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,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
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,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
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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 )
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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 )
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