Free Hero Mesh

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This is a mirror of the main repository for Free Hero Mesh. New tickets and changes will not be accepted at this mirror.

Differences From Artifact [2e14b5c3b2]:

To Artifact [edbc4954f8]:


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  Calculate the Chebyshev distance between this object and the specified
  object. If the specified object is zero, then the result is also zero.

,Chebyshev  ( obj1 obj2 -- number )
  Calculate the Chebyshev distance between thie two specified objects. If
  either specified object is zero, then the result is also zero.




Coloc  ( obj -- bool )
  True if this object and the specified object 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.

,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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  Calculate the Chebyshev distance between this object and the specified
  object. If the specified object is zero, then the result is also zero.

,Chebyshev  ( obj1 obj2 -- number )
  Calculate the Chebyshev distance between thie two specified objects. If
  either specified object is zero, then the result is also zero.

clear  ( mark ... -- )
  Remove everything above the mark including the mark itself.

Coloc  ( obj -- bool )
  True if this object and the specified object 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.

,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.

count  ( mark ... -- mark ... count )
  Count how many values are above the mark on the stack.

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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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 )






VolumeAt  ( x y -- volume )
  Finds the greatest volume among objects at the specified location.

WinLevel  ( -- )
  Ends all execution and accepts the input sequence that resulted in the
  current game state as a valid solution. (In other words, the goal of the
  game is to find a sequence of inputs that result in the execution of a







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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 )

uniq  ( mark ... value -- mark ... value true | mark ... false )
  Check if the top value matches any others in the list above the mark. If
  it doesn't match any, then the value remains and it pushes true; if it
  does match, then the top value is removed and it pushes false instead.

VolumeAt  ( x y -- volume )
  Finds the greatest volume among objects at the specified location.

WinLevel  ( -- )
  Ends all execution and accepts the input sequence that resulted in the
  current game state as a valid solution. (In other words, the goal of the
  game is to find a sequence of inputs that result in the execution of a