294 Commits

Author SHA1 Message Date
Rodney Cunningham
6570999c29 Merge pull request #68 from n00b87/v48_dev
Updated docs
2026-03-04 04:01:48 -05:00
n00b87
b15b954648 removed output from debug line 2026-03-04 02:55:33 -06:00
n00b87
c4573e87f7 undid changes to debugger runtime 2026-03-04 02:53:12 -06:00
n00b87
12d34ec8cc turned off testing flag 2026-03-04 01:26:45 -06:00
n00b87
28f8412c6d Updated version number in runtime to 4.9 2026-03-04 00:56:29 -06:00
n00b87
135b9f8bbb Added GetSpriteCollision() 2026-03-04 00:52:27 -06:00
n00b87
ea986a826b Updated docs 2026-03-03 19:29:04 -06:00
Rodney Cunningham
0130864a6f Merge pull request #67 from n00b87/v48_dev
V48 dev
2026-02-28 03:44:04 -06:00
n00b87
9dbb4b6b5f Updated docs and added constants to tracker 2026-02-26 15:33:51 -06:00
n00b87
aa7667c838 Fixed convertToSDLSurface() function for SetWindowIcon() and SaveBMP() 2026-02-25 17:04:49 -06:00
n00b87
902f0129f1 Added new vector math functions 2026-02-22 23:07:53 -06:00
n00b87
c4d559f0d4 Added missing functions to Projector Actors 2026-02-22 03:04:03 -06:00
n00b87
21e06b0848 Added Vehicle functions to TOC page on spreadsheet 2026-02-20 17:02:57 -06:00
n00b87
d53f5c43f6 Finished initial implementation of Vehicles 2026-02-20 14:59:57 -06:00
n00b87
b0f09c3aae Vehicle Actor WIP 2026-02-20 03:25:25 -06:00
n00b87
ddfd6b8838 Fixed Composite Actor functions not exported from spreadsheet 2026-02-17 00:33:04 -06:00
n00b87
2b16b0b3d2 Removed line debug output 2026-02-16 19:48:40 -06:00
n00b87
bc0d138387 WIP 2026-02-16 19:08:23 -06:00
n00b87
5779e59cdd Add mult-shape sprites and actors 2026-02-16 03:07:18 -06:00
n00b87
72ecdc046e Fixed crash when trying to set variable id that cannot be found 2026-02-12 14:00:36 -06:00
n00b87
e4d92c74b1 Update project file 2026-02-12 13:33:50 -06:00
n00b87
17238f3eeb Updated version info 2026-01-28 00:15:50 -06:00
n00b87
61e55f72f6 Added Bone Info Functions
* Added functions to get info on bones
* Fixed ColorKey() flipping images if color is not -1
2026-01-27 23:56:30 -06:00
Rodney Cunningham
a2c4eba1e2 Merge pull request #66 from n00b87/post_process_fx
Post process fx
2025-11-26 01:08:12 -06:00
n00b87
606d74fd39 Fixed Android ifdef for log 2025-11-25 05:38:12 -06:00
n00b87
dd6de7875e Return false if SetPostEffect fails 2025-11-25 04:46:34 -06:00
n00b87
db80705980 Added IFDEFs for android font loading 2025-11-25 03:33:34 -06:00
n00b87
ff7120e4a0 Changed shader path 2025-11-24 20:46:27 -06:00
n00b87
762ef94b7b Added android alternate source files 2025-11-24 19:27:29 -06:00
n00b87
320adcf808 Changed POST_EFFECT_DISTORTION to POST_EFFECT_MINERAL 2025-11-23 22:47:23 -06:00
n00b87
d5f9719d57 Fixed Pipeline_Render() not executing 2025-11-23 21:47:16 -06:00
n00b87
f11d41622b Fixed Post Processing functions 2025-11-23 03:16:43 -06:00
n00b87
f53f486c54 Added GetSpriteWorldCenter() function 2025-11-21 22:10:44 -06:00
n00b87
4df735e4f6 Fixed: ProjectorActors not rendering 2025-11-21 01:00:01 -06:00
n00b87
e0141b11e6 Added MatrixExists() function 2025-11-18 21:59:55 -06:00
n00b87
e6c0cb5a69 Added Stack_N_Exists() and Stack_S_Exists() functions 2025-11-18 21:25:42 -06:00
n00b87
340a6a6615 Fixed segfault when clearing scene with ACTOR_SHAPE_TYPE_NONE 2025-11-18 01:58:22 -06:00
n00b87
83c239fc3f Fixed segfault when deleting actors with ACTOR_SHAPE_TYPE_NONE 2025-11-18 01:55:29 -06:00
n00b87
af1ade702e WIP 2025-11-17 23:32:20 -06:00
n00b87
5bedafc8c8 Added post processing effects and custom render process functions 2025-11-10 23:22:10 -06:00
n00b87
e5deb6bc86 Fixed possible memory leak when using 3D primitives 2025-11-08 20:25:06 -06:00
n00b87
92af3e4772 Added Error checking to network functions 2025-11-08 00:59:33 -06:00
n00b87
0d345b8cd5 Fixed a typo in CreateSprite() documentation 2025-11-01 23:01:51 -05:00
n00b87
af895b3f11 Added override radius to cone, capsule, and sphere shapes 2025-10-12 00:48:22 -05:00
n00b87
8f7fd7d453 Added SetActorShapeEx() 2025-10-12 00:21:34 -05:00
n00b87
3fa3dbb4e3 Added bounds checking for sound functions 2025-10-02 20:35:38 -05:00
n00b87
4f8a4e4d7c Changed Include file check back to literal value 2025-09-29 23:54:42 -05:00
n00b87
c9a4cd6fcd Changed Include file check back to literal value 2025-09-29 23:49:49 -05:00
n00b87
3aa74deb68 Fixed environment variable resolution in INCLUDE having quotes 2025-09-29 23:42:41 -05:00
Rodney Cunningham
1293aec729 Merge pull request #65 from n00b87/fix_shadows
Fixed Shadow Rendering
2025-09-29 02:14:21 -05:00
n00b87
715098d200 Fixed Shadow Rendering
* Fixed Shadow rendering
* Added MakePlanarTextureMap, ReCalculateMeshNormals, GetMeshPolygonCount, and FlipMeshSurfaces
2025-09-29 01:20:51 -05:00
Rodney Cunningham
d63195de3b Merge pull request #64 from n00b87/blend_mode_2d
Blend mode 2d
2025-09-20 19:02:05 -05:00
n00b87
642d6dd23e Added Sprite Priority constants to spreadsheet 2025-09-20 18:15:08 -05:00
n00b87
8120a1fd96 Added SetSpriteCanvasRenderPriority function 2025-09-19 22:04:43 -05:00
n00b87
15e8426f99 Added GetSpritePhysics() function 2025-09-12 02:16:09 -05:00
n00b87
a9d15d69ec Added Nirvana Tile functions to API docs 2025-09-09 22:01:00 -05:00
n00b87
91b7b1b3d7 Updated version number 2025-08-31 22:39:13 -05:00
n00b87
bfdff4207a Set canvas render material for sprites 2025-08-31 21:50:38 -05:00
Rodney Cunningham
a25b4ad6ec Merge pull request #63 from n00b87/fix_fx_material_type_order
Fix fx material type order
2025-08-22 23:09:21 -05:00
n00b87
c2e898aa87 Updated version number in the compiler 2025-08-22 22:10:21 -05:00
n00b87
fd760f3201 Updated version number and removed test flag 2025-08-22 21:20:46 -05:00
n00b87
ab9238cdb8 FX materials can now use material properties before and after type is set 2025-08-22 21:19:23 -05:00
n00b87
ee5395bd66 WIP 2025-08-22 15:25:07 -05:00
n00b87
60278f03ba Check for constant name in SetMaterialConstant and GetMaterialConstant ignores case 2025-08-13 21:21:34 -05:00
n00b87
4b2f517de4 Added new functions to documentation 2025-08-13 19:20:25 -05:00
n00b87
6ad655f40d Updated material types in documentation 2025-08-13 19:19:38 -05:00
Rodney Cunningham
06d1d717dc Merge pull request #62 from n00b87/fx_material_constants
Added implementation for SetMaterialConstant and GetMaterialConstant
2025-08-13 18:24:11 -05:00
n00b87
05c5a6ca9f Added implementation for SetMaterialConstant and GetMaterialConstant 2025-08-13 18:22:00 -05:00
n00b87
1e3500bd05 Updated doc script 2025-08-07 17:32:20 -05:00
n00b87
aa48cfc661 Update project 2025-08-05 21:16:59 -05:00
n00b87
ea9a92d9ed Changed some error messages 2025-08-04 16:50:40 -05:00
n00b87
3a217d9438 Removed testing flag 2025-07-26 08:43:32 -05:00
Rodney Cunningham
fd3124a4d3 Merge pull request #61 from n00b87/v43_dev
v43 update
2025-07-08 21:30:01 -05:00
n00b87
96ba62c9de v43 update 2025-07-08 21:17:11 -05:00
n00b
f6a99ebba1 doc changes 2025-05-28 22:00:26 -04:00
n00b
0c36af2557 WIP 2025-05-27 00:53:48 -04:00
n00b
207868cd5d Fixed Sprite Transform functions
* Stored base offsets and vertices in sprite structure
* Calculated the average of vertices in polygon and chain shapes and used that as center
* Applied offsets to drawSprites()
2025-05-26 14:07:18 -04:00
n00b
bd3ec7f502 Fixed compile error when return user type from inside an IF block 2025-05-23 23:05:45 -04:00
Rodney Cunningham
a5d1445b60 Merge pull request #59 from n00b87/v42_special_materials
Fixed memory leak in collision callback
2025-05-23 19:27:22 -04:00
n00b
262d618d19 Fixed memory leak in collision callback 2025-05-23 19:23:57 -04:00
Rodney Cunningham
bed6f292c4 Merge pull request #58 from n00b87/v42_special_materials
V42 special materials
2025-05-22 17:32:01 -04:00
n00b
62bef8b6d0 Removed test flag 2025-05-21 21:50:15 -04:00
n00b
e7da6b745c Fixed Memory Leak in Collision Callback 2025-05-21 19:45:56 -04:00
n00b
daac85c26a Applied scale to sprite rotation point 2025-05-01 15:05:46 -04:00
n00b
51c64fa857 fixed re-used canvas slot not being set 2025-04-26 16:20:38 -04:00
n00b
65a37690ef Removed offsets from SetSpriteBox 2025-04-14 19:09:20 -04:00
n00b
020f107952 Fixed offset not being set in SetSpriteBox 2025-04-14 19:07:20 -04:00
n00b
edb6462752 Fixed Segfault from DeleteImage() and DeleteMesh() 2025-04-12 13:26:00 -04:00
n00b
b67d63d32c Added FX Materials
* Added FX Shader Materials
* Added Projector Actor
2025-04-11 00:51:47 -04:00
n00b
14a315db60 wip 2025-03-25 11:35:37 -04:00
Rodney Cunningham
3dcd6512df Merge pull request #57 from n00b87/v402_sprite_shape
Added sprite shape functions
2025-03-20 17:31:32 -04:00
n00b
14f87ecbf1 Added sprite shape functions 2025-03-20 17:29:11 -04:00
Rodney Cunningham
b6b1ecf86f Merge pull request #55 from n00b87/v401_dev
V402 dev
2025-02-01 13:26:00 -05:00
n00b
acdc78a149 Added DeleteAn8() function 2025-01-31 19:35:19 -05:00
n00b
eab4029642 Removed debug values 2025-01-26 10:49:48 -05:00
n00b
a3b99950db Fixed DIM not reporting false inside a TYPE block for invalid user type 2025-01-26 09:17:55 -05:00
n00b
979c946429 Updated version number 2025-01-26 00:00:20 -05:00
n00b
17b420578c Added New Static Mesh Functions 2025-01-25 23:53:43 -05:00
Rodney Cunningham
5fafa1c73c Merge pull request #54 from n00b87/v401_dev
V401 dev
2025-01-12 19:46:52 -05:00
n00b
8e161a1a22 Updated version number 2025-01-12 19:38:17 -05:00
n00b
4723ed8c6f fixed font only returning 0 for id 2025-01-04 17:32:26 -05:00
n00b
a7f13b98ad Removed SDL Blend Modes from constants 2024-12-25 18:34:58 -05:00
Rodney Cunningham
b88688bea7 Merge pull request #50 from n00b87/sprite_blend
Added Sprite Color Blend and Global AntiAlias functions
2024-12-22 21:03:57 -05:00
n00b
d91146db60 Added Sprite Color Blend and Global AntiAlias functions 2024-12-22 20:27:40 -05:00
Rodney Cunningham
ff01fa83f4 Merge pull request #49 from n00b87/joint_stuff
Added JointExists() and SpriteExists()
2024-12-22 18:28:49 -05:00
n00b
f2af1d4045 Added JointExists() and SpriteExists() 2024-12-22 18:16:13 -05:00
Rodney Cunningham
a2c9d4952c Merge pull request #47 from n00b87/clear_sprites
Clear sprites
2024-12-22 15:43:40 -05:00
n00b
070cbe2898 Changed ref_actor for animation callback to actor id 2024-12-22 15:22:20 -05:00
n00b
44eb4aa236 Added error check for canvas type to RayCast2D functions 2024-12-22 14:22:00 -05:00
n00b
0ef552910a Fixed sprite allocation bugs
* Fixed bug that would cause the renderer for sprites to be corrupted on when the sprite vector is resized
* Changed deleted_sprites variable to deleted_animation in sprite object
* Changed sprite pointer vector to sprite id vector in canvas object
* Changed the value stored in Fixture UserData pointer to sprite id rather than sprite pointer because pointer would change on resize anyway
2024-12-22 13:05:23 -05:00
Rodney Cunningham
ac2cb91b18 Merge pull request #46 from n00b87/byref_udt_array
Fixed ByRef UDT arrays
2024-12-21 02:52:22 -05:00
n00b
0f24f30c38 Changed Error message for mismatch args in byref array 2024-12-21 02:45:02 -05:00
n00b
9c5aaa8db6 Fixed ByRef UDT arrays 2024-12-21 02:28:44 -05:00
Rodney Cunningham
33919725bf Merge pull request #45 from n00b87/add_setfps
Add setfps
2024-12-20 21:56:00 -05:00
n00b
25e225ff96 Removed test flag 2024-12-20 21:55:17 -05:00
n00b
94a9bb08fb Added SetFPS() and SetWindowVSync() 2024-12-20 20:40:10 -05:00
n00b
8b8be85dea Implemented VSync timer using SDL 2024-12-20 17:04:40 -05:00
Rodney Cunningham
6f93be7a23 Merge pull request #43 from n00b87/clear_constraints
Clears constraints in ClearScene()
2024-12-20 13:22:58 -05:00
n00b
33edf29fd0 Clears constraints in ClearScene() 2024-12-20 13:21:01 -05:00
Rodney Cunningham
d3c508f149 Merge pull request #41 from n00b87/fix_triangle
Sorted points in Triangle()
2024-12-20 12:10:37 -05:00
n00b
a4e9fdd9fd Sorted points in Triangle() 2024-12-20 12:01:05 -05:00
Rodney Cunningham
4c4c4d4952 Merge pull request #38 from n00b87/null_tile
Added possible -1 value to setTile() and fillTile()
2024-12-19 20:34:00 -05:00
n00b
c30bade6c7 Added possible -1 value to setTile() and fillTile() 2024-12-19 20:23:23 -05:00
n00b
ba3bbd2fc8 Updated README with linux setup instructions 2024-12-18 19:26:02 -05:00
n00b
7b87adc07e Add Linux Setup Script 2024-12-18 19:23:10 -05:00
Rodney Cunningham
6bf8a310a1 Merge pull request #34 from n00b87/win_dev_setup
Windows Development Environment Setup
2024-12-18 18:32:27 -05:00
n00b
c4af461e3d Update project file 2024-12-18 18:30:32 -05:00
n00b87
2381c84fe5 Update the README with build instructions for windows 2024-12-18 16:40:25 -05:00
n00b87
80435becff Added setup script for windows 2024-12-18 16:32:59 -05:00
n00b87
f9092efbba Added windows project files with build targets 2024-12-18 16:29:21 -05:00
n00b
323e91e4df Added RC3 function count macro to tracker 2024-12-16 12:59:36 -05:00
Rodney Cunningham
f963213013 Merge pull request #26 from n00b87/main
Merge pull request #25 from n00b87/dev
2024-12-16 11:55:52 -06:00
Rodney Cunningham
af7ac75384 Merge pull request #25 from n00b87/dev
v4.0
2024-12-16 11:53:01 -06:00
n00b
3a03aaa148 Updated docs 2024-12-15 23:12:45 -05:00
n00b
7181b6924a Fixed 3D primitive material setting 2024-12-15 20:56:19 -05:00
n00b
98e8257e4a Added 3D Primitive functions 2024-12-15 19:43:58 -05:00
n00b
d4aa4198af TCP_SocketReady() should now return true if data is available 2024-12-15 15:19:40 -05:00
n00b
e05f4ff024 TCP_SocketReady() should now return true if data is available 2024-12-15 15:12:15 -05:00
n00b
b01f3cfc01 Fixed network socket ID errors 2024-12-15 13:58:51 -05:00
n00b
119e6f5bfe Fixed mouse wheel reporting last value when not scrolling 2024-12-15 12:55:46 -05:00
n00b
39c5e4a9f2 ColorKey now uses upper left corner when a value of -1 is used 2024-12-15 11:37:44 -05:00
n00b
0e2253ad02 Test updates 2024-12-15 01:12:58 -05:00
n00b
6b8f078291 Updated docs 2024-12-14 15:28:03 -05:00
n00b
f392bdebfc Added ray cast functions 2024-12-14 15:13:55 -05:00
n00b
447bc241d7 Fixed bug that prevents compiler from finding user types in scope 2024-12-13 20:22:10 -05:00
Rodney Cunningham
d0dc046c6b Merge pull request #24 from arc1tec4/dev
Flesh out "Sprite" docs
2024-12-11 22:23:25 -06:00
n00b
59e93b66d1 Added keywords to studio config macro 2024-12-11 23:20:12 -05:00
arc1tec4
a4fca34d19 Merge branch 'n00b87:dev' into dev 2024-12-11 21:16:40 -07:00
n00b
a07c6e8d15 Added macro to generate studio config file to tracker 2024-12-11 23:05:42 -05:00
n00b
588e866bad Add rc_windowclose.h 2024-12-11 18:44:11 -05:00
n00b
f827706734 Removed test flag 2024-12-11 18:36:01 -05:00
n00b
1a574146af Added DeleteTileSet() and DeleteTileMap() 2024-12-11 18:30:43 -05:00
arc1tec4
7c3d44b0ff Add files via upload 2024-12-11 14:35:28 -07:00
arc1tec4
82cbb6c73a Add files via upload 2024-12-11 14:31:54 -07:00
arc1tec4
d7b1440917 Add files via upload 2024-12-11 14:14:00 -07:00
n00b
0c3cfde381 Removed resize on fullscreen 2024-12-11 16:09:10 -05:00
arc1tec4
38021bf1fa Add files via upload 2024-12-11 14:08:07 -07:00
n00b
d1d291d823 Force window resize when SetWindowFullscreen() is called 2024-12-11 16:02:42 -05:00
n00b
c354825638 Force window resize when SetWindowFullscreen() is called 2024-12-11 15:46:00 -05:00
n00b
072024fa41 Fixed Scaling issues when changing window size
Fixed Window Scaling issue and Fixed SetSpriteVisible()
2024-12-11 12:53:24 -05:00
n00b87
bb03c0f9a3 Add em_build.bat 2024-12-09 23:54:21 -06:00
n00b
10f225d14b Remove backup trackers 2024-12-09 15:59:52 -05:00
Rodney Cunningham
b3667a70df Merge pull request #23 from n00b87/fix_gles2_vsync
Fix Mouse and Canvas Scaling in Fullscreen
2024-12-09 14:58:03 -06:00
n00b
4cdcf7aa24 Added ClearScene() and made THEN optional 2024-12-09 15:51:27 -05:00
n00b
31872c955c Fixed fullscreen rendering and mouse scaling 2024-12-09 11:51:50 -05:00
n00b
80c97f0a93 WIP 2024-12-09 10:56:08 -05:00
n00b
09ab7d76cd Add fog functions to docs 2024-12-09 08:29:34 -05:00
n00b
9fba7a380c Removed test flag 2024-12-09 02:06:47 -05:00
n00b
a85bb304ea Fixed issue with images being offset on paint canvas in the GLES2 driver 2024-12-09 01:51:38 -05:00
Rodney Cunningham
005d324a81 Merge pull request #22 from n00b87/change_shader_path
Changed default GLES2 shader path
2024-12-08 21:18:39 -06:00
n00b
953b7b562d Changed default GLES2 shader path 2024-12-08 22:12:28 -05:00
n00b
bea293d13c Fixed a bullet include for windows 2024-12-07 12:54:35 -05:00
n00b
da3e4fbe36 Fixed a bullet include for windows 2024-12-07 12:52:32 -05:00
n00b
3753e1a0d3 Fixed a bullet include for windows 2024-12-07 12:50:52 -05:00
n00b
8e1686978c Remove token output on ERROR 2024-12-07 12:45:16 -05:00
Rodney Cunningham
3cd9dde20d Merge pull request #21 from n00b87/fix_alpha4_bugs
Fix alpha4 bugs
2024-12-07 11:59:03 -05:00
n00b
c4e2dc9d8e Removed test parameters 2024-12-07 11:32:11 -05:00
n00b
5a24dc445b Fixed GetPixel() in GLES2 driver 2024-12-05 22:19:50 -05:00
n00b
32e1e0a00f Fixed FloodFill() in GLES2 driver 2024-12-05 21:36:07 -05:00
n00b
fef3d682e6 Fixed CanvasClip() and Rect() on GLES2 driver 2024-12-05 20:00:21 -05:00
n00b
4876640bf4 Removed haptic init on web build 2024-12-02 22:00:21 -05:00
n00b
b7e4281352 Fixed emscripten define 2024-12-01 21:19:52 -05:00
n00b
0b66a9294f Removed test flags 2024-12-01 17:12:50 -05:00
n00b
cfad58b99c Added delta timestep to 2d simulation 2024-12-01 00:15:41 -05:00
n00b
f008cf839b Set fixed timestep to delta time by default 2024-11-30 23:28:30 -05:00
n00b
2a78f8cf81 Removed box2d world from clone canvas 2024-11-30 22:45:20 -05:00
n00b
36cee820d3 Use SDL_GetTicks() for physics timer 2024-11-30 22:25:29 -05:00
n00b
adec3d0039 Fixed GetPixel() 2024-11-24 07:23:30 -05:00
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
2826 changed files with 132397 additions and 9233 deletions

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

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

13
README.md Normal file → Executable file
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@@ -1,2 +1,15 @@
# RCBASIC4
Version 4 of the RCBasic Programming Language Compiler and Runtime
## Setup Build Environment
### On Windows
1. Install the following software: Codeblocks, MinGW32, MinGW64, Git, and CMake
2. Set MINGW32 and MINGW64 environment variables to the root of each tool
3. Set CODEBLOCKS_DIR to Codeblocks root
4. Run RCBasic_Dev_Setup.bat
### On Linux
1. Run RCBasic_Dev_Setup.sh
NOTE: The linux setup script is still a work in progress.

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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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@@ -0,0 +1,25 @@
#!/bin/bash
BASEDIR=$(dirname 0)
echo "build journal path: $RCBASIC_BUILD_JOURNAL"
codeblocks --clean rcbasic_runtime.cbp
codeblocks --target=Release --build rcbasic_runtime.cbp
if [ ! -e $BASEDIR/bin/Release/rcbasic_runtime ]
then
pushd $RCBASIC_BUILD_MAIN_DIR
echo "export RCBASIC_RUNTIME_ERROR=1" >> "$RCBASIC_BUILD_JOURNAL"
popd
else
pushd $RCBASIC_BUILD_MAIN_DIR
echo "export RCBASIC_RUNTIME_ERROR=0" >> "$RCBASIC_BUILD_JOURNAL"
popd
fi

18
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>
</p>
</body>
</html>

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@@ -0,0 +1,18 @@
<!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>
</p>
</body>
</html>

18
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>
</p>
</body>
</html>

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@@ -0,0 +1,34 @@
<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>ActiveCanvas [RCBasic Doc] </title>
</head>
<body>
<p><h2>Function ActiveCanvas() </h2></p>
<p>
Returns the canvas that drawing commands are currently applied to
</p>
<p id="rc_code"><code>
c1&nbsp;=&nbsp;OpenCanvas<b>(</b><span class="rc_number">640</span>,&nbsp;<span class="rc_number">480</span>,&nbsp;<span class="rc_number">0</span>,&nbsp;<span class="rc_number">0</span>,&nbsp;<span class="rc_number">640</span>,&nbsp;<span class="rc_number">480</span>,&nbsp;<span class="rc_number">0</span><b>)</b>&nbsp;<br>
c2&nbsp;=&nbsp;OpenCanvas<b>(</b><span class="rc_number">640</span>,&nbsp;<span class="rc_number">480</span>,&nbsp;<span class="rc_number">0</span>,&nbsp;<span class="rc_number">0</span>,&nbsp;<span class="rc_number">640</span>,&nbsp;<span class="rc_number">480</span>,&nbsp;<span class="rc_number">0</span><b>)</b>&nbsp;<br>
&nbsp;&nbsp;<br>
Canvas<b>(</b>c1<b>)</b>&nbsp;<br>
&nbsp;&nbsp;<br>
<span class="rc_keyword">If</span>&nbsp;ActiveCanvas<b>(</b><b>)</b>&nbsp;=&nbsp;c1&nbsp;<span class="rc_keyword">Then</span>&nbsp;<br>
<span class="rc_keyword">Print</span>&nbsp;<span class="rc_string">"Active canvas is c1"</span>&nbsp;<br>
<span class="rc_keyword">End</span>&nbsp;<span class="rc_keyword">If</span>&nbsp;<br>
&nbsp;&nbsp;<br>
Canvas<b>(</b>c2<b>)</b>&nbsp;<br>
&nbsp;&nbsp;<br>
<span class="rc_keyword">If</span>&nbsp;ActiveCanvas<b>(</b><b>)</b>&nbsp;=&nbsp;c2&nbsp;<span class="rc_keyword">Then</span>&nbsp;<br>
<span class="rc_keyword">Print</span>&nbsp;<span class="rc_string">"Active canvas is now c2"</span>&nbsp;<br>
<span class="rc_keyword">End</span>&nbsp;<span class="rc_keyword">If</span>&nbsp;<br>
</code></p>
<p>
</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>ActiveFont [RCBasic Doc] </title>
</head>
<body>
<p><h2>Function ActiveFont() </h2></p>
<p>
Returns the current font that will be used with DrawText
</p>
<p id="rc_code"><code>
test_font&nbsp;=&nbsp;LoadFont<b>(</b><span class="rc_string">"test_font.ttf"</span>,&nbsp;<span class="rc_number">12</span><b>)</b>&nbsp;<br>
SetFont<b>(</b>test_font<b>)</b>&nbsp;<br>
<span class="rc_keyword">If</span>&nbsp;ActiveFont<b>(</b><b>)</b>&nbsp;=&nbsp;test_font&nbsp;<span class="rc_keyword">Then</span>&nbsp;<br>
<span class="rc_keyword">Print</span>&nbsp;<span class="rc_string">"Test Font is active"</span>&nbsp;<br>
<span class="rc_keyword">End</span>&nbsp;<span class="rc_keyword">If</span>&nbsp;<br>
</code></p>
<br><p>Related:
<a href="loadfont.html">LoadFont</a>
<a href="setfont.html">SetFont</a>
<a href="drawtext.html">DrawText</a>
</p>
<p>
</p>
</body>
</html>

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<!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>
</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>
Returns true if the id passed is a valid actor
</p>
<p>
</p>
</body>
</html>

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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>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>
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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>
&nbsp;&nbsp;<br>
</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>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>
</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>
</p>
</body>
</html>

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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>AddCompositeChild [RCBasic Doc] </title>
</head>
<body>
<p><h2>Function AddCompositeChild(actor, child_actor, t_matrix) </h2></p>
<p>
Adds a child Actor to a composite actor.
</p>
<p>
Returns the child index in the composite actor.
</p>
<p>
NOTE: Reference the included Composite Demo for an example
</p>
<br><p>Related:
<a href="createcompositeactor.html">CreateCompositeActor</a>
</p>
<p>
</p>
</body>
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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>
</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>
</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>AddProjectorEffectActor [RCBasic Doc] </title>
</head>
<body>
<p><h2>Function AddProjectorEffectActor(actor, tgt_actor) </h2></p>
<p>
Add an effect actor from a projector.
</p>
<p>
Returns the index of the effect actor in the projector.
</p>
<p>
Refer to the included Projector Demo for an example
</p>
<br><p>Related:
<a href="removeprojectoreffectactor.html">RemoveProjectorEffectActor</a>
</p>
<p>
</p>
</body>
</html>

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<!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>
</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>
</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>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>
</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>AddSpriteChild [RCBasic Doc] </title>
</head>
<body>
<p><h2>Function AddSpriteChild(sprite, child_sprite, x, y) </h2></p>
<p>
Adds a sprite as a child to another sprite. Child sprite is offset by given position.
</p>
<br><p>Related:
<a href="removespritechild.html">RemoveSpriteChild</a>
</p>
<p>
</p>
</body>
</html>

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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>AddVehicleWheel [RCBasic Doc] </title>
</head>
<body>
<p><h2>Function AddVehicleWheel( actor, wheel_actor, is_front_wheel ) </h2></p>
<p>
Add a wheel to a vehicle actor
</p>
<p>
is_front_wheel sets whether it should be considered a front wheel for physics and control
</p>
<p>
NOTE: Once an actor is set as a wheel, the vehicle controls all transforms for the actor
</p>
<br><p>Related:
<a href="createvehicleactor.html">CreateVehicleActor</a>
</p>
<p>
</p>
</body>
</html>

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<!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>
</p>
</body>
</html>

18
doc/doc_files/andbit.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>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>
</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>
</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>
<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>
</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>
</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>
</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>
</p>
</body>
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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>ApplyActorCentralForceWorld [RCBasic Doc] </title>
</head>
<body>
<p><h2>Sub ApplyActorCentralForceWorld( actor, x, y, z) </h2></p>
<p>
Applies a force to the center of mass of an actor in world coordinate space. This force impacts the linear velocity of the object without affecting its rotation.
</p>
<ul>
<li>
x,y,z - direction of the force
</li>
</ul>
<br><p>Related:
<a href="applyactorcentralforcelocal.html">ApplyActorCentralForceLocal</a>
<a href="applyactorcentralimpulselocal.html">ApplyActorCentralImpulseLocal</a>
<a href="applyactorcentralimpulseworld.html">ApplyActorCentralImpulseWorld</a>
</p>
<p>
</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>
</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>
</p>
</body>
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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>ApplyActorDamping [RCBasic Doc] </title>
</head>
<body>
<p><h2>Sub ApplyActorDamping( actor, timeStep) </h2></p>
<p>
Reduces the velocity of an actor over time, simulating the effect of friction or air resistance.
</p>
<p>
This function applies the linear and angular damping values set with the SetActorDamping() function.
</p>
<p id="rc_code"><code>
init_damping&nbsp;=&nbsp;<span class="rc_keyword">False</span>&nbsp;<br>
SetActorDamping<b>(</b>actor,&nbsp;<span class="rc_number">0.1</span>,&nbsp;<span class="rc_number">0.5</span><b>)</b>&nbsp;<br>
ApplyActorCentralImpulse<b>(</b>actor,&nbsp;<span class="rc_number">300</span>,&nbsp;<span class="rc_number">0</span>,&nbsp;<span class="rc_number">0</span><b>)</b>&nbsp;<br>
&nbsp;&nbsp;<br>
<span class="rc_keyword">While</span>&nbsp;<span class="rc_keyword">True</span>&nbsp;<br>
<span class="rc_keyword">If</span>&nbsp;<span class="rc_keyword">Not</span>&nbsp;init_damping&nbsp;<span class="rc_keyword">Then</span>&nbsp;<br>
&nbsp;&nbsp;&nbsp;ApplyActorDamping<b>(</b>actor,&nbsp;<span class="rc_number">5.0</span><b>)</b>&nbsp;<span class="rc_comment">'Will apply the damping effect for 5 seconds </span><br>
&nbsp;&nbsp;&nbsp;init_damping&nbsp;=&nbsp;<span class="rc_keyword">True</span>&nbsp;<br>
<span class="rc_keyword">End</span>&nbsp;<span class="rc_keyword">If</span>&nbsp;<br>
Update<b>(</b><b>)</b>&nbsp;<br>
<span class="rc_keyword">Wend</span>&nbsp;<br>
</code></p>
<br><p>Related:
<a href="setactordamping.html">setActorDamping</a>
<a href="getactorlineardamping.html">getActorLinearDamping</a>
<a href="getactorangulardamping.html">getActorAngularDamping</a>
</p>
<p>
</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>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>
</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>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>
</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>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>
</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>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>
</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>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>
</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>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>
</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>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>
</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>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>
</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>ApplySpriteAngularImpulse [RCBasic Doc] </title>
</head>
<body>
<p><h2>Sub ApplySpriteAngularImpulse( spr_id, impulse) </h2></p>
<p>
Apply an angular impulse to a body. This method affects the bodys rotational motion, changing its angular velocity based on the impulse applied.
</p>
<br><p>Related:
<a href="applyspritelinearimpulse.html">ApplySpriteLinearImpulse</a>
</p>
<p>
</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>ApplySpriteCentralForce [RCBasic Doc] </title>
</head>
<body>
<p><h2>Sub ApplySpriteCentralForce( spr_id, x, y) </h2></p>
<p>
Apply a continuous force to a body at its center of mass, regardless of the body's current orientation. This method affects the body's linear motion and is useful for simulating forces like gravity, wind, or any other directional force.
</p>
<p>
</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>ApplySpriteForce [RCBasic Doc] </title>
</head>
<body>
<p><h2>Sub ApplySpriteForce( spr_id, fX, fY, pX, pY) </h2></p>
<p>
Apply a force at a world point. If the force is not applied at the center of mass, it will generate a torque and affect the angular velocity. This wakes up the body.
</p>
<p>
</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>ApplySpriteLinearImpulse [RCBasic Doc] </title>
</head>
<body>
<p><h2>Sub ApplySpriteLinearImpulse( spr_id, iX, iY, pX, pY) </h2></p>
<p>
Apply an instantaneous linear impulse to a body. This method directly affects the bodys linear motion by changing its velocity based on the impulse applied.
</p>
<br><p>Related:
<a href="applyspriteangularimpulse.html">ApplySpriteAngularImpulse</a>
</p>
<p>
</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>ApplySpriteTorque [RCBasic Doc] </title>
</head>
<body>
<p><h2>Sub ApplySpriteTorque( spr_id, torque) </h2></p>
<p>
Apply a torque. This affects the angular velocity without affecting the linear velocity of the center of mass.
</p>
<p>
</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>ApplyWheelEngineForce [RCBasic Doc] </title>
</head>
<body>
<p><h2>Sub ApplyWheelEngineForce( actor, wheel, force ) </h2></p>
<p>
Apply force to a wheel.
</p>
<p>
NOTE: For movement, you can apply force to a vehicle the same way you apply it to any actor. Refer to the actor physics section for documentation on that.
</p>
<p>
</p>
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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>
</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>
</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>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>
</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>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>
</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>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>
</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>Asc [RCBasic Doc] </title>
</head>
<body>
<p><h2>Function Asc(c$) </h2></p>
<p>
Returns the ASCII value of a character.
</p>
<p>
</p>
</body>
</html>

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<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>
</p>
</body>
</html>

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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>
</p>
</body>
</html>

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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>
</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>
</p>
</body>
</html>

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<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>Bin$ [RCBasic Doc] </title>
</head>
<body>
<p><h2>Function Bin$(n) </h2></p>
<p>
Returns the binary representation of a number.
</p>
<p>
</p>
</body>
</html>

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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>Box3D [RCBasic Doc] </title>
</head>
<body>
<p><h2>Sub Box3D(min_x, min_y, min_z, max_x, max_y, max_z) </h2></p>
<p>
Draws a box in 3D space
</p>
<p>
</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>BufferFromImage [RCBasic Doc] </title>
</head>
<body>
<p><h2>Sub BufferFromImage(slot, ByRef buffer) </h2></p>
<p>
</p>
</body>
</html>

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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>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>
</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>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>
</p>
</body>
</html>

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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>CalculateCompositePrincipalTransform [RCBasic Doc] </title>
</head>
<body>
<p><h2>Sub CalculateCompositePrincipalTransform(actor, ByRef masses, principal_matrix, ByRef x, ByRef y, ByRef z) </h2></p>
<p>
Calculates the center of mass and principal intertia axes for a composite actor.
</p>
<p>
Parameters:
</p>
<ul>
<li>
masses - An array with masses for each child in the compound shape
</li>
<li>
principal_matrix - This will be set to principal axis transform
</li>
<li>
(x, y, z) - Inertia
</li>
</ul>
<br><p>Related:
<a href="createcompositeactor.html">CreateCompositeActor</a>
</p>
<p>
</p>
</body>
</html>

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<!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>
</p>
</body>
</html>

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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>CanvasClip [RCBasic Doc] </title>
</head>
<body>
<p><h2>Function CanvasClip(x, y, w, h) </h2></p>
<p>
Returns an image id with a selected portion of the active drawing canvas saved
</p>
<br><p>Related:
<a href="windowclip.html">WindowClip</a>
</p>
<p>
</p>
</body>
</html>

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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>CanvasIsVisible [RCBasic Doc] </title>
</head>
<body>
<p><h2>Function CanvasIsVisible(c_num) </h2></p>
<p>
Returns true if a canvas is shown in the Window
</p>
<br><p>Related:
<a href="setcanvasvisible.html">SetCanvasVisible</a>
</p>
<p>
</p>
</body>
</html>

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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>CanvasZ [RCBasic Doc] </title>
</head>
<body>
<p><h2>Function CanvasZ(c_num) </h2></p>
<p>
Returns the Canvas Z Order.
</p>
<p>
Note: Canvases with a higher Z order are drawn first and those with lower values will be drawn on top
</p>
<br><p>Related:
<a href="setcanvasz.html">SetCanvasZ</a>
</p>
<p>
</p>
</body>
</html>

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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>CastRay2D [RCBasic Doc] </title>
</head>
<body>
<p><h2>Function CastRay2D( from_x, from_y, to_x, to_y ) </h2></p>
<p>
Cast a ray and get the closest hit on the ray
</p>
<p>
Returns 1 if there is a hit and 0 if not
</p>
<p>
NOTE: GetRayHit2D is used to read each hit
</p>
<br><p>Related:
<a href="getrayhit3d.html">GetRayHit3D</a>
<a href="castray3d.html">CastRay3D</a>
<a href="castray3d_all.html">CastRay3D_All</a>
<a href="castray2d_all.html">CastRay2D_All</a>
<a href="getrayhit2d.html">GetRayHit2D</a>
</p>
<p>
</p>
</body>
</html>

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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>CastRay2D_All [RCBasic Doc] </title>
</head>
<body>
<p><h2>Function CastRay2D_All( from_x, from_y, to_x, to_y ) </h2></p>
<p>
Cast a ray and gets all hits on the ray
</p>
<p>
Returns the number of hits from the ray cast
</p>
<p>
NOTE: GetRayHit2D is used to read each hit
</p>
<br><p>Related:
<a href="getrayhit3d.html">GetRayHit3D</a>
<a href="castray3d.html">CastRay3D</a>
<a href="castray3d_all.html">CastRay3D_All</a>
<a href="castray2d.html">CastRay2D</a>
<a href="getrayhit2d.html">GetRayHit2D</a>
</p>
<p>
</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>CastRay3D [RCBasic Doc] </title>
</head>
<body>
<p><h2>Function CastRay3D( from_x, from_y, from_z, to_x, to_y, to_z ) </h2></p>
<p>
Cast a ray and get the closest hit on the ray
</p>
<p>
Returns 1 if there is a hit and 0 if not
</p>
<p>
NOTE: GetRayHit3D is used to read each hit
</p>
<br><p>Related:
<a href="getrayhit3d.html">GetRayHit3D</a>
<a href="castray3d_all.html">CastRay3D_All</a>
<a href="castray2d.html">CastRay2D</a>
<a href="castray2d_all.html">CastRay2D_All</a>
<a href="getrayhit2d.html">GetRayHit2D</a>
</p>
<p>
</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>CastRay3D_All [RCBasic Doc] </title>
</head>
<body>
<p><h2>Function CastRay3D_All( from_x, from_y, from_z, to_x, to_y, to_z ) </h2></p>
<p>
Cast a ray and gets all hits on the ray
</p>
<p>
Returns the number of hits from the ray cast
</p>
<p>
NOTE: GetRayHit3D is used to read each hit
</p>
<br><p>Related:
<a href="getrayhit3d.html">GetRayHit3D</a>
<a href="castray3d.html">CastRay3D</a>
<a href="castray2d.html">CastRay2D</a>
<a href="castray2d_all.html">CastRay2D_All</a>
<a href="getrayhit2d.html">GetRayHit2D</a>
</p>
<p>
</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>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>
</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>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>
</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>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>
</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>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>
</p>
</body>
</html>

18
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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>
</p>
</body>
</html>

18
doc/doc_files/cint32.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>CInt32 [RCBasic Doc] </title>
</head>
<body>
<p><h2>Function CInt32(i) </h2></p>
<p>
Returns a 32-bit signed integer.
</p>
<p>
</p>
</body>
</html>

18
doc/doc_files/cint64.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>CInt64 [RCBasic Doc] </title>
</head>
<body>
<p><h2>Function CInt64(i) </h2></p>
<p>
Returns a 64-bit signed integer.
</p>
<p>
</p>
</body>
</html>

18
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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>
</p>
</body>
</html>

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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>CircleFill [RCBasic Doc] </title>
</head>
<body>
<p><h2>Sub CircleFill(x,y,radius) </h2></p>
<p>
Draws a filled circle on the current canvas.
</p>
<p>
</p>
</body>
</html>

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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>ClearActorForces [RCBasic Doc] </title>
</head>
<body>
<p><h2>Sub ClearActorForces( actor) </h2></p>
<p>
Resets or clears all the forces and torques that have been applied to a rigid body in the current simulation step. This ensures that any forces, including linear forces and torques, do not accumulate from one simulation step to the next.
</p>
<p>
<b>Notes:</b>
</p>
<ul>
<li>
<b>Resets Forces:</b> It removes all linear forces (like those applied by applyActorForce or applyActorCentralForce) and torques (like those applied by applyActorTorque).
</li>
<li>
<b>Does Not Affect Velocity:</b> It clears only the applied forces and torques, but the current velocity (linear and angular) of the actor remains unchanged.
</li>
<li>
<b>Typically Used in Each Simulation Step:</b> Used to reset forces after each step, so that only new forces applied in the next step will affect the body.
</li>
</ul>
<p>
</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>ClearCanvas [RCBasic Doc] </title>
</head>
<body>
<p><h2>Sub ClearCanvas() </h2></p>
<p>
Clears the active drawing canvas
</p>
<p>
NOTE: This is only for drawing canvases (ie. Those opened with OpenCanvas())
</p>
<p>
</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>ClearMatrix [RCBasic Doc] </title>
</head>
<body>
<p><h2>Sub ClearMatrix(mA) </h2></p>
<p>
Sets all elements in a matrix to zero
</p>
<p>
</p>
</body>
</html>

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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>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>
</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>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>
</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>ClearMouseZone [RCBasic Doc] </title>
</head>
<body>
<p><h2>Sub ClearMouseZone() </h2></p>
<p>
Removes the previously set mouse zone from the window
</p>
<p>
</p>
</body>
</html>

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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>ClearPostEffect [RCBasic Doc] </title>
</head>
<body>
<p><h2>Sub ClearPostEffect( c_num ) </h2></p>
<p>
Removes the current post effect from the canvas.
</p>
<p>
</p>
</body>
</html>

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

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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>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>
</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>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>
</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>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>
</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>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>
</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>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>
</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>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>
</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>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>
</p>
</body>
</html>

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