyword">To</span>&nbsp;<span class="rc_number">5</span>&nbsp;<br> <span class="rc_keyword">For</span>&nbsp;i&nbsp;=&nbsp;<span class="rc_number">1</span>&nbsp;<span class="rc_keyword">To</span>&nbsp;<span class="rc_number">5</span>&nbsp;<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<span class="rc_keyword">Print</span>&nbsp;i&nbsp;<br> &nbsp;&nbsp;&nbsp;<span class="rc_keyword">Print</span>&nbsp;i&nbsp;<br>
&nbsp;&nbsp;&nbsp;<span class="rc_keyword">Next</span>&nbsp;<br> <span class="rc_keyword">Next</span>&nbsp;<br>
<span class="rc_keyword">End</span>&nbsp;<span class="rc_keyword">Sub</span>&nbsp;<br> <span class="rc_keyword">End</span>&nbsp;<span class="rc_keyword">Sub</span>&nbsp;<br>
&nbsp;&nbsp;<br> &nbsp;&nbsp;<br>
MySub&nbsp;<b>(</b>&nbsp;<b>)</b>&nbsp;<br> MySub&nbsp;<b>(</b>&nbsp;<b>)</b>&nbsp;<br>
@@ -131,7 +131,7 @@
</p> </p>
<p id="rc_code"><code> <p id="rc_code"><code>
<span class="rc_keyword">Sub</span>&nbsp;&nbsp;MySub&nbsp;<b>(</b>&nbsp;a&nbsp;<b>)</b>&nbsp;<br> <span class="rc_keyword">Sub</span>&nbsp;&nbsp;MySub&nbsp;<b>(</b>&nbsp;a&nbsp;<b>)</b>&nbsp;<br>
&nbsp;&nbsp;&nbsp;a&nbsp;=&nbsp;<span class="rc_number">5</span>&nbsp;<br> a&nbsp;=&nbsp;<span class="rc_number">5</span>&nbsp;<br>
<span class="rc_keyword">End</span>&nbsp;<span class="rc_keyword">Sub</span>&nbsp;<br> <span class="rc_keyword">End</span>&nbsp;<span class="rc_keyword">Sub</span>&nbsp;<br>
&nbsp;&nbsp;<br> &nbsp;&nbsp;<br>
n&nbsp;=&nbsp;<span class="rc_number">0</span>&nbsp;<br> n&nbsp;=&nbsp;<span class="rc_number">0</span>&nbsp;<br>
@@ -144,7 +144,7 @@
</p> </p>
<p id="rc_code"><code> <p id="rc_code"><code>
<span class="rc_keyword">Sub</span>&nbsp;MySub&nbsp;<b>(</b>&nbsp;<span class="rc_keyword">ByRef</span>&nbsp;a&nbsp;<b>)</b>&nbsp;<br> <span class="rc_keyword">Sub</span>&nbsp;MySub&nbsp;<b>(</b>&nbsp;<span class="rc_keyword">ByRef</span>&nbsp;a&nbsp;<b>)</b>&nbsp;<br>
&nbsp;&nbsp;&nbsp;a&nbsp;=&nbsp;<span class="rc_number">5</span>&nbsp;<br> a&nbsp;=&nbsp;<span class="rc_number">5</span>&nbsp;<br>
<span class="rc_keyword">End</span>&nbsp;<span class="rc_keyword">Sub</span>&nbsp;<br> <span class="rc_keyword">End</span>&nbsp;<span class="rc_keyword">Sub</span>&nbsp;<br>
&nbsp;&nbsp;<br> &nbsp;&nbsp;<br>
n&nbsp;=&nbsp;<span class="rc_number">0</span>&nbsp;<br> n&nbsp;=&nbsp;<span class="rc_number">0</span>&nbsp;<br>
@@ -153,7 +153,7 @@
<span class="rc_keyword">Print</span>&nbsp;n&nbsp;<br> <span class="rc_keyword">Print</span>&nbsp;n&nbsp;<br>
</code></p> </code></p>
<p> <p>
The above code is the same as the previous example except that now we use the <b>BYREF</b> keyword to change a to a reference rather than a value. This means the when we pass the variable N to MYSUB, instead of the value stored in N being used as A, whatever we do to A will be done to N directly. This example will output 5 to the console. The above code is the same as the previous example except that now we use the <b>BYREF</b> keyword to change a to a reference rather than a value. This means the when we pass the variable N to MYSUB, instead of the value stored in N being used as A, whatever we do to A will be done to N directly. This example will output 5 to the console.
</p> </p>
<p> <p>

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@@ -12,7 +12,7 @@
Gets the actors rotation as a quaternion. Gets the actors rotation as a quaternion.
</p> </p>
<p> <p>
Note: This is useful for calculations that require quaternion but most developers should just use GetActorRotation() Note: This is useful for calculations that require quaternion but most developers should just use GetActorTransform()
</p> </p>
<br><p>Related: <br><p>Related:
<a href="getactorrotation.html">GetActorRotation</a> <a href="getactorrotation.html">GetActorRotation</a>

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@@ -12,7 +12,7 @@
Calculates the points where a circle and line intersect and stores the intersection points in (ix1, iy1) and (ix2, iy2) Calculates the points where a circle and line intersect and stores the intersection points in (ix1, iy1) and (ix2, iy2)
</p> </p>
<p> <p>
NOTE: This function returns 0 if there is no intersection and 1 or 2 if there is 1 or 2 intersection points. If it only returns 1 then only (ix1, iy1) will be set. NOTE: This function returns 0 if there is no intersection and 1 or 2 if there is 1 or 2 intersection points. If it only returns 1 then only (ix1, iy1) will be set.
</p> </p>
<p> <p>

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@@ -9,7 +9,7 @@
<body> <body>
<p><h2>sub getConeAnglePoint( constraint_id, angle, c_len, ByRef x, ByRef y, ByRef z) </h2></p> <p><h2>sub getConeAnglePoint( constraint_id, angle, c_len, ByRef x, ByRef y, ByRef z) </h2></p>
<p> <p>
Computes or retrieves a point based on a given angle relative to the constraints twist axis. Computes or retrieves a point based on a given angle relative to the constraints twist axis.
</p> </p>
<p> <p>

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@@ -19,7 +19,7 @@
w, h - The width and height of the display will be stored in these variables w, h - The width and height of the display will be stored in these variables
</li> </li>
<li> <li>
freq - The refresh rate will be stored in this variable freq - The refresh rate will be stored in this variable
</li> </li>
</ul> </ul>
<p> <p>

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@@ -22,10 +22,10 @@
LIGHT_TYPE_POINT LIGHT_TYPE_POINT
</li> </li>
<li> <li>
LIGHT_TYPE_POINT LIGHT_TYPE_DIRECTIONAL
</li> </li>
<li> <li>
LIGHT_TYPE_POINT LIGHT_TYPE_SPOT
<br><p>Related: <br><p>Related:
<a href="setlighttype.html">SetLightType</a> <a href="setlighttype.html">SetLightType</a>
</p> </p>

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@@ -28,7 +28,7 @@
plane_point_2 - An array with an (x,y,z) point representing a point on a plane in 3D space plane_point_2 - An array with an (x,y,z) point representing a point on a plane in 3D space
</li> </li>
<li> <li>
plane_point_3 - An array with an (x,y,z) point representing a point on a plane in 3D space plane_point_3 - An array with an (x,y,z) point representing a point on a plane in 3D space
</li> </li>
</ul> </ul>
<p> <p>

View File

@@ -19,31 +19,31 @@
BLEND_MODE_NONE BLEND_MODE_NONE
</li> </li>
<li> <li>
BLEND_MODE_ADD BLEND_MODE_ADD
</li> </li>
<li> <li>
BLEND_MODE_SUBTRACT BLEND_MODE_SUBTRACT
</li> </li>
<li> <li>
BLEND_MODE_REVSUBTRACT BLEND_MODE_REVSUBTRACT
</li> </li>
<li> <li>
BLEND_MODE_MIN BLEND_MODE_MIN
</li> </li>
<li> <li>
BLEND_MODE_MAX BLEND_MODE_MAX
</li> </li>
<li> <li>
BLEND_MODE_MIN_FACTOR BLEND_MODE_MIN_FACTOR
</li> </li>
<li> <li>
BLEND_MODE_MAX_FACTOR BLEND_MODE_MAX_FACTOR
</li> </li>
<li> <li>
BLEND_MODE_MIN_ALPHA BLEND_MODE_MIN_ALPHA
</li> </li>
<li> <li>
BLEND_MODE_MAX_ALPHA BLEND_MODE_MAX_ALPHA
</li> </li>
</ul> </ul>
<br><p>Related: <br><p>Related:

View File

@@ -11,6 +11,67 @@
<p> <p>
Gets the position of a sprite on the canvas Gets the position of a sprite on the canvas
</p> </p>
<p id="rc_code"><code>
isFullScreen&nbsp;=&nbsp;<span class="rc_keyword">false</span>&nbsp;<br>
vSync&nbsp;=&nbsp;<span class="rc_keyword">true</span>&nbsp;<br>
winWidth&nbsp;=&nbsp;<span class="rc_number">640</span>&nbsp;<br>
winHeight&nbsp;=&nbsp;<span class="rc_number">480</span>&nbsp;<br>
canViewPortX&nbsp;=&nbsp;<span class="rc_number">0</span>&nbsp;<br>
canViewPortY&nbsp;=&nbsp;<span class="rc_number">0</span>&nbsp;<br>
&nbsp;&nbsp;<br>
OpenWindow<b>(</b><span class="rc_string">"GetSpritePosition"</span>,&nbsp;winWidth,&nbsp;winHeight,&nbsp;isFullScreen,&nbsp;vSync<b>)</b>&nbsp;<br>
pCanvas&nbsp;=&nbsp;OpenCanvas<b>(</b><span class="rc_number">200</span>,&nbsp;<span class="rc_number">80</span>,&nbsp;<span class="rc_number">0</span>,&nbsp;<span class="rc_number">0</span>,&nbsp;<span class="rc_number">200</span>,&nbsp;<span class="rc_number">80</span>,&nbsp;<span class="rc_number">1</span><b>)</b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<span class="rc_comment">'Need to open a canvas for drawing the text </span><br>
sCanvas&nbsp;=&nbsp;OpenCanvasSpriteLayer<b>(</b>canViewPortX,&nbsp;canViewPortY,&nbsp;winWidth,&nbsp;winHeight<b>)</b>&nbsp;<br>
Canvas<b>(</b>sCanvas<b>)</b>&nbsp;<br>
&nbsp;&nbsp;<br>
<span class="rc_keyword">DIM</span>&nbsp;font1&nbsp;<br>
&nbsp;&nbsp;<br>
Font1&nbsp;=&nbsp;LoadFont<b>(</b><span class="rc_string">"DripOctober.ttf"</span>,&nbsp;<span class="rc_number">16</span><b>)</b>&nbsp;<br>
SetFont<b>(</b>Font1<b>)</b>&nbsp;<br>
SetColor<b>(</b>RGB<b>(</b><span class="rc_number">100</span>,&nbsp;<span class="rc_number">200</span>,&nbsp;<span class="rc_number">200</span><b>)</b><b>)</b>&nbsp;<br>
&nbsp;&nbsp;<br>
<span class="rc_keyword">DIM</span>&nbsp;eye&nbsp;<br>
<span class="rc_keyword">DIM</span>&nbsp;eyeW&nbsp;<br>
<span class="rc_keyword">DIM</span>&nbsp;eyeH&nbsp;<br>
<span class="rc_keyword">DIM</span>&nbsp;eyeX&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<span class="rc_comment">'Variables to pass into the function for holding the x and y values </span><br>
<span class="rc_keyword">DIM</span>&nbsp;eyeY&nbsp;<br>
eyeSpriteX&nbsp;=&nbsp;<span class="rc_number">100</span>&nbsp;<br>
eyeSpriteY&nbsp;=&nbsp;<span class="rc_number">100</span>&nbsp;<br>
destX&nbsp;=&nbsp;<span class="rc_number">0</span>&nbsp;<br>
&nbsp;&nbsp;<br>
eye&nbsp;=&nbsp;LoadImage<b>(</b><span class="rc_string">"theEye.png"</span><b>)</b>&nbsp;<br>
GetImageSize<b>(</b>eye,&nbsp;eyeW,&nbsp;eyeH<b>)</b>&nbsp;<br>
&nbsp;&nbsp;<br>
eyeSprite&nbsp;=&nbsp;CreateSprite<b>(</b>eye,&nbsp;eyeW,&nbsp;eyeH<b>)</b>&nbsp;<br>
SetSpritePosition<b>(</b>eyeSprite,&nbsp;eyeSpriteX,&nbsp;eyeSpriteY<b>)</b>&nbsp;<br>
&nbsp;&nbsp;<br>
<span class="rc_keyword">While</span>&nbsp;<span class="rc_keyword">Not</span>&nbsp;Key<b>(</b>K_ESCAPE<b>)</b>&nbsp;<br>
clearcanvas<b>(</b><b>)</b>&nbsp;<br>
Canvas<b>(</b>sCanvas<b>)</b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<span class="rc_comment">'change to the sprite canvas for drawing sprites </span><br>
<span class="rc_keyword">If</span>&nbsp;SpriteX<b>(</b>eyeSprite<b>)</b>&nbsp;&lt;&nbsp;<span class="rc_number">450</span>&nbsp;<span class="rc_keyword">And</span>&nbsp;destX&nbsp;=&nbsp;<span class="rc_number">0</span>&nbsp;<span class="rc_keyword">Then</span>&nbsp;<br>
&nbsp;&nbsp;&nbsp;SetSpritePosition<b>(</b>eyeSprite,&nbsp;eyeSpriteX,&nbsp;eyeSpriteY<b>)</b>&nbsp;<br>
&nbsp;&nbsp;&nbsp;eyeSpriteX&nbsp;=&nbsp;eyeSpriteX&nbsp;+&nbsp;<span class="rc_number">0.5</span>&nbsp;<br>
<span class="rc_keyword">ElseIf</span>&nbsp;SpriteX<b>(</b>eyeSprite<b>)</b>&nbsp;&gt;=&nbsp;<span class="rc_number">440</span>&nbsp;<span class="rc_keyword">And</span>&nbsp;destX&nbsp;=&nbsp;<span class="rc_number">0</span>&nbsp;<span class="rc_keyword">Then</span>&nbsp;<br>
&nbsp;&nbsp;&nbsp;destX&nbsp;=&nbsp;<span class="rc_number">1</span>&nbsp;<br>
<span class="rc_keyword">End</span>&nbsp;<span class="rc_keyword">If</span>&nbsp;<br>
&nbsp;&nbsp;<br>
<span class="rc_keyword">If</span>&nbsp;destX&nbsp;=&nbsp;<span class="rc_number">1</span>&nbsp;<span class="rc_keyword">Then</span>&nbsp;<br>
&nbsp;&nbsp;&nbsp;SetSpritePosition<b>(</b>eyeSprite,&nbsp;eyeSpriteX,&nbsp;eyeSpriteY<b>)</b>&nbsp;<br>
&nbsp;&nbsp;&nbsp;eyeSpriteX&nbsp;=&nbsp;eyeSpriteX&nbsp;-&nbsp;<span class="rc_number">0.5</span>&nbsp;<br>
<span class="rc_keyword">End</span>&nbsp;<span class="rc_keyword">If</span>&nbsp;<br>
&nbsp;&nbsp;<br>
GetSpritePosition<b>(</b>eyeSprite,&nbsp;eyeX,&nbsp;eyeY<b>)</b>&nbsp;<br>
Canvas<b>(</b>pCanvas<b>)</b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<span class="rc_comment">'change to the standard drawing canvas for drawing text </span><br>
DrawText<b>(</b><span class="rc_string">"Sprite X: "</span>&nbsp;+&nbsp;STR$<b>(</b>eyeX<b>)</b>,&nbsp;<span class="rc_number">10</span>,&nbsp;<span class="rc_number">30</span><b>)</b>&nbsp;<br>
DrawText<b>(</b><span class="rc_string">"Sprite Y: "</span>&nbsp;+&nbsp;STR$<b>(</b>eyeY<b>)</b>,&nbsp;<span class="rc_number">10</span>,&nbsp;<span class="rc_number">50</span><b>)</b>&nbsp;<br>
&nbsp;&nbsp;<br>
Update<b>(</b><b>)</b>&nbsp;<br>
<span class="rc_keyword">Wend</span>&nbsp;<br>
</code></p>
<p><img src="images/theEye.png" ></p>
<p>
<br> <a href="../doc_files/images/DripOctober.ttf">Link to Font (It's locally on your computer, your not downloading anything from the internet)</a> <br>
</p>
<br><p>Related: <br><p>Related:
<a href="translatesprite.html">TranslateSprite</a> <a href="translatesprite.html">TranslateSprite</a>
<a href="setspriteposition.html">SetSpritePosition</a> <a href="setspriteposition.html">SetSpritePosition</a>

View File

@@ -11,6 +11,63 @@
<p> <p>
Returns the angle the sprite is rotated by Returns the angle the sprite is rotated by
</p> </p>
<p id="rc_code"><code>
isFullScreen&nbsp;=&nbsp;<span class="rc_keyword">false</span>&nbsp;<br>
vSync&nbsp;=&nbsp;<span class="rc_keyword">true</span>&nbsp;<br>
winWidth&nbsp;=&nbsp;<span class="rc_number">640</span>&nbsp;<br>
winHeight&nbsp;=&nbsp;<span class="rc_number">480</span>&nbsp;<br>
canViewPortX&nbsp;=&nbsp;<span class="rc_number">0</span>&nbsp;<br>
canViewPortY&nbsp;=&nbsp;<span class="rc_number">0</span>&nbsp;<br>
&nbsp;&nbsp;<br>
OpenWindow<b>(</b><span class="rc_string">"GetSpriteRotation"</span>,&nbsp;winWidth,&nbsp;winHeight,&nbsp;isFullScreen,&nbsp;vSync<b>)</b>&nbsp;<br>
pCanvas&nbsp;=&nbsp;OpenCanvas<b>(</b><span class="rc_number">200</span>,&nbsp;<span class="rc_number">80</span>,&nbsp;<span class="rc_number">0</span>,&nbsp;<span class="rc_number">0</span>,&nbsp;<span class="rc_number">200</span>,&nbsp;<span class="rc_number">80</span>,&nbsp;<span class="rc_number">1</span><b>)</b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<span class="rc_comment">'Need to open a canvas for drawing the text </span><br>
sCanvas&nbsp;=&nbsp;OpenCanvasSpriteLayer<b>(</b>canViewPortX,&nbsp;canViewPortY,&nbsp;winWidth,&nbsp;winHeight<b>)</b>&nbsp;<br>
Canvas<b>(</b>sCanvas<b>)</b>&nbsp;<br>
&nbsp;&nbsp;<br>
<span class="rc_keyword">DIM</span>&nbsp;font1&nbsp;<br>
&nbsp;&nbsp;<br>
Font1&nbsp;=&nbsp;LoadFont<b>(</b><span class="rc_string">"DripOctober.ttf"</span>,&nbsp;<span class="rc_number">16</span><b>)</b>&nbsp;<br>
SetFont<b>(</b>Font1<b>)</b>&nbsp;<br>
SetColor<b>(</b>RGB<b>(</b><span class="rc_number">100</span>,&nbsp;<span class="rc_number">200</span>,&nbsp;<span class="rc_number">200</span><b>)</b><b>)</b>&nbsp;<br>
&nbsp;&nbsp;<br>
<span class="rc_keyword">DIM</span>&nbsp;eye&nbsp;<br>
<span class="rc_keyword">DIM</span>&nbsp;eyeW&nbsp;<br>
<span class="rc_keyword">DIM</span>&nbsp;eyeH&nbsp;<br>
<span class="rc_keyword">DIM</span>&nbsp;eyeAngle&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<span class="rc_comment">'Variable to hold the sprites angle value </span><br>
<span class="rc_keyword">DIM</span>&nbsp;displayAngle&nbsp;<br>
ReleaseKey&nbsp;=&nbsp;<span class="rc_number">0</span>&nbsp;<br>
&nbsp;&nbsp;<br>
eye&nbsp;=&nbsp;LoadImage<b>(</b><span class="rc_string">"theEye.png"</span><b>)</b>&nbsp;<br>
GetImageSize<b>(</b>eye,&nbsp;eyeW,&nbsp;eyeH<b>)</b>&nbsp;<br>
&nbsp;&nbsp;<br>
eyeSprite&nbsp;=&nbsp;CreateSprite<b>(</b>eye,&nbsp;eyeW,&nbsp;eyeH<b>)</b>&nbsp;<br>
SetSpritePosition<b>(</b>eyeSprite,&nbsp;<span class="rc_number">100</span>,&nbsp;<span class="rc_number">100</span><b>)</b>&nbsp;<br>
&nbsp;&nbsp;<br>
<span class="rc_comment">'RotateSprite(eyeSprite, eyeAngle) </span><br>
&nbsp;&nbsp;<br>
<span class="rc_keyword">While</span>&nbsp;<span class="rc_keyword">Not</span>&nbsp;Key<b>(</b>K_ESCAPE<b>)</b>&nbsp;<br>
ClearCanvas<b>(</b><b>)</b>&nbsp;<br>
Canvas<b>(</b>sCanvas<b>)</b>&nbsp;<br>
&nbsp;&nbsp;<br>
<span class="rc_keyword">If</span>&nbsp;Key<b>(</b>K_SPACE<b>)</b>&nbsp;<span class="rc_keyword">And</span>&nbsp;ReleaseKey&nbsp;=&nbsp;<span class="rc_number">0</span>&nbsp;<span class="rc_keyword">Then</span>&nbsp;<br>
eyeAngle&nbsp;=&nbsp;<span class="rc_number">30</span>&nbsp;<br>
RotateSprite<b>(</b>eyeSprite,&nbsp;eyeAngle<b>)</b>&nbsp;<br>
ReleaseKey&nbsp;=&nbsp;<span class="rc_number">1</span>&nbsp;<br>
<span class="rc_keyword">ElseIf</span>&nbsp;<span class="rc_keyword">Not</span>&nbsp;Key<b>(</b>K_SPACE<b>)</b>&nbsp;<span class="rc_keyword">And</span>&nbsp;ReleaseKey&nbsp;=&nbsp;<span class="rc_number">1</span>&nbsp;<span class="rc_keyword">then</span>&nbsp;<br>
ReleaseKey&nbsp;=&nbsp;<span class="rc_number">0</span>&nbsp;<br>
<span class="rc_keyword">End</span>&nbsp;<span class="rc_keyword">If</span>&nbsp;<br>
&nbsp;&nbsp;<br>
displayAngle&nbsp;=&nbsp;GetSpriteRotation<b>(</b>eyeSprite<b>)</b>&nbsp;<br>
Canvas<b>(</b>pCanvas<b>)</b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<span class="rc_comment">'change to the standard drawing canvas for drawing text </span><br>
DrawText<b>(</b><span class="rc_string">"Sprite Angle: "</span>&nbsp;+&nbsp;STR$<b>(</b>displayAngle<b>)</b>,&nbsp;<span class="rc_number">10</span>,&nbsp;<span class="rc_number">30</span><b>)</b>&nbsp;<br>
&nbsp;&nbsp;<br>
Update<b>(</b><b>)</b>&nbsp;<br>
<span class="rc_keyword">Wend</span>&nbsp;<br>
</code></p>
<p><img src="images/theEye.png" ></p>
<p>
<br> <a href="../doc_files/images/DripOctober.ttf">Link to Font (It's locally on your computer, your not downloading anything from the internet)</a> <br>
</p>
<br><p>Related: <br><p>Related:
<a href="setspriterotation.html">SetSpriteRotation</a> <a href="setspriterotation.html">SetSpriteRotation</a>
<a href="rotatesprite.html">RotateSprite</a> <a href="rotatesprite.html">RotateSprite</a>

View File

@@ -11,6 +11,73 @@
<p> <p>
Gets the scale of a sprite Gets the scale of a sprite
</p> </p>
<p id="rc_code"><code>
isFullScreen&nbsp;=&nbsp;<span class="rc_keyword">false</span>&nbsp;<br>
vSync&nbsp;=&nbsp;<span class="rc_keyword">true</span>&nbsp;<br>
winWidth&nbsp;=&nbsp;<span class="rc_number">640</span>&nbsp;<br>
winHeight&nbsp;=&nbsp;<span class="rc_number">480</span>&nbsp;<br>
canViewPortX&nbsp;=&nbsp;<span class="rc_number">0</span>&nbsp;<br>
canViewPortY&nbsp;=&nbsp;<span class="rc_number">0</span>&nbsp;<br>
&nbsp;&nbsp;<br>
OpenWindow<b>(</b><span class="rc_string">"GetSpriteScale"</span>,&nbsp;winWidth,&nbsp;winHeight,&nbsp;isFullScreen,&nbsp;vSync<b>)</b>&nbsp;<br>
pCanvas&nbsp;=&nbsp;OpenCanvas<b>(</b><span class="rc_number">200</span>,&nbsp;<span class="rc_number">80</span>,&nbsp;<span class="rc_number">0</span>,&nbsp;<span class="rc_number">0</span>,&nbsp;<span class="rc_number">200</span>,&nbsp;<span class="rc_number">80</span>,&nbsp;<span class="rc_number">1</span><b>)</b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<span class="rc_comment">'Need to open a canvas for drawing the text </span><br>
sCanvas&nbsp;=&nbsp;OpenCanvasSpriteLayer<b>(</b>canViewPortX,&nbsp;canViewPortY,&nbsp;winWidth,&nbsp;winHeight<b>)</b>&nbsp;<br>
Canvas<b>(</b>sCanvas<b>)</b>&nbsp;<br>
&nbsp;&nbsp;<br>
<span class="rc_keyword">DIM</span>&nbsp;font1&nbsp;<br>
&nbsp;&nbsp;<br>
Font1&nbsp;=&nbsp;LoadFont<b>(</b><span class="rc_string">"DripOctober.ttf"</span>,&nbsp;<span class="rc_number">16</span><b>)</b>&nbsp;<br>
SetFont<b>(</b>Font1<b>)</b>&nbsp;<br>
SetColor<b>(</b>RGB<b>(</b><span class="rc_number">100</span>,&nbsp;<span class="rc_number">200</span>,&nbsp;<span class="rc_number">200</span><b>)</b><b>)</b>&nbsp;<br>
&nbsp;&nbsp;<br>
<span class="rc_keyword">DIM</span>&nbsp;eye&nbsp;<br>
<span class="rc_keyword">DIM</span>&nbsp;eyeW&nbsp;<br>
<span class="rc_keyword">DIM</span>&nbsp;eyeH&nbsp;<br>
<span class="rc_keyword">DIM</span>&nbsp;eyeScale&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<span class="rc_comment">'Variable to hold the sprites scale </span><br>
ReleaseKey&nbsp;=&nbsp;<span class="rc_number">0</span>&nbsp;<br>
eyeScale&nbsp;=&nbsp;<span class="rc_number">2</span>&nbsp;<br>
&nbsp;&nbsp;<br>
<span class="rc_keyword">DIM</span>&nbsp;eyeScaleX&nbsp;<br>
<span class="rc_keyword">DIM</span>&nbsp;eyeScaleY&nbsp;<br>
&nbsp;&nbsp;<br>
eye&nbsp;=&nbsp;LoadImage<b>(</b><span class="rc_string">"theEye.png"</span><b>)</b>&nbsp;<br>
GetImageSize<b>(</b>eye,&nbsp;eyeW,&nbsp;eyeH<b>)</b>&nbsp;<br>
&nbsp;&nbsp;<br>
eyeSprite&nbsp;=&nbsp;CreateSprite<b>(</b>eye,&nbsp;eyeW,&nbsp;eyeH<b>)</b>&nbsp;<br>
SetSpritePosition<b>(</b>eyeSprite,&nbsp;<span class="rc_number">100</span>,&nbsp;<span class="rc_number">100</span><b>)</b>&nbsp;<br>
&nbsp;&nbsp;<br>
eyeSprite2&nbsp;=&nbsp;CreateSprite<b>(</b>eye,&nbsp;eyeW,&nbsp;eyeH<b>)</b>&nbsp;<br>
SetSpritePosition<b>(</b>eyeSprite2,&nbsp;<span class="rc_number">200</span>,&nbsp;<span class="rc_number">100</span><b>)</b>&nbsp;<br>
&nbsp;&nbsp;<br>
SetSpriteScale<b>(</b>eyeSprite2,&nbsp;eyeScale,&nbsp;eyeScale<b>)</b>&nbsp;<br>
&nbsp;&nbsp;<br>
<span class="rc_keyword">While</span>&nbsp;<span class="rc_keyword">Not</span>&nbsp;Key<b>(</b>K_ESCAPE<b>)</b>&nbsp;<br>
ClearCanvas<b>(</b><b>)</b>&nbsp;<br>
Canvas<b>(</b>sCanvas<b>)</b>&nbsp;<br>
&nbsp;&nbsp;<br>
<span class="rc_keyword">If</span>&nbsp;Key<b>(</b>K_UP<b>)</b>&nbsp;<span class="rc_keyword">And</span>&nbsp;ReleaseKey&nbsp;=&nbsp;<span class="rc_number">0</span>&nbsp;<span class="rc_keyword">Then</span>&nbsp;<br>
eyeScale&nbsp;=&nbsp;<span class="rc_number">1.1</span>&nbsp;<br>
ScaleSprite<b>(</b>eyeSprite2,&nbsp;eyeScale,&nbsp;eyeScale<b>)</b>&nbsp;<br>
ReleaseKey&nbsp;=&nbsp;<span class="rc_number">1</span>&nbsp;<br>
<span class="rc_keyword">ElseIf</span>&nbsp;Key<b>(</b>K_DOWN<b>)</b>&nbsp;<span class="rc_keyword">And</span>&nbsp;ReleaseKey&nbsp;=&nbsp;<span class="rc_number">0</span>&nbsp;<span class="rc_keyword">Then</span>&nbsp;<br>
eyeScale&nbsp;=&nbsp;<span class="rc_number">0.9</span>&nbsp;<br>
ScaleSprite<b>(</b>eyeSprite2,&nbsp;eyeScale,&nbsp;eyeScale<b>)</b>&nbsp;<br>
ReleaseKey&nbsp;=&nbsp;<span class="rc_number">1</span>&nbsp;<br>
<span class="rc_keyword">ElseIf</span>&nbsp;<span class="rc_keyword">Not</span>&nbsp;Key<b>(</b>K_UP<b>)</b>&nbsp;<span class="rc_keyword">And</span>&nbsp;<span class="rc_keyword">Not</span>&nbsp;Key<b>(</b>K_DOWN<b>)</b>&nbsp;<span class="rc_keyword">And</span>&nbsp;ReleaseKey&nbsp;=&nbsp;<span class="rc_number">1</span>&nbsp;<span class="rc_keyword">then</span>&nbsp;<br>
ReleaseKey&nbsp;=&nbsp;<span class="rc_number">0</span>&nbsp;<br>
<span class="rc_keyword">End</span>&nbsp;<span class="rc_keyword">If</span>&nbsp;<br>
&nbsp;&nbsp;<br>
GetSpriteScale<b>(</b>eyeSprite2,&nbsp;eyeScaleX,&nbsp;eyeScaleY<b>)</b>&nbsp;<br>
Canvas<b>(</b>pCanvas<b>)</b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<span class="rc_comment">'change to the standard drawing canvas for drawing text </span><br>
DrawText<b>(</b><span class="rc_string">"Sprite Scale X: "</span>&nbsp;+&nbsp;STR$<b>(</b>eyeScaleX<b>)</b>,&nbsp;<span class="rc_number">10</span>,&nbsp;<span class="rc_number">30</span><b>)</b>&nbsp;<br>
&nbsp;&nbsp;<br>
Update<b>(</b><b>)</b>&nbsp;<br>
<span class="rc_keyword">Wend</span>&nbsp;<br>
</code></p>
<p><img src="images/theEye.png" ></p>
<p>
<br> <a href="../doc_files/images/DripOctober.ttf">Link to Font (It's locally on your computer, your not downloading anything from the internet)</a> <br>
</p>
<br><p>Related: <br><p>Related:
<a href="scalesprite.html">ScaleSprite</a> <a href="scalesprite.html">ScaleSprite</a>
<a href="setspritescale.html">SetSpriteScale</a> <a href="setspritescale.html">SetSpriteScale</a>

View File

@@ -11,6 +11,51 @@
<p> <p>
Gets the size of a sprite's frames Gets the size of a sprite's frames
</p> </p>
<p id="rc_code"><code>
isFullScreen&nbsp;=&nbsp;<span class="rc_keyword">false</span>&nbsp;<br>
vSync&nbsp;=&nbsp;<span class="rc_keyword">true</span>&nbsp;<br>
winWidth&nbsp;=&nbsp;<span class="rc_number">640</span>&nbsp;<br>
winHeight&nbsp;=&nbsp;<span class="rc_number">480</span>&nbsp;<br>
canViewPortX&nbsp;=&nbsp;<span class="rc_number">0</span>&nbsp;<br>
canViewPortY&nbsp;=&nbsp;<span class="rc_number">0</span>&nbsp;<br>
&nbsp;&nbsp;<br>
OpenWindow<b>(</b><span class="rc_string">"ScaleSprite"</span>,&nbsp;winWidth,&nbsp;winHeight,&nbsp;isFullScreen,&nbsp;vSync<b>)</b>&nbsp;<br>
pCanvas&nbsp;=&nbsp;OpenCanvas<b>(</b><span class="rc_number">200</span>,&nbsp;<span class="rc_number">80</span>,&nbsp;<span class="rc_number">0</span>,&nbsp;<span class="rc_number">0</span>,&nbsp;<span class="rc_number">200</span>,&nbsp;<span class="rc_number">80</span>,&nbsp;<span class="rc_number">1</span><b>)</b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<span class="rc_comment">'Need to open a canvas for drawing the text </span><br>
sCanvas&nbsp;=&nbsp;OpenCanvasSpriteLayer<b>(</b>canViewPortX,&nbsp;canViewPortY,&nbsp;winWidth,&nbsp;winHeight<b>)</b>&nbsp;<br>
Canvas<b>(</b>sCanvas<b>)</b>&nbsp;<br>
&nbsp;&nbsp;<br>
<span class="rc_keyword">DIM</span>&nbsp;eye&nbsp;<br>
<span class="rc_keyword">DIM</span>&nbsp;eyeW&nbsp;<br>
<span class="rc_keyword">DIM</span>&nbsp;eyeH&nbsp;<br>
<span class="rc_keyword">DIM</span>&nbsp;eSpriteWidth&nbsp;<br>
<span class="rc_keyword">DIM</span>&nbsp;eSpriteHeight&nbsp;<br>
&nbsp;&nbsp;<br>
<span class="rc_keyword">DIM</span>&nbsp;font1&nbsp;<br>
&nbsp;&nbsp;<br>
Font1&nbsp;=&nbsp;LoadFont<b>(</b><span class="rc_string">"DripOctober.ttf"</span>,&nbsp;<span class="rc_number">16</span><b>)</b>&nbsp;<br>
SetFont<b>(</b>Font1<b>)</b>&nbsp;<br>
SetColor<b>(</b>RGB<b>(</b><span class="rc_number">100</span>,&nbsp;<span class="rc_number">200</span>,&nbsp;<span class="rc_number">200</span><b>)</b><b>)</b>&nbsp;<br>
&nbsp;&nbsp;<br>
eye&nbsp;=&nbsp;LoadImage<b>(</b><span class="rc_string">"theEye.png"</span><b>)</b>&nbsp;<br>
GetImageSize<b>(</b>eye,&nbsp;eyeW,&nbsp;eyeH<b>)</b>&nbsp;<br>
&nbsp;&nbsp;<br>
eyeSprite&nbsp;=&nbsp;CreateSprite<b>(</b>eye,&nbsp;eyeW,&nbsp;eyeH<b>)</b>&nbsp;<br>
SetSpritePosition<b>(</b>eyeSprite,&nbsp;<span class="rc_number">100</span>,&nbsp;<span class="rc_number">100</span><b>)</b>&nbsp;<br>
&nbsp;&nbsp;<br>
GetSpriteSize<b>(</b>eyeSprite,&nbsp;eSpriteWidth,&nbsp;eSpriteHeight<b>)</b>&nbsp;<br>
&nbsp;&nbsp;<br>
<span class="rc_keyword">While</span>&nbsp;<span class="rc_keyword">Not</span>&nbsp;Key<b>(</b>K_ESCAPE<b>)</b>&nbsp;<br>
Canvas<b>(</b>pCanvas<b>)</b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<span class="rc_comment">'change to the standard drawing canvas for drawing text </span><br>
DrawText<b>(</b><span class="rc_string">"EyeSprite Width "</span>&nbsp;+&nbsp;STR$<b>(</b>eSpriteWidth<b>)</b>,&nbsp;<span class="rc_number">10</span>,&nbsp;<span class="rc_number">30</span><b>)</b>&nbsp;<br>
DrawText<b>(</b><span class="rc_string">"EyeSprite Height "</span>&nbsp;+&nbsp;STR$<b>(</b>eSpriteHeight<b>)</b>,&nbsp;<span class="rc_number">10</span>,&nbsp;<span class="rc_number">50</span><b>)</b>&nbsp;<br>
&nbsp;&nbsp;<br>
Update<b>(</b><b>)</b>&nbsp;<br>
<span class="rc_keyword">Wend</span>&nbsp;<br>
</code></p>
<p><img src="images/theEye.png" ></p>
<p>
<br> <a href="../doc_files/images/DripOctober.ttf">Link to Font (It's locally on your computer, your not downloading anything from the internet)</a> <br>
</p>
<br><p>Related: <br><p>Related:
<a href="createsprite.html">CreateSprite</a> <a href="createsprite.html">CreateSprite</a>
</p> </p>

View File

@@ -11,6 +11,41 @@
<p> <p>
Returns the source image the sprite renders its frames from Returns the source image the sprite renders its frames from
</p> </p>
<p id="rc_code"><code>
isFullScreen&nbsp;=&nbsp;<span class="rc_keyword">false</span>&nbsp;<br>
vSync&nbsp;=&nbsp;<span class="rc_keyword">true</span>&nbsp;<br>
winWidth&nbsp;=&nbsp;<span class="rc_number">640</span>&nbsp;<br>
winHeight&nbsp;=&nbsp;<span class="rc_number">480</span>&nbsp;<br>
canViewPortX&nbsp;=&nbsp;<span class="rc_number">0</span>&nbsp;<br>
canViewPortY&nbsp;=&nbsp;<span class="rc_number">0</span>&nbsp;<br>
&nbsp;&nbsp;<br>
OpenWindow<b>(</b><span class="rc_string">"GetSpriteSource"</span>,&nbsp;winWidth,&nbsp;winHeight,&nbsp;isFullScreen,&nbsp;vSync<b>)</b>&nbsp;<br>
sCanvas&nbsp;=&nbsp;OpenCanvasSpriteLayer<b>(</b>canViewPortX,&nbsp;canViewPortY,&nbsp;winWidth,&nbsp;winHeight<b>)</b>&nbsp;<br>
Canvas<b>(</b>sCanvas<b>)</b>&nbsp;<br>
&nbsp;&nbsp;<br>
<span class="rc_keyword">DIM</span>&nbsp;frown&nbsp;<br>
<span class="rc_keyword">DIM</span>&nbsp;frownW&nbsp;<br>
<span class="rc_keyword">DIM</span>&nbsp;frownH&nbsp;<br>
<span class="rc_keyword">DIM</span>&nbsp;spSource$&nbsp;<br>
&nbsp;&nbsp;<br>
frowny1&nbsp;=&nbsp;LoadImage<b>(</b><span class="rc_string">"frowny1.png"</span><b>)</b>&nbsp;<br>
frowny2&nbsp;=&nbsp;LoadImage<b>(</b><span class="rc_string">"frowny2.png"</span><b>)</b>&nbsp;<br>
GetImageSize<b>(</b>frown,&nbsp;frownW,&nbsp;frownH<b>)</b>&nbsp;<br>
&nbsp;&nbsp;<br>
frownSprite&nbsp;=&nbsp;CreateSprite<b>(</b>frown,&nbsp;frownW,&nbsp;frownH<b>)</b>&nbsp;<br>
SetSpritePosition<b>(</b>frownSprite,&nbsp;<span class="rc_number">100</span>,&nbsp;<span class="rc_number">100</span><b>)</b>&nbsp;<br>
&nbsp;&nbsp;<br>
<span class="rc_keyword">While</span>&nbsp;<span class="rc_keyword">Not</span>&nbsp;Key<b>(</b>K_ESCAPE<b>)</b>&nbsp;<br>
<span class="rc_keyword">If</span>&nbsp;KEY<b>(</b>K_SPACE<b>)</b>&nbsp;<span class="rc_keyword">Then</span>&nbsp;<br>
&nbsp;&nbsp;&nbsp;SetSpriteSource<b>(</b>frownSprite,&nbsp;frowny2<b>)</b>&nbsp;<br>
<span class="rc_keyword">End</span>&nbsp;<span class="rc_keyword">If</span>&nbsp;<br>
Update<b>(</b><b>)</b>&nbsp;<br>
spSource$&nbsp;=&nbsp;STR$<b>(</b>GetSpriteSource<b>(</b>frown<b>)</b><b>)</b>&nbsp;<br>
<span class="rc_keyword">Print</span>&nbsp;spSource$&nbsp;<br>
<span class="rc_keyword">Wend</span>&nbsp;<br>
</code></p>
<p><img src="images/frowny1.png" ></p>
<p><img src="images/frowny2.png" ></p>
<br><p>Related: <br><p>Related:
<a href="setspritesource.html">SetSpriteSource</a> <a href="setspritesource.html">SetSpriteSource</a>
<a href="createsprite.html">CreateSprite</a> <a href="createsprite.html">CreateSprite</a>

View File

@@ -19,15 +19,74 @@
</p> </p>
<ul> <ul>
<li> <li>
SPRITE_TYPE_STATIC SPRITE_TYPE_STATIC (0)
</li> </li>
<li> <li>
SPRITE_TYPE_KINEMATIC SPRITE_TYPE_KINEMATIC (1)
</li> </li>
<li> <li>
SPRITE_TYPE_DYNAMIC SPRITE_TYPE_DYNAMIC (2)
</li> </li>
</ul> </ul>
<p id="rc_code"><code>
isFullScreen&nbsp;=&nbsp;<span class="rc_keyword">false</span>&nbsp;<br>
vSync&nbsp;=&nbsp;<span class="rc_keyword">true</span>&nbsp;<br>
winWidth&nbsp;=&nbsp;<span class="rc_number">640</span>&nbsp;<br>
winHeight&nbsp;=&nbsp;<span class="rc_number">480</span>&nbsp;<br>
canViewPortX&nbsp;=&nbsp;<span class="rc_number">0</span>&nbsp;<br>
canViewPortY&nbsp;=&nbsp;<span class="rc_number">0</span>&nbsp;<br>
&nbsp;&nbsp;<br>
OpenWindow<b>(</b><span class="rc_string">"GetSpriteType"</span>,&nbsp;winWidth,&nbsp;winHeight,&nbsp;isFullScreen,&nbsp;vSync<b>)</b>&nbsp;<br>
pCanvas&nbsp;=&nbsp;OpenCanvas<b>(</b><span class="rc_number">200</span>,&nbsp;<span class="rc_number">80</span>,&nbsp;<span class="rc_number">0</span>,&nbsp;<span class="rc_number">0</span>,&nbsp;<span class="rc_number">200</span>,&nbsp;<span class="rc_number">80</span>,&nbsp;<span class="rc_number">1</span><b>)</b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<span class="rc_comment">'Need to open a canvas for drawing the text </span><br>
sCanvas&nbsp;=&nbsp;OpenCanvasSpriteLayer<b>(</b>canViewPortX,&nbsp;canViewPortY,&nbsp;winWidth,&nbsp;winHeight<b>)</b>&nbsp;<br>
Canvas<b>(</b>sCanvas<b>)</b>&nbsp;<br>
&nbsp;&nbsp;<br>
<span class="rc_keyword">DIM</span>&nbsp;eye&nbsp;<br>
<span class="rc_keyword">DIM</span>&nbsp;eyeW&nbsp;<br>
<span class="rc_keyword">DIM</span>&nbsp;eyeH&nbsp;<br>
eyeSpriteX&nbsp;=&nbsp;<span class="rc_number">100</span>&nbsp;<br>
eyeSpriteY&nbsp;=&nbsp;<span class="rc_number">100</span>&nbsp;<br>
eyeSprite2X&nbsp;=&nbsp;<span class="rc_number">400</span>&nbsp;<br>
eyeSprite2Y&nbsp;=&nbsp;<span class="rc_number">125</span>&nbsp;<br>
&nbsp;&nbsp;<br>
<span class="rc_keyword">DIM</span>&nbsp;font1&nbsp;<br>
&nbsp;&nbsp;<br>
Font1&nbsp;=&nbsp;LoadFont<b>(</b><span class="rc_string">"DripOctober.ttf"</span>,&nbsp;<span class="rc_number">16</span><b>)</b>&nbsp;<br>
SetFont<b>(</b>Font1<b>)</b>&nbsp;<br>
SetColor<b>(</b>RGB<b>(</b><span class="rc_number">100</span>,&nbsp;<span class="rc_number">200</span>,&nbsp;<span class="rc_number">200</span><b>)</b><b>)</b>&nbsp;<br>
&nbsp;&nbsp;<br>
eye&nbsp;=&nbsp;LoadImage<b>(</b><span class="rc_string">"theEye.png"</span><b>)</b>&nbsp;<br>
GetImageSize<b>(</b>eye,&nbsp;eyeW,&nbsp;eyeH<b>)</b>&nbsp;<br>
&nbsp;&nbsp;<br>
eyeSprite&nbsp;=&nbsp;CreateSprite<b>(</b>eye,&nbsp;eyeW,&nbsp;eyeH<b>)</b>&nbsp;<br>
SetSpritePosition<b>(</b>eyeSprite,&nbsp;eyeSpriteX,&nbsp;eyeSpriteY<b>)</b>&nbsp;<br>
SetSpriteSolid<b>(</b>eyeSprite,&nbsp;<span class="rc_number">1</span><b>)</b>&nbsp;<br>
SetSpriteType<b>(</b>eyeSprite,&nbsp;SPRITE_TYPE_KINEMATIC<b>)</b>&nbsp;<br>
&nbsp;&nbsp;<br>
<span class="rc_comment">'The flags for each type are SPRITE_TYPE_STATIC = 0 </span><br>
<span class="rc_comment">' SPRITE_TYPE_KINEMATIC = 1 </span><br>
<span class="rc_comment">' SPRITE_TYPE_DYNAMIC = 2 </span><br>
&nbsp;&nbsp;<br>
eyeSprite2&nbsp;=&nbsp;CreateSprite<b>(</b>eye,&nbsp;eyeW,&nbsp;eyeH<b>)</b>&nbsp;<br>
SetSpritePosition<b>(</b>eyeSprite2,&nbsp;eyeSprite2X,&nbsp;eyeSprite2Y<b>)</b>&nbsp;<br>
SetSpriteSolid<b>(</b>eyeSprite2,&nbsp;<span class="rc_number">1</span><b>)</b>&nbsp;<br>
SetSpriteType<b>(</b>eyeSprite2,&nbsp;SPRITE_TYPE_DYNAMIC<b>)</b>&nbsp;<br>
&nbsp;&nbsp;<br>
<span class="rc_keyword">While</span>&nbsp;<span class="rc_keyword">Not</span>&nbsp;Key<b>(</b>K_ESCAPE<b>)</b>&nbsp;<br>
ClearCanvas<b>(</b><b>)</b>&nbsp;<br>
Canvas<b>(</b>sCanvas<b>)</b>&nbsp;<br>
&nbsp;&nbsp;<br>
Canvas<b>(</b>pCanvas<b>)</b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<span class="rc_comment">'change to the standard drawing canvas for drawing text </span><br>
&nbsp;&nbsp;<br>
DrawText<b>(</b><span class="rc_string">"Sprite on left type: "</span>&nbsp;+&nbsp;STR$<b>(</b>GetSpriteType<b>(</b>eyeSprite<b>)</b><b>)</b>,&nbsp;<span class="rc_number">10</span>,&nbsp;<span class="rc_number">30</span><b>)</b>&nbsp;<br>
&nbsp;&nbsp;<br>
Update<b>(</b><b>)</b>&nbsp;<br>
<span class="rc_keyword">Wend</span>&nbsp;<br>
</code></p>
<p><img src="images/theEye.png" ></p>
<p>
<br> <a href="../doc_files/images/DripOctober.ttf">Link to Font (It's locally on your computer, your not downloading anything from the internet)</a> <br>
</p>
<br><p>Related: <br><p>Related:
<a href="setspritetype.html">SetSpriteType</a> <a href="setspritetype.html">SetSpriteType</a>
</p> </p>

View File

@@ -9,7 +9,7 @@
<body> <body>
<p><h2>sub GrabInput(flag) </h2></p> <p><h2>sub GrabInput(flag) </h2></p>
<p> <p>
Sets whether the currently active window will grab user input Sets whether the currently active window will grab user input
</p> </p>
<p> <p>

View File

@@ -335,22 +335,22 @@
Given we have two number stored in variables a and b. Given we have two number stored in variables a and b.
</p> </p>
<p> <p>
•.a = b : Test if a is equal to b •.a = b : Test if a is equal to b
</p> </p>
<p> <p>
•.a < b : Test if a is less than b •.a < b : Test if a is less than b
</p> </p>
<p> <p>
•.a > b : Test if a is greater than b •.a > b : Test if a is greater than b
</p> </p>
<p> <p>
•.a <= b : Test if a is less than or equal to b •.a <= b : Test if a is less than or equal to b
</p> </p>
<p> <p>
•.a >= b : Test if a is greater than or equal to b •.a >= b : Test if a is greater than or equal to b
</p> </p>
<p> <p>
•.a <> b : Test if a is not equal to b •.a <> b : Test if a is not equal to b
</p> </p>
<p> <p>
Here is a few examples of doing some of these comparisons with a <b>IF</b> statement. Here is a few examples of doing some of these comparisons with a <b>IF</b> statement.
@@ -424,7 +424,7 @@
This code will write "This is true" to the console because 1 is equal to 1 and 4 is greater than 2. Yes it is that simple. This code will write "This is true" to the console because 1 is equal to 1 and 4 is greater than 2. Yes it is that simple.
</p> </p>
<p id="rc_code"><code> <p id="rc_code"><code>
<span class="rc_keyword">If</span>&nbsp;<span class="rc_number">1</span><span class="rc_number">1</span>&nbsp;<span class="rc_keyword">AND</span>&nbsp;<span class="rc_number">4</span>&gt;<span class="rc_number">2</span>&nbsp;<span class="rc_keyword">Then</span>&nbsp;<br> <span class="rc_keyword">If</span>&nbsp;<span class="rc_number">1</span>=1&nbsp;<span class="rc_keyword">AND</span>&nbsp;<span class="rc_number">4</span>&gt;<span class="rc_number">2</span>&nbsp;<span class="rc_keyword">Then</span>&nbsp;<br>
<span class="rc_keyword">Print</span>&nbsp;<span class="rc_string">"This is true"</span>&nbsp;<br> <span class="rc_keyword">Print</span>&nbsp;<span class="rc_string">"This is true"</span>&nbsp;<br>
<span class="rc_keyword">End</span>&nbsp;<span class="rc_keyword">If</span>&nbsp;<br> <span class="rc_keyword">End</span>&nbsp;<span class="rc_keyword">If</span>&nbsp;<br>
</code></p> </code></p>
@@ -435,7 +435,7 @@
This code will write "This is true" to the console because although 1 is not equal to 2, 5 is less than or equal to 6. This code will write "This is true" to the console because although 1 is not equal to 2, 5 is less than or equal to 6.
</p> </p>
<p id="rc_code"><code> <p id="rc_code"><code>
<span class="rc_keyword">If</span>&nbsp;<span class="rc_number">1</span><span class="rc_number">2</span>&nbsp;<span class="rc_keyword">AND</span>&nbsp;<span class="rc_number">5</span>&lt;<span class="rc_number">6</span>&nbsp;<span class="rc_keyword">Then</span>&nbsp;<br> <span class="rc_keyword">If</span>&nbsp;<span class="rc_number">1</span>=2&nbsp;<span class="rc_keyword">AND</span>&nbsp;<span class="rc_number">5</span>&lt;<span class="rc_number">6</span>&nbsp;<span class="rc_keyword">Then</span>&nbsp;<br>
<span class="rc_keyword">Print</span>&nbsp;<span class="rc_string">"This is true"</span>&nbsp;<br> <span class="rc_keyword">Print</span>&nbsp;<span class="rc_string">"This is true"</span>&nbsp;<br>
<span class="rc_keyword">End</span>&nbsp;<span class="rc_keyword">If</span>&nbsp;<br> <span class="rc_keyword">End</span>&nbsp;<span class="rc_keyword">If</span>&nbsp;<br>
</code></p> </code></p>
@@ -446,7 +446,7 @@
This code will write "This is true" to the console because 1 is equal to 1 and 2 is equal to 2 ( 2 <> 2 is false because 2=2. Remember <> is the NOT EQUAL operator). Basically one condition in the <b>XOR</b> expression has to be true and the other has to be false otherwise the whole expression is false. If this is slightly confusing don't worry. In my 15+ years of programming experience I have never once used this operator. This code will write "This is true" to the console because 1 is equal to 1 and 2 is equal to 2 ( 2 <> 2 is false because 2=2. Remember <> is the NOT EQUAL operator). Basically one condition in the <b>XOR</b> expression has to be true and the other has to be false otherwise the whole expression is false. If this is slightly confusing don't worry. In my 15+ years of programming experience I have never once used this operator.
</p> </p>
<p id="rc_code"><code> <p id="rc_code"><code>
<span class="rc_keyword">If</span>&nbsp;<span class="rc_number">1</span><span class="rc_number">1</span>&nbsp;<span class="rc_keyword">XOR</span>&nbsp;<span class="rc_number">2</span>&nbsp;&lt;&gt;&nbsp;<span class="rc_number">2</span>&nbsp;<span class="rc_keyword">Then</span>&nbsp;<br> <span class="rc_keyword">If</span>&nbsp;<span class="rc_number">1</span>=1&nbsp;<span class="rc_keyword">XOR</span>&nbsp;<span class="rc_number">2</span>&nbsp;&lt;&gt;&nbsp;<span class="rc_number">2</span>&nbsp;<span class="rc_keyword">Then</span>&nbsp;<br>
<span class="rc_keyword">Print</span>&nbsp;<span class="rc_string">"This is true"</span>&nbsp;<br> <span class="rc_keyword">Print</span>&nbsp;<span class="rc_string">"This is true"</span>&nbsp;<br>
<span class="rc_keyword">End</span>&nbsp;<span class="rc_keyword">If</span>&nbsp;<br> <span class="rc_keyword">End</span>&nbsp;<span class="rc_keyword">If</span>&nbsp;<br>
</code></p> </code></p>
@@ -457,7 +457,7 @@
This code will write "This is true" to the screen because the expression 1=3 is false. The <b>NOT</b> statement reverses the false and makes it true. This code will write "This is true" to the screen because the expression 1=3 is false. The <b>NOT</b> statement reverses the false and makes it true.
</p> </p>
<p id="rc_code"><code> <p id="rc_code"><code>
<span class="rc_keyword">If</span>&nbsp;<span class="rc_keyword">NOT</span>&nbsp;<b>(</b><span class="rc_number">1</span><span class="rc_number">3</span><b>)</b>&nbsp;<span class="rc_keyword">Then</span>&nbsp;<br> <span class="rc_keyword">If</span>&nbsp;<span class="rc_keyword">NOT</span>&nbsp;<b>(</b><span class="rc_number">1</span>=3<b>)</b>&nbsp;<span class="rc_keyword">Then</span>&nbsp;<br>
<span class="rc_keyword">Print</span>&nbsp;<span class="rc_string">"This is true"</span>&nbsp;<br> <span class="rc_keyword">Print</span>&nbsp;<span class="rc_string">"This is true"</span>&nbsp;<br>
<span class="rc_keyword">End</span>&nbsp;<span class="rc_keyword">If</span>&nbsp;<br> <span class="rc_keyword">End</span>&nbsp;<span class="rc_keyword">If</span>&nbsp;<br>
</code></p> </code></p>

View File

@@ -9,7 +9,7 @@
<body> <body>
<p><h2>sub IncrementMatrixColumns(mA, mB, c, num_cols, value) </h2></p> <p><h2>sub IncrementMatrixColumns(mA, mB, c, num_cols, value) </h2></p>
<p> <p>
Increments all the values in a specified number of columns in matrix mA, starting from column c. The result is stored in matrix mB Increments all the values in a specified number of columns in matrix mA, starting from column c. The result is stored in matrix mB
</p> </p>
<p> <p>

View File

@@ -9,7 +9,7 @@
<body> <body>
<p><h2>sub IncrementMatrixRows(mA, mB, r, num_rows, value) </h2></p> <p><h2>sub IncrementMatrixRows(mA, mB, r, num_rows, value) </h2></p>
<p> <p>
Increments all the values in a specified number of rows in matrix mA, starting from row r. The result is stored in matrix mB Increments all the values in a specified number of rows in matrix mA, starting from row r. The result is stored in matrix mB
</p> </p>
<p> <p>

View File

@@ -9,7 +9,7 @@
<body> <body>
<p><h2>function InsertMatrixRows(mA, r, num_rows) </h2></p> <p><h2>function InsertMatrixRows(mA, r, num_rows) </h2></p>
<p> <p>
Insert a number of empty rows into matrix mA starting at the specified row. Insert a number of empty rows into matrix mA starting at the specified row.
</p> </p>
<p> <p>

View File

@@ -9,7 +9,7 @@
<body> <body>
<p><h2>Function Interpolate(min_a, max_a, mid_a, min_b, max_b) </h2></p> <p><h2>Function Interpolate(min_a, max_a, mid_a, min_b, max_b) </h2></p>
<p> <p>
This function returns a value interpolated based on the comparison between a mid value in a range of given min and max values This function returns a value interpolated based on the comparison between a mid value in a range of given min and max values
</p> </p>
<p> <p>

View File

@@ -9,10 +9,10 @@
<body> <body>
<p><h2>INTRODUCTION TO RCBASIC </h2></p> <p><h2>INTRODUCTION TO RCBASIC </h2></p>
<p> <p>
First I would like to say thank you for taking an interest in RCBASIC ( I use all caps because I think it looks more retro that way). RCBASIC is a variant of the BASIC programming language. It consist of a compiler, interpreter, and a code editor. This version of BASIC was mostly influenced by sdlBasic and QBasic. My main reason for writing this software was just to have fun and challenge myself. This language is not as full featured as C++ or Java but you can still create some awesome stuff with it. I hope you have as much fun using this software as I had making it. First I would like to say thank you for taking an interest in RCBASIC ( I use all caps because I think it looks more retro that way). RCBASIC is a variant of the BASIC programming language. It consist of a compiler, interpreter, and a code editor. This version of BASIC was mostly influenced by sdlBasic and QBasic. My main reason for writing this software was just to have fun and challenge myself. This language is not as full featured as C++ or Java but you can still create some awesome stuff with it. I hope you have as much fun using this software as I had making it.
</p> </p>
<p> <p>
Rodney Cunningham (aka. n00b) Rodney Cunningham (aka. n00b)
</p> </p>
<p> <p>

View File

@@ -9,7 +9,7 @@
<body> <body>
<p><h2>function InvertMatrix(mA, mB) </h2></p> <p><h2>function InvertMatrix(mA, mB) </h2></p>
<p> <p>
Stores the inverse matrix of mA in mB Stores the inverse matrix of mA in mB
</p> </p>
<p> <p>

View File

@@ -33,7 +33,7 @@
USER_NAME$&nbsp;=&nbsp;INPUT$<b>(</b><span class="rc_string">"WHAT IS YOUR NAME? "</span><b>)</b>&nbsp;<br> USER_NAME$&nbsp;=&nbsp;INPUT$<b>(</b><span class="rc_string">"WHAT IS YOUR NAME? "</span><b>)</b>&nbsp;<br>
</code></p> </code></p>
<p> <p>
The above example will ask the user WHAT IS YOUR NAME? and then store whatever the user types in into the variable USER_NAME$. The above example will ask the user WHAT IS YOUR NAME? and then store whatever the user types in into the variable USER_NAME$.
</p> </p>
<p> <p>

View File

@@ -9,7 +9,7 @@
<body> <body>
<p><h2>function IsEqualMatrix(mA, mB, tolerance) </h2></p> <p><h2>function IsEqualMatrix(mA, mB, tolerance) </h2></p>
<p> <p>
Returns true if matrix mA is within tolerance of matrix mB Returns true if matrix mA is within tolerance of matrix mB
</p> </p>
<p> <p>

View File

@@ -9,7 +9,7 @@
<body> <body>
<p><h2>sub JoinMatrixColumns(mA, mB, mC) </h2></p> <p><h2>sub JoinMatrixColumns(mA, mB, mC) </h2></p>
<p> <p>
Appends the columns in matrix mB below matrix mA. Appends the columns in matrix mB below matrix mA.
</p> </p>
<p> <p>

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@@ -9,7 +9,7 @@
<body> <body>
<p><h2>sub JoinMatrixRows(mA, mB, mC) </h2></p> <p><h2>sub JoinMatrixRows(mA, mB, mC) </h2></p>
<p> <p>
Appends the rows in matrix mB onto the right of matrix mA. Appends the rows in matrix mB onto the right of matrix mA.
</p> </p>
<p> <p>

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@@ -3,11 +3,11 @@
<head> <head>
<link rel="stylesheet" href="style.css"> <link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type"> <meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>Lcase$ [RCBasic Doc] </title> <title>LCase$ [RCBasic Doc] </title>
</head> </head>
<body> <body>
<p><h2>function Lcase$(src$) </h2></p> <p><h2>function LCase$(src$) </h2></p>
<p> <p>
Returns src$ converted to a completely lower-case string Returns src$ converted to a completely lower-case string
</p> </p>

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@@ -9,7 +9,7 @@
<body> <body>
<p><h2>LICENSE </h2></p> <p><h2>LICENSE </h2></p>
<p> <p>
RCBasic is available under the zlib license : RCBasic is available under the zlib license :
</p> </p>
<p> <p>
This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software. This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software.

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@@ -3,11 +3,11 @@
<head> <head>
<link rel="stylesheet" href="style.css"> <link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type"> <meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>loopActorAnimation [RCBasic Doc] </title> <title>LoopActorAnimation [RCBasic Doc] </title>
</head> </head>
<body> <body>
<p><h2>sub loopActorAnimation( actor, flag ) </h2></p> <p><h2>sub LoopActorAnimation( actor, flag ) </h2></p>
<p> <p>
Enables or disables actor animation loop Enables or disables actor animation loop
</p> </p>

View File

@@ -16,7 +16,7 @@
</p> </p>
<p id="rc_code"><code> <p id="rc_code"><code>
<span class="rc_keyword">For</span>&nbsp;I&nbsp;=&nbsp;<span class="rc_number">1</span>&nbsp;<span class="rc_keyword">To</span>&nbsp;<span class="rc_number">5</span>&nbsp;<br> <span class="rc_keyword">For</span>&nbsp;I&nbsp;=&nbsp;<span class="rc_number">1</span>&nbsp;<span class="rc_keyword">To</span>&nbsp;<span class="rc_number">5</span>&nbsp;<br>
&nbsp;&nbsp;&nbsp;<span class="rc_keyword">Print</span>&nbsp;I&nbsp;<br> <span class="rc_keyword">Print</span>&nbsp;I&nbsp;<br>
<span class="rc_keyword">Next</span>&nbsp;<br> <span class="rc_keyword">Next</span>&nbsp;<br>
</code></p> </code></p>
<p> <p>
@@ -24,7 +24,7 @@
</p> </p>
<p id="rc_code"><code> <p id="rc_code"><code>
<span class="rc_keyword">For</span>&nbsp;I&nbsp;=&nbsp;<span class="rc_number">1</span>&nbsp;<span class="rc_keyword">To</span>&nbsp;<span class="rc_number">5</span>&nbsp;Step&nbsp;<span class="rc_number">2</span>&nbsp;<br> <span class="rc_keyword">For</span>&nbsp;I&nbsp;=&nbsp;<span class="rc_number">1</span>&nbsp;<span class="rc_keyword">To</span>&nbsp;<span class="rc_number">5</span>&nbsp;Step&nbsp;<span class="rc_number">2</span>&nbsp;<br>
&nbsp;&nbsp;&nbsp;<span class="rc_keyword">Print</span>&nbsp;I&nbsp;<br> <span class="rc_keyword">Print</span>&nbsp;I&nbsp;<br>
<span class="rc_keyword">Next</span>&nbsp;<br> <span class="rc_keyword">Next</span>&nbsp;<br>
</code></p> </code></p>
<p> <p>
@@ -36,8 +36,8 @@
<p id="rc_code"><code> <p id="rc_code"><code>
I&nbsp;=&nbsp;<span class="rc_number">0</span>&nbsp;<br> I&nbsp;=&nbsp;<span class="rc_number">0</span>&nbsp;<br>
<span class="rc_keyword">While</span>&nbsp;I&nbsp;&lt;&nbsp;<span class="rc_number">5</span>&nbsp;<br> <span class="rc_keyword">While</span>&nbsp;I&nbsp;&lt;&nbsp;<span class="rc_number">5</span>&nbsp;<br>
&nbsp;&nbsp;&nbsp;<span class="rc_keyword">Print</span>&nbsp;I&nbsp;<br> <span class="rc_keyword">Print</span>&nbsp;I&nbsp;<br>
&nbsp;&nbsp;&nbsp;I&nbsp;=&nbsp;I&nbsp;+&nbsp;<span class="rc_number">1</span>&nbsp;<br> I&nbsp;=&nbsp;I&nbsp;+&nbsp;<span class="rc_number">1</span>&nbsp;<br>
<span class="rc_keyword">Wend</span>&nbsp;<br> <span class="rc_keyword">Wend</span>&nbsp;<br>
</code></p> </code></p>
<p> <p>
@@ -51,7 +51,7 @@
</p> </p>
<p id="rc_code"><code> <p id="rc_code"><code>
<span class="rc_keyword">Do</span>&nbsp;<br> <span class="rc_keyword">Do</span>&nbsp;<br>
&nbsp;&nbsp;&nbsp;<span class="rc_keyword">Print</span>&nbsp;<span class="rc_string">"HELLO WORLD"</span>&nbsp;<br> <span class="rc_keyword">Print</span>&nbsp;<span class="rc_string">"HELLO WORLD"</span>&nbsp;<br>
<span class="rc_keyword">Loop</span>&nbsp;<br> <span class="rc_keyword">Loop</span>&nbsp;<br>
</code></p> </code></p>
<p> <p>
@@ -60,8 +60,8 @@
<p id="rc_code"><code> <p id="rc_code"><code>
I&nbsp;=&nbsp;<span class="rc_number">0</span>&nbsp;<br> I&nbsp;=&nbsp;<span class="rc_number">0</span>&nbsp;<br>
<span class="rc_keyword">Do</span>&nbsp;<br> <span class="rc_keyword">Do</span>&nbsp;<br>
&nbsp;&nbsp;&nbsp;<span class="rc_keyword">Print</span>&nbsp;I&nbsp;<br> <span class="rc_keyword">Print</span>&nbsp;I&nbsp;<br>
&nbsp;&nbsp;&nbsp;I&nbsp;=&nbsp;I&nbsp;+&nbsp;<span class="rc_number">1</span>&nbsp;<br> I&nbsp;=&nbsp;I&nbsp;+&nbsp;<span class="rc_number">1</span>&nbsp;<br>
<span class="rc_keyword">Loop</span>&nbsp;<span class="rc_keyword">While</span>&nbsp;I&nbsp;&lt;&nbsp;<span class="rc_number">5</span>&nbsp;<br> <span class="rc_keyword">Loop</span>&nbsp;<span class="rc_keyword">While</span>&nbsp;I&nbsp;&lt;&nbsp;<span class="rc_number">5</span>&nbsp;<br>
</code></p> </code></p>
<p> <p>
@@ -70,12 +70,12 @@
<p id="rc_code"><code> <p id="rc_code"><code>
I&nbsp;=&nbsp;<span class="rc_number">0</span>&nbsp;<br> I&nbsp;=&nbsp;<span class="rc_number">0</span>&nbsp;<br>
<span class="rc_keyword">Do</span>&nbsp;<br> <span class="rc_keyword">Do</span>&nbsp;<br>
&nbsp;&nbsp;&nbsp;<span class="rc_keyword">Print</span>&nbsp;I&nbsp;<br> <span class="rc_keyword">Print</span>&nbsp;I&nbsp;<br>
&nbsp;&nbsp;&nbsp;I&nbsp;=&nbsp;I&nbsp;+&nbsp;<span class="rc_number">1</span>&nbsp;<br> I&nbsp;=&nbsp;I&nbsp;+&nbsp;<span class="rc_number">1</span>&nbsp;<br>
<span class="rc_keyword">Loop</span>&nbsp;<span class="rc_keyword">Until</span>&nbsp;I&nbsp;=&nbsp;<span class="rc_number">5</span>&nbsp;<br> <span class="rc_keyword">Loop</span>&nbsp;<span class="rc_keyword">Until</span>&nbsp;I&nbsp;=&nbsp;<span class="rc_number">5</span>&nbsp;<br>
</code></p> </code></p>
<p> <p>
The above code will output the numbers 0 to 4 to the console. This form of the <b>DO</b> loop will continue to loop until the loop condition is true. The above code will output the numbers 0 to 4 to the console. This form of the <b>DO</b> loop will continue to loop until the loop condition is true.
</p> </p>
<p> <p>

View File

@@ -3,14 +3,18 @@
<head> <head>
<link rel="stylesheet" href="style.css"> <link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type"> <meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>Ltrim$ [RCBasic Doc] </title> <title>LTrim$ [RCBasic Doc] </title>
</head> </head>
<body> <body>
<p><h2>function Ltrim$(src$) </h2></p> <p><h2>function LTrim$(src$) </h2></p>
<p> <p>
Returns src$ with all the spaces before the first non-space character removed. Returns src$ with all the spaces before the first non-space character removed.
</p> </p>
<br><p>Related:
<a href="rtrim.html">RTrim</a>
<a href="trim.html">Trim</a>
</p>
<p> <p>
</body> </body>

View File

@@ -9,6 +9,9 @@
<body> <body>
<p><h2>function MaterialExists( material ) </h2></p> <p><h2>function MaterialExists( material ) </h2></p>
<p> <p>
Returns true if the material id is an existing material
</p>
<p>
</body> </body>
</html> </html>

View File

@@ -3,11 +3,11 @@
<head> <head>
<link rel="stylesheet" href="style.css"> <link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type"> <meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>materialIsAplhaBlend [RCBasic Doc] </title> <title>MaterialIsAplhaBlend [RCBasic Doc] </title>
</head> </head>
<body> <body>
<p><h2>function materialIsAplhaBlend( material_id) </h2></p> <p><h2>function MaterialIsAplhaBlend( material_id) </h2></p>
<p> <p>
Returns true if alpha blending is enabled for a material Returns true if alpha blending is enabled for a material
</p> </p>

View File

@@ -3,11 +3,11 @@
<head> <head>
<link rel="stylesheet" href="style.css"> <link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type"> <meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>materialIsGouraudShaded [RCBasic Doc] </title> <title>MaterialIsGouraudShaded [RCBasic Doc] </title>
</head> </head>
<body> <body>
<p><h2>function materialIsGouraudShaded( material_id) </h2></p> <p><h2>function MaterialIsGouraudShaded( material_id ) </h2></p>
<p> <p>
Returns true if material is set to goraud shading Returns true if material is set to goraud shading
</p> </p>

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@@ -3,11 +3,11 @@
<head> <head>
<link rel="stylesheet" href="style.css"> <link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type"> <meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>materialIsLit [RCBasic Doc] </title> <title>MaterialIsLit [RCBasic Doc] </title>
</head> </head>
<body> <body>
<p><h2>function materialIsLit( material_id) </h2></p> <p><h2>function MaterialIsLit( material_id ) </h2></p>
<p> <p>
Returns true if a material is affected by lights in the scene Returns true if a material is affected by lights in the scene
</p> </p>

View File

@@ -3,11 +3,11 @@
<head> <head>
<link rel="stylesheet" href="style.css"> <link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type"> <meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>materialIsNormalized [RCBasic Doc] </title> <title>MaterialIsNormalized [RCBasic Doc] </title>
</head> </head>
<body> <body>
<p><h2>function materialIsNormalized( material_id) </h2></p> <p><h2>function MaterialIsNormalized( material_id ) </h2></p>
<p> <p>
Returns true if material has normalized normals Returns true if material has normalized normals
</p> </p>

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@@ -3,11 +3,11 @@
<head> <head>
<link rel="stylesheet" href="style.css"> <link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type"> <meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>materialIsPointCloud [RCBasic Doc] </title> <title>MaterialIsPointCloud [RCBasic Doc] </title>
</head> </head>
<body> <body>
<p><h2>function materialIsPointCloud( material_id) </h2></p> <p><h2>function MaterialIsPointCloud( material_id ) </h2></p>
<p> <p>
Returns true if material is set to render with point cloud Returns true if material is set to render with point cloud
</p> </p>

View File

@@ -3,11 +3,11 @@
<head> <head>
<link rel="stylesheet" href="style.css"> <link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type"> <meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>materialIsTransparent [RCBasic Doc] </title> <title>MaterialIsTransparent [RCBasic Doc] </title>
</head> </head>
<body> <body>
<p><h2>function materialIsTransparent( material_id) </h2></p> <p><h2>function MaterialIsTransparent( material_id) </h2></p>
<p> <p>
Returns true if material is transparent Returns true if material is transparent
</p> </p>

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@@ -3,11 +3,11 @@
<head> <head>
<link rel="stylesheet" href="style.css"> <link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type"> <meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>materialIsWireframe [RCBasic Doc] </title> <title>MaterialIsWireframe [RCBasic Doc] </title>
</head> </head>
<body> <body>
<p><h2>function materialIsWireframe( material_id) </h2></p> <p><h2>function MaterialIsWireframe( material_id ) </h2></p>
<p> <p>
Returns true if the material is rendered with non-filled triangles Returns true if the material is rendered with non-filled triangles
</p> </p>

View File

@@ -12,7 +12,7 @@
Creates a matrix from an array. Creates a matrix from an array.
</p> </p>
<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> </p>
<p> <p>

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@@ -9,7 +9,7 @@
<body> <body>
<p><h2>function MatrixValue(mA, r, c) </h2></p> <p><h2>function MatrixValue(mA, r, c) </h2></p>
<p> <p>
Returns the value stored at the given row and column in the matrix Returns the value stored at the given row and column in the matrix
</p> </p>
<p> <p>

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@@ -9,7 +9,7 @@
<body> <body>
<p><h2>function MultiplyMatrix(mA, mB, mC) </h2></p> <p><h2>function MultiplyMatrix(mA, mB, mC) </h2></p>
<p> <p>
Multiply matrix mA and mB and store the result in mC Multiply matrix mA and mB and store the result in mC
</p> </p>
<p> <p>

View File

@@ -487,12 +487,16 @@ ul, #myUL {
<li><a href="setmouserelative.html" target="main">SetMouseRelative</a></li> <li><a href="setmouserelative.html" target="main">SetMouseRelative</a></li>
<li><a href="setwindowvsync.html" target="main">SetWindowVSync</a></li>
<li><a href="flashwindow.html" target="main">FlashWindow</a></li> <li><a href="flashwindow.html" target="main">FlashWindow</a></li>
<li><a href="windowisgrabbed.html" target="main">WindowIsGrabbed</a></li> <li><a href="windowisgrabbed.html" target="main">WindowIsGrabbed</a></li>
<li><a href="preupdate.html" target="main">PreUpdate</a></li> <li><a href="preupdate.html" target="main">PreUpdate</a></li>
<li><a href="setfps.html" target="main">SetFPS</a></li>
</ul> </ul>
</li> </li>
@@ -657,6 +661,10 @@ ul, #myUL {
<li><a href="drawimage_flipex.html" target="main">DrawImage_FlipEx</a></li> <li><a href="drawimage_flipex.html" target="main">DrawImage_FlipEx</a></li>
<li><a href="setantialiasmode.html" target="main">SetAntiAliasMode</a></li>
<li><a href="getantialiasmode.html" target="main">GetAntiAliasMode</a></li>
</ul> </ul>
</li> </li>
@@ -1221,6 +1229,16 @@ ul, #myUL {
<li><a href="getspritesource.html" target="main">GetSpriteSource</a></li> <li><a href="getspritesource.html" target="main">GetSpriteSource</a></li>
<li><a href="spriteexists.html" target="main">SpriteExists</a></li>
<li><a href="setspritecolormod.html" target="main">SetSpriteColorMod</a></li>
<li><a href="setspritealpha.html" target="main">SetSpriteAlpha</a></li>
<li><a href="getspritecolormod.html" target="main">GetSpriteColorMod</a></li>
<li><a href="getspritealpha.html" target="main">GetSpriteAlpha</a></li>
</ul> </ul>
</li> </li>
@@ -1519,6 +1537,8 @@ ul, #myUL {
<li><a href="deletejoint.html" target="main">DeleteJoint</a></li> <li><a href="deletejoint.html" target="main">DeleteJoint</a></li>
<li><a href="jointexists.html" target="main">JointExists</a></li>
</ul> </ul>
</li> </li>
@@ -1587,6 +1607,14 @@ ul, #myUL {
<li><a href="getan8scenename.html" target="main">GetAN8SceneName$</a></li> <li><a href="getan8scenename.html" target="main">GetAN8SceneName$</a></li>
<li><a href="createconemesh.html" target="main">CreateConeMesh</a></li>
<li><a href="createcylindermesh.html" target="main">CreateCylinderMesh</a></li>
<li><a href="createvolumelightmesh.html" target="main">CreateVolumeLightMesh</a></li>
<li><a href="deletean8.html" target="main">DeleteAN8</a></li>
</ul> </ul>
</li> </li>

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