Free Hero Mesh

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Differences From Artifact [045cee15e0]:

To Artifact [4a0d10f48c]:


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  allows Arg3 to be used as a mutable local variable.

ArrayCell  ( array row column -- array )
  Make a reference to a single cell of an array. The new reference is
  treated as a reference to a 1x1 array, which aliases the original array.
  Coordinates are zero-based.





Assassinate  ( -- ) **
  Destroy this object without sending any messages. The object is marked
  as destroyed, but its variables are still accessible until the garbage
  collector runs (during the trigger step for combatible objects, and
  during the cleanup step for all objects). Assassination always succeeds,
  so there is no result value to indicate success or not.








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  allows Arg3 to be used as a mutable local variable.

ArrayCell  ( array row column -- array )
  Make a reference to a single cell of an array. The new reference is
  treated as a reference to a 1x1 array, which aliases the original array.
  Coordinates are zero-based.

ArraySlice  ( array start count -- array )
  Make a slice of an array. The new reference aliases the original array.
  Coordinates are zero-based.

Assassinate  ( -- ) **
  Destroy this object without sending any messages. The object is marked
  as destroyed, but its variables are still accessible until the garbage
  collector runs (during the trigger step for combatible objects, and
  during the cleanup step for all objects). Assassination always succeeds,
  so there is no result value to indicate success or not.

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  object is in the bizarro world and the other one isn't.

,Coloc  ( obj1 obj2 -- bool )
  True if the two specified objects are in the same place, or false
  otherwise. Always false if the object is destroyed, or if one object
  is in the bizarro world and the other one isn't.




Create  ( class x y image dir -- obj ) **
  Creates a new object at the specified location, and returns it. The
  result is zero if the class is zero, the coordinates are out of range,
  the object cannot be created due to the CollisionLayers, or if the new
  object is destroyed before its CREATE message returns.

cz?  ( any -- bool )







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  object is in the bizarro world and the other one isn't.

,Coloc  ( obj1 obj2 -- bool )
  True if the two specified objects are in the same place, or false
  otherwise. Always false if the object is destroyed, or if one object
  is in the bizarro world and the other one isn't.

CopyArray  ( src dest -- ) **
  Copy one array to another. It is OK if the two references overlap.

Create  ( class x y image dir -- obj ) **
  Creates a new object at the specified location, and returns it. The
  result is zero if the class is zero, the coordinates are out of range,
  the object cannot be created due to the CollisionLayers, or if the new
  object is destroyed before its CREATE message returns.

cz?  ( any -- bool )
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  Destroy this object. The variables can still be accessed after it is
  destroyed until it is garbage collected. This calls the DESTROY message;
  the return value will be the result of this instruction, and if it is
  false then it is destroyed, and if true then the destruction fails.

,Destroy  ( object -- value ) **
  Destroy the specified object (as Destroy but for any object).










dup  ( x -- x x )

eq  ( in1 in2 -- bool )
  Test if they are equal. Sounds cannot be compared, but you can compare
  values of any other type. Strings compare as equal if they contain the
  same text. Object references are only equal if they refer to the same







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  Destroy this object. The variables can still be accessed after it is
  destroyed until it is garbage collected. This calls the DESTROY message;
  the return value will be the result of this instruction, and if it is
  false then it is destroyed, and if true then the destruction fails.

,Destroy  ( object -- value ) **
  Destroy the specified object (as Destroy but for any object).

DotProduct  ( array array -- any )
  Compute the dot product of two arrays. Any nonzero number times a class,
  message, or object will shortcut and return that class, message, or
  object; zero can multiply by any value of any type to make zero; a class
  by an object will return that object if the class is correct; an object
  by a message will send that message to that object, and add the return
  value to the running total, or stop and return that value if the return
  value isn't a number.

dup  ( x -- x x )

eq  ( in1 in2 -- bool )
  Test if they are equal. Sounds cannot be compared, but you can compare
  values of any other type. Strings compare as equal if they contain the
  same text. Object references are only equal if they refer to the same