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* Object: A reference to an object. There are no literals of this type.
* String: A string in quotation marks. There are no string manipulation
functions; the only thing that can be done with a string is to display it.
* Sound: A named sound effect. Values of this type cannot be compared with
anything, even other values of the same type.
Some things are not their own types, and are other uses of numbers:
* Null: A null class or null object is represented as zero.
* Boolean: When a boolean is required as input to some instruction, zero
is false, and most other values (of any type) are true, except for sounds
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* Object: A reference to an object. There are no literals of this type.
* String: A string in quotation marks. There are no string manipulation
functions; the only thing that can be done with a string is to display it.
* Sound: A named sound effect. Values of this type cannot be compared with
anything, even other values of the same type.
* Mark: There is only one value of this type.
Some things are not their own types, and are other uses of numbers:
* Null: A null class or null object is represented as zero.
* Boolean: When a boolean is required as input to some instruction, zero
is false, and most other values (of any type) are true, except for sounds
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/ ( in1 in2 -- out )
Unsigned divide in1 by in2 producing the quotient.
,/ ( in1 in2 -- out )
Signed divide in1 by in2 producing the quotient.
Animate ( flag start end delay -- ) **
Start or stop an animation for this object. This also sets the Image
variable equal to the start value. The flag can be STOP to stop an
animation, ONCE to play the animation once (and to queue a LASTIMAGE
event if the animation isn't changed before that happens; note that
the message is sent even before the animation is actually visible),
LOOP to play it in a loop, or OSCLOOP for an oscillating loop. The
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/ ( in1 in2 -- out )
Unsigned divide in1 by in2 producing the quotient.
,/ ( in1 in2 -- out )
Signed divide in1 by in2 producing the quotient.
_ ( -- mark )
Add a mark to the stack.
Animate ( flag start end delay -- ) **
Start or stop an animation for this object. This also sets the Image
variable equal to the start value. The flag can be STOP to stop an
animation, ONCE to play the animation once (and to queue a LASTIMAGE
event if the animation isn't changed before that happens; note that
the message is sent even before the animation is actually visible),
LOOP to play it in a loop, or OSCLOOP for an oscillating loop. The
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be entered into the replay. It is an error to ignore inputs which do
cause state changes. Pop-up messages are still allowed, and unlike in
EKS Hero Mesh they will not break replayability; the key to dismiss a
non-quiz popup is not entered into the replay list, and the key to
dismiss a quiz popup will be treated as a non-quiz input. IgnoreKey
also causes the rest of the turn after the input phase to be skipped.
IntMove ( dir -- bool ) **
Similar to Move but do not initialize Inertia at all; use the current
value of Inertia instead.
,IntMove ( obj dir -- bool ) **
Similar to ,Move but do not initialize Inertia at all; use the current
value of Inertia instead.
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be entered into the replay. It is an error to ignore inputs which do
cause state changes. Pop-up messages are still allowed, and unlike in
EKS Hero Mesh they will not break replayability; the key to dismiss a
non-quiz popup is not entered into the replay list, and the key to
dismiss a quiz popup will be treated as a non-quiz input. IgnoreKey
also causes the rest of the turn after the input phase to be skipped.
in ( x mark ... - bool )
Check if x is equal to any of the values above the mark; equality is
tested the same as the "eq" instruction.
IntMove ( dir -- bool ) **
Similar to Move but do not initialize Inertia at all; use the current
value of Inertia instead.
,IntMove ( obj dir -- bool ) **
Similar to ,Move but do not initialize Inertia at all; use the current
value of Inertia instead.
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NewXY ( oldx oldy dir -- newx newy )
NewX and NewY together.
NewY ( oldy dir -- newy )
Advance the number in the direction as though it is a Y coordinate.
nip ( x y -- y )
o? ( any -- bool )
True if the value is an object (whether or not it has been garbage
collected), or false for any other type. Error if it is a sound.
ObjAbove ( -- obj )
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NewXY ( oldx oldy dir -- newx newy )
NewX and NewY together.
NewY ( oldy dir -- newy )
Advance the number in the direction as though it is a Y coordinate.
nin ( x mark ... - bool )
Check if x is unequal to any of the values above the mark; this is the
same as "in lnot".
nip ( x y -- y )
o? ( any -- bool )
True if the value is an object (whether or not it has been garbage
collected), or false for any other type. Error if it is a sound.
ObjAbove ( -- obj )
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swap ( x y -- y x )
Synchronize ( slot startimage -- ) **
Start a synchronized animation. Give the slot number of the animation,
and the starting image number. The length and speed are defined in a
global definition, and the animation is always a non-oscillating loop.
Trace ( obj arg1 arg2 -- )
If tracing is enabled, sends the three values and some other information
on stdout. If tracing is disabled, does nothing. This is intended to be
used for debugging class codes.
tuck ( x y -- y x y )
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swap ( x y -- y x )
Synchronize ( slot startimage -- ) **
Start a synchronized animation. Give the slot number of the animation,
and the starting image number. The length and speed are defined in a
global definition, and the animation is always a non-oscillating loop.
tmark ( any -- any true | false )
If the input is a mark, then it is removed and the result is false.
Otherwise, the value remains and true is added above it on the stack.
Trace ( obj arg1 arg2 -- )
If tracing is enabled, sends the three values and some other information
on stdout. If tracing is disabled, does nothing. This is intended to be
used for debugging class codes.
tuck ( x y -- y x y )
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Once "next" is reached, it finds the next object and goes back.
if <truepart> [el <cond> if <truepart> ...] [else <falsepart>] then ( bool -- )
Takes a boolean value from the stack. If true, then <truepart> is executed;
otherwise it tries the other parts; "el" means to execute <cond> and take
another boolean, and continue; "else" means always do this if none of the
previous parts match.
=== Substitution codes ===
%c
Display a single character whose code is the low 8-bits of the value.
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Once "next" is reached, it finds the next object and goes back.
if <truepart> [el <cond> if <truepart> ...] [else <falsepart>] then ( bool -- )
Takes a boolean value from the stack. If true, then <truepart> is executed;
otherwise it tries the other parts; "el" means to execute <cond> and take
another boolean, and continue; "else" means always do this if none of the
previous parts match.
mbegin <body> repeat ( -- any ) ( -- )
The "mbegin" instruction is a shortcut for "begin tmark while", and it has
the same behaviour.
=== Substitution codes ===
%c
Display a single character whose code is the low 8-bits of the value.
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