106 Commits

Author SHA1 Message Date
n00b
917a2a10eb Automated build scripts 2024-11-23 17:01:42 -05:00
n00b
26f89808ba Added function changes to compiler and runtime 2024-11-23 15:54:12 -05:00
n00b
a2363aa63a Changed ReadInput_Text() to ReadInput_GetText 2024-11-23 11:53:39 -05:00
n00b
d79a8f9602 Added default material for drawing 2D objects 2024-11-23 09:46:33 -05:00
n00b
b56f0185cf Fixed runtime only accepting filename main.cbc 2024-11-22 11:10:50 -05:00
n00b
f3c49b8a8b Emscripten build script 2024-11-19 00:06:41 -05:00
n00b
33ece2b755 Emscripten build script 2024-11-19 00:04:17 -05:00
n00b
5048597745 Added GetSpriteRestitutionThreshold() 2024-11-17 23:16:51 -05:00
Rodney Cunningham
b9275b7d80 Merge pull request #20 from n00b87/performance_boost
Replaced loop to read numbers from code/data segments with a single cast
2024-11-15 23:36:36 -05:00
n00b
f35b940637 Replaced loop to read numbers from code/data segments with a single cast 2024-11-15 23:07:53 -05:00
Rodney Cunningham
cf47eb2039 Merge pull request #19 from n00b87/fix_animation_system
Fixed looping animations for actors
2024-11-15 22:22:55 -05:00
n00b
c085150def Fixed looping animations for actors 2024-11-15 22:19:40 -05:00
Rodney Cunningham
378c25ffde Merge pull request #18 from n00b87/missing_functions
Added new physics functions
2024-11-15 21:01:15 -05:00
n00b
40ca65cb3f Added new physics functions
* Added some new physics functions
* Added new documentation
* Added some auto checks for OS to rc_os_defines.h
* Fixed bugs on settting and getting position of sprites
2024-11-15 20:42:08 -05:00
Rodney Cunningham
3f4a1ce1cc Merge pull request #17 from n00b87/sdl2_ogles2
Sdl2 ogles2
2024-11-15 09:40:54 -05:00
n00b
ac30b0f7bb Fixed a bug with getting the sprite position not using the offset for box2d 2024-11-15 09:24:19 -05:00
n00b
370c2bed33 Finalized support for emscripten build 2024-11-15 08:20:18 -05:00
n00b
73fb1bded8 Fixed sprite alignment with box2d fixtures 2024-11-13 22:31:03 -05:00
Rodney Cunningham
fc082973d2 Merge pull request #16 from arc1tec4/dev
Dev - createTileSet doc
2024-11-13 22:13:47 -05:00
arc1tec4
a8c3f059cc Add files via upload 2024-11-13 17:45:29 -07:00
arc1tec4
89258b691d Add files via upload 2024-11-13 17:44:51 -07:00
arc1tec4
3972f8b927 Add files via upload 2024-11-13 17:44:04 -07:00
Rodney Cunningham
5719ad1dbd Merge pull request #15 from arc1tec4/dev
createsprite doc
2024-11-12 23:21:34 -05:00
n00b
a08ab8760c Fixed paint canvas scaling on ogles2 2024-11-12 23:12:55 -05:00
arc1tec4
0b132399fc Delete doc/doc_files/images/test 2024-11-12 18:50:41 -07:00
arc1tec4
79ec4b5ae0 Delete doc/doc_files/theEye.png 2024-11-12 18:50:16 -07:00
arc1tec4
c506ea110c Add files via upload 2024-11-12 18:49:29 -07:00
arc1tec4
bac4a2734f Create test 2024-11-12 18:49:08 -07:00
arc1tec4
5ff184aff6 Fleshed out createsprite DOC 2024-11-12 18:47:06 -07:00
arc1tec4
ca2c818b25 Fleshed out createSprite DOC files 2024-11-12 18:45:43 -07:00
Rodney Cunningham
229aebfec3 Merge pull request #14 from arc1tec4/dev
Dev - push from fork
2024-11-11 22:10:15 -05:00
arc1tec4
9e61ea1c5e Add files via upload 2024-11-11 20:02:07 -07:00
arc1tec4
78e3281bf3 Fixed-Hopefully functions 2024-11-11 16:44:14 -07:00
arc1tec4
cf6feab5c1 Add files via upload 2024-11-11 16:41:10 -07:00
arc1tec4
5221ac5e8f Delete doc/doc_files/setspritegravity.html 2024-11-11 16:40:14 -07:00
arc1tec4
3e2b01d794 Delete doc/doc_files/getspritegravity.html 2024-11-11 16:39:51 -07:00
arc1tec4
b4b18b4860 Delete doc/files/getspritegravity.txt 2024-11-11 16:39:35 -07:00
arc1tec4
8fd6acbde3 Delete doc/files/setspritegravity.txt 2024-11-11 16:39:14 -07:00
arc1tec4
a0b3025848 Add files via upload 2024-11-11 16:38:26 -07:00
arc1tec4
fe5b5bc389 Delete getspritegravity.txt 2024-11-11 16:37:36 -07:00
arc1tec4
ceee3fc5d0 Delete rc_spritelib.h 2024-11-11 16:37:24 -07:00
arc1tec4
34c023a976 Delete setspritegravity.html 2024-11-11 16:37:12 -07:00
arc1tec4
74f9fc8969 Delete setspritegravity.txt 2024-11-11 16:37:02 -07:00
arc1tec4
a13d3de54f Delete getspritegravity.html 2024-11-11 16:36:50 -07:00
n00b
b66e458590 Fixed Keyboard input for WebGL 2024-11-11 13:37:23 -05:00
arc1tec4
19f67fa883 Add files via upload 2024-11-10 22:17:58 -07:00
arc1tec4
f8296f44cf Add files via upload 2024-11-10 22:17:02 -07:00
arc1tec4
f30aaffc4c Add files via upload 2024-11-10 22:15:47 -07:00
arc1tec4
1e47d69e23 Add files via upload 2024-11-10 22:13:24 -07:00
arc1tec4
5c53e7067b Add files via upload 2024-11-10 22:10:42 -07:00
arc1tec4
de0101253d Merge branch 'n00b87:dev' into dev 2024-11-10 22:09:38 -07:00
arc1tec4
cbb578981a Add files via upload 2024-11-10 22:08:47 -07:00
n00b
bffa478064 Added GLES2 support 2024-11-10 19:05:55 -05:00
Rodney Cunningham
f7b6e8e609 Merge pull request #13 from n00b87/use_degrees
Converted radian parameters and return values to degrees
2024-10-30 08:18:02 -04:00
n00b
ece34a3989 Converted radian parameters and return values to degrees 2024-10-29 23:25:24 -04:00
Rodney Cunningham
77ab9983a7 Merge pull request #12 from n00b87/doc_upgrade
Doc upgrade
2024-10-28 22:26:51 -04:00
n00b
2a580f9686 Finished documentation
Finished documentation on sprite physics and joints
Fixed some bugs in sprite physics
Added safety checks for joint types
Added code to free up joints when a canvas is destroyed
2024-10-28 22:22:33 -04:00
n00b
8f1b72a8e2 Added Sprite Physics and Joints 2024-10-27 23:24:37 -04:00
n00b
d49b9f5d58 Merge branch 'dev' of github.com:n00b87/RCBASIC4 into doc_upgrade
merge from dev
2024-10-27 11:52:56 -04:00
n00b
87ccd04589 WIP 2024-10-27 11:52:28 -04:00
Rodney Cunningham
4d8ff846f3 Merge pull request #11 from arc1tec4/dev
Few functions to review
2024-10-27 11:28:25 -04:00
arc1tec4
67d3373429 Add files via upload 2024-10-27 08:52:02 -06:00
n00b
6edb1bc09d generated docs added 2024-10-24 23:25:02 -04:00
n00b
b14019f9a9 Added top navbar rcdoc files 2024-10-24 22:51:34 -04:00
n00b
86fee87c0f Added macro to the tracker that automates generating categories for the bottom navbar in the manual 2024-10-23 22:53:02 -04:00
n00b
6a763febf9 Added tile documentation 2024-10-21 20:01:48 -04:00
Rodney Cunningham
4b64af34be Merge pull request #10 from n00b87/tiling
Finished Tiling System
2024-10-21 18:52:53 -04:00
n00b
a9c4921228 Merge local file changes 2024-10-21 18:48:39 -04:00
n00b
9cac24402e Finished Tiling System
* Finished working on tiling
* Changed how sprite layers work. Sprite layers are now not confined to the limits of the actual canvas but instead will decide where to draw each sprite based on the canvas offset and the sprites location
2024-10-21 18:35:13 -04:00
Rodney Cunningham
be84a27243 Merge pull request #9 from n00b87/actor_animation
Actor animation
2024-10-20 20:11:49 -04:00
n00b
1033701d1d Finished rewrite of actor animation system
* Rewrote the actor animation system to work like sprites
* Renamed a few functions
* Added DeleteSpriteAnimation() and the delete queue to sprites
* Removed transitions for the time being (they don't seem to work in irrlicht right now
* Added PreUpdate() function
* Added documentation for name changes and new functions
2024-10-20 20:06:20 -04:00
n00b
6f5cb3c6d5 Complete rewrite of actor animation system 2024-10-20 01:25:53 -04:00
Rodney Cunningham
78c897068b Merge pull request #7 from n00b87/sprite_animation
Sprite animation
2024-10-19 09:37:06 -04:00
n00b
5762c171ae Changes to sprite animation system
* Changed the names of some of the functions
* Added functions for setting and returning the projection matrix of the active camera
* Added a function for getting the 2D screen coordinates from a 3D vector
* Added documentation for all the new functions
2024-10-18 23:12:42 -04:00
n00b
8f372bdf19 Finished changes on animation system
* Added collision callback
* Set sprite density to 1 by default
* Added default frame value of 0 on frame resize
* Changed defaults for sprite fixture
* Made changes to some of the animation functions parameters
2024-10-18 00:10:12 -04:00
n00b
9b517acae1 Sprite Animation Complete
* Animation subsystem complete
* Sprite Z Sorting complete
* Solid and Non Solid Sprites complete
* Frame looping complete
2024-10-16 21:24:58 -04:00
n00b
f9a8e828f2 Sprite Engine WIP 2024-10-15 22:57:34 -04:00
n00b
4d2e050dcf Added Sprite Transform functions 2024-10-14 21:52:48 -04:00
n00b
f5b42cf73b Moved sprite functions to separate header 2024-10-14 17:10:07 -04:00
Rodney Cunningham
5f2f2bbf2c Merge pull request #6 from n00b87/fix_stdlib_functions
Added ifdefs for android build with current tech stack
2024-10-14 16:24:44 -04:00
n00b
9509b4fa65 Added ifdefs for android build with current tech stack 2024-10-13 21:59:13 -04:00
Rodney Cunningham
e50a1f9d96 Merge pull request #5 from n00b87/fix_stdlib_functions
Fix stdlib functions
2024-10-06 21:24:38 -04:00
n00b
693037ccd6 Updated database with changes to water node and plane mesh 2024-10-06 21:16:40 -04:00
n00b
78cc1a983c Added plane mesh and new water node
* Changed the water actor to irrlichts built-in water surface node
* Added CreatePlaneMesh() function
2024-10-06 21:15:58 -04:00
n00b
5542629c92 Added new constants to tokenizer 2024-10-06 17:08:10 -04:00
n00b
62363b4b98 Documented all current functions 2024-10-06 17:07:06 -04:00
n00b
641c5c86ca Added docs and project management tool update 2024-10-06 01:39:47 -04:00
n00b
00309fa481 Fixed Trim not clearing last character if its a space 2024-09-28 16:38:51 -04:00
Rodney Cunningham
721db50404 Merge pull request #4 from n00b87/rc4_gfx_physx_integrate
Graphics and Physics Initial Integration
2024-09-28 12:09:02 -04:00
n00b
44a2793f37 Removed binary files 2024-09-28 11:56:07 -04:00
n00b
1bf67ba02c Removed unused files 2024-09-28 11:42:19 -04:00
n00b
3fd18b2ce6 Added a macro to generate document templates in RCDocs format 2024-09-28 11:40:47 -04:00
n00b
27e8a448ea WIP 2024-09-20 09:47:51 -04:00
n00b
72715cd17e WIP 2024-09-18 20:29:27 -04:00
n00b
a5aedb1fa7 Fixed byref variable pointer from rcbasic_build dev generator 2024-09-16 22:20:09 -04:00
n00b
526478b618 Fixed compile errors in switch cases 2024-09-15 22:37:32 -04:00
n00b
f013e6ba71 Updated Source Generation Tools 2024-09-15 10:55:15 -04:00
n00b
10551c83f3 Automated embedded function mapping 2024-09-14 18:26:59 -04:00
n00b
0402039a72 updated database 2024-09-13 05:54:51 -04:00
n00b
d271ed7885 updated database 2024-09-09 05:41:23 -04:00
n00b
6836a07f2f updated database with new functions 2024-09-07 21:51:32 -04:00
n00b
2ce04bbeca added embedded source generator 2024-08-11 00:39:57 -04:00
n00b
a94ad1e5f0 Update notes on built-in library 2024-07-07 09:30:25 -05:00
n00b
60ecf625aa GFX Primitives and Image drawing functions 2024-05-23 23:07:11 -05:00
n00b
0ca34a769d gfx2d change tracker 2024-05-20 09:14:32 -05:00
Rodney Cunningham
09ccf5d970 Merge pull request #1 from n00b87/user_types_integration
User types integration
2024-04-28 21:28:34 -05:00
2178 changed files with 88829 additions and 9189 deletions

0
README.md Normal file → Executable file
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#!/bin/bash
BASEDIR=$(dirname 0)
cd $BASEDIR
RCBASIC_BUILD_ERROR=2
RCBASIC_RUNTIME_ERROR=2
export RCBASIC_BUILD_MAIN_DIR=/home/n00bc0de/Projects
export RCBASIC_BUILD_JOURNAL=build_journal.sh
#RCBASIC_BUILD
if [ -e $RCBASIC_BUILD_JOURNAL ]
then
rm $RCBASIC_BUILD_JOURNAL
fi
touch build_journal.sh
chmod +x build_journal.sh
pushd $BASEDIR/RCBASIC4/rcbasic_build
./build.sh
popd
source $RCBASIC_BUILD_JOURNAL
echo "RCBASIC_BUILD STATUS = $RCBASIC_BUILD_ERROR"
#RCBASIC_RUNTIME
if [ $RCBASIC_BUILD_ERROR == 0 ]
then
pushd $BASEDIR/RCBASIC4/rcbasic_runtime
./build.sh
popd
source $RCBASIC_BUILD_JOURNAL
echo "RCBASIC_RUNTIME STATUS = $RCBASIC_RUNTIME_ERROR"
fi
echo "rcbasic_build status=$RCBASIC_BUILD_ERROR"
echo "rcbasic_RUNTIME status=$RCBASIC_RUNTIME_ERROR"

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#!/bin/bash
BASEDIR=$(dirname 0)
echo "build journal path: $RCBASIC_BUILD_JOURNAL"
codeblocks --clean rcbasic_build.cbp
codeblocks --target=Release --build rcbasic_build.cbp
if [ ! -e $BASEDIR/bin/Release/rcbasic_build ]
then
pushd $RCBASIC_BUILD_MAIN_DIR
echo "export RCBASIC_BUILD_ERROR=1" >> $RCBASIC_BUILD_JOURNAL
popd
else
pushd $RCBASIC_BUILD_MAIN_DIR
echo "export RCBASIC_BUILD_ERROR=0" >> $RCBASIC_BUILD_JOURNAL
popd
fi

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#!/bin/bash
BASEDIR=$(dirname 0)
echo "build journal path: $RCBASIC_BUILD_JOURNAL"
codeblocks --clean rcbasic_runtime.cbp
codeblocks --target=Release --build rcbasic_runtime.cbp
if [ ! -e $BASEDIR/bin/Release/rcbasic_runtime ]
then
pushd $RCBASIC_BUILD_MAIN_DIR
echo "export RCBASIC_RUNTIME_ERROR=1" >> "$RCBASIC_BUILD_JOURNAL"
popd
else
pushd $RCBASIC_BUILD_MAIN_DIR
echo "export RCBASIC_RUNTIME_ERROR=0" >> "$RCBASIC_BUILD_JOURNAL"
popd
fi

17
doc/doc_files/abs.html Normal file
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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>Abs [RCBasic Doc] </title>
</head>
<body>
<p><h2>function Abs(n) </h2></p>
<p>
Returns the absolute value of n
</p>
<p>
</body>
</html>

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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>AccelName$ [RCBasic Doc] </title>
</head>
<body>
<p><h2>function AccelName$(accel_num) </h2></p>
<p>
Returns the name of an accelerometer
</p>
<p>
</body>
</html>

17
doc/doc_files/acos.html Normal file
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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>Acos [RCBasic Doc] </title>
</head>
<body>
<p><h2>function Acos(n) </h2></p>
<p>
Returns the Arcosine of n
</p>
<p>
</body>
</html>

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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>ActiveCanvas [RCBasic Doc] </title>
</head>
<body>
<p><h2>function ActiveCanvas() </h2></p>
<p>
Returns the canvas that drawing commands are currently applied to
</p>
<p id="rc_code"><code>
<span class="rc_number">1</span>&nbsp;=&nbsp;OpenCanvas<b>(</b><span class="rc_number">640</span>,&nbsp;<span class="rc_number">480</span>,&nbsp;<span class="rc_number">0</span>,&nbsp;<span class="rc_number">0</span>,&nbsp;<span class="rc_number">640</span>,&nbsp;<span class="rc_number">480</span>,&nbsp;<span class="rc_number">0</span><b>)</b>&nbsp;<br>
<span class="rc_number">2</span>&nbsp;=&nbsp;OpenCanvas<b>(</b><span class="rc_number">640</span>,&nbsp;<span class="rc_number">480</span>,&nbsp;<span class="rc_number">0</span>,&nbsp;<span class="rc_number">0</span>,&nbsp;<span class="rc_number">640</span>,&nbsp;<span class="rc_number">480</span>,&nbsp;<span class="rc_number">0</span><b>)</b>&nbsp;<br>
&nbsp;&nbsp;<br>
Canvas<b>(</b><span class="rc_number">1</span><b>)</b>&nbsp;<br>
&nbsp;&nbsp;<br>
<span class="rc_keyword">If</span>&nbsp;ActiveCanvas<b>(</b><b>)</b>&nbsp;=&nbsp;<span class="rc_number">1</span>&nbsp;<span class="rc_keyword">Then</span>&nbsp;<br>
&nbsp;&nbsp;&nbsp;<span class="rc_keyword">Print</span>&nbsp;<span class="rc_string">"Active canvas is c1"</span>&nbsp;<br>
<span class="rc_keyword">End</span>&nbsp;<span class="rc_keyword">If</span>&nbsp;<br>
&nbsp;&nbsp;<br>
Canvas<b>(</b><span class="rc_number">2</span><b>)</b>&nbsp;<br>
&nbsp;&nbsp;<br>
<span class="rc_keyword">If</span>&nbsp;ActiveCanvas<b>(</b><b>)</b>&nbsp;=&nbsp;<span class="rc_number">2</span>&nbsp;<span class="rc_keyword">Then</span>&nbsp;<br>
&nbsp;&nbsp;&nbsp;<span class="rc_keyword">Print</span>&nbsp;<span class="rc_string">"Active canvas is now c2"</span>&nbsp;<br>
<span class="rc_keyword">End</span>&nbsp;<span class="rc_keyword">If</span>&nbsp;<br>
</code></p>
<p>
</body>
</html>

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

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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>ActorAnimationIsPlaying [RCBasic Doc] </title>
</head>
<body>
<p><h2>function ActorAnimationIsPlaying(actor) </h2></p>
<p>
Returns true if an actor is currently playing an animation
</p>
<p>
Note: If the number of loops in the animation is set to -1 then this will always be true since it does not return false until it plays the last frame in the last loop
</p>
<p>
</body>
</html>

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

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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>ActorIsInTransition [RCBasic Doc] </title>
</head>
<body>
<p><h2>function ActorIsInTransition( actor ) </h2></p>
<p>
Returns true if actor is in a transition from its current frame to the frame set in the StartActorTransition() function
</p>
<br><p>Related:
<a href="startactortransition.html">StartActorTransition</a>
<a href="stopactortransition.html">StopActorTransition</a>
<a href="getactortransitiontime.html">GetActorTransitionTime</a>
</p>
<p>
</body>
</html>

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

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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>ActorIsVisible [RCBasic Doc] </title>
</head>
<body>
<p><h2>function ActorIsVisible( actor ) </h2></p>
<p>
Returns true if an actor is visible
</p>
<p id="rc_code"><code>
SetActorVisible<b>(</b>actor,&nbsp;<span class="rc_keyword">true</span><b>)</b>&nbsp;<br>
<span class="rc_keyword">Print</span>&nbsp;<span class="rc_string">"Actor solid state: "</span>;&nbsp;ActorIsVisible<b>(</b>actor<b>)</b>&nbsp;<span class="rc_comment">'Outputs 1 </span><br>
SetActorSolid<b>(</b>actor,&nbsp;<span class="rc_keyword">false</span><b>)</b>&nbsp;<br>
<span class="rc_keyword">Print</span>&nbsp;<span class="rc_string">"Actor solid state: "</span>;&nbsp;ActorIsSolid<b>(</b>actor<b>)</b>&nbsp;<span class="rc_comment">'Outputs 0 </span><br>
</code></p>
<br><p>Related:
<a href="setactorvisible.html">SetActorVisible</a>
</p>
<p>
</body>
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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>AddActorShadow [RCBasic Doc] </title>
</head>
<body>
<p><h2>sub AddActorShadow( actor ) </h2></p>
<p>
Cast a shadow on an actor during lighting calculations
</p>
<p>
Note: Also check the section on lights for more info
</p>
<br><p>Related:
<a href="removeactorshadow.html">RemoveActorShadow</a>
</p>
<p>
</body>
</html>

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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>AddMatrix [RCBasic Doc] </title>
</head>
<body>
<p><h2>function AddMatrix(mA, mB, mC) </h2></p>
<p>
Adds matrix mA to matrix mB and stores the results in mC
</p>
<p>
</body>
</html>

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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>AddMeshBuffer [RCBasic Doc] </title>
</head>
<body>
<p><h2>sub AddMeshBuffer( mesh, vertex_count, ByRef vertex_data, ByRef normal_data, ByRef uv_data, index_count, ByRef index_data ) </h2></p>
<p>
Sets the vertices, normals, and texture coordinates for a mesh
</p>
<br><p>Related:
<a href="createmesh.html">CreateMesh</a>
</p>
<p>
</body>
</html>

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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>AddSceneSkyBox [RCBasic Doc] </title>
</head>
<body>
<p><h2>sub AddSceneSkyBox( img_top, img_bottom, img_left, img_right, img_front, img_back) </h2></p>
<p>
Generates a skybox based on the provided images.
</p>
<br><p>Related:
<a href="addsceneskydome.html">AddSceneSkyDome</a>
<a href="addsceneskydomeex.html">AddSceneSkyDomeEx</a>
</p>
<p>
</body>
</html>

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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>AddSceneSkyDome [RCBasic Doc] </title>
</head>
<body>
<p><h2>sub AddSceneSkyDome( img ) </h2></p>
<p>
Adds a sky dome to the scene
</p>
<br><p>Related:
<a href="addsceneskydomeex.html">AddSceneSkyDomeEx</a>
</p>
<p>
</body>
</html>

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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>AddSceneSkyDomeEx [RCBasic Doc] </title>
</head>
<body>
<p><h2>sub AddSceneSkyDomeEx( img, horiRes, vertRes, txPercentage, spherePercentage, radius) </h2></p>
<p>
Adds a sky dome to the scene
</p>
<ul>
<li>
img - The texture for the sky dome
</li>
<li>
horiRes - Number of vertices of a horizontal layer of the sphere.
</li>
<li>
vertRes - Number of vertices of a vertical layer of the sphere.
</li>
<li>
txPercentage - How much of the height of the texture is used. Should be between 0 and 1.
</li>
<li>
spherePercentage - How much of the sphere is drawn. Value should be between 0 and 2, where 1 is an exact half-sphere and 2 is a full sphere.
</li>
<li>
radius - The Radius of the sphere
</li>
</ul>
<br><p>Related:
<a href="addsceneskybox.html">AddSceneSkyBox</a>
<a href="addsceneskydome.html">AddSceneSkyDome</a>
</p>
<p>
</body>
</html>

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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>AdjointMatrix [RCBasic Doc] </title>
</head>
<body>
<p><h2>function AdjointMatrix(mA, mB) </h2></p>
<p>
Stores the adjoint matrix of mA in mB
</p>
<p>
</body>
</html>

17
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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>AndBit [RCBasic Doc] </title>
</head>
<body>
<p><h2>function AndBit(a,b) </h2></p>
<p>
Returns the bitwise AND operation of 2 numbers
</p>
<p>
</body>
</html>

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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>Android_GetExternalStoragePath$ [RCBasic Doc] </title>
</head>
<body>
<p><h2>function Android_GetExternalStoragePath$() </h2></p>
<p>
Returns the designated external storage path
</p>
<br><p>Related:
<a href="android_getexternalstoragestate.html">Android_GetExternalStorageState</a>
<a href="android_getinternalstoragepath.html">Android_GetInternalStoragePath$</a>
</p>
<p>
</body>
</html>

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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>Android_GetExternalStorageState [RCBasic Doc] </title>
</head>
<body>
<p><h2>function Android_GetExternalStorageState() </h2></p>
<p>
Returns a bitmask of these values:
</p>
<ul>
<li>
ANDROID_EXTERNAL_STORAGE_READ
</li>
<li>
ANDROID_EXTERNAL_STORAGE_WRITE
</li>
</ul>
<p id="rc_code"><code>
<span class="rc_keyword">If</span>&nbsp;AndBit<b>(</b>&nbsp;Android_GetExternalStorageState<b>(</b><b>)</b>,&nbsp;ANDROID_EXTERNAL_STORAGE_READ&nbsp;<b>)</b>&nbsp;<span class="rc_keyword">Then</span>&nbsp;<br>
&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">End</span>&nbsp;<span class="rc_keyword">If</span>&nbsp;<br>
</code></p>
<br><p>Related:
<a href="android_getexternalstoragepath.html">Android_GetExternalStoragePath$</a>
<a href="android_getinternalstoragepath.html">Android_GetInternalStoragePath$</a>
</p>
<p>
</body>
</html>

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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>Android_GetInternalStoragePath$ [RCBasic Doc] </title>
</head>
<body>
<p><h2>function Android_GetInternalStoragePath$() </h2></p>
<p>
Returns the internal storage path
</p>
<br><p>Related:
<a href="android_getexternalstoragestate.html">Android_GetExternalStorageState</a>
<a href="android_getexternalstoragepath.html">Android_GetExternalStoragePath$</a>
</p>
<p>
</body>
</html>

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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>Android_JNI_Message$ [RCBasic Doc] </title>
</head>
<body>
<p><h2>function Android_JNI_Message$(arg$) </h2></p>
<p>
Passes arg$ to the rcbasic_android_interface() method in the java code for your android app. The java method returns a string.
</p>
<br><p>Related:
<a href="runtime_utility_message.html">Runtime_Utility_Message$</a>
</p>
<p>
</body>
</html>

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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>ApplyActorCentralForceLocal [RCBasic Doc] </title>
</head>
<body>
<p><h2>sub ApplyActorCentralForceLocal( actor, x, y, z) </h2></p>
<p>
Applies a force to the center of mass of an actor in local coordinate space. This force impacts the linear velocity of the object without affecting its rotation.
</p>
<ul>
<li>
x,y,z - direction of the force
</li>
</ul>
<br><p>Related:
<a href="applyactorcentralforceworld.html">ApplyActorCentralForceWorld</a>
<a href="applyactorcentralimpulselocal.html">ApplyActorCentralImpulseLocal</a>
<a href="applyactorcentralimpulseworld.html">ApplyActorCentralImpulseWorld</a>
</p>
<p>
</body>
</html>

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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>ApplyActorCentralForceWorld [RCBasic Doc] </title>
</head>
<body>
<p><h2>sub ApplyActorCentralForceWorld( actor, x, y, z) </h2></p>
<p>
Applies a force to the center of mass of an actor in world coordinate space. This force impacts the linear velocity of the object without affecting its rotation.
</p>
<ul>
<li>
x,y,z - direction of the force
</li>
</ul>
<br><p>Related:
<a href="applyactorcentralforcelocal.html">ApplyActorCentralForceLocal</a>
<a href="applyactorcentralimpulselocal.html">ApplyActorCentralImpulseLocal</a>
<a href="applyactorcentralimpulseworld.html">ApplyActorCentralImpulseWorld</a>
</p>
<p>
</body>
</html>

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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>ApplyActorCentralImpulseLocal [RCBasic Doc] </title>
</head>
<body>
<p><h2>sub ApplyActorCentralImpulseLocal( actor, x, y, z) </h2></p>
<p>
Applies an impulse directly to the center of mass of an actor. An impulse differs from a continuous force in that it applies an immediate, short-duration change to the velocity of the actor. It affects the linear velocity but does not generate rotational effects (since it's applied to the center of mass).
</p>
<ul>
<li>
x,y,z - direction of the impulse
</li>
</ul>
<br><p>Related:
<a href="applyactorcentralforcelocal.html">ApplyActorCentralForceLocal</a>
<a href="applyactorcentralforceworld.html">ApplyActorCentralForceWorld</a>
<a href="applyactorcentralimpulseworld.html">ApplyActorCentralImpulseWorld</a>
</p>
<p>
</body>
</html>

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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>ApplyActorCentralImpulseWorld [RCBasic Doc] </title>
</head>
<body>
<p><h2>sub ApplyActorCentralImpulseWorld( actor, x, y, z) </h2></p>
<p>
Applies an impulse directly to the center of mass of an actor. An impulse differs from a continuous force in that it applies an immediate, short-duration change to the velocity of the actor. It affects the linear velocity but does not generate rotational effects (since it's applied to the center of mass).
</p>
<ul>
<li>
x,y,z - direction of the impulse
</li>
</ul>
<br><p>Related:
<a href="applyactorcentralforcelocal.html">ApplyActorCentralForceLocal</a>
<a href="applyactorcentralforceworld.html">ApplyActorCentralForceWorld</a>
<a href="applyactorcentralimpulselocal.html">ApplyActorCentralImpulseLocal</a>
</p>
<p>
</body>
</html>

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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>ApplyActorDamping [RCBasic Doc] </title>
</head>
<body>
<p><h2>sub ApplyActorDamping( actor, timeStep) </h2></p>
<p>
Reduces the velocity of an actor over time, simulating the effect of friction or air resistance.
</p>
<p>
This function applies the linear and angular damping values set with the SetActorDamping() function.
</p>
<p id="rc_code"><code>
init_damping&nbsp;=&nbsp;<span class="rc_keyword">False</span>&nbsp;<br>
SetActorDamping<b>(</b>actor,&nbsp;<span class="rc_number">0.1</span>,&nbsp;<span class="rc_number">0.5</span><b>)</b>&nbsp;<br>
ApplyActorCentralImpulse<b>(</b>actor,&nbsp;<span class="rc_number">300</span>,&nbsp;<span class="rc_number">0</span>,&nbsp;<span class="rc_number">0</span><b>)</b>&nbsp;<br>
&nbsp;&nbsp;<br>
<span class="rc_keyword">While</span>&nbsp;<span class="rc_keyword">True</span>&nbsp;<br>
&nbsp;&nbsp;&nbsp;<span class="rc_keyword">If</span>&nbsp;<span class="rc_keyword">Not</span>&nbsp;init_damping&nbsp;<span class="rc_keyword">Then</span>&nbsp;<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;ApplyActorDamping<b>(</b>actor,&nbsp;<span class="rc_number">5.0</span><b>)</b>&nbsp;<span class="rc_comment">'Will apply the damping effect for 5 seconds </span><br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;init_damping&nbsp;=&nbsp;<span class="rc_keyword">True</span>&nbsp;<br>
&nbsp;&nbsp;&nbsp;<span class="rc_keyword">End</span>&nbsp;<span class="rc_keyword">If</span>&nbsp;<br>
&nbsp;&nbsp;&nbsp;Update<b>(</b><b>)</b>&nbsp;<br>
<span class="rc_keyword">Wend</span>&nbsp;<br>
</code></p>
<br><p>Related:
<a href="setactordamping.html">setActorDamping</a>
<a href="getactorlineardamping.html">getActorLinearDamping</a>
<a href="getactorangulardamping.html">getActorAngularDamping</a>
</p>
<p>
</body>
</html>

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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>ApplyActorForceLocal [RCBasic Doc] </title>
</head>
<body>
<p><h2>sub ApplyActorForceLocal( actor, x, y, z, rel_x, rel_y, rel_z) </h2></p>
<p>
Applies a force to an actor at a specific point. Unlike ApplyActorCentralForce(local/world), which applies force only at the center of mass (affecting linear velocity), this can generate both linear motion and rotation (torque), depending on where the force is applied relative to the center of mass.
</p>
<ul>
<li>
x,y,z - direction of the force
</li>
<li>
rel_x, rel_y, rel_z - position to apply the force to relative to the center of mass
</li>
</ul>
<br><p>Related:
<a href="applyactorforceworld.html">ApplyActorForceWorld</a>
<a href="applyactorcentralforcelocal.html">ApplyActorCentralForceLocal</a>
<a href="applyactorcentralforceworld.html">ApplyActorCentralForceWorld</a>
</p>
<p>
</body>
</html>

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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>ApplyActorForceWorld [RCBasic Doc] </title>
</head>
<body>
<p><h2>sub ApplyActorForceWorld( actor, x, y, z, rel_x, rel_y, rel_z) </h2></p>
<p>
Applies a force to an actor at a specific point. Unlike ApplyActorCentralForce(local/world), which applies force only at the center of mass (affecting linear velocity), this can generate both linear motion and rotation (torque), depending on where the force is applied relative to the center of mass.
</p>
<ul>
<li>
x,y,z - direction of the force
</li>
<li>
rel_x, rel_y, rel_z - position to apply the force to relative to the center of mass
</li>
</ul>
<br><p>Related:
<a href="applyactorforcelocal.html">ApplyActorForceLocal</a>
<a href="applyactorcentralforcelocal.html">ApplyActorCentralForceLocal</a>
<a href="applyactorcentralforceworld.html">ApplyActorCentralForceWorld</a>
</p>
<p>
</body>
</html>

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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>ApplyActorImpulseLocal [RCBasic Doc] </title>
</head>
<body>
<p><h2>sub ApplyActorImpulseLocal( actor, x, y, z, rel_x, rel_y, rel_z) </h2></p>
<p>
Applies an impulse to an actor at a specific point. Unlike ApplyActorCentralImpulse(local/world), which applies impulse only at the center of mass (affecting linear velocity), this can generate both linear motion and rotation (torque), depending on where the force is applied relative to the center of mass.
</p>
<ul>
<li>
x,y,z - direction of the impulse
</li>
<li>
rel_x, rel_y, rel_z - position to apply the force to relative to the center of mass
</li>
</ul>
<br><p>Related:
<a href="applyactorimpulseworld.html">ApplyActorImpulseWorld</a>
<a href="applyactorforcelocal.html">ApplyActorForceLocal</a>
<a href="applyactorforceworld.html">ApplyActorForceWorld</a>
</p>
<p>
</body>
</html>

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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>applyActorImpulseWorld [RCBasic Doc] </title>
</head>
<body>
<p><h2>sub applyActorImpulseWorld( actor, x, y, z, rel_x, rel_y, rel_z) </h2></p>
<p>
Applies an impulse to an actor at a specific point. Unlike ApplyActorCentralImpulse(local/world), which applies impulse only at the center of mass (affecting linear velocity), this can generate both linear motion and rotation (torque), depending on where the force is applied relative to the center of mass.
</p>
<ul>
<li>
x,y,z - direction of the impulse
</li>
<li>
rel_x, rel_y, rel_z - position to apply the force to relative to the center of mass
</li>
</ul>
<br><p>Related:
<a href="applyactorimpulselocal.html">ApplyActorImpulseLocal</a>
<a href="applyactorforcelocal.html">ApplyActorForceLocal</a>
<a href="applyactorforceworld.html">ApplyActorForceWorld</a>
</p>
<p>
</body>
</html>

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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>applyActorTorqueImpulseLocal [RCBasic Doc] </title>
</head>
<body>
<p><h2>sub applyActorTorqueImpulseLocal( actor, x, y, z) </h2></p>
<p>
Applies an impulse that directly affects the angular velocity of an actor, causing it to rotate. This is similar to applying an impulse, but instead of changing the linear velocity (which applyActorCentralImpulse does), it alters the body's rotational motion (angular velocity) instantaneously.
</p>
<ul>
<li>
x, y, z - Direction of rotation
</li>
</ul>
<br><p>Related:
<a href="applyactortorque.html">ApplyActorTorque</a>
<a href="applyactortorqueimpulseworld.html">ApplyActorTorqueImpulseWorld</a>
</p>
<p>
</body>
</html>

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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>applyActorTorqueImpulseWorld [RCBasic Doc] </title>
</head>
<body>
<p><h2>sub applyActorTorqueImpulseWorld( actor, x, y, z) </h2></p>
<p>
Applies an impulse that directly affects the angular velocity of an actor, causing it to rotate. This is similar to applying an impulse, but instead of changing the linear velocity (which applyActorCentralImpulse does), it alters the body's rotational motion (angular velocity) instantaneously.
</p>
<ul>
<li>
x, y, z - Direction of rotation
</li>
</ul>
<br><p>Related:
<a href="applyactortorque.html">ApplyActorTorque</a>
<a href="applyactortorqueimpulselocal.html">ApplyActorTorqueImpulseLocal</a>
</p>
<p>
</body>
</html>

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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>applyActorTorqueLocal [RCBasic Doc] </title>
</head>
<body>
<p><h2>sub applyActorTorqueLocal( actor, x, y, z) </h2></p>
<p>
Applies a continuous torque to an actor, causing it to accelerate its rotational motion over time. Unlike applyActorTorqueImpulse, which causes an immediate change in angular velocity, this applies a torque force gradually, leading to a continuous rotational effect, similar to applying a force to linear motion.
</p>
<ul>
<li>
x, y, z - direction of rotation
</li>
</ul>
<br><p>Related:
<a href="applyactortorqueworld.html">ApplyActorTorqueWorld</a>
<a href="applyactortorqueimpulselocal.html">ApplyActorTorqueImpulseLocal</a>
<a href="applyactortorqueimpulseworld.html">ApplyActorTorqueImpulseWorld</a>
</p>
<p>
</body>
</html>

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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>applyActorTorqueWorld [RCBasic Doc] </title>
</head>
<body>
<p><h2>sub applyActorTorqueWorld( actor, x, y, z) </h2></p>
<p>
Applies a continuous torque to an actor, causing it to accelerate its rotational motion over time. Unlike applyActorTorqueImpulse, which causes an immediate change in angular velocity, this applies a torque force gradually, leading to a continuous rotational effect, similar to applying a force to linear motion.
</p>
<ul>
<li>
x, y, z - direction of rotation
</li>
</ul>
<br><p>Related:
<a href="applyactortorquelocal.html">ApplyActorTorqueLocal</a>
<a href="applyactortorqueimpulselocal.html">ApplyActorTorqueImpulseLocal</a>
<a href="applyactortorqueimpulseworld.html">ApplyActorTorqueImpulseWorld</a>
</p>
<p>
</body>
</html>

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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>ArrayCopy [RCBasic Doc] </title>
</head>
<body>
<p><h2>sub ArrayCopy(ByRef src, ByRef dst) </h2></p>
<p>
Copies the contents of src array to dst array
</p>
<p>
Note: This function is a special case in that it can take any type for src or dst
</p>
<br><p>Related:
<a href="arraydim.html">ArrayDim</a>
<a href="arraysize.html">ArraySize</a>
<a href="arrayfill.html">ArrayFill</a>
</p>
<p>
</body>
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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>ArrayDim [RCBasic Doc] </title>
</head>
<body>
<p><h2>function ArrayDim(Byref id) </h2></p>
<p>
Returns the number of dimensions in an array
</p>
<br><p>Related:
<a href="arraycopy.html">ArrayCopy</a>
<a href="arrayfill.html">ArrayFill</a>
<a href="arraysize.html">ArraySize</a>
</p>
<p>
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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>ArrayFill [RCBasic Doc] </title>
</head>
<body>
<p><h2>sub ArrayFill(ByRef src, fdata) </h2></p>
<p>
Fills all the elements in an array with the value in fdata
</p>
<br><p>Related:
<a href="arraycopy.html">ArrayCopy</a>
<a href="arraydim.html">ArrayDim</a>
<a href="arraysize.html">ArraySize</a>
</p>
<p>
</body>
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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>RCBasic Arrays [RCBasic Doc] </title>
</head>
<body>
<p><h2>ARRAYS </h2></p>
<p>
In complex programs there is often a need to be able to store large amounts of data. It would be unreasonable to have to create a variable for each piece of data we may need to store. This is where an array can come in handy. Arrays are simply ways of using one variable to store multiple different values. You can create arrays of numbers or strings. Look at the following:
</p>
<p id="rc_code"><code>
<span class="rc_keyword">Dim</span>&nbsp;A<b>[</b><span class="rc_number">5</span><b>]</b>&nbsp;<br>
</code></p>
<p>
The above example creates an array of numbers called A. A can store five numbers which are retrieved using A[0] to A[4]. Notice that A[4] is the last element in the array and not A[5]. That is because the first index in the array is 0 and the array only stores 5 numbers. To set the values in this array you could do the following:
</p>
<p id="rc_code"><code>
A<b>[</b><span class="rc_number">0</span><b>]</b>&nbsp;=&nbsp;<span class="rc_number">3</span>&nbsp;<br>
A<b>[</b><span class="rc_number">1</span><b>]</b>&nbsp;=&nbsp;<span class="rc_number">2</span>&nbsp;<br>
A<b>[</b><span class="rc_number">2</span><b>]</b>&nbsp;=&nbsp;<span class="rc_number">7</span>&nbsp;<br>
A<b>[</b><span class="rc_number">3</span><b>]</b>&nbsp;=&nbsp;<span class="rc_number">1</span>&nbsp;<br>
A<b>[</b><span class="rc_number">4</span><b>]</b>&nbsp;=&nbsp;<span class="rc_number">0</span>&nbsp;<br>
</code></p>
<p>
You would access and array just like you would a variable. Look at the following:
</p>
<p id="rc_code"><code>
X&nbsp;=&nbsp;A<b>[</b><span class="rc_number">0</span><b>]</b>&nbsp;+&nbsp;A<b>[</b><span class="rc_number">3</span><b>]</b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<span class="rc_comment">'( Based on the above example the variable X would be set to 4. ) </span><br>
</code></p>
<p>
To make a string variable you would do the same thing you do to make a number variable except you would use the $ just like you would use to make a normal string variable. Look at the following:
</p>
<p id="rc_code"><code>
<span class="rc_keyword">Dim</span>&nbsp;B$<b>[</b><span class="rc_number">3</span><b>]</b>&nbsp;<br>
&nbsp;&nbsp;<br>
B<b>[</b><span class="rc_number">0</span><b>]</b>&nbsp;=&nbsp;<span class="rc_string">"ABC"</span>&nbsp;<br>
B<b>[</b><span class="rc_number">1</span><b>]</b>&nbsp;=&nbsp;<span class="rc_string">"DEF"</span>&nbsp;<br>
B<b>[</b><span class="rc_number">2</span><b>]</b>&nbsp;=&nbsp;<span class="rc_string">"I KNOW THE ALPHABET"</span>&nbsp;<br>
</code></p>
<p>
Arrays can have up to 3 dimensions. Adding more dimensions to an array can make organizing data in the array easier depending on the situation. Look at the following:
</p>
<p id="rc_code"><code>
<span class="rc_keyword">Dim</span>&nbsp;&nbsp;X<b>[</b><span class="rc_number">2</span>,&nbsp;<span class="rc_number">3</span><b>]</b>&nbsp;<br>
<span class="rc_keyword">Dim</span>&nbsp;&nbsp;Y<b>[</b><span class="rc_number">3</span>,&nbsp;<span class="rc_number">4</span>,&nbsp;<span class="rc_number">5</span><b>]</b>&nbsp;<br>
</code></p>
<p>
The above example creates a 2 dimensional array called X which has 2 indices in its first dimension. Its second dimension has 3 indices. This means that each of the 2 indices in the first dimension can store 3 different values. So X can store a total of 6 different values. The second line creates a 3 dimensional array called Y. Y has 3 indices in its first dimension. Each of those 3 indices has 4 indices in its 2nd dimension. Each of the 4 indices has 5 values it can store. This means that Y can store a total of 60 different values. Look at the following for an example on how to work with these multi-dimensional arrays:
</p>
<p id="rc_code"><code>
X<b>[</b><span class="rc_number">0</span>,&nbsp;<span class="rc_number">2</span><b>]</b>&nbsp;=&nbsp;<span class="rc_number">5</span>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<span class="rc_comment">'(This line sets the 3rd value in the first index to 5. Remember that the first index is always 0 so the 3rd index will be 2.) </span><br>
&nbsp;&nbsp;<br>
Y<b>[</b><span class="rc_number">1</span>,&nbsp;<span class="rc_number">2</span>,&nbsp;<span class="rc_number">3</span><b>]</b>&nbsp;=&nbsp;<span class="rc_number">6</span>&nbsp;&nbsp;&nbsp;<span class="rc_comment">'(This line sets the 4th value of the 3rd index in the 2nd index in the array to 6. That was a mouth full. ) </span><br>
</code></p>
<p>
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<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>ArraySize [RCBasic Doc] </title>
</head>
<body>
<p><h2>function ArraySize(Byref id, array_dim) </h2></p>
<p>
Returns the number of elements in the given dimension of an array
</p>
<br><p>Related:
<a href="arraydim.html">ArrayDim</a>
<a href="arraycopy.html">ArrayCopy</a>
<a href="arrayfill.html">ArrayFill</a>
</p>
<p>
</body>
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<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>Asc [RCBasic Doc] </title>
</head>
<body>
<p><h2>function Asc(c$) </h2></p>
<p>
Returns the ASCII value of a character.
</p>
<p>
</body>
</html>

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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>Asin [RCBasic Doc] </title>
</head>
<body>
<p><h2>function Asin(n) </h2></p>
<p>
Returns the ArcSine of a number.
</p>
<p>
</body>
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<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>Atan [RCBasic Doc] </title>
</head>
<body>
<p><h2>function Atan(n) </h2></p>
<p>
Returns the ArcTangent of a number.
</p>
<p>
</body>
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<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>ATan2 [RCBasic Doc] </title>
</head>
<body>
<p><h2>Function ATan2(y, x) </h2></p>
<p>
Returns the ArcTangent of x and y
</p>
<p>
</body>
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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>AugmentMatrix [RCBasic Doc] </title>
</head>
<body>
<p><h2>function AugmentMatrix(mA, mB, mC) </h2></p>
<p>
Appends the columns of matrix mB onto matrix mA and stores the result in mC.
</p>
<p>
NOTE: Must mA and mB must be the same number of rows.
</p>
<p>
</body>
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<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>Bin$ [RCBasic Doc] </title>
</head>
<body>
<p><h2>function Bin$(n) </h2></p>
<p>
Returns the binary representation of a number.
</p>
<p>
</body>
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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>BufferFromImage [RCBasic Doc] </title>
</head>
<body>
<p><h2>sub BufferFromImage(slot, byref buffer) </h2></p>
<p>
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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>BufferFromMatrix [RCBasic Doc] </title>
</head>
<body>
<p><h2>sub BufferFromMatrix(ByRef buffer, mA) </h2></p>
<p>
Saves the matrix mA in an array
</p>
<p>
NOTE: buffer must have the same number of dimensions as the desired matrix for the structure to remain intact.
</p>
<br><p>Related:
<a href="matrixfrombuffer.html">MatrixFromBuffer</a>
</p>
<p>
</body>
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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>BufferFromString [RCBasic Doc] </title>
</head>
<body>
<p><h2>function BufferFromString(s$, ByRef buffer) </h2></p>
<p>
Stores the byte value of a string into a number buffer
</p>
<br><p>Related:
<a href="stringfrombuffer.html">StringFromBuffer$</a>
</p>
<p>
</body>
</html>

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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>Canvas [RCBasic Doc] </title>
</head>
<body>
<p><h2>sub Canvas(c_num) </h2></p>
<p>
Sets the active canvas for drawing commands to use
</p>
<br><p>Related:
<a href="activecanvas.html">ActiveCanvas</a>
</p>
<p>
</body>
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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>CanvasClip [RCBasic Doc] </title>
</head>
<body>
<p><h2>function CanvasClip(x, y, w, h) </h2></p>
<p>
Returns an image id with a selected portion of the active drawing canvas saved
</p>
<br><p>Related:
<a href="windowclip.html">WindowClip</a>
</p>
<p>
</body>
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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>CanvasIsVisible [RCBasic Doc] </title>
</head>
<body>
<p><h2>function CanvasIsVisible(c_num) </h2></p>
<p>
Returns true if a canvas is shown in the Window
</p>
<br><p>Related:
<a href="setcanvasvisible.html">SetCanvasVisible</a>
</p>
<p>
</body>
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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>CanvasZ [RCBasic Doc] </title>
</head>
<body>
<p><h2>function CanvasZ(c_num) </h2></p>
<p>
Returns the Canvas Z Order.
</p>
<p>
Note: Canvases with a higher Z order are drawn first and those with lower values will be drawn on top
</p>
<br><p>Related:
<a href="setcanvasz.html">SetCanvasZ</a>
</p>
<p>
</body>
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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>ChangeDir [RCBasic Doc] </title>
</head>
<body>
<p><h2>sub ChangeDir(p$) </h2></p>
<p>
Sets the working directory that the directory commands use
</p>
<p>
</body>
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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>ChannelIsPaused [RCBasic Doc] </title>
</head>
<body>
<p><h2>function ChannelIsPaused(channel) </h2></p>
<p>
Returns true if an audio channel is currently paused
</p>
<br><p>Related:
<a href="pausesound.html">PauseSound</a>
</p>
<p>
</body>
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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>ChannelIsPlaying [RCBasic Doc] </title>
</head>
<body>
<p><h2>function ChannelIsPlaying(channel) </h2></p>
<p>
Returns true if an audio channel is playing
</p>
<br><p>Related:
<a href="channelispaused.html">ChannelIsPaused</a>
<a href="playsound.html">PlaySound</a>
<a href="playsoundtimed.html">PlaySoundTimed</a>
</p>
<p>
</body>
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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>CheckSockets [RCBasic Doc] </title>
</head>
<body>
<p><h2>function CheckSockets(timeout_ms) </h2></p>
<p>
Checks all connected sockets for activity. If timeout_ms is greater than 0 than it will wait that many milliseconds. If less than 0 it will wait for over 49 days (hint: there is no reason what so ever to set this less than 0).
</p>
<p>
Returns the number of sockets that have activity (ie. a connection was made or data was sent)
</p>
<p>
</body>
</html>

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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>Chr$ [RCBasic Doc] </title>
</head>
<body>
<p><h2>function Chr$(n) </h2></p>
<p>
Returns the character with the matching ASCII value n.
</p>
<p>
</body>
</html>

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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>CInt32 [RCBasic Doc] </title>
</head>
<body>
<p><h2>function CInt32(i) </h2></p>
<p>
Returns a 32-bit signed integer.
</p>
<p>
</body>
</html>

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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>CInt64 [RCBasic Doc] </title>
</head>
<body>
<p><h2>function CInt64(i) </h2></p>
<p>
Returns a 64-bit signed integer.
</p>
<p>
</body>
</html>

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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>Circle [RCBasic Doc] </title>
</head>
<body>
<p><h2>sub Circle(x,y,radius) </h2></p>
<p>
Draws a circle on the current canvas.
</p>
<p>
</body>
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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>CircleFill [RCBasic Doc] </title>
</head>
<body>
<p><h2>sub CircleFill(x,y,radius) </h2></p>
<p>
Draws a filled circle on the current canvas.
</p>
<p>
</body>
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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>clearActorForces [RCBasic Doc] </title>
</head>
<body>
<p><h2>sub clearActorForces( actor) </h2></p>
<p>
Resets or clears all the forces and torques that have been applied to a rigid body in the current simulation step. This ensures that any forces, including linear forces and torques, do not accumulate from one simulation step to the next.
</p>
<p>
<b>Notes:</b>
</p>
<ul>
<li>
<b>Resets Forces:</b> It removes all linear forces (like those applied by applyActorForce or applyActorCentralForce) and torques (like those applied by applyActorTorque).
</li>
<li>
<b>Does Not Affect Velocity:</b> It clears only the applied forces and torques, but the current velocity (linear and angular) of the actor remains unchanged.
</li>
<li>
<b>Typically Used in Each Simulation Step:</b> Used to reset forces after each step, so that only new forces applied in the next step will affect the body.
</li>
</ul>
<p>
</body>
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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>ClearCanvas [RCBasic Doc] </title>
</head>
<body>
<p><h2>sub ClearCanvas() </h2></p>
<p>
Clears the active drawing canvas
</p>
<p>
</body>
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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>ClearMatrix [RCBasic Doc] </title>
</head>
<body>
<p><h2>sub ClearMatrix(mA) </h2></p>
<p>
Sets all elements in a matrix to zero
</p>
<p>
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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>ClearMatrixColumns [RCBasic Doc] </title>
</head>
<body>
<p><h2>function ClearMatrixColumns(mA, c, num_cols) </h2></p>
<p>
Sets all elements in the matrix columns specified to zero.
</p>
<br><p>Related:
<a href="clearmatrix.html">ClearMatrix</a>
<a href="clearmatrixrows.html">ClearMatrixRows</a>
</p>
<p>
</body>
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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>ClearMatrixRows [RCBasic Doc] </title>
</head>
<body>
<p><h2>function ClearMatrixRows(mA, r, num_rows) </h2></p>
<p>
Sets all elements in the matrix rows specified to zero.
</p>
<br><p>Related:
<a href="clearmatrix.html">ClearMatrix</a>
<a href="clearmatrixcolumns.html">ClearMatrixColumns</a>
</p>
<p>
</body>
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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>ClearMouseZone [RCBasic Doc] </title>
</head>
<body>
<p><h2>sub ClearMouseZone() </h2></p>
<p>
Removes the previously set mouse zone from the window
</p>
<p>
</body>
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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>ClearStack_N [RCBasic Doc] </title>
</head>
<body>
<p><h2>sub ClearStack_N( num_stack ) </h2></p>
<p>
Removes all elements from the stack
</p>
<br><p>Related:
<a href="clearstack_s.html">ClearStack_S</a>
</p>
<p>
</body>
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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>ClearStack_S [RCBasic Doc] </title>
</head>
<body>
<p><h2>sub ClearStack_S( str_stack ) </h2></p>
<p>
Removes all elements from the stack
</p>
<br><p>Related:
<a href="clearstack_n.html">ClearStack_N</a>
</p>
<p>
</body>
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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>ClipMatrix [RCBasic Doc] </title>
</head>
<body>
<p><h2>sub ClipMatrix(mA, r, c, num_rows, num_cols, mB) </h2></p>
<p>
Copies the specified portion of matrix mA into matrix mB
</p>
<p>
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<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>CloneCanvas [RCBasic Doc] </title>
</head>
<body>
<p><h2>function CloneCanvas(c_num, mode) </h2></p>
<p>
Returns a clone of a canvas. Clone canvases are mirrors of the original canvas so when you draw to one it will also be on the other. This is useful for a splitscreen 2d game.
</p>
<p>
Mode is a canvas render mode like the one passed to OpenCanvas()
</p>
<br><p>Related:
<a href="opencanvas.html">OpenCanvas</a>
</p>
<p>
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<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>CloseCanvas [RCBasic Doc] </title>
</head>
<body>
<p><h2>Sub CloseCanvas(c_num) </h2></p>
<p>
Closes a canvas
</p>
<br><p>Related:
<a href="opencanvas.html">OpenCanvas</a>
</p>
<p>
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<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>CloseFile [RCBasic Doc] </title>
</head>
<body>
<p><h2>sub CloseFile( stream ) </h2></p>
<p>
Closes a file
</p>
<br><p>Related:
<a href="openfile.html">OpenFile</a>
</p>
<p>
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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>CloseWindow [RCBasic Doc] </title>
</head>
<body>
<p><h2>sub CloseWindow( ) </h2></p>
<p>
Closes the graphics window
</p>
<br><p>Related:
<a href="openwindow.html">OpenWindow</a>
</p>
<p>
</body>
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<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>Cls [RCBasic Doc] </title>
</head>
<body>
<p><h2>sub Cls() </h2></p>
<p>
Clears the back buffer on the window
</p>
<p>
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<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>CofactorMatrix [RCBasic Doc] </title>
</head>
<body>
<p><h2>sub CofactorMatrix(mA, r, c) </h2></p>
<p>
Sets matrix mA to a cofactor. This will change the original matrix so it is recommended to copy the matrix if you still need the original matrix.
</p>
<br><p>Related:
<a href="copymatrix.html">CopyMatrix</a>
</p>
<p>
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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>ColorKey [RCBasic Doc] </title>
</head>
<body>
<p><h2>sub ColorKey(img_id, c) </h2></p>
<p>
Sets the color key for an image
</p>
<p>
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<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>Command$ [RCBasic Doc] </title>
</head>
<body>
<p><h2>function Command$(arg) </h2></p>
<p>
Returns command line arguments passed to a program.
</p>
<p>
Note: Command$(0) will always be the program being executed ( your_program.cbc )
</p>
<br><p>Related:
<a href="numcommands.html">NumCommands</a>
</p>
<p>
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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>RCBasic Comments [RCBasic Doc] </title>
</head>
<body>
<p><h2>COMMENTS </h2></p>
<p>
Comments are remarks you can add to your code which will be ignored by the compiler. To make a comment you would use a single quote. Look at the following:
</p>
<p id="rc_code"><code>
<span class="rc_comment">' THIS IS A COMMENT </span><br>
<span class="rc_keyword">Print</span>&nbsp;HELLO&nbsp;<span class="rc_string">"WORLD ' THIS IS ANOTHER COMMENT <br>
</code></p>
<p>
MULTI-LINE COMMENTS
</p>
<p>
Multi-line comments are comments that can span multiple lines. To start a multi-line comment you would use forward slash followed by a single quote and you would end it with a single quote followed by a forward slash. Look at the following:
</p>
<p id="rc_code"><code>
/<span class="rc_comment">' THIS IS </span><br>
A&nbsp;<br>
MULTI-LINE&nbsp;COMMENT&nbsp;<span class="rc_comment">'/ </span><br>
</code></p>
<p>
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<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>ComputeActorAngularImpulseDenominator [RCBasic Doc] </title>
</head>
<body>
<p><h2>function ComputeActorAngularImpulseDenominator( actor, x, y, z) </h2></p>
<p>
Computes a scalar value that represents how an actor will respond to an angular impulse at a given point, taking into account the actor's inertia tensor (which governs how the object resists rotation). This function is particularly useful in calculating the actor's rotational response to an impulse, typically during collision resolution or constraints involving rotation.
</p>
<br><p>Related:
<a href="computeactorimpulsedenominator.html">ComputeActorImpulseDenominator</a>
</p>
<p>
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<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>ComputeActorGyroImpulseLocal [RCBasic Doc] </title>
</head>
<body>
<p><h2>sub ComputeActorGyroImpulseLocal( actor, dt, ByRef x, ByRef y, ByRef z) </h2></p>
<p>
Computes the gyroscopic impulse for an actor in an implicit manner, based on the actor's current angular velocity and inertia. This function is used to simulate the gyroscopic effect—also known as gyroscopic precession—which occurs when a rotating object experiences a torque that causes its axis of rotation to change.
</p>
<br><p>Related:
<a href="computeactorgyroimpulseworld.html">ComputeActorGyroImpulseWorld</a>
</p>
<p>
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<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>ComputeActorGyroImpulseWorld [RCBasic Doc] </title>
</head>
<body>
<p><h2>sub ComputeActorGyroImpulseWorld( actor, dt, ByRef x, ByRef y, ByRef z) </h2></p>
<p>
Computes the gyroscopic impulse for an actor in an implicit manner, but in this case, it performs the calculation relative to the world frame of reference, rather than the 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>
<br><p>Related:
<a href="computeactorgyroimpulselocal.html">ComputeActorGyroImpulseLocal</a>
</p>
<p>
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<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>ComputeActorImpulseDenominator [RCBasic Doc] </title>
</head>
<body>
<p><h2>function ComputeActorImpulseDenominator( actor, pos_x, pos_y, pos_z, normal_x, normal_y, normal_z) </h2></p>
<p>
Computes a scalar value related to how a rigid body will respond to an applied impulse at a given point. 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>
<br><p>Related:
<a href="computeactorangularimpulsedenominator.html">ComputeActorAngularImpulseDenominator</a>
</p>
<p>
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<!DOCTYPE html>
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<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>RCBasic Conditions [RCBasic Doc] </title>
</head>
<body>
<p><h2>CONDITIONS </h2></p>
<p>
RC BASIC uses the same conventions of other programming languages to control the flow of the program. There are two main ways of getting your program to decide on its next course of action. The most common way is with the <b>IF</b> statement block.
</p>
<p id="rc_code"><code>
<span class="rc_keyword">If</span>&nbsp;<span class="rc_number">5</span>&nbsp;&gt;&nbsp;<span class="rc_number">6</span>&nbsp;<span class="rc_keyword">Then</span>&nbsp;<br>
&nbsp;&nbsp;&nbsp;<span class="rc_keyword">Print</span>&nbsp;<span class="rc_string">"THIS WILL NOT PRINT"</span>&nbsp;<br>
<span class="rc_keyword">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">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">End</span>&nbsp;<span class="rc_keyword">If</span>&nbsp;<br>
</code></p>
<p>
The above example does different comparisons and will output text to a console depending on which condition is true.
</p>
<p>
The next method of control flow is the <b>SELECT</b> statement block.
</p>
<p id="rc_code"><code>
<span class="rc_keyword">Select</span>&nbsp;<span class="rc_keyword">Case</span>&nbsp;<span class="rc_number">5</span>&nbsp;<br>
<span class="rc_keyword">Case</span>&nbsp;<span class="rc_number">6</span>&nbsp;<br>
&nbsp;&nbsp;&nbsp;<span class="rc_keyword">Print</span>&nbsp;THIS&nbsp;WILL&nbsp;<span class="rc_keyword">NOT</span>&nbsp;<span class="rc_string">"<span class="rc_keyword">PRINT</span> <br>
<span class="rc_keyword">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>
Default&nbsp;<br>
&nbsp;&nbsp;&nbsp;<span class="rc_comment">'Note: Default will be true if every other case is false. </span><br>
&nbsp;&nbsp;&nbsp;<span class="rc_comment">' Default is optional and can be excluded if you don't need it </span><br>
&nbsp;&nbsp;&nbsp;<span class="rc_keyword">Print</span>&nbsp;<span class="rc_string">"THIS WILL NOT PRINT"</span>&nbsp;<br>
<span class="rc_keyword">End</span>&nbsp;<span class="rc_keyword">Select</span>&nbsp;<br>
</code></p>
<p>
The above example will compare each case in the block to the <b>SELECT CASE</b>. If the case is equal to the select case then the code in that case will be executed. You can also add multiple values to compare to each <b>CASE</b>.
</p>
<p id="rc_code"><code>
<span class="rc_keyword">Select</span>&nbsp;<span class="rc_keyword">Case</span>&nbsp;<span class="rc_number">5</span>&nbsp;<br>
<span class="rc_keyword">Case</span>&nbsp;<span class="rc_number">6</span>&nbsp;<br>
&nbsp;&nbsp;&nbsp;<span class="rc_keyword">Print</span>&nbsp;THIS&nbsp;WILL&nbsp;<span class="rc_keyword">NOT</span>&nbsp;<span class="rc_string">"<span class="rc_keyword">PRINT</span> <br>
<span class="rc_keyword">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>
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">End</span>&nbsp;<span class="rc_keyword">Select</span>&nbsp;<br>
</code></p>
<p>
The above example is mostly the same as the previous example. The difference is that in our second <b>CASE</b> we are comparing both 4 and 5. If either of them are equal to our <b>SELECT</b> argument then the code inside the <b>CASE</b> block will execute.
</p>
<p>
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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>RCBasic Constants [RCBasic Doc] </title>
</head>
<body>
<p><h2>CONSTANTS </h2></p>
<p>
RCBasic has a special type of variable called a constant which can hold an expression. This means it can hold an expression and not determine its value until its used. For example you can have a constant called C that is equal to A + B. Everytime you change the value of A or B, C's value will also change. Because constants hold expressions, any valid expression in RCBasic can be stored in a constant.
</p>
<p id="rc_code"><code>
const&nbsp;&nbsp;A&nbsp;=&nbsp;<span class="rc_number">5</span>&nbsp;<br>
const&nbsp;&nbsp;MY_PRINT&nbsp;=&nbsp;<span class="rc_keyword">print</span>&nbsp;<span class="rc_string">"hello world"</span>&nbsp;<br>
</code></p>
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<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>ConstraintExists [RCBasic Doc] </title>
</head>
<body>
<p><h2>function ConstraintExists( constraint_id ) </h2></p>
<p>
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<title>copyActorMaterial [RCBasic Doc] </title>
</head>
<body>
<p><h2>function copyActorMaterial( actor, material_num) </h2></p>
<p>
Returns a material id for a copy of an actor's material
</p>
<p>
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<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>CopyFile [RCBasic Doc] </title>
</head>
<body>
<p><h2>sub CopyFile(src$, dst$) </h2></p>
<p>
Copies the contents of src$ file to a new dst$ file
</p>
<p>
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<!DOCTYPE html>
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<link rel="stylesheet" href="style.css">
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<title>CopyImage [RCBasic Doc] </title>
</head>
<body>
<p><h2>function CopyImage( img_id ) </h2></p>
<p>
Returns a copy of an image
</p>
<p>
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<title>copyMaterial [RCBasic Doc] </title>
</head>
<body>
<p><h2>function copyMaterial( smaterial_id) </h2></p>
<p>
Returns a copy of a material
</p>
<p>
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<title>CopyMatrix [RCBasic Doc] </title>
</head>
<body>
<p><h2>sub CopyMatrix(mA, mB) </h2></p>
<p>
Copies matrix mA to matrix mB
</p>
<p>
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<link rel="stylesheet" href="style.css">
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<title>CopyMatrixColumns [RCBasic Doc] </title>
</head>
<body>
<p><h2>function CopyMatrixColumns(mA, mB, c, num_cols) </h2></p>
<p>
Copies the specified matrix columns from matrix mA to matrix mB.
</p>
<p>
Note: Matrix mB will be redimensioned to the size of the copied columns.
</p>
<p>
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<title>CopyMatrixRows [RCBasic Doc] </title>
</head>
<body>
<p><h2>function CopyMatrixRows(mA, mB, r, num_rows) </h2></p>
<p>
Copies the specified matrix rows from matrix mA to matrix mB.
</p>
<p>
Note: Matrix mB will be redimensioned to the size of the copied rows.
</p>
<p>
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<title>Cos [RCBasic Doc] </title>
</head>
<body>
<p><h2>function Cos(n) </h2></p>
<p>
Returns the Cosine of an angle
</p>
<p>
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<title>CreateActorAnimation [RCBasic Doc] </title>
</head>
<body>
<p><h2>Function CreateActorAnimation(actor, start_frame, end_frame, speed) </h2></p>
<p>
</body>
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