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(Arrivals <numbers...>)
Define the Arrivals variable for this class. This is twenty-five numbers
each of which is either zero or one. They are meant to be on five lines
of five numbers each, making a 5x5 matrix, where the centre means this
object's location.
Bizarro
Means that objects of this class created using the Create instruction
will be created in the bizarro world by default. (This has no effect on
objects placed in the level editor.)
(Climb <number>)
Define the Climb variable for this class.
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(Arrivals <numbers...>)
Define the Arrivals variable for this class. This is twenty-five numbers
each of which is either zero or one. They are meant to be on five lines
of five numbers each, making a 5x5 matrix, where the centre means this
object's location.
(Bishop <code...>)
Same as four key dispatch blocks: 'PGUP, 'PGDN, 'HOME, and 'END; the
corresponding direction will be pushed to the stack before the code
will be executed.
Bizarro
Means that objects of this class created using the Create instruction
will be created in the bizarro world by default. (This has no effect on
objects placed in the level editor.)
(Climb <number>)
Define the Climb variable for this class.
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(Misc6 <numbers...>)
Define the Misc6 variable for this class; see Misc4 above for details.
(Misc7 <numbers...>)
Define the Misc7 variable for this class; see Misc4 above for details.
(Others <code...>)
This block must be preceded by another key dispatch block (although not
necessarily directly preceded), and it is only allowed in classes with
the Input flag. If no key dispatch block matches and it is not a key
which is implicitly ignored, and Arg3 is both zero, then it will execute
this block instead.
Player
Set the Player flag for this class.
Quiz
If specified, the internal variables of objects of this class cannot
normally be examined by the player. However, the player can override
this definition at run time; you cannot rely on it. Class codes cannot
read the value of this flag.
(Shape <number>)
Define the shape of this object on all four sides, where 0 means flat,
1 means slanted to left, 2 means slanted to right, and 3 means slanted
both left and right.
(Shape <pairs...>)
Define the shape of this object per side, similar to the (Hard) block.
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(Misc6 <numbers...>)
Define the Misc6 variable for this class; see Misc4 above for details.
(Misc7 <numbers...>)
Define the Misc7 variable for this class; see Misc4 above for details.
(Others <code...>)
This block is only allowed in classes with the Input flag. If no key
dispatch block matches and it is not a key which is implicitly ignored,
and Arg3 is both zero, then it will execute this block instead.
Player
Set the Player flag for this class.
(Queen <code...>)
Combines the effects of the (Rook) and (Queen) blocks.
Quiz
If specified, the internal variables of objects of this class cannot
normally be examined by the player. However, the player can override
this definition at run time; you cannot rely on it. Class codes cannot
read the value of this flag.
(Rook <code...>)
Same as four key dispatch blocks: 'UP, 'LEFT, 'DOWN, and 'RIGHT; the
corresponding direction will be pushed to the stack before the code
will be executed.
(Shape <number>)
Define the shape of this object on all four sides, where 0 means flat,
1 means slanted to left, 2 means slanted to right, and 3 means slanted
both left and right.
(Shape <pairs...>)
Define the shape of this object per side, similar to the (Hard) block.
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