Free Hero Mesh

Diff
Login
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 [8288aabc43]:

To Artifact [4e7a27a3af]:


1394
1395
1396
1397
1398
1399
1400










1401
1402
1403
1404
1405
1406
1407

,gt  ( in1 in2 -- bool )
  Test if first input is greater than second input (signed).

HeightAt  ( x y -- height )
  Finds the greatest height among objects at the specified location.











IgnoreKey  ( -- )
  There is no effect outside of the input phase. During the input phase,
  indicates that this input is not part of the solution, so it will not
  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







>
>
>
>
>
>
>
>
>
>







1394
1395
1396
1397
1398
1399
1400
1401
1402
1403
1404
1405
1406
1407
1408
1409
1410
1411
1412
1413
1414
1415
1416
1417

,gt  ( in1 in2 -- bool )
  Test if first input is greater than second input (signed).

HeightAt  ( x y -- height )
  Finds the greatest height among objects at the specified location.

HitMe  ( dir -- bool ) **
  Checks hardness/sharpness and shoving like is done by Move, subject to
  From and Arg3. The direction is a direction relative to From, not to
  Self. The result is 1 if shoving or sharpness is successful, or 0
  otherwise. This will update Arg3,including at least setting the low
  three bits; the new value of Arg3 may then be used as the return value
  from HITBY. It is intended that this instruction is used inside of a
  HITBY block, in case you want to do some of your own processing. The
  Comaptible and VisualOnly flags of this object are not checked.

IgnoreKey  ( -- )
  There is no effect outside of the input phase. During the input phase,
  indicates that this input is not part of the solution, so it will not
  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
1764
1765
1766
1767
1768
1769
1770













1771
1772
1773
1774
1775
1776
1777
  Same as Super but return to this code after it is finished.

swap  ( x y -- y x )

SwapWorld  ( -- ) **
  Exchange the entire game with the bizarro world. Sometimes, this might
  fail due to CollisionLayers bits; in this case, it is an error.














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.

Target  ( -- bool )







>
>
>
>
>
>
>
>
>
>
>
>
>







1774
1775
1776
1777
1778
1779
1780
1781
1782
1783
1784
1785
1786
1787
1788
1789
1790
1791
1792
1793
1794
1795
1796
1797
1798
1799
1800
  Same as Super but return to this code after it is finished.

swap  ( x y -- y x )

SwapWorld  ( -- ) **
  Exchange the entire game with the bizarro world. Sometimes, this might
  fail due to CollisionLayers bits; in this case, it is an error.

Sweep  ( xstart ystart xend yend order msg arg1 arg2 -- )
  Send a message to all objects in the specified rectangle, given its
  corners. The coordinates are treated as signed, so you can safely make
  a surrounding rectangle with a specified radius if wanted. If all of the
  coordinates are out of range and not on opposite sides of the playfield,
  no messages are sent. The order of sending the messages is starting at
  the start coordinates and ending at the end cordinates, regardless of
  which are greater than the others; if the order is true then it does
  vertical movement first and if false then horizontal movement first.

SweepEx  ( xstart ystart xend yend order msg arg1 arg2 arg3 -- )
  Same as Sweep but three message arguments.

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.

Target  ( -- bool )