105 lines
2.5 KiB
Plaintext
105 lines
2.5 KiB
Plaintext
#title Nirvana2D [RCBasic Doc]
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#header Nirvana2D API
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<b>Type Nirvana_Sprite</b>
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#list ul
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#li Dim Name$
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#li Dim BaseName$
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#li Dim Sprite_ID
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#li Dim Animation_Name_Index
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#li Dim Animation_Count
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#/list
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<br>
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<b>Type Nirvana_Shape</b>
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#list ul
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#li Dim Sprite_ID
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#li Dim ShapeType
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#/list
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<br>
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<b>Function Nirvana_CreateSprite(spriteDefinition_name$, sprite_name$) As Nirvana_Sprite</b>
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#list ul
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#li Create a Nirvana Sprite
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#list ul
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#li NOTE: spriteDefinition_name$ is the name of the base sprite created in the Sprite Editor
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#/list
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#/list
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<br>
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<b>Function Nirvana_GetLayerSpriteCount(layer_index)</b>
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#list ul
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#li Returns the number of sprites in a layer
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#/list
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<br>
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<b>Function Nirvana_GetLayerSpriteIndex(layer_index, sprite_name$)</b>
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#list ul
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#li Returns the Nirvana sprite index of the given sprite name in the given layer or -1 if sprite is not found
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#/list
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<br>
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<b>Function Nirvana_GetLayerShapeCount(layer_index)</b>
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#list ul
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#li Returns the number of stage collision shapes in the given layer
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#/list
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<br>
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<b>Function Nirvana_GetSpriteID(sprite_index)</b>
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#list ul
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#li Returns the RCBasic sprite id of the given Nirvana sprite index or -1 if the sprite index is not valid
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#list ul
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#li NOTE: If the sprite is detached then this will return the ID of the render sprite
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#/list
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#/list
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<br>
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<b>Function Nirvana_GetSpriteName$(sprite_index)</b>
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#list ul
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#li Returns the sprite name of the given Nirvana sprite index or an empty string if sprite index is not valid
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#/list
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<br>
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<b>Function Nirvana_GetSpriteDefinitionName$(sprite_index)</b>
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#list ul
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#li Returns the sprite definition name of the given sprite index
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#list ul
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#li NOTE: Sprite Definition name is the name of the base sprite created in the Sprite Editor and not the name of the sprite in the stage
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#li NOTE: There is almost no reason to get this definition name unless you wanted to look up sprites in the stage by the base sprite
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#/list
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#/list
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<br>
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<b>Function Nirvana_GetSpriteIsDetached(sprite_index)</b>
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#list ul
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#li Returns true if the sprite has a detached render body and dynamics body
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#/list
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<br>
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<b>Function Nirvana_GetDetachedSpriteID(sprite_index)</b>
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#list ul
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#li Returns the sprite dynamics body ID
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#list ul
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#li NOTE: This is the body that should be used for physics operations
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#/list
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#/list
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<br>
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<b>Function Nirvana_GetSpriteAnimationCount(sprite_index)</b>
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#list ul
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#li Returns the number of animations for the given Nirvana sprite index
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#/list
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<br>
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<b>Function Nirvana_GetSpriteAnimationName$(sprite_index, animation_num)</b>
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#list ul
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#li Returns the name of the given Nirvana Sprite Index animation number
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#/list
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<br>
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