Free Hero Mesh

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Differences From Artifact [b11e8f2620]:

To Artifact [8db1014969]:


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  move or to not trigger even though it did move.

Moving : bool
  This flag indicates that a deferred movement is scheduled for this
  object. The direction of movement is specified by the Dir variable.
  This flag is also used for connected movement, for a different purpose.








Player : bool [c] [ro]
  If this object is the player. This is used implicitly as the From of
  some messages sent by the game engine, and has a few other purposes.
  (Normally, a level should have exactly one object of such a class,
  although this is not mandatory; any number (including zero) is allowed.)

Shape : int16 [c]







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  move or to not trigger even though it did move.

Moving : bool
  This flag indicates that a deferred movement is scheduled for this
  object. The direction of movement is specified by the Dir variable.
  This flag is also used for connected movement, for a different purpose.

NextR : any
  This variable is normally zero, but when there is a collision by the
  CollisionLayers, it can be programmed to destroy an object and create
  another one which represents the combination of the two. In this case,
  the NextR variable of the destroyed object points to the new one. (Note:
  This feature is not yet fully implemented.)

Player : bool [c] [ro]
  If this object is the player. This is used implicitly as the From of
  some messages sent by the game engine, and has a few other purposes.
  (Normally, a level should have exactly one object of such a class,
  although this is not mandatory; any number (including zero) is allowed.)

Shape : int16 [c]
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  When this object's code tries to move this or other objects by the use
  of the Move instruction, the Strength must be greater than or equal to
  the total Weight of all objects being moved, or else it won't move.

Temperature : int16/int32 [c]
  The game engine does not use this variable; use it for your own use.








UserSignal : bool
  This variable has the same effect as Busy; see Busy for details. It is
  still a separate variable though.

UserState : bool [c]
  The game engine does not use this variable; use it for your own use.








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  When this object's code tries to move this or other objects by the use
  of the Move instruction, the Strength must be greater than or equal to
  the total Weight of all objects being moved, or else it won't move.

Temperature : int16/int32 [c]
  The game engine does not use this variable; use it for your own use.

ThisR : any
  This variable is related to NextR, and setting either variable will also
  affect the other one. If NextR is zero, then this variable points to the
  object itself, and setting this variable to point to itself will cause
  NextR to be set to zero. (They are actually the same variable, but are
  just different ways to access it.)

UserSignal : bool
  This variable has the same effect as Busy; see Busy for details. It is
  still a separate variable though.

UserState : bool [c]
  The game engine does not use this variable; use it for your own use.

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,Key  ( -- number true | false )
  If the key (as for Key command) is '1 to '9 or 'A to 'Z then it will be
  the corresponding array index (as for %Q) and true, otherwise false.

land  ( in1 in2 -- out )
  Logical AND.








le  ( in1 in2 -- bool )
  Test if first input is less or equal to second input (unsigned).

,le  ( in1 in2 -- bool )
  Test if first input is less or equal to second input (signed).

Level  ( -- number )







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,Key  ( -- number true | false )
  If the key (as for Key command) is '1 to '9 or 'A to 'Z then it will be
  the corresponding array index (as for %Q) and true, otherwise false.

land  ( in1 in2 -- out )
  Logical AND.

LastR  ( -- obj )
  Follows the NextR chain of this object to other objects, and the result
  is the last object of the chain.

,LastR  ( obj -- obj )
  Similar to LastR but for a specified object instead of this one.

le  ( in1 in2 -- bool )
  Test if first input is less or equal to second input (unsigned).

,le  ( in1 in2 -- bool )
  Test if first input is less or equal to second input (signed).

Level  ( -- number )