From bc092d500a1f701c4490be4964436e5dc8d7a355 Mon Sep 17 00:00:00 2001 From: White3ger <67337370+White3ger@users.noreply.github.com> Date: Sun, 31 Aug 2025 03:00:38 +0200 Subject: [PATCH 1/2] Untrack Reference files + Adjust AGKBuild.cpp Untrack all reference files as those will be generated by Reference.exe (and it's awful if you have a lot of changes which are somewhere between all those help files). Also adjust AGKBuild.cpp to create Reference folder, if not exist. --- .gitignore | 21 ++++++++++++------- .../AGK Txt/Reference/2DPhysics.htm | 12 ----------- .../2DPhysics/CreateDistanceJoint.htm | 12 ----------- .../Reference/2DPhysics/CreateGearJoint.htm | 12 ----------- .../Reference/2DPhysics/CreateLineJoint.htm | 12 ----------- .../Reference/2DPhysics/CreateMouseJoint.htm | 12 ----------- .../2DPhysics/CreatePhysicsForce.htm | 12 ----------- .../2DPhysics/CreatePrismaticJoint.htm | 12 ----------- .../Reference/2DPhysics/CreatePulleyJoint.htm | 12 ----------- .../2DPhysics/CreatePulleyJoint2.htm | 12 ----------- .../2DPhysics/CreateRevoluteJoint.htm | 12 ----------- .../Reference/2DPhysics/CreateRopeJoint.htm | 12 ----------- .../Reference/2DPhysics/CreateWeldJoint.htm | 12 ----------- .../Reference/2DPhysics/DeleteJoint.htm | 12 ----------- .../2DPhysics/DeletePhysicsForce.htm | 12 ----------- .../Reference/2DPhysics/FinishPulleyJoint.htm | 12 ----------- .../2DPhysics/GetContactSpriteID1.htm | 12 ----------- .../2DPhysics/GetContactSpriteID2.htm | 12 ----------- .../Reference/2DPhysics/GetContactWorldX.htm | 12 ----------- .../Reference/2DPhysics/GetContactWorldY.htm | 12 ----------- .../Reference/2DPhysics/GetFirstContact.htm | 12 ----------- .../Reference/2DPhysics/GetJointExists.htm | 12 ----------- .../2DPhysics/GetJointReactionForceX.htm | 12 ----------- .../2DPhysics/GetJointReactionForceY.htm | 12 ----------- .../2DPhysics/GetJointReactionTorque.htm | 12 ----------- .../Reference/2DPhysics/GetNextContact.htm | 12 ----------- .../2DPhysics/GetPhysicsIslandCount.htm | 12 ----------- .../2DPhysics/GetPhysicsSolveTime.htm | 12 ----------- .../2DPhysics/GetRayCastFraction.htm | 12 ----------- .../Reference/2DPhysics/GetRayCastNormalX.htm | 12 ----------- .../Reference/2DPhysics/GetRayCastNormalY.htm | 12 ----------- .../2DPhysics/GetRayCastSpriteID.htm | 12 ----------- .../Reference/2DPhysics/GetRayCastX.htm | 12 ----------- .../Reference/2DPhysics/GetRayCastY.htm | 12 ----------- .../2DPhysics/GetSpriteContactSpriteID2.htm | 12 ----------- .../2DPhysics/GetSpriteContactWorldX.htm | 12 ----------- .../2DPhysics/GetSpriteContactWorldY.htm | 12 ----------- .../2DPhysics/GetSpriteFirstContact.htm | 12 ----------- .../2DPhysics/GetSpriteNextContact.htm | 12 ----------- .../Reference/2DPhysics/PhysicsRayCast.htm | 12 ----------- .../2DPhysics/PhysicsRayCastCategory.htm | 12 ----------- .../2DPhysics/PhysicsRayCastGroup.htm | 12 ----------- .../Reference/2DPhysics/SetJointDamping.htm | 12 ----------- .../Reference/2DPhysics/SetJointLimitOff.htm | 12 ----------- .../Reference/2DPhysics/SetJointLimitOn.htm | 12 ----------- .../Reference/2DPhysics/SetJointMotorOff.htm | 12 ----------- .../Reference/2DPhysics/SetJointMotorOn.htm | 12 ----------- .../2DPhysics/SetJointMouseMaxForce.htm | 12 ----------- .../2DPhysics/SetJointMouseTarget.htm | 12 ----------- .../Reference/2DPhysics/SetPhysicsCCD.htm | 12 ----------- .../2DPhysics/SetPhysicsDebugOff.htm | 12 ----------- .../Reference/2DPhysics/SetPhysicsDebugOn.htm | 12 ----------- .../2DPhysics/SetPhysicsForcePosition.htm | 12 ----------- .../2DPhysics/SetPhysicsForcePower.htm | 12 ----------- .../2DPhysics/SetPhysicsForceRange.htm | 12 ----------- .../Reference/2DPhysics/SetPhysicsGravity.htm | 12 ----------- .../2DPhysics/SetPhysicsMaxPolygonPoints.htm | 12 ----------- .../Reference/2DPhysics/SetPhysicsScale.htm | 12 ----------- .../2DPhysics/SetPhysicsSleeping.htm | 12 ----------- .../2DPhysics/SetPhysicsThreading.htm | 12 ----------- .../2DPhysics/SetPhysicsWallBottom.htm | 12 ----------- .../2DPhysics/SetPhysicsWallLeft.htm | 12 ----------- .../2DPhysics/SetPhysicsWallRight.htm | 12 ----------- .../Reference/2DPhysics/SetPhysicsWallTop.htm | 12 ----------- .../Reference/2DPhysics/SpriteRayCast.htm | 12 ----------- .../2DPhysics/SpriteRayCastCategory.htm | 12 ----------- .../2DPhysics/SpriteRayCastGroup.htm | 12 ----------- .../2DPhysics/SpriteRayCastSingle.htm | 12 ----------- .../AGK Txt/Reference/3D.htm | 12 ----------- .../AGK Txt/Reference/3D/ClearPointLights.htm | 12 ----------- .../AGK Txt/Reference/3D/CloneObject.htm | 12 ----------- .../AGK Txt/Reference/3D/CreateObjectBox.htm | 12 ----------- .../Reference/3D/CreateObjectCapsule.htm | 12 ----------- .../AGK Txt/Reference/3D/CreateObjectCone.htm | 12 ----------- .../Reference/3D/CreateObjectCylinder.htm | 12 ----------- .../3D/CreateObjectFromHeightMap.htm | 12 ----------- .../3D/CreateObjectFromObjectMesh.htm | 12 ----------- .../3D/CreateObjectFromRawHeightMap.htm | 12 ----------- .../Reference/3D/CreateObjectPlane.htm | 12 ----------- .../AGK Txt/Reference/3D/CreateObjectQuad.htm | 12 ----------- .../Reference/3D/CreateObjectSphere.htm | 12 ----------- .../AGK Txt/Reference/3D/CreatePointLight.htm | 12 ----------- .../AGK Txt/Reference/3D/DeleteAllObjects.htm | 12 ----------- .../AGK Txt/Reference/3D/DeleteObject.htm | 12 ----------- .../AGK Txt/Reference/3D/DeleteObjectTree.htm | 12 ----------- .../Reference/3D/DeleteObjectWithChildren.htm | 12 ----------- .../AGK Txt/Reference/3D/DeletePointLight.htm | 12 ----------- .../AGK Txt/Reference/3D/DeleteShader.htm | 12 ----------- .../AGK Txt/Reference/3D/DrawObject.htm | 12 ----------- .../Reference/3D/FixCameraToObject.htm | 12 ----------- .../AGK Txt/Reference/3D/FixObjectPivot.htm | 12 ----------- .../AGK Txt/Reference/3D/FixObjectToBone.htm | 12 ----------- .../Reference/3D/FixObjectToCamera.htm | 12 ----------- .../Reference/3D/FixObjectToObject.htm | 12 ----------- .../Reference/3D/Get3DVectorXFromScreen.htm | 12 ----------- .../Reference/3D/Get3DVectorYFromScreen.htm | 12 ----------- .../Reference/3D/Get3DVectorZFromScreen.htm | 12 ----------- .../AGK Txt/Reference/3D/GetCameraAngleX.htm | 12 ----------- .../AGK Txt/Reference/3D/GetCameraAngleY.htm | 12 ----------- .../AGK Txt/Reference/3D/GetCameraAngleZ.htm | 12 ----------- .../AGK Txt/Reference/3D/GetCameraFOV.htm | 12 ----------- .../AGK Txt/Reference/3D/GetCameraQuatW.htm | 12 ----------- .../AGK Txt/Reference/3D/GetCameraQuatX.htm | 12 ----------- .../AGK Txt/Reference/3D/GetCameraQuatY.htm | 12 ----------- .../AGK Txt/Reference/3D/GetCameraQuatZ.htm | 12 ----------- .../Reference/3D/GetCameraWorldAngleX.htm | 12 ----------- .../Reference/3D/GetCameraWorldAngleY.htm | 12 ----------- .../Reference/3D/GetCameraWorldAngleZ.htm | 12 ----------- .../Reference/3D/GetCameraWorldQuatW.htm | 12 ----------- .../Reference/3D/GetCameraWorldQuatX.htm | 12 ----------- .../Reference/3D/GetCameraWorldQuatY.htm | 12 ----------- .../Reference/3D/GetCameraWorldQuatZ.htm | 12 ----------- .../AGK Txt/Reference/3D/GetCameraWorldX.htm | 12 ----------- .../AGK Txt/Reference/3D/GetCameraWorldY.htm | 12 ----------- .../AGK Txt/Reference/3D/GetCameraWorldZ.htm | 12 ----------- .../AGK Txt/Reference/3D/GetCameraX.htm | 12 ----------- .../AGK Txt/Reference/3D/GetCameraY.htm | 12 ----------- .../AGK Txt/Reference/3D/GetCameraZ.htm | 12 ----------- .../AGK Txt/Reference/3D/GetFogMode.htm | 12 ----------- .../AGK Txt/Reference/3D/GetObjectAlpha.htm | 12 ----------- .../AGK Txt/Reference/3D/GetObjectAngleX.htm | 12 ----------- .../AGK Txt/Reference/3D/GetObjectAngleY.htm | 12 ----------- .../AGK Txt/Reference/3D/GetObjectAngleZ.htm | 12 ----------- .../3D/GetObjectAnimationDuration.htm | 12 ----------- .../Reference/3D/GetObjectAnimationName.htm | 12 ----------- .../Reference/3D/GetObjectAnimationTime.htm | 12 ----------- .../Reference/3D/GetObjectBoneAngleX.htm | 12 ----------- .../Reference/3D/GetObjectBoneAngleY.htm | 12 ----------- .../Reference/3D/GetObjectBoneAngleZ.htm | 12 ----------- .../Reference/3D/GetObjectBoneByName.htm | 12 ----------- .../Reference/3D/GetObjectBoneName.htm | 12 ----------- .../Reference/3D/GetObjectBoneQuatW.htm | 12 ----------- .../Reference/3D/GetObjectBoneQuatX.htm | 12 ----------- .../Reference/3D/GetObjectBoneQuatY.htm | 12 ----------- .../Reference/3D/GetObjectBoneQuatZ.htm | 12 ----------- .../Reference/3D/GetObjectBoneWorldAngleX.htm | 12 ----------- .../Reference/3D/GetObjectBoneWorldAngleY.htm | 12 ----------- .../Reference/3D/GetObjectBoneWorldAngleZ.htm | 12 ----------- .../Reference/3D/GetObjectBoneWorldQuatW.htm | 12 ----------- .../Reference/3D/GetObjectBoneWorldQuatX.htm | 12 ----------- .../Reference/3D/GetObjectBoneWorldQuatY.htm | 12 ----------- .../Reference/3D/GetObjectBoneWorldQuatZ.htm | 12 ----------- .../Reference/3D/GetObjectBoneWorldX.htm | 12 ----------- .../Reference/3D/GetObjectBoneWorldY.htm | 12 ----------- .../Reference/3D/GetObjectBoneWorldZ.htm | 12 ----------- .../AGK Txt/Reference/3D/GetObjectBoneX.htm | 12 ----------- .../AGK Txt/Reference/3D/GetObjectBoneY.htm | 12 ----------- .../AGK Txt/Reference/3D/GetObjectBoneZ.htm | 12 ----------- .../Reference/3D/GetObjectCastShadowMode.htm | 12 ----------- .../AGK Txt/Reference/3D/GetObjectChildID.htm | 12 ----------- .../Reference/3D/GetObjectColorBlue.htm | 12 ----------- .../Reference/3D/GetObjectColorGreen.htm | 12 ----------- .../Reference/3D/GetObjectColorRed.htm | 12 ----------- .../Reference/3D/GetObjectCullMode.htm | 12 ----------- .../Reference/3D/GetObjectDepthBias.htm | 12 ----------- .../Reference/3D/GetObjectDepthReadMode.htm | 12 ----------- .../Reference/3D/GetObjectDepthWrite.htm | 12 ----------- .../AGK Txt/Reference/3D/GetObjectExists.htm | 12 ----------- .../Reference/3D/GetObjectHeightMapHeight.htm | 12 ----------- .../Reference/3D/GetObjectInScreen.htm | 12 ----------- .../Reference/3D/GetObjectIsAnimating.htm | 12 ----------- .../Reference/3D/GetObjectIsTweening.htm | 12 ----------- .../Reference/3D/GetObjectMeshName.htm | 12 ----------- .../Reference/3D/GetObjectMeshPSSource.htm | 12 ----------- .../Reference/3D/GetObjectMeshSizeMaxX.htm | 12 ----------- .../Reference/3D/GetObjectMeshSizeMaxY.htm | 12 ----------- .../Reference/3D/GetObjectMeshSizeMaxZ.htm | 12 ----------- .../Reference/3D/GetObjectMeshSizeMinX.htm | 12 ----------- .../Reference/3D/GetObjectMeshSizeMinY.htm | 12 ----------- .../Reference/3D/GetObjectMeshSizeMinZ.htm | 12 ----------- .../Reference/3D/GetObjectMeshVSSource.htm | 12 ----------- .../AGK Txt/Reference/3D/GetObjectName.htm | 12 ----------- .../Reference/3D/GetObjectNumAnimations.htm | 12 ----------- .../Reference/3D/GetObjectNumBones.htm | 12 ----------- .../Reference/3D/GetObjectNumChildren.htm | 12 ----------- .../Reference/3D/GetObjectNumMeshes.htm | 12 ----------- .../Reference/3D/GetObjectNumTextures.htm | 12 ----------- .../AGK Txt/Reference/3D/GetObjectQuatW.htm | 12 ----------- .../AGK Txt/Reference/3D/GetObjectQuatX.htm | 12 ----------- .../AGK Txt/Reference/3D/GetObjectQuatY.htm | 12 ----------- .../AGK Txt/Reference/3D/GetObjectQuatZ.htm | 12 ----------- .../Reference/3D/GetObjectRayCastBounceX.htm | 12 ----------- .../Reference/3D/GetObjectRayCastBounceY.htm | 12 ----------- .../Reference/3D/GetObjectRayCastBounceZ.htm | 12 ----------- .../Reference/3D/GetObjectRayCastDistance.htm | 12 ----------- .../Reference/3D/GetObjectRayCastHitID.htm | 12 ----------- .../Reference/3D/GetObjectRayCastNormalX.htm | 12 ----------- .../Reference/3D/GetObjectRayCastNormalY.htm | 12 ----------- .../Reference/3D/GetObjectRayCastNormalZ.htm | 12 ----------- .../Reference/3D/GetObjectRayCastNumHits.htm | 12 ----------- .../Reference/3D/GetObjectRayCastSlideX.htm | 12 ----------- .../Reference/3D/GetObjectRayCastSlideY.htm | 12 ----------- .../Reference/3D/GetObjectRayCastSlideZ.htm | 12 ----------- .../Reference/3D/GetObjectRayCastX.htm | 12 ----------- .../Reference/3D/GetObjectRayCastY.htm | 12 ----------- .../Reference/3D/GetObjectRayCastZ.htm | 12 ----------- .../3D/GetObjectReceiveShadowMode.htm | 12 ----------- .../Reference/3D/GetObjectSizeMaxX.htm | 12 ----------- .../Reference/3D/GetObjectSizeMaxY.htm | 12 ----------- .../Reference/3D/GetObjectSizeMaxZ.htm | 12 ----------- .../Reference/3D/GetObjectSizeMinX.htm | 12 ----------- .../Reference/3D/GetObjectSizeMinY.htm | 12 ----------- .../Reference/3D/GetObjectSizeMinZ.htm | 12 ----------- .../Reference/3D/GetObjectTextureName.htm | 12 ----------- .../Reference/3D/GetObjectTransparency.htm | 12 ----------- .../AGK Txt/Reference/3D/GetObjectVisible.htm | 12 ----------- .../Reference/3D/GetObjectWorldAngleX.htm | 12 ----------- .../Reference/3D/GetObjectWorldAngleY.htm | 12 ----------- .../Reference/3D/GetObjectWorldAngleZ.htm | 12 ----------- .../Reference/3D/GetObjectWorldQuatW.htm | 12 ----------- .../Reference/3D/GetObjectWorldQuatX.htm | 12 ----------- .../Reference/3D/GetObjectWorldQuatY.htm | 12 ----------- .../Reference/3D/GetObjectWorldQuatZ.htm | 12 ----------- .../AGK Txt/Reference/3D/GetObjectWorldX.htm | 12 ----------- .../AGK Txt/Reference/3D/GetObjectWorldY.htm | 12 ----------- .../AGK Txt/Reference/3D/GetObjectWorldZ.htm | 12 ----------- .../AGK Txt/Reference/3D/GetObjectX.htm | 12 ----------- .../AGK Txt/Reference/3D/GetObjectY.htm | 12 ----------- .../AGK Txt/Reference/3D/GetObjectZ.htm | 12 ----------- .../Reference/3D/GetPointLightExists.htm | 12 ----------- .../AGK Txt/Reference/3D/GetScreenXFrom3D.htm | 12 ----------- .../AGK Txt/Reference/3D/GetScreenYFrom3D.htm | 12 ----------- .../AGK Txt/Reference/3D/GetShaderExists.htm | 12 ----------- .../Reference/3D/GetShadowMappingMode.htm | 12 ----------- .../3D/GetShadowMappingSupported.htm | 12 ----------- .../3D/GetSupportedShaderVaryings.htm | 12 ----------- .../AGK Txt/Reference/3D/InstanceObject.htm | 12 ----------- .../Reference/3D/LoadFullScreenShader.htm | 12 ----------- .../AGK Txt/Reference/3D/LoadObject.htm | 12 ----------- .../Reference/3D/LoadObjectWithChildren.htm | 12 ----------- .../AGK Txt/Reference/3D/LoadShader.htm | 12 ----------- .../Reference/3D/LoadShaderFromString.htm | 12 ----------- .../AGK Txt/Reference/3D/LoadSpriteShader.htm | 12 ----------- .../AGK Txt/Reference/3D/MoveCameraLocalX.htm | 12 ----------- .../AGK Txt/Reference/3D/MoveCameraLocalY.htm | 12 ----------- .../AGK Txt/Reference/3D/MoveCameraLocalZ.htm | 12 ----------- .../AGK Txt/Reference/3D/MoveObjectLocalX.htm | 12 ----------- .../AGK Txt/Reference/3D/MoveObjectLocalY.htm | 12 ----------- .../AGK Txt/Reference/3D/MoveObjectLocalZ.htm | 12 ----------- .../AGK Txt/Reference/3D/ObjectRayCast.htm | 12 ----------- .../AGK Txt/Reference/3D/ObjectSphereCast.htm | 12 ----------- .../Reference/3D/ObjectSphereSlide.htm | 12 ----------- .../Reference/3D/PlayObjectAnimation.htm | 12 ----------- .../Reference/3D/ResetObjectAnimation.htm | 12 ----------- .../Reference/3D/RotateCameraGlobalX.htm | 12 ----------- .../Reference/3D/RotateCameraGlobalY.htm | 12 ----------- .../Reference/3D/RotateCameraGlobalZ.htm | 12 ----------- .../Reference/3D/RotateCameraLocalX.htm | 12 ----------- .../Reference/3D/RotateCameraLocalY.htm | 12 ----------- .../Reference/3D/RotateCameraLocalZ.htm | 12 ----------- .../Reference/3D/RotateObjectBoneLocalX.htm | 12 ----------- .../Reference/3D/RotateObjectBoneLocalY.htm | 12 ----------- .../Reference/3D/RotateObjectBoneLocalZ.htm | 12 ----------- .../Reference/3D/RotateObjectGlobalX.htm | 12 ----------- .../Reference/3D/RotateObjectGlobalY.htm | 12 ----------- .../Reference/3D/RotateObjectGlobalZ.htm | 12 ----------- .../Reference/3D/RotateObjectLocalX.htm | 12 ----------- .../Reference/3D/RotateObjectLocalY.htm | 12 ----------- .../Reference/3D/RotateObjectLocalZ.htm | 12 ----------- .../AGK Txt/Reference/3D/SaveObject.htm | 12 ----------- .../AGK Txt/Reference/3D/SetAmbientColor.htm | 12 ----------- .../AGK Txt/Reference/3D/SetCameraAspect.htm | 12 ----------- .../AGK Txt/Reference/3D/SetCameraBounds.htm | 12 ----------- .../AGK Txt/Reference/3D/SetCameraFOV.htm | 12 ----------- .../AGK Txt/Reference/3D/SetCameraLookAt.htm | 12 ----------- .../Reference/3D/SetCameraOffCenter.htm | 12 ----------- .../Reference/3D/SetCameraOrthoWidth.htm | 12 ----------- .../Reference/3D/SetCameraPosition.htm | 12 ----------- .../AGK Txt/Reference/3D/SetCameraRange.htm | 12 ----------- .../Reference/3D/SetCameraRotation.htm | 12 ----------- .../Reference/3D/SetCameraRotationQuat.htm | 12 ----------- .../AGK Txt/Reference/3D/SetFogColor.htm | 12 ----------- .../AGK Txt/Reference/3D/SetFogMode.htm | 12 ----------- .../AGK Txt/Reference/3D/SetFogRange.htm | 12 ----------- .../AGK Txt/Reference/3D/SetFogSunColor.htm | 12 ----------- .../AGK Txt/Reference/3D/SetGlobal3DDepth.htm | 12 ----------- .../AGK Txt/Reference/3D/SetObjectAlpha.htm | 12 ----------- .../Reference/3D/SetObjectAlphaMask.htm | 12 ----------- .../Reference/3D/SetObjectAnimationFrame.htm | 12 ----------- .../Reference/3D/SetObjectAnimationSpeed.htm | 12 ----------- .../Reference/3D/SetObjectBlendModes.htm | 12 ----------- .../Reference/3D/SetObjectBoneCanAnimate.htm | 12 ----------- .../Reference/3D/SetObjectBoneLookAt.htm | 12 ----------- .../Reference/3D/SetObjectBonePosition.htm | 12 ----------- .../Reference/3D/SetObjectBoneRotation.htm | 12 ----------- .../3D/SetObjectBoneRotationQuat.htm | 12 ----------- .../Reference/3D/SetObjectCastShadow.htm | 12 ----------- .../Reference/3D/SetObjectCollisionMode.htm | 12 ----------- .../AGK Txt/Reference/3D/SetObjectColor.htm | 12 ----------- .../Reference/3D/SetObjectColorEmissive.htm | 12 ----------- .../Reference/3D/SetObjectCullMode.htm | 12 ----------- .../Reference/3D/SetObjectDepthBias.htm | 12 ----------- .../Reference/3D/SetObjectDepthRange.htm | 12 ----------- .../Reference/3D/SetObjectDepthReadMode.htm | 12 ----------- .../Reference/3D/SetObjectDepthWrite.htm | 12 ----------- .../AGK Txt/Reference/3D/SetObjectFogMode.htm | 12 ----------- .../AGK Txt/Reference/3D/SetObjectImage.htm | 12 ----------- .../Reference/3D/SetObjectLightMap.htm | 12 ----------- .../Reference/3D/SetObjectLightMode.htm | 12 ----------- .../AGK Txt/Reference/3D/SetObjectLookAt.htm | 12 ----------- .../Reference/3D/SetObjectMeshCastShadow.htm | 12 ----------- .../3D/SetObjectMeshCollisionMode.htm | 12 ----------- .../Reference/3D/SetObjectMeshImage.htm | 12 ----------- .../Reference/3D/SetObjectMeshLightMap.htm | 12 ----------- .../Reference/3D/SetObjectMeshNormalMap.htm | 12 ----------- .../3D/SetObjectMeshNormalMapScale.htm | 12 ----------- .../Reference/3D/SetObjectMeshShader.htm | 12 ----------- .../Reference/3D/SetObjectMeshUVOffset.htm | 12 ----------- .../Reference/3D/SetObjectMeshUVScale.htm | 12 ----------- .../Reference/3D/SetObjectMeshVisible.htm | 12 ----------- .../Reference/3D/SetObjectNormalMap.htm | 12 ----------- .../Reference/3D/SetObjectNormalMapScale.htm | 12 ----------- .../Reference/3D/SetObjectPosition.htm | 12 ----------- .../Reference/3D/SetObjectReceiveShadow.htm | 12 ----------- .../Reference/3D/SetObjectRotation.htm | 12 ----------- .../Reference/3D/SetObjectRotationQuat.htm | 12 ----------- .../AGK Txt/Reference/3D/SetObjectScale.htm | 12 ----------- .../Reference/3D/SetObjectScalePermanent.htm | 12 ----------- .../Reference/3D/SetObjectScreenCulling.htm | 12 ----------- .../AGK Txt/Reference/3D/SetObjectShader.htm | 12 ----------- .../3D/SetObjectShaderConstantArrayByName.htm | 12 ----------- ...etObjectShaderConstantArrayFloatByName.htm | 12 ----------- ...SetObjectShaderConstantArrayVec2ByName.htm | 12 ----------- ...SetObjectShaderConstantArrayVec3ByName.htm | 12 ----------- ...SetObjectShaderConstantArrayVec4ByName.htm | 12 ----------- .../3D/SetObjectShaderConstantByName.htm | 12 ----------- .../3D/SetObjectShaderConstantDefault.htm | 12 ----------- .../Reference/3D/SetObjectTransparency.htm | 12 ----------- .../Reference/3D/SetObjectUVOffset.htm | 12 ----------- .../AGK Txt/Reference/3D/SetObjectUVScale.htm | 12 ----------- .../AGK Txt/Reference/3D/SetObjectVisible.htm | 12 ----------- .../Reference/3D/SetPointLightColor.htm | 12 ----------- .../Reference/3D/SetPointLightMode.htm | 12 ----------- .../Reference/3D/SetPointLightPosition.htm | 12 ----------- .../Reference/3D/SetPointLightRadius.htm | 12 ----------- .../3D/SetShaderConstantArrayByName.htm | 12 ----------- .../3D/SetShaderConstantArrayFloatByName.htm | 12 ----------- .../3D/SetShaderConstantArrayVec2ByName.htm | 12 ----------- .../3D/SetShaderConstantArrayVec3ByName.htm | 12 ----------- .../3D/SetShaderConstantArrayVec4ByName.htm | 12 ----------- .../Reference/3D/SetShaderConstantByName.htm | 12 ----------- .../Reference/3D/SetShaderErrorMode.htm | 12 ----------- .../AGK Txt/Reference/3D/SetShadowBias.htm | 12 ----------- .../Reference/3D/SetShadowCascadeValues.htm | 12 ----------- .../Reference/3D/SetShadowLightStepSize.htm | 12 ----------- .../AGK Txt/Reference/3D/SetShadowMapSize.htm | 12 ----------- .../Reference/3D/SetShadowMappingMode.htm | 12 ----------- .../AGK Txt/Reference/3D/SetShadowRange.htm | 12 ----------- .../Reference/3D/SetShadowSmoothing.htm | 12 ----------- .../Reference/3D/SetSkyBoxHorizonColor.htm | 12 ----------- .../Reference/3D/SetSkyBoxHorizonSize.htm | 12 ----------- .../Reference/3D/SetSkyBoxSkyColor.htm | 12 ----------- .../Reference/3D/SetSkyBoxSunColor.htm | 12 ----------- .../AGK Txt/Reference/3D/SetSkyBoxSunSize.htm | 12 ----------- .../Reference/3D/SetSkyBoxSunVisible.htm | 12 ----------- .../AGK Txt/Reference/3D/SetSkyBoxVisible.htm | 12 ----------- .../AGK Txt/Reference/3D/SetSunActive.htm | 12 ----------- .../AGK Txt/Reference/3D/SetSunColor.htm | 12 ----------- .../AGK Txt/Reference/3D/SetSunDirection.htm | 12 ----------- .../Reference/3D/StopObjectAnimation.htm | 12 ----------- .../AGK Txt/Reference/3DParticles.htm | 12 ----------- .../Add3DParticlesColorKeyFrame.htm | 12 ----------- .../3DParticles/Add3DParticlesForce.htm | 12 ----------- .../Add3DParticlesScaleKeyFrame.htm | 12 ----------- .../3DParticles/Clear3DParticlesColors.htm | 12 ----------- .../3DParticles/Clear3DParticlesForces.htm | 12 ----------- .../3DParticles/Clear3DParticlesScales.htm | 12 ----------- .../3DParticles/Create3DParticles.htm | 12 ----------- .../3DParticles/Delete3DParticles.htm | 12 ----------- .../Reference/3DParticles/Draw3DParticles.htm | 12 ----------- .../3DParticles/Get3DParticlesActive.htm | 12 ----------- .../Get3DParticlesDirectionRange1.htm | 12 ----------- .../Get3DParticlesDirectionRange2.htm | 12 ----------- .../3DParticles/Get3DParticlesDirectionX.htm | 12 ----------- .../3DParticles/Get3DParticlesDirectionY.htm | 12 ----------- .../3DParticles/Get3DParticlesDirectionZ.htm | 12 ----------- .../3DParticles/Get3DParticlesExists.htm | 12 ----------- .../3DParticles/Get3DParticlesFrequency.htm | 12 ----------- .../3DParticles/Get3DParticlesLife.htm | 12 ----------- .../3DParticles/Get3DParticlesMaxReached.htm | 12 ----------- .../3DParticles/Get3DParticlesSize.htm | 12 ----------- .../3DParticles/Get3DParticlesVisible.htm | 12 ----------- .../Reference/3DParticles/Get3DParticlesX.htm | 12 ----------- .../Reference/3DParticles/Get3DParticlesY.htm | 12 ----------- .../Reference/3DParticles/Get3DParticlesZ.htm | 12 ----------- .../3DParticles/Offset3DParticles.htm | 12 ----------- .../3DParticles/Reset3DParticleCount.htm | 12 ----------- .../3DParticles/Set3DParticlesActive.htm | 12 ----------- .../Set3DParticlesColorInterpolation.htm | 12 ----------- .../3DParticles/Set3DParticlesDirection.htm | 12 ----------- .../Set3DParticlesDirectionRange.htm | 12 ----------- .../3DParticles/Set3DParticlesFrequency.htm | 12 ----------- .../3DParticles/Set3DParticlesImage.htm | 12 ----------- .../3DParticles/Set3DParticlesLife.htm | 12 ----------- .../3DParticles/Set3DParticlesMax.htm | 12 ----------- .../3DParticles/Set3DParticlesPosition.htm | 12 ----------- .../3DParticles/Set3DParticlesSize.htm | 12 ----------- .../3DParticles/Set3DParticlesStartZone.htm | 12 ----------- .../Set3DParticlesTransparency.htm | 12 ----------- .../Set3DParticlesVelocityRange.htm | 12 ----------- .../3DParticles/Set3DParticlesVisible.htm | 12 ----------- .../3DParticles/Update3DParticles.htm | 12 ----------- .../AGK Txt/Reference/3DPhysics.htm | 12 ----------- .../3DPhysics/Add3DPhysicsRagDollBone.htm | 12 ----------- .../Add3DPhysicsRagDollHingeJoint.htm | 12 ----------- .../Add3DPhysicsRagDollTwistJoint.htm | 12 ----------- .../Reference/3DPhysics/AddObjectShapeBox.htm | 12 ----------- .../3DPhysics/AddObjectShapeCapsule.htm | 12 ----------- .../3DPhysics/AddObjectShapeCone.htm | 12 ----------- .../3DPhysics/AddObjectShapeCylinder.htm | 12 ----------- .../3DPhysics/AddObjectShapeSphere.htm | 12 ----------- ...AssignTo3DPhysicsRagDollBoneObjectBone.htm | 12 ----------- .../3DPhysics/Create3DPhysics6DOFJoint.htm | 12 ----------- .../Create3DPhysicsCharacterController.htm | 12 ----------- .../Create3DPhysicsConeTwistJoint.htm | 12 ----------- .../3DPhysics/Create3DPhysicsDynamicBody.htm | 12 ----------- .../3DPhysics/Create3DPhysicsFixedJoint.htm | 12 ----------- .../3DPhysics/Create3DPhysicsHingeJoint.htm | 12 ----------- .../Create3DPhysicsKinematicBody.htm | 12 ----------- .../3DPhysics/Create3DPhysicsPickJoint.htm | 12 ----------- .../3DPhysics/Create3DPhysicsRagDoll.htm | 12 ----------- .../3DPhysics/Create3DPhysicsRay.htm | 12 ----------- .../3DPhysics/Create3DPhysicsSliderJoint.htm | 12 ----------- .../3DPhysics/Create3DPhysicsStaticBody.htm | 12 ----------- .../3DPhysics/Create3DPhysicsStaticPlane.htm | 12 ----------- .../3DPhysics/Create3DPhysicsWorld.htm | 12 ----------- .../Crouch3DPhysicsCharacterController.htm | 12 ----------- .../Debug3DPhysicsCharacterController.htm | 12 ----------- .../3DPhysics/Debug3DPhysicsWorld.htm | 12 ----------- .../3DPhysics/Delete3DPhysicsBody.htm | 12 ----------- .../Delete3DPhysicsCharacterController.htm | 12 ----------- .../3DPhysics/Delete3DPhysicsJoint.htm | 12 ----------- .../3DPhysics/Delete3DPhysicsPickJoint.htm | 12 ----------- .../3DPhysics/Delete3DPhysicsRagdoll.htm | 12 ----------- 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Help Generator -AGK/AGK Help Generator/Generator/Generator.exe -AGK/AGK Help Generator/Generator/Release64 -AGK/AGK Help Generator/Reference/Reference.exe -AGK/AGK Help Generator/Reference/Release64 AGK/apps/interpreter_android_google/AGKPlayer2/src/main/log.txt -AGK/AGK Help Generator/Generator/Generator.exe -AGK/AGK Help Generator/Reference/Reference.exe AGK/apps/interpreter_android_google/AGKPlayer2/src/main/log.txt AGK/apps/interpreter_android_ouya/AGKPlayer2/release/AGKPlayer2-release.apk AGK_Build/Signing/password.txt @@ -97,3 +90,17 @@ AGK/apps/interpreter_ios_noads/Build AGK/apps/interpreter_mac/build AGK/Broadcaster/AGKBroadcaster/build AGK/CompilerNew/build +AGK/apps/interpreter_android_google/AGKPlayer2/src/main/jniLibs/arm64-v8a/libandroid_player.so +AGK/apps/interpreter_android_google/AGKPlayer2/src/main/jniLibs/armeabi-v7a/libandroid_player.so +AGK/apps/interpreter_android_amazon/AGKPlayer2/src/main/jniLibs +AGK/apps/interpreter_android_ouya/AGKPlayer2/src/main/jniLibs +AGK/apps/interpreter_android_google_noads/AGKPlayer2/src/main/jniLibs/arm64-v8a/libandroid_player.so +AGK/apps/interpreter_android_google_noads/AGKPlayer2/src/main/jniLibs/armeabi-v7a/libandroid_player.so +AGK/apps/interpreter_android_google_native/AGKPlayer2/src/main/jniLibs +AGK/platform/android/jni +#AGK/AGK Help Generator +AGK/AGK Help Generator/Generator/Generator.exe +AGK/AGK Help Generator/Generator/Release64 +AGK/AGK Help Generator/Reference/Reference.exe +AGK/AGK Help Generator/Reference/Release64 +AGK/AGK Help Generator/AGK Txt/Reference diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/2DPhysics.htm b/AGK/AGK Help Generator/AGK Txt/Reference/2DPhysics.htm deleted file mode 100644 index 55928b9e..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/2DPhysics.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -2DPhysics - AGK Help - - - - - - -

2DPhysics

Debug

Forces

General

Contacts

RayCast

Joints



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CreateDistanceJoint

Description

Creates a distance joint between two sprites. The distance joint keeps the sprites a certain distance apart whilst being allowed to rotate freely around the anchor points. Specify two anchor points in world coordinates with the sprites already at the desired distance apart. The anchor points can be offset from the sprite positions. A joint may be deleted by the system if any of the sprites it connects are deleted.

Definition

CreateDistanceJoint( iJointIndex, iSpriteIndex1, iSpriteIndex2, x, y, x2, y2, colConnected )

integer CreateDistanceJoint( iSpriteIndex1, iSpriteIndex2, x, y, x2, y2, colConnected )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/2DPhysics/CreateGearJoint.htm b/AGK/AGK Help Generator/AGK Txt/Reference/2DPhysics/CreateGearJoint.htm deleted file mode 100644 index df221906..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/2DPhysics/CreateGearJoint.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -CreateGearJoint - AGK Help - - - - - - -

CreateGearJoint

Description

Creates a gear joint between two existing joints. The gear joint allows appearance of two existing joints to be locked together in perfect friction. The sprites that will be joined will be sprite 2 on both joints, sprite 1 on both joints must be a static sprite. A joint ID will be returned to reference this joint later, a joint may be deleted by the system if any of the sprites it connects are deleted. This joint should be deleted before any of the joints it depends on are deleted.

Definition

integer CreateGearJoint( iJoint1, iJoint2, ratio )

CreateGearJoint( iJointIndex, iJoint1, iJoint2, ratio )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/2DPhysics/CreateLineJoint.htm b/AGK/AGK Help Generator/AGK Txt/Reference/2DPhysics/CreateLineJoint.htm deleted file mode 100644 index c1aa5cb8..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/2DPhysics/CreateLineJoint.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -CreateLineJoint - AGK Help - - - - - - -

CreateLineJoint

Description

Creates a line joint between two sprites. The line joint allows the sprites to only move along a given axis relative to each other whilst rotating freely at either end. It is similar to a prismatic joint except that relative rotation is allowed.

Specify a single anchor point in world coordinates with the sprites already at the desired relative position, at the piston's minimal extent. From this point the sprites will be allowed to separate along the given axis relative to one another. The anchor point can be offset from the sprite center positions. A joint ID will be returned to reference this joint later, a joint may be deleted by the system if any of the sprites it connects are deleted. This joint supports motors and limits. Box2D has renamed this joint the Wheel Joint and it now contains a spring component to simulate a vehicle wheel. The AGK command name will remain the same for backwards compatibility, however the functionality may have changed

Definition

integer CreateLineJoint( iSpriteIndex1, iSpriteIndex2, x, y, vx, vy, colConnected )

CreateLineJoint( iJointIndex, iSpriteIndex1, iSpriteIndex2, x, y, vx, vy, colConnected )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/2DPhysics/CreateMouseJoint.htm b/AGK/AGK Help Generator/AGK Txt/Reference/2DPhysics/CreateMouseJoint.htm deleted file mode 100644 index b3cbacd3..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/2DPhysics/CreateMouseJoint.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -CreateMouseJoint - AGK Help - - - - - - -

CreateMouseJoint

Description

Creates a mouse joint between a point and a sprite. This is typically used when dragging a shape with the mouse pointer, and attempts to move the sprite towards the given point using a force up to the maximum given. Specify an anchor point in world coordinates that will act as the initial hold point on the sprite. Any further change in the target position will attempt to move that point of the sprite to the new location. Use SetJointMouseTarget to change the location of the target position.

Definition

CreateMouseJoint( iJointIndex, iSpriteIndex, x, y, maxForce )

integer CreateMouseJoint( iSpriteIndex, x, y, maxForce )

Parameters



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CreatePhysicsForce

Description

Creates a global force that affects all physics sprites. Can be set to either attract to or repel sprites from a specific location. It returns a force ID that can be used to modify or delete the force later. Forces continue to act until they are deleted.

Definition

integer CreatePhysicsForce( x, y, power, limit, range, fade )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/2DPhysics/CreatePrismaticJoint.htm b/AGK/AGK Help Generator/AGK Txt/Reference/2DPhysics/CreatePrismaticJoint.htm deleted file mode 100644 index 33e53927..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/2DPhysics/CreatePrismaticJoint.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -CreatePrismaticJoint - AGK Help - - - - - - -

CreatePrismaticJoint

Description

Creates a prismatic joint between two sprites. The prismatic joint allows the sprites to only move along a given axis relative to each other. It can be thought of as a piston with the sprites unable to rotate at each end. It is similar to a line joint except that relative rotation is prevented. Specify a single anchor point in world coordinates with the sprites already at the desired relative position, at the piston's minimal extent. From this point the sprites will be allowed to separate along the given axis and rotate as a whole, but not rotate relative to each other. The anchor point can be offset from the sprite center positions.

A joint ID will be returned to reference this joint later, a joint may be deleted by the system if any of the sprites it connects are deleted.

This joint supports motors and limits.

Definition

integer CreatePrismaticJoint( iSpriteIndex1, iSpriteIndex2, x, y, vx, vy, colConnected )

CreatePrismaticJoint( iJointIndex, iSpriteIndex1, iSpriteIndex2, x, y, vx, vy, colConnected )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/2DPhysics/CreatePulleyJoint.htm b/AGK/AGK Help Generator/AGK Txt/Reference/2DPhysics/CreatePulleyJoint.htm deleted file mode 100644 index 0f54cb83..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/2DPhysics/CreatePulleyJoint.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -CreatePulleyJoint - AGK Help - - - - - - -

CreatePulleyJoint

Description

Creates a pulley joint between two sprites. The anchor points are world space coordinates that attach the joint to the sprite, the anchor points do not have to be on the sprite's center, or anywhere near the sprite, but this point will become the new center of rotation for the time the sprite is attached to the pulley. The ground points are where the pulley rope will attach to the imaginary pulleys, and will remain fixed for the life of the joint, they need not be in the same location. The ratio value determines the gear ratio between the two sides of the pulley, for example a value of 2 would mean that sprite 1 moves at twice the speed of sprite 2, but will experience half the force applied to sprite 2.

Definition

CreatePulleyJoint( iJointIndex, iSpriteIndex1, iSpriteIndex2, gnd1x, gnd1y, gnd2x, gnd2y, a1x, a1y, a2x, a2y, ratio, colConnected )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/2DPhysics/CreatePulleyJoint2.htm b/AGK/AGK Help Generator/AGK Txt/Reference/2DPhysics/CreatePulleyJoint2.htm deleted file mode 100644 index 9e7824c7..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/2DPhysics/CreatePulleyJoint2.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -CreatePulleyJoint2 - AGK Help - - - - - - -

CreatePulleyJoint2

Description

Creates a pulley joint between two sprites. This the first half of a two command setup. Due to the number of parameters required you must call FinishPulleyJoint with the rest of the parameters to create the joint. This command returns nothing, the joint ID is returned by FinishPulleyJoint.

Definition

CreatePulleyJoint2( iSpriteIndex1, iSpriteIndex2, ratio, colConnected )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/2DPhysics/CreateRevoluteJoint.htm b/AGK/AGK Help Generator/AGK Txt/Reference/2DPhysics/CreateRevoluteJoint.htm deleted file mode 100644 index 252f5cff..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/2DPhysics/CreateRevoluteJoint.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -CreateRevoluteJoint - AGK Help - - - - - - -

CreateRevoluteJoint

Description

Creates a revolute joint between two sprites. The revolute joint allows the sprites to only rotate around the given point. Specify a single anchor point in world coordinates with the sprites already at the desired relative position. The anchor point can be offset from the sprite center positions.

A joint ID will be returned to reference this joint later, a joint may be deleted by the system if any of the sprites it connects are deleted.

This joint supports motors and limits.

Definition

integer CreateRevoluteJoint( iSpriteIndex1, iSpriteIndex2, x, y, colConnected )

CreateRevoluteJoint( iJointIndex, iSpriteIndex1, iSpriteIndex2, x, y, colConnected )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/2DPhysics/CreateRopeJoint.htm b/AGK/AGK Help Generator/AGK Txt/Reference/2DPhysics/CreateRopeJoint.htm deleted file mode 100644 index 59adee2d..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/2DPhysics/CreateRopeJoint.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -CreateRopeJoint - AGK Help - - - - - - -

CreateRopeJoint

Description

Creates a rope joint between two sprites. The rope joint enforces a maximum distance between the sprites without any other restrictions. It does not stop them getting closer together. Specify two anchor points in world coordinates with the maximum length you want to allow, the current position of the sprites does not affect the initialisation of the joint. The anchor points can be offset from the sprite positions. A joint may be deleted by the system if any of the sprites it connects are deleted.

Definition

integer CreateRopeJoint( iSpriteIndex1, iSpriteIndex2, x, y, x2, y2, maxLength, colConnected )

CreateRopeJoint( iJointIndex, iSpriteIndex1, iSpriteIndex2, x, y, x2, y2, maxLength, colConnected )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/2DPhysics/CreateWeldJoint.htm b/AGK/AGK Help Generator/AGK Txt/Reference/2DPhysics/CreateWeldJoint.htm deleted file mode 100644 index 2b2590c8..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/2DPhysics/CreateWeldJoint.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -CreateWeldJoint - AGK Help - - - - - - -

CreateWeldJoint

Description

Creates a weld joint between two sprites. The weld joint attempts to limit all relative movement and rotation between the two sprites. Specify a single anchor point in world coordinates with the sprites already in the desired positions. The joint is not a perfect fixture and given a large enough force the sprites may shift out of position. The anchor point can be offset from the sprite center positions.

A joint may be deleted by the system if any of the sprites it connects are deleted.

Definition

CreateWeldJoint( iJointIndex, iSpriteIndex1, iSpriteIndex2, x, y, colConnected )

integer CreateWeldJoint( iSpriteIndex1, iSpriteIndex2, x, y, colConnected )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/2DPhysics/DeleteJoint.htm b/AGK/AGK Help Generator/AGK Txt/Reference/2DPhysics/DeleteJoint.htm deleted file mode 100644 index 764ca860..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/2DPhysics/DeleteJoint.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -DeleteJoint - AGK Help - - - - - - -

DeleteJoint

Description

Deletes a joint and allows the connected sprites to move freely again. Joints should be deleted before sprites. Gear joints should be deleted before the joints it depends on. Deleting a joint that does not exist will not cause an error.

Definition

DeleteJoint( iJointIndex )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/2DPhysics/DeletePhysicsForce.htm b/AGK/AGK Help Generator/AGK Txt/Reference/2DPhysics/DeletePhysicsForce.htm deleted file mode 100644 index ff258c72..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/2DPhysics/DeletePhysicsForce.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -DeletePhysicsForce - AGK Help - - - - - - -

DeletePhysicsForce

Description

Deletes the specified global force.

Definition

DeletePhysicsForce( iForceIndex )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/2DPhysics/FinishPulleyJoint.htm b/AGK/AGK Help Generator/AGK Txt/Reference/2DPhysics/FinishPulleyJoint.htm deleted file mode 100644 index 6eb879db..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/2DPhysics/FinishPulleyJoint.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -FinishPulleyJoint - AGK Help - - - - - - -

FinishPulleyJoint

Description

Creates a pulley joint between two sprites. This the second half of a two command setup. Due to the number of parameters required you must call CreatePulleyJoint2 first with the initial set of parameters to create the joint. This command returns the ID of the new joint.

Definition

integer FinishPulleyJoint( gnd1x, gnd1y, gnd2x, gnd2y, a1x, a1y, a2x, a2y )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/2DPhysics/GetContactSpriteID1.htm b/AGK/AGK Help Generator/AGK Txt/Reference/2DPhysics/GetContactSpriteID1.htm deleted file mode 100644 index 99ba4eba..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/2DPhysics/GetContactSpriteID1.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetContactSpriteID1 - AGK Help - - - - - - -

GetContactSpriteID1

Description

Returns the ID of the first sprite involved in this contact. If this half of the contact is with an item not associated to a sprite this will return 0.

Definition

integer GetContactSpriteID1()



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/2DPhysics/GetContactSpriteID2.htm b/AGK/AGK Help Generator/AGK Txt/Reference/2DPhysics/GetContactSpriteID2.htm deleted file mode 100644 index 6f91893b..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/2DPhysics/GetContactSpriteID2.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetContactSpriteID2 - AGK Help - - - - - - -

GetContactSpriteID2

Description

Returns the ID of the second sprite involved in this contact. If this half of the contact is with an item not associated to a sprite this will return 0.

Definition

integer GetContactSpriteID2()



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/2DPhysics/GetContactWorldX.htm b/AGK/AGK Help Generator/AGK Txt/Reference/2DPhysics/GetContactWorldX.htm deleted file mode 100644 index 03ca3f51..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/2DPhysics/GetContactWorldX.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetContactWorldX - AGK Help - - - - - - -

GetContactWorldX

Description

Returns the X position of the contact point in world coordinates.

Definition

float GetContactWorldX()



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/2DPhysics/GetContactWorldY.htm b/AGK/AGK Help Generator/AGK Txt/Reference/2DPhysics/GetContactWorldY.htm deleted file mode 100644 index 03d7ea79..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/2DPhysics/GetContactWorldY.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetContactWorldY - AGK Help - - - - - - -

GetContactWorldY

Description

Returns the Y position of the contact point in world coordinates.

Definition

float GetContactWorldY()



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/2DPhysics/GetFirstContact.htm b/AGK/AGK Help Generator/AGK Txt/Reference/2DPhysics/GetFirstContact.htm deleted file mode 100644 index 8fccb05d..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/2DPhysics/GetFirstContact.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetFirstContact - AGK Help - - - - - - -

GetFirstContact

Description

Cycles through the list of all contacts detected in the last physics step. Returns 1 if a contact exists, you can get the sprites involved in this contact using GetContactSpriteID1 and GetContactSpriteID2, you can move on to the next contact with GetNextContact. Returns 0 if there are no contacts.

Definition

integer GetFirstContact()



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/2DPhysics/GetJointExists.htm b/AGK/AGK Help Generator/AGK Txt/Reference/2DPhysics/GetJointExists.htm deleted file mode 100644 index 550d8697..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/2DPhysics/GetJointExists.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetJointExists - AGK Help - - - - - - -

GetJointExists

Description

Returns 1 if the specified joint still exists, 0 otherwise. Joints can be deleted by the system.

Definition

integer GetJointExists( iJointIndex )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/2DPhysics/GetJointReactionForceX.htm b/AGK/AGK Help Generator/AGK Txt/Reference/2DPhysics/GetJointReactionForceX.htm deleted file mode 100644 index fbbdaf09..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/2DPhysics/GetJointReactionForceX.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetJointReactionForceX - AGK Help - - - - - - -

GetJointReactionForceX

Description

Returns the amount of force applied to the joint in the X direction in the last time step. You can use this to detect large forces and delete the joint to simulate breaking.

Definition

float GetJointReactionForceX( iJointIndex )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/2DPhysics/GetJointReactionForceY.htm b/AGK/AGK Help Generator/AGK Txt/Reference/2DPhysics/GetJointReactionForceY.htm deleted file mode 100644 index b989930d..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/2DPhysics/GetJointReactionForceY.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetJointReactionForceY - AGK Help - - - - - - -

GetJointReactionForceY

Description

Returns the amount of force applied to the joint in the Y direction in the last time step. You can use this to detect large forces and delete the joint to simulate breaking.

Definition

float GetJointReactionForceY( iJointIndex )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/2DPhysics/GetJointReactionTorque.htm b/AGK/AGK Help Generator/AGK Txt/Reference/2DPhysics/GetJointReactionTorque.htm deleted file mode 100644 index 9f7be31d..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/2DPhysics/GetJointReactionTorque.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetJointReactionTorque - AGK Help - - - - - - -

GetJointReactionTorque

Description

Returns the amount of torque applied to the joint in the last time step. You can use this to detect large forces and delete the joint to simulate breaking. Torque applies to joints that rotate such as revolute joints.

Definition

float GetJointReactionTorque( iJointIndex )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/2DPhysics/GetNextContact.htm b/AGK/AGK Help Generator/AGK Txt/Reference/2DPhysics/GetNextContact.htm deleted file mode 100644 index 11355376..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/2DPhysics/GetNextContact.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetNextContact - AGK Help - - - - - - -

GetNextContact

Description

Returns 1 if a contact exists, you can get the sprites involved in this contact using GetContactSpriteID1 and GetContactSpriteID2, you can move on to the next contact by calling this command again, when there are no more contacts it will return 0.

Definition

integer GetNextContact()



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/2DPhysics/GetPhysicsIslandCount.htm b/AGK/AGK Help Generator/AGK Txt/Reference/2DPhysics/GetPhysicsIslandCount.htm deleted file mode 100644 index 31452d75..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/2DPhysics/GetPhysicsIslandCount.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetPhysicsIslandCount - AGK Help - - - - - - -

GetPhysicsIslandCount

Description

Returns the number of islands the solver processed last step

Definition

integer GetPhysicsIslandCount()



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/2DPhysics/GetPhysicsSolveTime.htm b/AGK/AGK Help Generator/AGK Txt/Reference/2DPhysics/GetPhysicsSolveTime.htm deleted file mode 100644 index a32a78d8..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/2DPhysics/GetPhysicsSolveTime.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetPhysicsSolveTime - AGK Help - - - - - - -

GetPhysicsSolveTime

Description

Returns the number of milliseconds spent in the solver

Definition

float GetPhysicsSolveTime()



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/2DPhysics/GetRayCastFraction.htm b/AGK/AGK Help Generator/AGK Txt/Reference/2DPhysics/GetRayCastFraction.htm deleted file mode 100644 index 24a504b5..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/2DPhysics/GetRayCastFraction.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetRayCastFraction - AGK Help - - - - - - -

GetRayCastFraction

Description

Returns the fraction of the ray travelled before reaching a collision. 0 represents the start of the ray and 1.0 represents the end of the ray.

Definition

float GetRayCastFraction()



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/2DPhysics/GetRayCastNormalX.htm b/AGK/AGK Help Generator/AGK Txt/Reference/2DPhysics/GetRayCastNormalX.htm deleted file mode 100644 index 52d8bfc1..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/2DPhysics/GetRayCastNormalX.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetRayCastNormalX - AGK Help - - - - - - -

GetRayCastNormalX

Description

Returns the X component of the normal of the most recent ray cast check. This will not be a unit vector as it has been converted to world coordinates.

Definition

float GetRayCastNormalX()



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/2DPhysics/GetRayCastNormalY.htm b/AGK/AGK Help Generator/AGK Txt/Reference/2DPhysics/GetRayCastNormalY.htm deleted file mode 100644 index 1060f831..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/2DPhysics/GetRayCastNormalY.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetRayCastNormalY - AGK Help - - - - - - -

GetRayCastNormalY

Description

Returns the Y component of the normal of the most recent ray cast check. This will not be a unit vector as it has been converted to world coordinates.

Definition

float GetRayCastNormalY()



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/2DPhysics/GetRayCastSpriteID.htm b/AGK/AGK Help Generator/AGK Txt/Reference/2DPhysics/GetRayCastSpriteID.htm deleted file mode 100644 index a419162f..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/2DPhysics/GetRayCastSpriteID.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetRayCastSpriteID - AGK Help - - - - - - -

GetRayCastSpriteID

Description

Returns the ID of the sprite hit in the most recent ray cast check. If the ray hit a non-sprite shape 0 will be returned.

Definition

integer GetRayCastSpriteID( )



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/2DPhysics/GetRayCastX.htm b/AGK/AGK Help Generator/AGK Txt/Reference/2DPhysics/GetRayCastX.htm deleted file mode 100644 index 4441f0f5..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/2DPhysics/GetRayCastX.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetRayCastX - AGK Help - - - - - - -

GetRayCastX

Description

Returns the X coordinate of the intersection point of the most recent ray cast check. The result is in world coordinates.

Definition

float GetRayCastX()



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/2DPhysics/GetRayCastY.htm b/AGK/AGK Help Generator/AGK Txt/Reference/2DPhysics/GetRayCastY.htm deleted file mode 100644 index f38adca2..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/2DPhysics/GetRayCastY.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetRayCastY - AGK Help - - - - - - -

GetRayCastY

Description

Returns the Y coordinate of the intersection point of the most recent ray cast check. The result is in world coordinates.

Definition

float GetRayCastY()



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/2DPhysics/GetSpriteContactSpriteID2.htm b/AGK/AGK Help Generator/AGK Txt/Reference/2DPhysics/GetSpriteContactSpriteID2.htm deleted file mode 100644 index d4db1268..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/2DPhysics/GetSpriteContactSpriteID2.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetSpriteContactSpriteID2 - AGK Help - - - - - - -

GetSpriteContactSpriteID2

Description

Returns the ID of the other sprite involved in this contact.

Definition

integer GetSpriteContactSpriteID2( )



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/2DPhysics/GetSpriteContactWorldX.htm b/AGK/AGK Help Generator/AGK Txt/Reference/2DPhysics/GetSpriteContactWorldX.htm deleted file mode 100644 index 6143c6bf..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/2DPhysics/GetSpriteContactWorldX.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetSpriteContactWorldX - AGK Help - - - - - - -

GetSpriteContactWorldX

Description

Returns the X coordinate of the contact point in world coordinates.

Definition

float GetSpriteContactWorldX( )



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/2DPhysics/GetSpriteContactWorldY.htm b/AGK/AGK Help Generator/AGK Txt/Reference/2DPhysics/GetSpriteContactWorldY.htm deleted file mode 100644 index 5fb58819..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/2DPhysics/GetSpriteContactWorldY.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetSpriteContactWorldY - AGK Help - - - - - - -

GetSpriteContactWorldY

Description

Returns the Y coordinate of the contact point in world coordinates.

Definition

float GetSpriteContactWorldY( )



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/2DPhysics/GetSpriteFirstContact.htm b/AGK/AGK Help Generator/AGK Txt/Reference/2DPhysics/GetSpriteFirstContact.htm deleted file mode 100644 index 5a4849ae..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/2DPhysics/GetSpriteFirstContact.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetSpriteFirstContact - AGK Help - - - - - - -

GetSpriteFirstContact

Description

Cycles through the list of contacts for the given sprite only. Returns 1 if a contact exists, you can get the other sprite involved in this contact using GetSpriteContactSpriteID2, you can move on to the next contact with GetSpriteNextContact. Only works on sprites setup for physics.

Returns 0 if there are no contacts.

Definition

integer GetSpriteFirstContact( iSprite1 )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/2DPhysics/GetSpriteNextContact.htm b/AGK/AGK Help Generator/AGK Txt/Reference/2DPhysics/GetSpriteNextContact.htm deleted file mode 100644 index d5bee235..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/2DPhysics/GetSpriteNextContact.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetSpriteNextContact - AGK Help - - - - - - -

GetSpriteNextContact

Description

Cycles through the list of contacts for the given sprite only. Returns 1 if a contact exists, you can get the other sprite involved in this contact using GetSpriteContactSpriteID2, you can move on to the next contact by calling this command again, it will return 0 when no more contacts exist. Only works on sprites setup for physics.

Definition

integer GetSpriteNextContact( )



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/2DPhysics/PhysicsRayCast.htm b/AGK/AGK Help Generator/AGK Txt/Reference/2DPhysics/PhysicsRayCast.htm deleted file mode 100644 index 18b2247b..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/2DPhysics/PhysicsRayCast.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -PhysicsRayCast - AGK Help - - - - - - -

PhysicsRayCast

Description

Casts a ray through all physics objects including sprites that have physics turned on and stores the closest item hit. Results of a ray cast can be retrieved using the other ray cast functions such as GetRayCastNormalX.

If the ray starts inside a shape that shape will not be counted in the results.

Returns 1 if there was a collision, 0 if not.

Definition

integer PhysicsRayCast( x, y, x2, y2 )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/2DPhysics/PhysicsRayCastCategory.htm b/AGK/AGK Help Generator/AGK Txt/Reference/2DPhysics/PhysicsRayCastCategory.htm deleted file mode 100644 index 9ab672e4..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/2DPhysics/PhysicsRayCastCategory.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -PhysicsRayCastCategory - AGK Help - - - - - - -

PhysicsRayCastCategory

Description

Casts a ray through all physics objects including sprites that have physics turned on and stores the closest item hit. Results of a ray cast can be retrieved using the other ray cast functions such as GetRayCastNormalX.

If the ray starts inside a shape that shape will not be counted in the results.

This function filters the sprites that are checked so only sprites of certain categories are checked. The category parameter is a bitwise field that uses the lower 16 bits to represent each of the possible 16 categories used when setting up a sprite. The default value of all 1s means all categories will be included, whereas a value of all 0s means no categories will be included. You can set individual bits to set which ones should be checked.

Returns 1 if there was a collision, 0 if not.

Definition

integer PhysicsRayCastCategory( category, x, y, x2, y2 )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/2DPhysics/PhysicsRayCastGroup.htm b/AGK/AGK Help Generator/AGK Txt/Reference/2DPhysics/PhysicsRayCastGroup.htm deleted file mode 100644 index 174aecd5..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/2DPhysics/PhysicsRayCastGroup.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -PhysicsRayCastGroup - AGK Help - - - - - - -

PhysicsRayCastGroup

Description

Casts a ray through all physics objects including sprites that have physics turned on and stores the closest item hit. Results of a ray cast can be retrieved using the other ray cast functions such as GetRayCastNormalX.

If the ray starts inside a shape that shape will not be counted in the results.

This function filters the sprites that are checked so only sprites of a certain group are checked, a group value of 0 means all groups will be checked.

Returns 1 if there was a collision, 0 if not.

Definition

integer PhysicsRayCastGroup( group, x, y, x2, y2 )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/2DPhysics/SetJointDamping.htm b/AGK/AGK Help Generator/AGK Txt/Reference/2DPhysics/SetJointDamping.htm deleted file mode 100644 index fc7eb2e1..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/2DPhysics/SetJointDamping.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetJointDamping - AGK Help - - - - - - -

SetJointDamping

Description

Damping can be used to make the joint soft, like a spring. The frequency is specified in hertz and should typically be less than half of the physics step rate. For example if the fps is 60 then the frequency should be less than 30. The damping ratio should be between 0 and 1, but can be larger.
This can only be used on distance joints, weld joints, line/wheel joints, and mouse joints. By default distance and weld joints have a damping ratio and frequency of 0 making the joint rigid. By default mouse joints have a frequency of 5 and a damping ratio of 0.7. By default line/wheel joints have a frequency of 2 and a damping ratio of 0.7.

Definition

SetJointDamping( iJointIndex, dampingRatio, frequency )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/2DPhysics/SetJointLimitOff.htm b/AGK/AGK Help Generator/AGK Txt/Reference/2DPhysics/SetJointLimitOff.htm deleted file mode 100644 index fbc9f0da..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/2DPhysics/SetJointLimitOff.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetJointLimitOff - AGK Help - - - - - - -

SetJointLimitOff

Description

Turns off limits for joints that support them. Works on Prismatic joints and Revolute joints.

Definition

SetJointLimitOff( iJointIndex )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/2DPhysics/SetJointLimitOn.htm b/AGK/AGK Help Generator/AGK Txt/Reference/2DPhysics/SetJointLimitOn.htm deleted file mode 100644 index 5cb8ae16..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/2DPhysics/SetJointLimitOn.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetJointLimitOn - AGK Help - - - - - - -

SetJointLimitOn

Description

Works on Prismatic joints and Revolute joints. Sets the limit that this joint can reach before stopping, for revolute joints this is based on angles, for the others it is on length.

By default a joint does not have limits.

Definition

SetJointLimitOn( iJointIndex, lowerLimit, upperLimit )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/2DPhysics/SetJointMotorOff.htm b/AGK/AGK Help Generator/AGK Txt/Reference/2DPhysics/SetJointMotorOff.htm deleted file mode 100644 index 11a0866b..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/2DPhysics/SetJointMotorOff.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetJointMotorOff - AGK Help - - - - - - -

SetJointMotorOff

Description

Turns off a motor previously applied to a joint that supports it. Works on Line joints, Prismatic joints, and Revolute joints.

Definition

SetJointMotorOff( iJointIndex )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/2DPhysics/SetJointMotorOn.htm b/AGK/AGK Help Generator/AGK Txt/Reference/2DPhysics/SetJointMotorOn.htm deleted file mode 100644 index 6104ee4e..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/2DPhysics/SetJointMotorOn.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetJointMotorOn - AGK Help - - - - - - -

SetJointMotorOn

Description

Turns on a motor for the joint so that it moves continuously until prevented by a collision. Works on Line/Wheel joints, Prismatic joints, and Revolute joints. Motors work by applying a force to achieve a set speed, if they meet resistance they increase the force until either the motor is moving at the desired speed or the maximum force specified is reached, at which point the motor will stop, continuing to apply the maximum force. In the case of linear joints the motor applies in one direction and either pushes the attached sprites together or apart.

Definition

SetJointMotorOn( iJointIndex, speed, maxForce )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/2DPhysics/SetJointMouseMaxForce.htm b/AGK/AGK Help Generator/AGK Txt/Reference/2DPhysics/SetJointMouseMaxForce.htm deleted file mode 100644 index 97a9b3a6..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/2DPhysics/SetJointMouseMaxForce.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetJointMouseMaxForce - AGK Help - - - - - - -

SetJointMouseMaxForce

Description

Sets the maximum force that can be used by the mouse joint to move an object. By default this is set to 0

Definition

SetJointMouseMaxForce( iJointIndex, maxForce )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/2DPhysics/SetJointMouseTarget.htm b/AGK/AGK Help Generator/AGK Txt/Reference/2DPhysics/SetJointMouseTarget.htm deleted file mode 100644 index 7c7fc9bb..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/2DPhysics/SetJointMouseTarget.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetJointMouseTarget - AGK Help - - - - - - -

SetJointMouseTarget

Description

Sets the target point in world coordinates that the mouse joint will attempt to move the attached body towards. Only works on Mouse joints.

Definition

SetJointMouseTarget( iJointIndex, x, y )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/2DPhysics/SetPhysicsCCD.htm b/AGK/AGK Help Generator/AGK Txt/Reference/2DPhysics/SetPhysicsCCD.htm deleted file mode 100644 index 7121661d..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/2DPhysics/SetPhysicsCCD.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetPhysicsCCD - AGK Help - - - - - - -

SetPhysicsCCD

Description

Turns Continuous Collision Detection on and off. This prevents fast moving objects from tunnelling through static bodies. To prevent fast moving objects passing through each other use SetSpritePhysicsIsBullet When you have a large number of dynamic bodies CCD can be the bottleneck in the physics engine, especially when threading is turned on as this part is not currently threaded. Default is off.

Definition

SetPhysicsCCD( mode )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/2DPhysics/SetPhysicsDebugOff.htm b/AGK/AGK Help Generator/AGK Txt/Reference/2DPhysics/SetPhysicsDebugOff.htm deleted file mode 100644 index 3d6c27ef..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/2DPhysics/SetPhysicsDebugOff.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetPhysicsDebugOff - AGK Help - - - - - - -

SetPhysicsDebugOff

Description

Disables the drawing of internal physics shapes on screen.

Definition

SetPhysicsDebugOff()



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/2DPhysics/SetPhysicsDebugOn.htm b/AGK/AGK Help Generator/AGK Txt/Reference/2DPhysics/SetPhysicsDebugOn.htm deleted file mode 100644 index 44c3ac54..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/2DPhysics/SetPhysicsDebugOn.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetPhysicsDebugOn - AGK Help - - - - - - -

SetPhysicsDebugOn

Description

Enables the drawing of internal physics shapes on screen. If you SetViewOffset to something other than 0,0 make sure none of your physics sprites are fixed to the screen using FixSpriteToScreen otherwise the debug shapes will not line up. Debug outlines are drawn as world sprites.

The debug output will draw the shape of every physics sprite set using SetSpritePhysicsOn and all non physics sprites that have a shape assigned for non-physics collision commands. The shapes will be drawn in the following colors: Cream=Dynamic physics object, Green=Static physics object, Dark Blue=Kinematic physics object, Light Blue=Non-physics object. Grey=Sleeping dynamic physics object. Additionally physics objects will be drawn as shaded with an outline, non-physics objects will be an outline only.

Definition

SetPhysicsDebugOn()



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/2DPhysics/SetPhysicsForcePosition.htm b/AGK/AGK Help Generator/AGK Txt/Reference/2DPhysics/SetPhysicsForcePosition.htm deleted file mode 100644 index 661e66ef..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/2DPhysics/SetPhysicsForcePosition.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetPhysicsForcePosition - AGK Help - - - - - - -

SetPhysicsForcePosition

Description

Changes the position of the global force in world coordinates.

Definition

SetPhysicsForcePosition( iForceIndex, x, y )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/2DPhysics/SetPhysicsForcePower.htm b/AGK/AGK Help Generator/AGK Txt/Reference/2DPhysics/SetPhysicsForcePower.htm deleted file mode 100644 index 987e84ca..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/2DPhysics/SetPhysicsForcePower.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetPhysicsForcePower - AGK Help - - - - - - -

SetPhysicsForcePower

Description

Changes the strength of the global force. For forces that fade this will be the strength at 1 unit from the force position.

The force is in Newtons, and is similar in size to gravity except that it is affected by the mass of the object. For example, for an object of mass of 1 kg and a force of 10 newtons will affect the object in the same way as gravity set at 10 m/s^2. For a mass of 2 kg it is harder to move, so a force of 10 Newtons would be half as effective at moving the object as gravity at 10m/s^2.

Definition

SetPhysicsForcePower( iForceIndex, power )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/2DPhysics/SetPhysicsForceRange.htm b/AGK/AGK Help Generator/AGK Txt/Reference/2DPhysics/SetPhysicsForceRange.htm deleted file mode 100644 index 141f5d75..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/2DPhysics/SetPhysicsForceRange.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetPhysicsForceRange - AGK Help - - - - - - -

SetPhysicsForceRange

Description

Changes the range of the global force. Sprites greater than this distance from the force position will not feel its effects. A range less than zero equals an infinite range.

Definition

SetPhysicsForceRange( iForceIndex, range )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/2DPhysics/SetPhysicsGravity.htm b/AGK/AGK Help Generator/AGK Txt/Reference/2DPhysics/SetPhysicsGravity.htm deleted file mode 100644 index d8460c2a..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/2DPhysics/SetPhysicsGravity.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetPhysicsGravity - AGK Help - - - - - - -

SetPhysicsGravity

Description

Sets the gravity vector for all sprites using physics. The x and y values will be scaled into physics space so will only represent meters per second squared when scale = 1.0, in world space the values represent pixels per second squared. For example in the default scale of 0.2, a SetPhysicsGravity value of 0,50 would represent 10 meters per second squared. Gravity is a constant acceleration applied to all physics objects equally, regardless of mass. Whereas a force applies an acceleration proportional to the objects mass. To counteract gravity with a force will require accounting for mass.

Definition

SetPhysicsGravity( x, y )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/2DPhysics/SetPhysicsMaxPolygonPoints.htm b/AGK/AGK Help Generator/AGK Txt/Reference/2DPhysics/SetPhysicsMaxPolygonPoints.htm deleted file mode 100644 index e2088b93..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/2DPhysics/SetPhysicsMaxPolygonPoints.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetPhysicsMaxPolygonPoints - AGK Help - - - - - - -

SetPhysicsMaxPolygonPoints

Description

Sets the maximum number of points that will be generated in future polygon physics shapes, does not affect already generated shapes, may be called multiple times. Only affects shapes generated by the AGK through SetSpriteShape. Must be between 2 and 12. The default setting is 8.

Definition

SetPhysicsMaxPolygonPoints( points )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/2DPhysics/SetPhysicsScale.htm b/AGK/AGK Help Generator/AGK Txt/Reference/2DPhysics/SetPhysicsScale.htm deleted file mode 100644 index d24cbc36..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/2DPhysics/SetPhysicsScale.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetPhysicsScale - AGK Help - - - - - - -

SetPhysicsScale

Description

Sets the scale used by the physics system compared with world coordinates.

By design the physics system is set to use 1 unit as equalling 1 meter, which in the case of default world coordinates (100,100) would mean that the screen is 100 meters by 100 meters in the physics simulation. However by design the physics system is designed to work best with dynamic objects ranging from 0.1 meters to 10 meters in size, and with static objects up to 50 meters, so the screen is scaled down when sent to the physics system, by default the scale is 0.2, so in the physics world the screen is 20 meters by 20 meters. This is purely to allow the physics system to work at its designed scale whilst allowing world coordinates to be used as parameters with the AGK doing all the necessary scaling behind the scenes. This function allows you to change the scale factor if your virtual resolution is going to be different from 100,100.

This function must be called before any other physics functions, and must not be called once the physics system is running.

Definition

SetPhysicsScale( scale )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/2DPhysics/SetPhysicsSleeping.htm b/AGK/AGK Help Generator/AGK Txt/Reference/2DPhysics/SetPhysicsSleeping.htm deleted file mode 100644 index 1d461620..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/2DPhysics/SetPhysicsSleeping.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetPhysicsSleeping - AGK Help - - - - - - -

SetPhysicsSleeping

Description

Sets the ability of dynamic bodies to sleep when they are not moving, this dramatically improves performance when dynamic bodies have settled into their final positions. Turning it off is only useful for benchmarking when you want to keep the CPU active processing all bodies all the time. Default is on.

Definition

SetPhysicsSleeping( mode )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/2DPhysics/SetPhysicsThreading.htm b/AGK/AGK Help Generator/AGK Txt/Reference/2DPhysics/SetPhysicsThreading.htm deleted file mode 100644 index c7273d32..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/2DPhysics/SetPhysicsThreading.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetPhysicsThreading - AGK Help - - - - - - -

SetPhysicsThreading

Description

Sets the number of threads to use during physics. A value of 0 or 1 turns off multi-threading, a value of minus 1 chooses a value matching the number of processors in the device for best performance. Using a value higher than the number of processors in the device is likely to hurt performance. Default is minus 1.

Definition

SetPhysicsThreading( threads )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/2DPhysics/SetPhysicsWallBottom.htm b/AGK/AGK Help Generator/AGK Txt/Reference/2DPhysics/SetPhysicsWallBottom.htm deleted file mode 100644 index cec05ca2..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/2DPhysics/SetPhysicsWallBottom.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetPhysicsWallBottom - AGK Help - - - - - - -

SetPhysicsWallBottom

Description

Toggles the existence of a physics wall at the bottom of the screen to prevent physics objects leaving the screen in that direction. If you have physics objects beyond the edge of the screen, e.g. in a platform game, you should turn this off.

If you change the view offset using SetViewOffset the walls will not move with it, they are fixed to the world, so they will be disabled automatically.

Definition

SetPhysicsWallBottom( mode )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/2DPhysics/SetPhysicsWallLeft.htm b/AGK/AGK Help Generator/AGK Txt/Reference/2DPhysics/SetPhysicsWallLeft.htm deleted file mode 100644 index 3782381b..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/2DPhysics/SetPhysicsWallLeft.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetPhysicsWallLeft - AGK Help - - - - - - -

SetPhysicsWallLeft

Description

Toggles the existence of a physics wall on the left of the screen to prevent physics objects leaving the screen in that direction. If you have physics objects beyond the edge of the screen, e.g. in a platform game, you should turn this off.

If you change the view offset using SetViewOffset the walls will not move with it, they are fixed to the world, so they will be disabled automatically.

Definition

SetPhysicsWallLeft( mode )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/2DPhysics/SetPhysicsWallRight.htm b/AGK/AGK Help Generator/AGK Txt/Reference/2DPhysics/SetPhysicsWallRight.htm deleted file mode 100644 index 6c720c6a..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/2DPhysics/SetPhysicsWallRight.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetPhysicsWallRight - AGK Help - - - - - - -

SetPhysicsWallRight

Description

Toggles the existence of a physics wall on the right of the screen to prevent physics objects leaving the screen in that direction. If you have physics objects beyond the edge of the screen, e.g. in a platform game, you should turn this off.

If you change the view offset using SetViewOffset the walls will not move with it, they are fixed to the world, so they will be disabled automatically.

Definition

SetPhysicsWallRight( mode )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/2DPhysics/SetPhysicsWallTop.htm b/AGK/AGK Help Generator/AGK Txt/Reference/2DPhysics/SetPhysicsWallTop.htm deleted file mode 100644 index d1dc30ab..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/2DPhysics/SetPhysicsWallTop.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetPhysicsWallTop - AGK Help - - - - - - -

SetPhysicsWallTop

Description

Toggles the existence of a physics wall at the top of the screen to prevent physics objects leaving the screen in that direction. If you have physics objects beyond the edge of the screen, e.g. in a platform game, you should turn this off.

If you change the view offset using SetViewOffset the walls will not move with it, they are fixed to the world, so they will be disabled automatically.

Definition

SetPhysicsWallTop( mode )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/2DPhysics/SpriteRayCast.htm b/AGK/AGK Help Generator/AGK Txt/Reference/2DPhysics/SpriteRayCast.htm deleted file mode 100644 index 30aa0b87..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/2DPhysics/SpriteRayCast.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SpriteRayCast - AGK Help - - - - - - -

SpriteRayCast

Description

Casts a ray through all sprites that have a shape (including physics sprites) and stores the result of any intersection. Results of a ray cast can be retrieved using the other ray cast functions such as GetRayCastNormalX. Physics sprites will only use the main shape assigned to the sprite using SetSpriteShape, to check compound shapes use PhysicsRayCast.

If the ray starts inside a shape that shape will not be counted in the results.

Sprites must be assigned a shape using one of the sprite shape commands or it will not be included in the collision results. This function is slower than the physics only ray casts as it cannot make use of optimized structures that represent where the sprites are in the world relative to the ray.

This function can only keep track of sprites created using CreateSprite, if you have manually allocated memory for sprites you will need to cycle through your list of sprites with SpriteRayCastSingle or use the physics version.

Returns 1 if there was a collision, 0 if not.

Definition

integer SpriteRayCast( x, y, x2, y2 )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/2DPhysics/SpriteRayCastCategory.htm b/AGK/AGK Help Generator/AGK Txt/Reference/2DPhysics/SpriteRayCastCategory.htm deleted file mode 100644 index 37e992ac..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/2DPhysics/SpriteRayCastCategory.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SpriteRayCastCategory - AGK Help - - - - - - -

SpriteRayCastCategory

Description

Casts a ray through all sprites that have a shape (including physics sprites) and stores the result of any intersection. Results of a ray cast can be retrieved using the other ray cast functions such as GetRayCastNormalX. Physics sprites will only use the main shape assigned to the sprite using SetSpriteShape, to check compound shapes use PhysicsRayCast.

If the ray starts inside a shape that shape will not be counted in the results.

Sprites must be assigned a shape using one of the sprite shape commands or it will not be included in the collision results. This function is slower than the physics ray casts as it cannot make use of optimized structures that represent where the sprites are in the world relative to the ray.

This function filters the sprites that are checked so only sprites of certain categories are checked. The category parameter is a bitwise field that uses the lower 16 bits to represent each of the possible 16 categories used when setting up a sprite. The default value of all 1s means all categories will be included, whereas a value of all 0s means no categories will be included. You can set individual bits to set which ones should be checked.

This function can only keep track of sprites created using CreateSprite, if you have manually allocated memory for sprites you will need to cycle through your list of sprites with SpriteRayCastSingle or use the physics version.

Returns 1 if there was a collision, 0 if not.

Definition

integer SpriteRayCastCategory( category, x, y, x2, y2 )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/2DPhysics/SpriteRayCastGroup.htm b/AGK/AGK Help Generator/AGK Txt/Reference/2DPhysics/SpriteRayCastGroup.htm deleted file mode 100644 index b6835746..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/2DPhysics/SpriteRayCastGroup.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SpriteRayCastGroup - AGK Help - - - - - - -

SpriteRayCastGroup

Description

Casts a ray through all sprites that have a shape (including physics sprites) and stores the result of any intersection. Results of a ray cast can be retrieved using the other ray cast functions such as GetRayCastNormalX. Physics sprites will only use the main shape assigned to the sprite using SetSpriteShape, to check compound shapes use PhysicsRayCast.

If the ray starts inside a shape that shape will not be counted in the results. Sprites must be assigned a shape using one of the sprite shape commands or it will not be included in the collision results. This function is slower than the physics ray casts as it cannot make use of optimized structures that represent where the sprites are in the world relative to the ray.

This function filters the sprites that are checked so only sprites of a certain group are checked. By default sprites are created in group 0.

This function can only keep track of sprites created using CreateSprite, if you have manually allocated memory for sprites you will need to cycle through your list of sprites with SpriteRayCastSingle or use the physics version.

Returns 1 if there was a collision, 0 if not.

Definition

integer SpriteRayCastGroup( group, x, y, x2, y2 )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/2DPhysics/SpriteRayCastSingle.htm b/AGK/AGK Help Generator/AGK Txt/Reference/2DPhysics/SpriteRayCastSingle.htm deleted file mode 100644 index cf8fafa0..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/2DPhysics/SpriteRayCastSingle.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SpriteRayCastSingle - AGK Help - - - - - - -

SpriteRayCastSingle

Description

Casts a ray through a particular sprite (can be physics or non physics) and stores the result of any intersection. Results of a ray cast can be retrieved using the other ray cast functions such as GetRayCastNormalX. If the ray starts inside a shape that shape will not be counted in the results. This function is special in that it also works on all sprites even those that do not have physics turned on, but the sprite must have been assigned a shape using one of the sprite shape commands.

Returns 1 if there was a collision, 0 if not.

Definition

integer SpriteRayCastSingle( sprite, x, y, x2, y2 )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D.htm deleted file mode 100644 index fdb034d2..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -3D - AGK Help - - - - - - -

3D

Bones

SkyBox

Shaders

General

Lights

Objects

Shadows

Cameras

Meshes

Fog



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/ClearPointLights.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/ClearPointLights.htm deleted file mode 100644 index 680bae17..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/ClearPointLights.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -ClearPointLights - AGK Help - - - - - - -

ClearPointLights

Description

Deletes all point lights.

Definition

ClearPointLights()



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/CloneObject.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/CloneObject.htm deleted file mode 100644 index bbfcbee4..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/CloneObject.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -CloneObject - AGK Help - - - - - - -

CloneObject

Description

Copies an object into a new ID, the new object is completely separate from the original object. Cloning an instanced object will produce another instance that shares vertex data with the original object.

Definition

CloneObject( newobjID, objID )

integer CloneObject( objID )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/CreateObjectBox.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/CreateObjectBox.htm deleted file mode 100644 index c58dfb65..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/CreateObjectBox.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -CreateObjectBox - AGK Help - - - - - - -

CreateObjectBox

Description

Creates a 3D box with the given width (X), height (Y), and length (Z). Returns an ID you can use to reference this object in other commands.

Definition

integer CreateObjectBox( width, height, length )

CreateObjectBox( objID, width, height, length )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/CreateObjectCapsule.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/CreateObjectCapsule.htm deleted file mode 100644 index 83351690..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/CreateObjectCapsule.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -CreateObjectCapsule - AGK Help - - - - - - -

CreateObjectCapsule

Description

Creates a Capsule primitive.

Definition

CreateObjectCapsule( objID, diameter, height, axis )

integer CreateObjectCapsule( diameter, height, axis )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/CreateObjectCone.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/CreateObjectCone.htm deleted file mode 100644 index 75e10f86..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/CreateObjectCone.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -CreateObjectCone - AGK Help - - - - - - -

CreateObjectCone

Description

Creates a 3D cone with the given diameter and height, and an optional number of polygons. The segments parameter determines how many columns of polygons make up the cone and must be at least 3. The formula for calculating the total number of polygons used in the cone is 2*segments. Returns an ID you can use to reference this object in other commands.

Definition

integer CreateObjectCone( height, diameter, segments )

CreateObjectCone( objID, height, diameter, segments )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/CreateObjectCylinder.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/CreateObjectCylinder.htm deleted file mode 100644 index 5e64d505..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/CreateObjectCylinder.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -CreateObjectCylinder - AGK Help - - - - - - -

CreateObjectCylinder

Description

Creates a 3D cylinder with the given diameter and height, and an optional number of polygons. The segments parameter determines how many columns of polygons make up the cylinder and must be at least 3. The formula for calculating the total number of polygons used in the cylinder is 3*segments.

Definition

CreateObjectCylinder( objID, height, diameter, segments )

integer CreateObjectCylinder( height, diameter, segments )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/CreateObjectFromHeightMap.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/CreateObjectFromHeightMap.htm deleted file mode 100644 index 13e322ce..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/CreateObjectFromHeightMap.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -CreateObjectFromHeightMap - AGK Help - - - - - - -

CreateObjectFromHeightMap

Description

Creates an object from a specified height map, useful for making terrain. The image should be PNG 8-bit greyscale or RGB, if it is RGB then only the red channel is read. 16-bit greyscale support may be added in future. The object will have a single UV channel with the range 0 to 1 mapped to the entire terrain. If you wish to modify this then you can use SetObjectUVOffset and SetObjectUVScale, or use a shader that multiplies the UV coordinates by a specified amount. A shader can also be used to create multiple UV channels from this single channel by applying different scale factors to each. A smoothing value of 1 is recommended to remove stepping artifacts, adjust as necessary. The split value lets you create multiple meshes which can improve performance, as unseen meshes will not be drawn. The split value specifies how many meshes to create along each edge, for example a split value of 5 will create 5x5 = 25 meshes in total. Unlike other objects collision data is not generated by default on this object as it can consume a lot of memory, use SetObjectCollisionMode if you want to turn it on. For terrains greater than 1024x1024 this is not recommended on mobile devices, and you should use GetObjectHeightMapHeight instead if possible. Turning on physics for this object will use even more memory and is not recommended on terrains greater than 1024x1024 on any platform.

Definition

integer CreateObjectFromHeightMap( szImageFile, width, height, length, smoothing, split )

CreateObjectFromHeightMap( objID, szImageFile, width, height, length, smoothing, split )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/CreateObjectFromObjectMesh.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/CreateObjectFromObjectMesh.htm deleted file mode 100644 index ac60bbee..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/CreateObjectFromObjectMesh.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -CreateObjectFromObjectMesh - AGK Help - - - - - - -

CreateObjectFromObjectMesh

Description

Creates an object by copying a single mesh from another object. An object can contain many meshes, and using CloneObject would copy them all. Use this command if you only want to copy a single mesh. Mesh indices are in the range 1 to GetObjectNumMeshes inclusive.

Definition

CreateObjectFromObjectMesh( objID, fromObjID, meshIndex )

integer CreateObjectFromObjectMesh( fromObjID, meshIndex )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/CreateObjectFromRawHeightMap.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/CreateObjectFromRawHeightMap.htm deleted file mode 100644 index 1a547720..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/CreateObjectFromRawHeightMap.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -CreateObjectFromRawHeightMap - AGK Help - - - - - - -

CreateObjectFromRawHeightMap

Description

Creates an object from a specified .raw or .dat height map, useful for making terrain. The file should be in raw 16-bit data. If you use extension ".dat" in szFilename it will expect that this is a GameGuru 32-bit raw height map and convert that to 16-bit. If the file is not a GameGuru height map then you must change the extension to ".raw". If you convert a GameGuru height map (.dat) file, rawWidth and rawHeight should always be set to 1024. The object will have a single UV channel with the range 0 to 1 mapped to the entire terrain. If you wish to modify this then you can use SetObjectUVOffset and SetObjectUVScale, or use a shader that multiplies the UV coordinates by a specified amount. A shader can also be used to create multiple UV channels from this single channel by applying different scale factors to each. Normally when using 16-bit data you don't need to set a smoothing value, but if its not already been smoothed adjust as necessary. The split value lets you create multiple meshes which can improve performance, as unseen meshes will not be drawn. The split value specifies how many meshes to create along each edge, for example a split value of 5 will create 5x5 = 25 meshes in total. Unlike other objects collision data is not generated by default on this object as it can consume a lot of memory, use SetObjectCollisionMode if you want to turn it on. For terrains greater than 1024x1024 this is not recommended on mobile devices, and you should use GetObjectHeightMapHeight instead if possible. Turning on physics for this object will use even more memory and is not recommended on terrains greater than 1024x1024 on any platform.

Definition

integer CreateObjectFromRawHeightMap( szFilename, width, height, length, smoothing, split, rawWidth, rawHeight)

CreateObjectFromRawHeightMap( objID, szFilename, width, height, length, smoothing, split, rawWidth, rawHeight )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/CreateObjectPlane.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/CreateObjectPlane.htm deleted file mode 100644 index 94d35d38..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/CreateObjectPlane.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -CreateObjectPlane - AGK Help - - - - - - -

CreateObjectPlane

Description

Creates a 3D double sided plane with the given width (X) and height (Y). The plane is created in the XY plane and has no size in the Z direction.

Definition

CreateObjectPlane( objID, width, height )

integer CreateObjectPlane( width, height )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/CreateObjectQuad.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/CreateObjectQuad.htm deleted file mode 100644 index e5ed83fe..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/CreateObjectQuad.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -CreateObjectQuad - AGK Help - - - - - - -

CreateObjectQuad

Description

Creates a plane that will fill the entire screen and can be used to render full screen shaders.

Definition

CreateObjectQuad( objID )

integer CreateObjectQuad()

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/CreateObjectSphere.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/CreateObjectSphere.htm deleted file mode 100644 index 1f11abc5..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/CreateObjectSphere.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -CreateObjectSphere - AGK Help - - - - - - -

CreateObjectSphere

Description

Creates a 3D sphere with the given diameter, and an optional number of polygons. The rows parameter determines how many rows of polygons make up the sphere and must be at least 2. The columns parameter determines how many columns of polygons make up the sphere and must be at least 3. The formula for calculating the total number of polygons used in the sphere is 2*columns*(rows-1). Returns an ID you can use to reference this object in other commands.

Definition

integer CreateObjectSphere( diameter, rows, columns )

CreateObjectSphere( objID, diameter, rows, columns )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/CreatePointLight.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/CreatePointLight.htm deleted file mode 100644 index ce906387..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/CreatePointLight.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -CreatePointLight - AGK Help - - - - - - -

CreatePointLight

Description

Creates a point light that shines equally in all directions. This affects all objects using the default internal shader with SetObjectLightMode set to 1. If you are using a custom shader then AGK will add lighting functions to your shader during loading if you reference them, see the guide to shaders for more information on this. By default, lights are created in vertex mode, this is faster than pixel mode but lower quality. To change this use SetPointLightMode. Color values should be in the range 0-255 but are not limited to it. Values greater than 255 will over saturate things and values less than 0 will take light away.

Definition

CreatePointLight( lightID, x, y, z, radius, red, green, blue )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/DeleteAllObjects.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/DeleteAllObjects.htm deleted file mode 100644 index 72abc0fd..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/DeleteAllObjects.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -DeleteAllObjects - AGK Help - - - - - - -

DeleteAllObjects

Description

Deletes all objects created with an ID. This also resets the auto object ID to 10000.

Definition

DeleteAllObjects()



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/DeleteObject.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/DeleteObject.htm deleted file mode 100644 index 9962599e..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/DeleteObject.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -DeleteObject - AGK Help - - - - - - -

DeleteObject

Description

Deletes the object at the given ID, if the object doesn't exist then this command does nothing. Note that if the object was loaded with LoadObjectWithChildren then any child objects that were created during that loading process will not be deleted by this command. You can use GetObjectChildID to get and delete those objects manually, or use DeleteObjectWithChildren to delete everything that was created when this object was loaded.

Definition

DeleteObject( objID )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/DeleteObjectTree.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/DeleteObjectTree.htm deleted file mode 100644 index 7f0abb5f..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/DeleteObjectTree.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -DeleteObjectTree - AGK Help - - - - - - -

DeleteObjectTree

Description

Deletes the object at the given ID, if the object doesn't exist then this command does nothing. This command also deletes any child objects that were created when this object was loaded, and any objects that are currently attached to this object from using FixObjectToObject or FixObjectToBone.

Definition

DeleteObjectTree( objID )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/DeleteObjectWithChildren.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/DeleteObjectWithChildren.htm deleted file mode 100644 index 566ab9f1..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/DeleteObjectWithChildren.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -DeleteObjectWithChildren - AGK Help - - - - - - -

DeleteObjectWithChildren

Description

Deletes the object at the given ID, if the object doesn't exist then this command does nothing. This command also deletes any child objects that were created when this object was loaded, if you do not want to delete those then use DeleteObject instead. If you use this command on an object that was loaded with LoadObject then it deletes it as normal.

Definition

DeleteObjectWithChildren( objID )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/DeletePointLight.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/DeletePointLight.htm deleted file mode 100644 index 3b2b744d..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/DeletePointLight.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -DeletePointLight - AGK Help - - - - - - -

DeletePointLight

Description

Deletes the specified point light. If the point light doesn't exist this command does nothing.

Definition

DeletePointLight( lightID )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/DeleteShader.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/DeleteShader.htm deleted file mode 100644 index ed471f81..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/DeleteShader.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -DeleteShader - AGK Help - - - - - - -

DeleteShader

Description

Deletes a shader and frees the ID. The shader must not currently be assigned to any object, mesh, quad, or sprite, otherwise it may cause a crash when it tries to draw.

Definition

DeleteShader( shaderID )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/DrawObject.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/DrawObject.htm deleted file mode 100644 index 01aa179c..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/DrawObject.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -DrawObject - AGK Help - - - - - - -

DrawObject

Description

Immediately draws the object to the current render target at its current position, size, and rotation. This is useful if you want to draw particular objects like sky boxes before any other objects. In this case be sure to make the object invisible for calls to Render() or Sync() otherwise the object may appear twice.

Definition

DrawObject( objID )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/FixCameraToObject.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/FixCameraToObject.htm deleted file mode 100644 index 4d2ca2b1..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/FixCameraToObject.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -FixCameraToObject - AGK Help - - - - - - -

FixCameraToObject

Description

Fixes a camera to an object so that any movement of the object also affects the camera. The camera uses its current position, rotation, and scale as an offset to the object. For example if the object was placed at 10,5,0 and a camera was fixed to it with a current position of 0,10,0 then the camera would now inherit the position of the object, combine it with its own, and the camera would be placed at 10,15,0. The same applies to rotation and scaling, so if the object was rotated around the Y axis then the camera would rotate by the same amount. Note that using GetCameraY would only show its local position relative to the parent object (in this case it would return 10). To get the final world position of the camera use GetCameraWorldY, which in this case would return 15. There is no limit to the number of objects or cameras an object can have fixed to it, nor is there a limit to objects being fixed to objects which are fixed to other objects, just don't create any loops. To stop a camera being fixed to anything set objID to 0 and it will become independent again.

Definition

FixCameraToObject( cameraID, objID )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/FixObjectPivot.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/FixObjectPivot.htm deleted file mode 100644 index 6f52b928..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/FixObjectPivot.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -FixObjectPivot - AGK Help - - - - - - -

FixObjectPivot

Description

Resets the object's position and rotation to 0 whilst keeping the object's vertices where they are. This can be used to change the center of rotation of an object or adjust its default orientation when it's rotation is 0. This command modifies the vertices of the object's meshes so is not recommended to call this every frame, unless the target platform is quite powerful i.e. Windows, Mac, or Linux.

Definition

FixObjectPivot( objID )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/FixObjectToBone.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/FixObjectToBone.htm deleted file mode 100644 index 0937233a..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/FixObjectToBone.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -FixObjectToBone - AGK Help - - - - - - -

FixObjectToBone

Description

Similar to FixObjectToObject except the parent will be a bone in the other object.

Definition

FixObjectToBone( objID, toObjID, toBoneIndex )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/FixObjectToCamera.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/FixObjectToCamera.htm deleted file mode 100644 index 4c014635..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/FixObjectToCamera.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -FixObjectToCamera - AGK Help - - - - - - -

FixObjectToCamera

Description

Fixes an object to a camera so that any movement of the parent also affects the child. The object being fixed uses its current position, rotation, and scale as an offset to the parent. For example if the camera was placed at 10,5,0 and an object was fixed to it with the current position 0,10,0 then the object would now inherit the position of the camera, combine it with its own, and the object would be placed at 10,15,0. The same applies to rotation and scaling, so if the camera was rotated around the Y axis then the object would rotate by the same amount.

Note that using GetObjectY on the child would only show its local position relative to its parent (in this case it would return 10). To get the final world position of the child use GetObjectWorldY on it, which in this case would return 15. There is no limit to the number of objects a camera can have fixed to it, nor is there a limit to objects being fixed to objects which are fixed to cameras, just don't create any loops.

An object can only be fixed to one thing at a time, fixing it to something else will remove it from its current attachment (if any). To stop an object being fixed to anything set toObjID to 0 and it will become independent again.

Definition

FixObjectToCamera( objID, toCameraID )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/FixObjectToObject.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/FixObjectToObject.htm deleted file mode 100644 index 2f56e92c..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/FixObjectToObject.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -FixObjectToObject - AGK Help - - - - - - -

FixObjectToObject

Description

Fixes an object to another object so that any movement of the parent also affects the child. The object being fixed uses its current position, rotation, and scale as an offset to the parent. For example if the parent was placed at 10,5,0 and an object was fixed to it with the current position 0,10,0 then the child would now inherit the position of the parent, combine it with its own, and the child would be placed at 10,15,0. The same applies to rotation and scaling, so if the parent was rotated around the Y axis then the child would rotate by the same amount.

Note that using GetObjectY on the child would only show its local position relative to its parent (in this case it would return 10). To get the final world position of the child use GetObjectWorldY on it, which in this case would return 15. There is no limit to the number of objects an object can have fixed to it, nor is there a limit to objects being fixed to objects which are fixed to other objects, just don't create any loops.

An object can only be fixed to one thing at a time, fixing it to something else will remove it from its current attachment (if any). To stop an object being fixed to anything set toObjID to 0 and it will become independent again.

Definition

FixObjectToObject( objID, toObjID )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/Get3DVectorXFromScreen.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/Get3DVectorXFromScreen.htm deleted file mode 100644 index 76f5891d..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/Get3DVectorXFromScreen.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -Get3DVectorXFromScreen - AGK Help - - - - - - -

Get3DVectorXFromScreen

Description

Converts a 2D point on the screen into a vector pointing into the 3D world. The vector is normalised to 1 unit long, to extend it into the world simply multiply it by your desired distance.

If the camera is using an orthographic projection matrix then this command behaves slightly differently, since all points on the screen would produce the same vector pointing away from the camera, but each originating from a different point in 3D space. This differs from a perspective projection where all vectors start at the camera position and fan out as they move away from the camera. So when using an orthographic projection matrix this command will instead return a sideways unnormalised vector from the camera position to the point in 3D space that the vector should start. This can then be combined with a vector that points away from the camera to create a ray cast into the scene.

Definition

float Get3DVectorXFromScreen( x, y )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/Get3DVectorYFromScreen.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/Get3DVectorYFromScreen.htm deleted file mode 100644 index f928aacd..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/Get3DVectorYFromScreen.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -Get3DVectorYFromScreen - AGK Help - - - - - - -

Get3DVectorYFromScreen

Description

Converts a 2D point on the screen into a vector pointing into the 3D world. The vector is normalised to 1 unit long, to extend it into the world simply multiply it by your desired distance.

If the camera is using an orthographic projection matrix then this command behaves slightly differently, since all points on the screen would produce the same vector pointing away from the camera, but each originating from a different point in 3D space. This differs from a perspective projection where all vectors start at the camera position and fan out as they move away from the camera. So when using an orthographic projection matrix this command will instead return a sideways unnormalised vector from the camera position to the point in 3D space that the vector should start. This can then be combined with a vector that points away from the camera to create a ray cast into the scene.

Definition

float Get3DVectorYFromScreen( x, y )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/Get3DVectorZFromScreen.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/Get3DVectorZFromScreen.htm deleted file mode 100644 index e8bc37f5..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/Get3DVectorZFromScreen.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -Get3DVectorZFromScreen - AGK Help - - - - - - -

Get3DVectorZFromScreen

Description

Converts a 2D point on the screen into a vector pointing into the 3D world. The vector is normalised to 1 unit long, to extend it into the world simply multiply it by your desired distance.

If the camera is using an orthographic projection matrix then this command behaves slightly differently, since all points on the screen would produce the same vector pointing away from the camera, but each originating from a different point in 3D space. This differs from a perspective projection where all vectors start at the camera position and fan out as they move away from the camera. So when using an orthographic projection matrix this command will instead return a sideways unnormalised vector from the camera position to the point in 3D space that the vector should start. This can then be combined with a vector that points away from the camera to create a ray cast into the scene.

Definition

float Get3DVectorZFromScreen( x, y )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetCameraAngleX.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetCameraAngleX.htm deleted file mode 100644 index cf248bd0..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetCameraAngleX.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetCameraAngleX - AGK Help - - - - - - -

GetCameraAngleX

Description

Returns the X component of the camera's current rotation converted to Euler angles.

Definition

float GetCameraAngleX( cameraID )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetCameraAngleY.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetCameraAngleY.htm deleted file mode 100644 index fc41f30e..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetCameraAngleY.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetCameraAngleY - AGK Help - - - - - - -

GetCameraAngleY

Description

Returns the Y component of the camera's current rotation converted to Euler angles.

Definition

float GetCameraAngleY( cameraID )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetCameraAngleZ.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetCameraAngleZ.htm deleted file mode 100644 index 64ddbba6..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetCameraAngleZ.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetCameraAngleZ - AGK Help - - - - - - -

GetCameraAngleZ

Description

Returns the Z component of the camera's current rotation converted to Euler angles.

Definition

float GetCameraAngleZ( cameraID )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetCameraFOV.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetCameraFOV.htm deleted file mode 100644 index e0f41e24..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetCameraFOV.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetCameraFOV - AGK Help - - - - - - -

GetCameraFOV

Description

Returns the current Field Of View for the specified camera

Definition

float GetCameraFOV( cameraID )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetCameraQuatW.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetCameraQuatW.htm deleted file mode 100644 index cc561653..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetCameraQuatW.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetCameraQuatW - AGK Help - - - - - - -

GetCameraQuatW

Description

Returns the W component of the camera's current rotation converted to a quaternion.

Definition

float GetCameraQuatW( cameraID )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetCameraQuatX.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetCameraQuatX.htm deleted file mode 100644 index 3095c5b9..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetCameraQuatX.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetCameraQuatX - AGK Help - - - - - - -

GetCameraQuatX

Description

Returns the X component of the camera's current rotation converted to a quaternion.

Definition

float GetCameraQuatX( cameraID )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetCameraQuatY.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetCameraQuatY.htm deleted file mode 100644 index aae9e3a4..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetCameraQuatY.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetCameraQuatY - AGK Help - - - - - - -

GetCameraQuatY

Description

Returns the Y component of the camera's current rotation converted to a quaternion.

Definition

float GetCameraQuatY( cameraID )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetCameraQuatZ.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetCameraQuatZ.htm deleted file mode 100644 index 13d295ab..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetCameraQuatZ.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetCameraQuatZ - AGK Help - - - - - - -

GetCameraQuatZ

Description

Returns the Z component of the camera's current rotation converted to a quaternion.

Definition

float GetCameraQuatZ( cameraID )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetCameraWorldAngleX.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetCameraWorldAngleX.htm deleted file mode 100644 index ffa68291..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetCameraWorldAngleX.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetCameraWorldAngleX - AGK Help - - - - - - -

GetCameraWorldAngleX

Description

Returns the X component of the camera's current rotation converted to Euler angles after all transformations due to FixCameraToObject.

Definition

float GetCameraWorldAngleX( cameraID )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetCameraWorldAngleY.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetCameraWorldAngleY.htm deleted file mode 100644 index fbc48ba4..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetCameraWorldAngleY.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetCameraWorldAngleY - AGK Help - - - - - - -

GetCameraWorldAngleY

Description

Returns the Y component of the camera's current rotation converted to Euler angles after all transformations due to FixCameraToObject.

Definition

float GetCameraWorldAngleY( cameraID )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetCameraWorldAngleZ.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetCameraWorldAngleZ.htm deleted file mode 100644 index 3b527616..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetCameraWorldAngleZ.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetCameraWorldAngleZ - AGK Help - - - - - - -

GetCameraWorldAngleZ

Description

Returns the Z component of the camera's current rotation converted to Euler angles after all transformations due to FixCameraToObject.

Definition

float GetCameraWorldAngleZ( cameraID )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetCameraWorldQuatW.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetCameraWorldQuatW.htm deleted file mode 100644 index f87a175f..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetCameraWorldQuatW.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetCameraWorldQuatW - AGK Help - - - - - - -

GetCameraWorldQuatW

Description

Returns the W component of the camera's current rotation converted to a quaternion after all transformations due to FixCameraToObject.

Definition

float GetCameraWorldQuatW( cameraID )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetCameraWorldQuatX.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetCameraWorldQuatX.htm deleted file mode 100644 index 20cb5dd6..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetCameraWorldQuatX.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetCameraWorldQuatX - AGK Help - - - - - - -

GetCameraWorldQuatX

Description

Returns the X component of the camera's current rotation converted to a quaternion after all transformations due to FixCameraToObject.

Definition

float GetCameraWorldQuatX( cameraID )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetCameraWorldQuatY.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetCameraWorldQuatY.htm deleted file mode 100644 index 5641492b..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetCameraWorldQuatY.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetCameraWorldQuatY - AGK Help - - - - - - -

GetCameraWorldQuatY

Description

Returns the Y component of the camera's current rotation converted to a quaternion after all transformations due to FixCameraToObject.

Definition

float GetCameraWorldQuatY( cameraID )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetCameraWorldQuatZ.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetCameraWorldQuatZ.htm deleted file mode 100644 index 91aa72c6..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetCameraWorldQuatZ.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetCameraWorldQuatZ - AGK Help - - - - - - -

GetCameraWorldQuatZ

Description

Returns the Z component of the camera's current rotation converted to a quaternion after all transformations due to FixCameraToObject.

Definition

float GetCameraWorldQuatZ( cameraID )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetCameraWorldX.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetCameraWorldX.htm deleted file mode 100644 index f89ed78f..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetCameraWorldX.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetCameraWorldX - AGK Help - - - - - - -

GetCameraWorldX

Description

Returns the current X position of the camera after all transformations due to FixCameraToObject.

Definition

float GetCameraWorldX( cameraID )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetCameraWorldY.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetCameraWorldY.htm deleted file mode 100644 index 60344473..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetCameraWorldY.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetCameraWorldY - AGK Help - - - - - - -

GetCameraWorldY

Description

Returns the current Y position of the camera after all transformations due to FixCameraToObject.

Definition

float GetCameraWorldY( cameraID )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetCameraWorldZ.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetCameraWorldZ.htm deleted file mode 100644 index 252d777a..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetCameraWorldZ.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetCameraWorldZ - AGK Help - - - - - - -

GetCameraWorldZ

Description

Returns the current Z position of the camera after all transformations due to FixCameraToObject.

Definition

float GetCameraWorldZ( cameraID )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetCameraX.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetCameraX.htm deleted file mode 100644 index c277b946..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetCameraX.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetCameraX - AGK Help - - - - - - -

GetCameraX

Description

Returns the current X position of the camera.

Definition

float GetCameraX( cameraID )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetCameraY.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetCameraY.htm deleted file mode 100644 index bb4e8d4d..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetCameraY.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetCameraY - AGK Help - - - - - - -

GetCameraY

Description

Returns the current Y position of the camera.

Definition

float GetCameraY( cameraID )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetCameraZ.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetCameraZ.htm deleted file mode 100644 index 80d95a13..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetCameraZ.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetCameraZ - AGK Help - - - - - - -

GetCameraZ

Description

Returns the current Z position of the camera.

Definition

float GetCameraZ( cameraID )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetFogMode.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetFogMode.htm deleted file mode 100644 index cf37a55d..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetFogMode.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetFogMode - AGK Help - - - - - - -

GetFogMode

Description

Returns 1 if 3D fog is currently on, otherwise it returns 0.

Definition

integer GetFogMode()



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectAlpha.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectAlpha.htm deleted file mode 100644 index 5601e80a..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectAlpha.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetObjectAlpha - AGK Help - - - - - - -

GetObjectAlpha

Description

Returns the current alpha value of this object's color, as set by SetObjectColor or SetObjectAlpha.

Definition

integer GetObjectAlpha( objID )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectAngleX.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectAngleX.htm deleted file mode 100644 index 614030e7..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectAngleX.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetObjectAngleX - AGK Help - - - - - - -

GetObjectAngleX

Description

Returns the X component of the object's current rotation converted to Euler angles.

Definition

float GetObjectAngleX( objID )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectAngleY.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectAngleY.htm deleted file mode 100644 index ccc583a3..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectAngleY.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetObjectAngleY - AGK Help - - - - - - -

GetObjectAngleY

Description

Returns the Y component of the object's current rotation converted to Euler angles.

Definition

float GetObjectAngleY( objID )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectAngleZ.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectAngleZ.htm deleted file mode 100644 index cb1077dd..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectAngleZ.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetObjectAngleZ - AGK Help - - - - - - -

GetObjectAngleZ

Description

Returns the Z component of the object's current rotation converted to Euler angles.

Definition

float GetObjectAngleZ( objID )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectAnimationDuration.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectAnimationDuration.htm deleted file mode 100644 index c75fe53c..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectAnimationDuration.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetObjectAnimationDuration - AGK Help - - - - - - -

GetObjectAnimationDuration

Description

Returns the duration of a specified animation in seconds.

Definition

float GetObjectAnimationDuration( objID, animName )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectAnimationName.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectAnimationName.htm deleted file mode 100644 index 0ffd8847..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectAnimationName.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetObjectAnimationName - AGK Help - - - - - - -

GetObjectAnimationName

Description

Returns the name of the specified animation for the given object. You can find the number of animations for this object with GetObjectNumAnimations. The index should be in the range 1 to numAnimations inclusive.

Definition

string GetObjectAnimationName( objID, index )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectAnimationTime.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectAnimationTime.htm deleted file mode 100644 index 8afb6a97..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectAnimationTime.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetObjectAnimationTime - AGK Help - - - - - - -

GetObjectAnimationTime

Description

Returns the current time of a playing animation, or if the animation has stopped then the last time used for interpolation is returned.

Definition

float GetObjectAnimationTime( objID )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectBoneAngleX.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectBoneAngleX.htm deleted file mode 100644 index 5b849942..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectBoneAngleX.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetObjectBoneAngleX - AGK Help - - - - - - -

GetObjectBoneAngleX

Description

Returns the X component of the bone's current rotation converted to Euler angles.

Definition

float GetObjectBoneAngleX( objID, boneIndex )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectBoneAngleY.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectBoneAngleY.htm deleted file mode 100644 index a46fe7fb..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectBoneAngleY.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetObjectBoneAngleY - AGK Help - - - - - - -

GetObjectBoneAngleY

Description

Returns the Y component of the bone's current rotation converted to Euler angles.

Definition

float GetObjectBoneAngleY( objID, boneIndex )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectBoneAngleZ.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectBoneAngleZ.htm deleted file mode 100644 index e6bbd3e4..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectBoneAngleZ.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetObjectBoneAngleZ - AGK Help - - - - - - -

GetObjectBoneAngleZ

Description

Returns the Z component of the bone's current rotation converted to Euler angles.

Definition

float GetObjectBoneAngleZ( objID, boneIndex )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectBoneByName.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectBoneByName.htm deleted file mode 100644 index 026ce230..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectBoneByName.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetObjectBoneByName - AGK Help - - - - - - -

GetObjectBoneByName

Description

Gets the index of a bone by its name. Names are loaded from the model file when LoadObjectWithChildren is used, otherwise no bones are loaded. Indexes will be in the range 1 to num bones, or 0 if not found.

Definition

integer GetObjectBoneByName( objID, name )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectBoneName.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectBoneName.htm deleted file mode 100644 index 83e60743..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectBoneName.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetObjectBoneName - AGK Help - - - - - - -

GetObjectBoneName

Description

Returns the name of the bone. If this command is called from tier 2 then you must delete the returned string when you are done with it.

Definition

string GetObjectBoneName( objID, boneIndex )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectBoneQuatW.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectBoneQuatW.htm deleted file mode 100644 index ccea4bee..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectBoneQuatW.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetObjectBoneQuatW - AGK Help - - - - - - -

GetObjectBoneQuatW

Description

Returns the W component of the bone's current rotation converted to a quaternion.

Definition

float GetObjectBoneQuatW( objID, boneIndex )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectBoneQuatX.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectBoneQuatX.htm deleted file mode 100644 index 9a70f077..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectBoneQuatX.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetObjectBoneQuatX - AGK Help - - - - - - -

GetObjectBoneQuatX

Description

Returns the X component of the bone's current rotation converted to a quaternion.

Definition

float GetObjectBoneQuatX( objID, boneIndex )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectBoneQuatY.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectBoneQuatY.htm deleted file mode 100644 index 06b11d28..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectBoneQuatY.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetObjectBoneQuatY - AGK Help - - - - - - -

GetObjectBoneQuatY

Description

Returns the Y component of the bone's current rotation converted to a quaternion.

Definition

float GetObjectBoneQuatY( objID, boneIndex )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectBoneQuatZ.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectBoneQuatZ.htm deleted file mode 100644 index 7d30114e..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectBoneQuatZ.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetObjectBoneQuatZ - AGK Help - - - - - - -

GetObjectBoneQuatZ

Description

Returns the Z component of the bone's current rotation converted to a quaternion.

Definition

float GetObjectBoneQuatZ( objID, boneIndex )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectBoneWorldAngleX.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectBoneWorldAngleX.htm deleted file mode 100644 index 2b47528a..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectBoneWorldAngleX.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetObjectBoneWorldAngleX - AGK Help - - - - - - -

GetObjectBoneWorldAngleX

Description

Returns the X component of the bone's current rotation in world coordinates converted to Euler angles.

Definition

float GetObjectBoneWorldAngleX( objID, boneIndex )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectBoneWorldAngleY.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectBoneWorldAngleY.htm deleted file mode 100644 index 79e425bb..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectBoneWorldAngleY.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetObjectBoneWorldAngleY - AGK Help - - - - - - -

GetObjectBoneWorldAngleY

Description

Returns the Y component of the bone's current rotation converted to Euler angles.

Definition

float GetObjectBoneWorldAngleY( objID, boneIndex )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectBoneWorldAngleZ.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectBoneWorldAngleZ.htm deleted file mode 100644 index 3af7774f..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectBoneWorldAngleZ.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetObjectBoneWorldAngleZ - AGK Help - - - - - - -

GetObjectBoneWorldAngleZ

Description

Returns the Z component of the bone's current rotation converted to Euler angles.

Definition

float GetObjectBoneWorldAngleZ( objID, boneIndex )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectBoneWorldQuatW.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectBoneWorldQuatW.htm deleted file mode 100644 index b64b0f88..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectBoneWorldQuatW.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetObjectBoneWorldQuatW - AGK Help - - - - - - -

GetObjectBoneWorldQuatW

Description

Returns the W component of the bone's current rotation converted to a quaternion.

Definition

float GetObjectBoneWorldQuatW( objID, boneIndex )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectBoneWorldQuatX.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectBoneWorldQuatX.htm deleted file mode 100644 index 87816f94..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectBoneWorldQuatX.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetObjectBoneWorldQuatX - AGK Help - - - - - - -

GetObjectBoneWorldQuatX

Description

Returns the X component of the bone's current rotation converted to a quaternion.

Definition

float GetObjectBoneWorldQuatX( objID, boneIndex )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectBoneWorldQuatY.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectBoneWorldQuatY.htm deleted file mode 100644 index 94f65bab..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectBoneWorldQuatY.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetObjectBoneWorldQuatY - AGK Help - - - - - - -

GetObjectBoneWorldQuatY

Description

Returns the Y component of the bone's current rotation converted to a quaternion.

Definition

float GetObjectBoneWorldQuatY( objID, boneIndex )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectBoneWorldQuatZ.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectBoneWorldQuatZ.htm deleted file mode 100644 index 922ad3cd..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectBoneWorldQuatZ.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetObjectBoneWorldQuatZ - AGK Help - - - - - - -

GetObjectBoneWorldQuatZ

Description

Returns the Z component of the bone's current rotation converted to a quaternion.

Definition

float GetObjectBoneWorldQuatZ( objID, boneIndex )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectBoneWorldX.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectBoneWorldX.htm deleted file mode 100644 index d21e52ab..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectBoneWorldX.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetObjectBoneWorldX - AGK Help - - - - - - -

GetObjectBoneWorldX

Description

Returns the current X position of the bone in world coordinates.

Definition

float GetObjectBoneWorldX( objID, boneIndex )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectBoneWorldY.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectBoneWorldY.htm deleted file mode 100644 index bf8b3880..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectBoneWorldY.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetObjectBoneWorldY - AGK Help - - - - - - -

GetObjectBoneWorldY

Description

Returns the current Y position of the bone in world coordinates.

Definition

float GetObjectBoneWorldY( objID, boneIndex )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectBoneWorldZ.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectBoneWorldZ.htm deleted file mode 100644 index fab58c5b..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectBoneWorldZ.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetObjectBoneWorldZ - AGK Help - - - - - - -

GetObjectBoneWorldZ

Description

Returns the current Z position of the bone in world coordinates.

Definition

float GetObjectBoneWorldZ( objID, boneIndex )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectBoneX.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectBoneX.htm deleted file mode 100644 index 0b52cbfc..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectBoneX.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetObjectBoneX - AGK Help - - - - - - -

GetObjectBoneX

Description

Returns the current X position of the bone.

Definition

float GetObjectBoneX( objID, boneIndex )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectBoneY.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectBoneY.htm deleted file mode 100644 index 682ee3c5..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectBoneY.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetObjectBoneY - AGK Help - - - - - - -

GetObjectBoneY

Description

Returns the current Y position of the bone.

Definition

float GetObjectBoneY( objID, boneIndex )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectBoneZ.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectBoneZ.htm deleted file mode 100644 index 1f4ee91d..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectBoneZ.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetObjectBoneZ - AGK Help - - - - - - -

GetObjectBoneZ

Description

Returns the current Z position of the bone.

Definition

float GetObjectBoneZ( objID, boneIndex )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectCastShadowMode.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectCastShadowMode.htm deleted file mode 100644 index 17ecb042..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectCastShadowMode.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetObjectCastShadowMode - AGK Help - - - - - - -

GetObjectCastShadowMode

Description

Returns 1 if the object is currently set to cast shadows, 0 otherwise.

Definition

integer GetObjectCastShadowMode( objID )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectChildID.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectChildID.htm deleted file mode 100644 index 5a785150..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectChildID.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetObjectChildID - AGK Help - - - - - - -

GetObjectChildID

Description

Returns the object ID for a specified child object that was loaded as a result of this object. To find the number of child objects use GetObjectNumChildren. childIndex is in the range 1 to the number of children inclusive. For those of you that are familiar with DarkBasic, objects that contained limbs in DarkBasic would be loaded as child objects in AGK. However there is no hierarchy in the child objects, they would not have children of their own. Instead a bone structure is created in the root object that represents the limb hierarchy, and the child objects are attached to the appropriate bones.

Definition

integer GetObjectChildID( objID, childIndex )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectColorBlue.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectColorBlue.htm deleted file mode 100644 index 8a2075ce..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectColorBlue.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetObjectColorBlue - AGK Help - - - - - - -

GetObjectColorBlue

Description

Returns the current blue value of this object's color, as set by SetObjectColor.

Definition

integer GetObjectColorBlue( objID )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectColorGreen.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectColorGreen.htm deleted file mode 100644 index c4503761..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectColorGreen.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetObjectColorGreen - AGK Help - - - - - - -

GetObjectColorGreen

Description

Returns the current green value of this object's color, as set by SetObjectColor.

Definition

integer GetObjectColorGreen( objID )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectColorRed.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectColorRed.htm deleted file mode 100644 index 170b7bd8..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectColorRed.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetObjectColorRed - AGK Help - - - - - - -

GetObjectColorRed

Description

Returns the current red value of this object's color, as set by SetObjectColor.

Definition

integer GetObjectColorRed( objID )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectCullMode.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectCullMode.htm deleted file mode 100644 index 55a77819..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectCullMode.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetObjectCullMode - AGK Help - - - - - - -

GetObjectCullMode

Description

Returns the current cull mode for this object

Definition

integer GetObjectCullMode( objID )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectDepthBias.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectDepthBias.htm deleted file mode 100644 index c9eaaa1b..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectDepthBias.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetObjectDepthBias - AGK Help - - - - - - -

GetObjectDepthBias

Description

Returns the current depth bias for this object

Definition

float GetObjectDepthBias( objID )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectDepthReadMode.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectDepthReadMode.htm deleted file mode 100644 index 0f32cbc3..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectDepthReadMode.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetObjectDepthReadMode - AGK Help - - - - - - -

GetObjectDepthReadMode

Description

Returns the current depth read mode for this object

Definition

integer GetObjectDepthReadMode( objID )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectDepthWrite.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectDepthWrite.htm deleted file mode 100644 index e458b765..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectDepthWrite.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetObjectDepthWrite - AGK Help - - - - - - -

GetObjectDepthWrite

Description

Returns the current depth write mode for this object

Definition

integer GetObjectDepthWrite( objID )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectExists.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectExists.htm deleted file mode 100644 index 0453b546..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectExists.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetObjectExists - AGK Help - - - - - - -

GetObjectExists

Description

Returns 1 if an object exists at the given ID, 0 otherwise.

Definition

integer GetObjectExists( objID )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectHeightMapHeight.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectHeightMapHeight.htm deleted file mode 100644 index da3bd009..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectHeightMapHeight.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetObjectHeightMapHeight - AGK Help - - - - - - -

GetObjectHeightMapHeight

Description

If the object was created with CreateObjectFromHeightMap then this command can be used to quickly get the height of the object at a particular world position. This accounts for the object's position and Y rotation to provide the height regardless of where the object is positioned. If the object is rotated in the X or Z angles then this will produce incorrect values. You should provide the X and Z coordinates in world units, if the point lies outside the object then 0 will be returned.

Definition

float GetObjectHeightMapHeight( objID, x, z )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectInScreen.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectInScreen.htm deleted file mode 100644 index 40ed8cf5..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectInScreen.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetObjectInScreen - AGK Help - - - - - - -

GetObjectInScreen

Description

Returns 1 if AGK thinks the object is currently on screen, 0 if not. This is an estimate and if in doubt will assume the object is on screen. As such if this command returns 0 then the object is definitely off screen, if it returns 1 the object may or may not be on screen.

Definition

integer GetObjectInScreen( objID )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectIsAnimating.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectIsAnimating.htm deleted file mode 100644 index b09fe183..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectIsAnimating.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetObjectIsAnimating - AGK Help - - - - - - -

GetObjectIsAnimating

Description

Returns 1 if the object is currently playing an animation, this includes tween to the start of an animation, but not tweening to a single frame. Essentially it returns 1 if the object should be playing an animation. If the animation is set to loop a specified number of times, or to only play once, then this command will return 0 when the animation is finished.

Definition

integer GetObjectIsAnimating( objID )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectIsTweening.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectIsTweening.htm deleted file mode 100644 index 80692704..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectIsTweening.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetObjectIsTweening - AGK Help - - - - - - -

GetObjectIsTweening

Description

Returns 1 if the object is currently tweening to an animation frame or the beginning or an animation about to play. This only occurs immediately after PlayObjectAnimation or SetObjectAnimationFrame if you specified a tween time greater than 0. It does not occur at any other time during an animation.

Definition

integer GetObjectIsTweening( objID )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectMeshName.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectMeshName.htm deleted file mode 100644 index 4180168c..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectMeshName.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetObjectMeshName - AGK Help - - - - - - -

GetObjectMeshName

Description

Gets the name of a mesh as defined in the model file that it was loaded from, but meshes are not guaranteed to have names. Mesh indices are in the range 1 to GetObjectNumMeshes inclusive. If you are calling this command from tier 2 you must delete the returned string with agk::DeleteString when you are done with it.

Definition

string GetObjectMeshName( objID, meshIndex )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectMeshPSSource.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectMeshPSSource.htm deleted file mode 100644 index 08f14539..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectMeshPSSource.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetObjectMeshPSSource - AGK Help - - - - - - -

GetObjectMeshPSSource

Description

Returns the source code to the pixel shader currently being used on this object. If you haven't assigned a shader to this mesh then one is generated automatically, and you can use this command to get its source code if you want to make adjustments to it. You can then load this modified shader source with LoadShader and assign it with SetObjectMeshShader. Note that modifying the number of textures, or using SetObjectLightMode will normally generate a new shader to handle the changes, however if you have used SetObjectMeshShader then AGK will no longer modify your shader, assuming you have accounted for these changes yourself. Note that shaders which use lighting will have the functions GetVSLighting() and GetPSLighting() that will be filled out by AGK at runtime based on how many lights are near the mesh. Removing these functions from the shader source will remove all lighting from the mesh. If you call this command from tier 2 you must delete the string when you are done with it.

Definition

string GetObjectMeshPSSource( objID, meshIndex )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectMeshSizeMaxX.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectMeshSizeMaxX.htm deleted file mode 100644 index 50c12783..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectMeshSizeMaxX.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetObjectMeshSizeMaxX - AGK Help - - - - - - -

GetObjectMeshSizeMaxX

Description

Returns the maximum extent of the mesh in the X direction, this can be combined with GetObjectMeshSizeMinX to determine the size of the mesh in the X direction. Note that the mesh may be off center so its min value may be 10 whilst its max value is 12, meaning its size is 2 units in the X direction.

Definition

float GetObjectMeshSizeMaxX( objID, meshIndex )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectMeshSizeMaxY.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectMeshSizeMaxY.htm deleted file mode 100644 index 9ecfd409..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectMeshSizeMaxY.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetObjectMeshSizeMaxY - AGK Help - - - - - - -

GetObjectMeshSizeMaxY

Description

Returns the maximum extent of the mesh in the Y direction, this can be combined with GetObjectMeshSizeMinY to determine the size of the mesh in the Y direction. Note that the mesh may be off center so its min value may be 10 whilst its max value is 12, meaning its size is 2 units in the Y direction.

Definition

float GetObjectMeshSizeMaxY( objID, meshIndex )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectMeshSizeMaxZ.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectMeshSizeMaxZ.htm deleted file mode 100644 index 19aa2589..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectMeshSizeMaxZ.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetObjectMeshSizeMaxZ - AGK Help - - - - - - -

GetObjectMeshSizeMaxZ

Description

Returns the maximum extent of the mesh in the Z direction, this can be combined with GetObjectMeshSizeMinZ to determine the size of the mesh in the Z direction. Note that the mesh may be off center so its min value may be 10 whilst its max value is 12, meaning its size is 2 units in the Z direction.

Definition

float GetObjectMeshSizeMaxZ( objID, meshIndex )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectMeshSizeMinX.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectMeshSizeMinX.htm deleted file mode 100644 index 7e4d573f..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectMeshSizeMinX.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetObjectMeshSizeMinX - AGK Help - - - - - - -

GetObjectMeshSizeMinX

Description

Returns the minimum extent of the mesh in the X direction, this can be combined with GetObjectMeshSizeMaxX to determine the size of the mesh in the X direction. Note that the mesh may be off center so its min value may be 10 whilst its max value is 12, meaning its size is 2 units in the X direction.

Definition

float GetObjectMeshSizeMinX( objID, meshIndex )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectMeshSizeMinY.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectMeshSizeMinY.htm deleted file mode 100644 index 0fac81db..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectMeshSizeMinY.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetObjectMeshSizeMinY - AGK Help - - - - - - -

GetObjectMeshSizeMinY

Description

Returns the minimum extent of the mesh in the Y direction, this can be combined with GetObjectMeshSizeMaxY to determine the size of the mesh in the Y direction. Note that the mesh may be off center so its min value may be 10 whilst its max value is 12, meaning its size is 2 units in the Y direction.

Definition

float GetObjectMeshSizeMinY( objID, meshIndex )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectMeshSizeMinZ.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectMeshSizeMinZ.htm deleted file mode 100644 index 2b8528a5..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectMeshSizeMinZ.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetObjectMeshSizeMinZ - AGK Help - - - - - - -

GetObjectMeshSizeMinZ

Description

Returns the minimum extent of the mesh in the Z direction, this can be combined with GetObjectMeshSizeMaxZ to determine the size of the mesh in the Z direction. Note that the mesh may be off center so its min value may be 10 whilst its max value is 12, meaning its size is 2 units in the Z direction.

Definition

float GetObjectMeshSizeMinZ( objID, meshIndex )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectMeshVSSource.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectMeshVSSource.htm deleted file mode 100644 index d45e9b82..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectMeshVSSource.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetObjectMeshVSSource - AGK Help - - - - - - -

GetObjectMeshVSSource

Description

Returns the source code to the vertex shader currently being used on this object. If you haven't assigned a shader to this mesh then one is generated automatically, and you can use this command to get its source code if you want to make adjustments to it. You can then load this modified shader source with LoadShader and assign it with SetObjectMeshShader. Note that modifying the number of textures, or using SetObjectLightMode will normally generate a new shader to handle the changes, however if you have used SetObjectMeshShader then AGK will no longer modify your shader, assuming you have accounted for these changes yourself. Note that shaders which use lighting will have the functions GetVSLighting() and GetPSLighting() that will be filled out by AGK at runtime based on how many lights are near the mesh. Removing these functions from the shader source will remove all lighting from the mesh. If you call this command from tier 2 you must delete the string when you are done with it.

Definition

string GetObjectMeshVSSource( objID, meshIndex )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectName.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectName.htm deleted file mode 100644 index ffd62f82..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectName.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetObjectName - AGK Help - - - - - - -

GetObjectName

Description

Returns the name of the object as defined in the model file. This is useful when using LoadObjectWithChildren to identify child objects which can be accessed with GetObjectChildID.
If you are calling this command from Tier 2 then the returned string must be deleted with agk::DeleteString when you are done with it.

Definition

string GetObjectName( objID )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectNumAnimations.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectNumAnimations.htm deleted file mode 100644 index dbd16dce..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectNumAnimations.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetObjectNumAnimations - AGK Help - - - - - - -

GetObjectNumAnimations

Description

Returns the number of animations currently assigned to the object. Only objects loaded with LoadObjectWithChildren get animations assigned to them.

Definition

integer GetObjectNumAnimations( objID )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectNumBones.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectNumBones.htm deleted file mode 100644 index 3b095514..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectNumBones.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetObjectNumBones - AGK Help - - - - - - -

GetObjectNumBones

Description

Gets the number of bones that were loaded as a result of loading this object. This only happens if the object was loaded with LoadObjectWithChildren. If the object has limb animation like in DarkBasic Classic, then the bones represent the limb hierarchy and each limb is loaded as a child object attached to a bone. If the object has weighted vertex animation then the bones represent the skeleton and the skin is loaded as a single mesh stored in the root object. The two forms of animation can be combined, so a weighted vertex bone structure can have objects attached to its bones at the same time as deforming the skin mesh.

Definition

integer GetObjectNumBones( objID )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectNumChildren.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectNumChildren.htm deleted file mode 100644 index 0bd6a62e..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectNumChildren.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetObjectNumChildren - AGK Help - - - - - - -

GetObjectNumChildren

Description

Gets the number of child objects that were loaded as a result of loading this object. For example a bone animated character object may have a gun model attached to the bone representing its hand, this gun model would be loaded as a separate object and given its own ID, which you can manipulate separately from the main object. You can even detach the gun from the hand with FixObjectToBone(ID,0) to make it a normal object that will not move when the character moves. It will however always remain in this list of children, for reference, and will get deleted if DeleteObjectWithChildren is called on the character object. For those of you that are familiar with DarkBasic, objects that contained limbs in DarkBasic would be loaded as child objects in AGK. However there is no hierarchy in the child objects, they would not have children of their own. Instead a bone structure is created in the root object that represents the limb hierarchy, and the child objects are attached to the appropriate bones.

Definition

integer GetObjectNumChildren( objID )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectNumMeshes.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectNumMeshes.htm deleted file mode 100644 index 7ca9f8f8..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectNumMeshes.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetObjectNumMeshes - AGK Help - - - - - - -

GetObjectNumMeshes

Description

Gets the number of meshes that belong to this object. An object can have multiple meshes, usually this happens in the case of multi-material objects where the object is split into multiple meshes, each using a different texture. Note that instanced objects may not have any meshes.

Definition

integer GetObjectNumMeshes( objID )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectNumTextures.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectNumTextures.htm deleted file mode 100644 index 560da0b8..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectNumTextures.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetObjectNumTextures - AGK Help - - - - - - -

GetObjectNumTextures

Description

Gets the number of texture references that was found when loading the object. An object can have multiple texture references. This information will only be available if the model file have a material setup with a diffuse texture reference.

Definition

integer GetObjectNumTextures(uint32_t objID)

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectQuatW.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectQuatW.htm deleted file mode 100644 index 478dde74..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectQuatW.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetObjectQuatW - AGK Help - - - - - - -

GetObjectQuatW

Description

Returns the W component of the object's current rotation converted to a quaternion.

Definition

float GetObjectQuatW( objID )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectQuatX.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectQuatX.htm deleted file mode 100644 index a95ffe57..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectQuatX.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetObjectQuatX - AGK Help - - - - - - -

GetObjectQuatX

Description

Returns the X component of the object's current rotation converted to a quaternion.

Definition

float GetObjectQuatX( objID )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectQuatY.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectQuatY.htm deleted file mode 100644 index 49c0ecca..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectQuatY.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetObjectQuatY - AGK Help - - - - - - -

GetObjectQuatY

Description

Returns the Y component of the object's current rotation converted to a quaternion.

Definition

float GetObjectQuatY( objID )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectQuatZ.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectQuatZ.htm deleted file mode 100644 index 710239ad..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectQuatZ.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetObjectQuatZ - AGK Help - - - - - - -

GetObjectQuatZ

Description

Returns the Z component of the object's current rotation converted to a quaternion.

Definition

float GetObjectQuatZ( objID )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectRayCastBounceX.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectRayCastBounceX.htm deleted file mode 100644 index a5455488..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectRayCastBounceX.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetObjectRayCastBounceX - AGK Help - - - - - - -

GetObjectRayCastBounceX

Description

Returns the X component of the bounce vector for the last collision check. You can check the number of valid indices with GetObjectRayCastNumHits. Position an object here to make it look like it bounced after colliding.

Definition

float GetObjectRayCastBounceX( index )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectRayCastBounceY.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectRayCastBounceY.htm deleted file mode 100644 index 5dc5289f..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectRayCastBounceY.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetObjectRayCastBounceY - AGK Help - - - - - - -

GetObjectRayCastBounceY

Description

Returns the Y component of the bounce vector for the last collision check. You can check the number of valid indices with GetObjectRayCastNumHits. Position an object here to make it look like it bounced after colliding.

Definition

float GetObjectRayCastBounceY( index )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectRayCastBounceZ.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectRayCastBounceZ.htm deleted file mode 100644 index 27d1dcbd..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectRayCastBounceZ.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetObjectRayCastBounceZ - AGK Help - - - - - - -

GetObjectRayCastBounceZ

Description

Returns the Z component of the bounce vector for the last collision check. You can check the number of valid indices with GetObjectRayCastNumHits. Position an object here to make it look like it bounced after colliding.

Definition

float GetObjectRayCastBounceZ( index )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectRayCastDistance.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectRayCastDistance.htm deleted file mode 100644 index 5269d508..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectRayCastDistance.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetObjectRayCastDistance - AGK Help - - - - - - -

GetObjectRayCastDistance

Description

Returns the distance between the start point for the ray and the collision point.

Definition

float GetObjectRayCastDistance( index )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectRayCastHitID.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectRayCastHitID.htm deleted file mode 100644 index d33d18aa..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectRayCastHitID.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetObjectRayCastHitID - AGK Help - - - - - - -

GetObjectRayCastHitID

Description

Returns the object ID hit for the given collision index in the last collision check. You can check the number of valid indices with GetObjectRayCastNumHits.

Definition

integer GetObjectRayCastHitID( index )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectRayCastNormalX.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectRayCastNormalX.htm deleted file mode 100644 index 96e30f2f..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectRayCastNormalX.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetObjectRayCastNormalX - AGK Help - - - - - - -

GetObjectRayCastNormalX

Description

Returns the X component of the collision normal in the last collision check. You can check the number of valid indices with GetObjectRayCastNumHits.

Definition

float GetObjectRayCastNormalX( index )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectRayCastNormalY.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectRayCastNormalY.htm deleted file mode 100644 index 03e068b0..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectRayCastNormalY.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetObjectRayCastNormalY - AGK Help - - - - - - -

GetObjectRayCastNormalY

Description

Returns the Y component of the collision normal in the last collision check. You can check the number of valid indices with GetObjectRayCastNumHits.

Definition

float GetObjectRayCastNormalY( index )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectRayCastNormalZ.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectRayCastNormalZ.htm deleted file mode 100644 index 07ca20a2..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectRayCastNormalZ.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetObjectRayCastNormalZ - AGK Help - - - - - - -

GetObjectRayCastNormalZ

Description

Returns the Z component of the collision normal in the last collision check. You can check the number of valid indices with GetObjectRayCastNumHits.

Definition

float GetObjectRayCastNormalZ( index )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectRayCastNumHits.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectRayCastNumHits.htm deleted file mode 100644 index cbddb9be..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectRayCastNumHits.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetObjectRayCastNumHits - AGK Help - - - - - - -

GetObjectRayCastNumHits

Description

Returns the number of collisions that occurred in the last collision check. In the case of ObjectRayCast and ObjectSphereCast this will be 0 or 1. For ObjectSphereSlide this could be anywhere between 0 and 4.

Definition

integer GetObjectRayCastNumHits()



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectRayCastSlideX.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectRayCastSlideX.htm deleted file mode 100644 index 751d8aeb..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectRayCastSlideX.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetObjectRayCastSlideX - AGK Help - - - - - - -

GetObjectRayCastSlideX

Description

Returns the X component of the final resting point for sliding collisions. This is only valid for index 0 and after calling ObjectSphereSlide. Position an object here to make it look like it slid after colliding.

Definition

float GetObjectRayCastSlideX( index )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectRayCastSlideY.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectRayCastSlideY.htm deleted file mode 100644 index 8a668f5b..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectRayCastSlideY.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetObjectRayCastSlideY - AGK Help - - - - - - -

GetObjectRayCastSlideY

Description

Returns the Y component of the final resting point for sliding collisions. This is only valid for index 0 and after calling ObjectSphereSlide. Position an object here to make it look like it slid after colliding.

Definition

float GetObjectRayCastSlideY( index )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectRayCastSlideZ.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectRayCastSlideZ.htm deleted file mode 100644 index 16cc2a44..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectRayCastSlideZ.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetObjectRayCastSlideZ - AGK Help - - - - - - -

GetObjectRayCastSlideZ

Description

Returns the Z component of the final resting point for sliding collisions. This is only valid for index 0 and after calling ObjectSphereSlide. Position an object here to make it look like it slid after colliding.

Definition

float GetObjectRayCastSlideZ( index )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectRayCastX.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectRayCastX.htm deleted file mode 100644 index 26981596..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectRayCastX.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetObjectRayCastX - AGK Help - - - - - - -

GetObjectRayCastX

Description

Returns the X component of the point of collision for the given collision index in the last collision check. You can check the number of valid indices with GetObjectRayCastNumHits.

Definition

float GetObjectRayCastX( index )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectRayCastY.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectRayCastY.htm deleted file mode 100644 index 1ca85585..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectRayCastY.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetObjectRayCastY - AGK Help - - - - - - -

GetObjectRayCastY

Description

Returns the Y component of the point of collision for the given collision index in the last collision check. You can check the number of valid indices with GetObjectRayCastNumHits.

Definition

float GetObjectRayCastY( index )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectRayCastZ.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectRayCastZ.htm deleted file mode 100644 index 253a2a1d..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectRayCastZ.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetObjectRayCastZ - AGK Help - - - - - - -

GetObjectRayCastZ

Description

Returns the Z component of the point of collision for the given collision index in the last collision check. You can check the number of valid indices with GetObjectRayCastNumHits.

Definition

float GetObjectRayCastZ( index )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectReceiveShadowMode.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectReceiveShadowMode.htm deleted file mode 100644 index 17c882d8..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectReceiveShadowMode.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetObjectReceiveShadowMode - AGK Help - - - - - - -

GetObjectReceiveShadowMode

Description

Returns 1 if the object is currently set to receive shadows, 0 otherwise.

Definition

integer GetObjectReceiveShadowMode( objID )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectSizeMaxX.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectSizeMaxX.htm deleted file mode 100644 index 7f614b44..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectSizeMaxX.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetObjectSizeMaxX - AGK Help - - - - - - -

GetObjectSizeMaxX

Description

Returns the maximum extent of the object in the X direction, this can be combined with GetObjectSizeMinX to determine the size of the object in the X direction. Note that the object may be off center so its min value may be 10 whilst its max value is 12, meaning its size is 2 units in the X direction. This command takes the bounds of all meshes that make up this object, to check the bounds of a single mesh use GetObjectMeshSizeMaxX.

Definition

float GetObjectSizeMaxX( objID )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectSizeMaxY.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectSizeMaxY.htm deleted file mode 100644 index 99a18640..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectSizeMaxY.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetObjectSizeMaxY - AGK Help - - - - - - -

GetObjectSizeMaxY

Description

Returns the maximum extent of the object in the X direction, this can be combined with GetObjectSizeMinY to determine the size of the object in the Y direction. Note that the object may be off center so its min value may be 10 whilst its max value is 12, meaning its size is 2 units in the Y direction. This command takes the bounds of all meshes that make up this object, to check the bounds of a single mesh use GetObjectMeshSizeMaxY.

Definition

float GetObjectSizeMaxY( objID )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectSizeMaxZ.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectSizeMaxZ.htm deleted file mode 100644 index bbd47996..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectSizeMaxZ.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetObjectSizeMaxZ - AGK Help - - - - - - -

GetObjectSizeMaxZ

Description

Returns the maximum extent of the object in the Z direction, this can be combined with GetObjectSizeMinZ to determine the size of the object in the Z direction. Note that the object may be off center so its min value may be 10 whilst its max value is 12, meaning its size is 2 units in the Z direction. This command takes the bounds of all meshes that make up this object, to check the bounds of a single mesh use GetObjectMeshSizeMaxZ.

Definition

float GetObjectSizeMaxZ( objID )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectSizeMinX.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectSizeMinX.htm deleted file mode 100644 index 464d0074..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectSizeMinX.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetObjectSizeMinX - AGK Help - - - - - - -

GetObjectSizeMinX

Description

Returns the minimum extent of the object in the X direction, this can be combined with GetObjectSizeMaxX to determine the size of the object in the X direction. Note that the object may be off center so its min value may be 10 whilst its max value is 12, meaning its size is 2 units in the X direction. This command takes the bounds of all meshes that make up this object, to check the bounds of a single mesh use GetObjectMeshSizeMinX.

Definition

float GetObjectSizeMinX( objID )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectSizeMinY.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectSizeMinY.htm deleted file mode 100644 index 8448dd0f..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectSizeMinY.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetObjectSizeMinY - AGK Help - - - - - - -

GetObjectSizeMinY

Description

Returns the minimum extent of the object in the X direction, this can be combined with GetObjectSizeMaxY to determine the size of the object in the Y direction. Note that the object may be off center so its min value may be 10 whilst its max value is 12, meaning its size is 2 units in the Y direction. This command takes the bounds of all meshes that make up this object, to check the bounds of a single mesh use GetObjectMeshSizeMinY.

Definition

float GetObjectSizeMinY( objID )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectSizeMinZ.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectSizeMinZ.htm deleted file mode 100644 index 71210592..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectSizeMinZ.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetObjectSizeMinZ - AGK Help - - - - - - -

GetObjectSizeMinZ

Description

Returns the minimum extent of the object in the Z direction, this can be combined with GetObjectSizeMaxZ to determine the size of the object in the Z direction. Note that the object may be off center so its min value may be 10 whilst its max value is 12, meaning its size is 2 units in the Z direction. This command takes the bounds of all meshes that make up this object, to check the bounds of a single mesh use GetObjectMeshSizeMinZ.

Definition

float GetObjectSizeMinZ( objID )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectTextureName.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectTextureName.htm deleted file mode 100644 index a67dcedf..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectTextureName.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetObjectTextureName - AGK Help - - - - - - -

GetObjectTextureName

Description

Gets the name of a texture as defined in the model file that it was loaded from, but textures are not guaranteed to have names. Texture names are in the range 1 to GetObjectNumTextures inclusive. If you are calling this command from tier 2 you must delete the returned string with agk::DeleteString when you are done with it.

Definition

string GetObjectTextureName(uint32_t objID, textureIndex)

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectTransparency.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectTransparency.htm deleted file mode 100644 index babe9026..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectTransparency.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetObjectTransparency - AGK Help - - - - - - -

GetObjectTransparency

Description

Returns the current transparency mode for this object

Definition

integer GetObjectTransparency( objID )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectVisible.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectVisible.htm deleted file mode 100644 index c1420669..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectVisible.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetObjectVisible - AGK Help - - - - - - -

GetObjectVisible

Description

Returns the current visibility mode for this object

Definition

integer GetObjectVisible( objID )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectWorldAngleX.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectWorldAngleX.htm deleted file mode 100644 index 1bde8a63..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectWorldAngleX.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetObjectWorldAngleX - AGK Help - - - - - - -

GetObjectWorldAngleX

Description

Returns the X component of the object's current rotation converted to Euler angles in world coordinates. This takes into account parent rotations as a result of FixObjectToObject or FixObjectToBone and returns the absolute world rotation of the object.

Definition

float GetObjectWorldAngleX( objID )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectWorldAngleY.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectWorldAngleY.htm deleted file mode 100644 index 66852a37..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectWorldAngleY.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetObjectWorldAngleY - AGK Help - - - - - - -

GetObjectWorldAngleY

Description

Returns the Y component of the object's current rotation converted to Euler angles in world coordinates. This takes into account parent rotations as a result of FixObjectToObject or FixObjectToBone and returns the absolute world rotation of the object.

Definition

float GetObjectWorldAngleY( objID )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectWorldAngleZ.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectWorldAngleZ.htm deleted file mode 100644 index b5f61a75..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectWorldAngleZ.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetObjectWorldAngleZ - AGK Help - - - - - - -

GetObjectWorldAngleZ

Description

Returns the Z component of the object's current rotation converted to Euler angles in world coordinates. This takes into account parent rotations as a result of FixObjectToObject or FixObjectToBone and returns the absolute world rotation of the object.

Definition

float GetObjectWorldAngleZ( objID )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectWorldQuatW.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectWorldQuatW.htm deleted file mode 100644 index b17ece73..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectWorldQuatW.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetObjectWorldQuatW - AGK Help - - - - - - -

GetObjectWorldQuatW

Description

Returns the W component of the object's current rotation converted to a quaternion in world coordinates. This takes into account parent rotations as a result of FixObjectToObject or FixObjectToBone and returns the absolute world rotation of the object.

Definition

float GetObjectWorldQuatW( objID )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectWorldQuatX.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectWorldQuatX.htm deleted file mode 100644 index 928b6436..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectWorldQuatX.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetObjectWorldQuatX - AGK Help - - - - - - -

GetObjectWorldQuatX

Description

Returns the X component of the object's current rotation converted to a quaternion in world coordinates. This takes into account parent rotations as a result of FixObjectToObject or FixObjectToBone and returns the absolute world rotation of the object.

Definition

float GetObjectWorldQuatX( objID )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectWorldQuatY.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectWorldQuatY.htm deleted file mode 100644 index 2e898d49..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectWorldQuatY.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetObjectWorldQuatY - AGK Help - - - - - - -

GetObjectWorldQuatY

Description

Returns the Y component of the object's current rotation converted to a quaternion in world coordinates. This takes into account parent rotations as a result of FixObjectToObject or FixObjectToBone and returns the absolute world rotation of the object.

Definition

float GetObjectWorldQuatY( objID )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectWorldQuatZ.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectWorldQuatZ.htm deleted file mode 100644 index 7610f989..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectWorldQuatZ.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetObjectWorldQuatZ - AGK Help - - - - - - -

GetObjectWorldQuatZ

Description

Returns the Z component of the object's current rotation converted to a quaternion in world coordinates. This takes into account parent rotations as a result of FixObjectToObject or FixObjectToBone and returns the absolute world rotation of the object.

Definition

float GetObjectWorldQuatZ( objID )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectWorldX.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectWorldX.htm deleted file mode 100644 index 26293446..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectWorldX.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetObjectWorldX - AGK Help - - - - - - -

GetObjectWorldX

Description

Returns the current X position of the object in world coordinates. This takes into account parent positions as a result of FixObjectToObject or FixObjectToBone and returns the absolute world position of the object.

Definition

float GetObjectWorldX( objID )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectWorldY.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectWorldY.htm deleted file mode 100644 index 1e0b4a93..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectWorldY.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetObjectWorldY - AGK Help - - - - - - -

GetObjectWorldY

Description

Returns the current Y position of the object in world coordinates. This takes into account parent positions as a result of FixObjectToObject or FixObjectToBone and returns the absolute world position of the object.

Definition

float GetObjectWorldY( objID )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectWorldZ.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectWorldZ.htm deleted file mode 100644 index 949ecd23..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectWorldZ.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetObjectWorldZ - AGK Help - - - - - - -

GetObjectWorldZ

Description

Returns the current Z position of the object in world coordinates. This takes into account parent positions as a result of FixObjectToObject or FixObjectToBone and returns the absolute world position of the object.

Definition

float GetObjectWorldZ( objID )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectX.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectX.htm deleted file mode 100644 index d4fd48ee..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectX.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetObjectX - AGK Help - - - - - - -

GetObjectX

Description

Returns the current X position of the object.

Definition

float GetObjectX( objID )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectY.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectY.htm deleted file mode 100644 index f57fff1a..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectY.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetObjectY - AGK Help - - - - - - -

GetObjectY

Description

Returns the current Y position of the object.

Definition

float GetObjectY( objID )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectZ.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectZ.htm deleted file mode 100644 index 3d3061c2..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetObjectZ.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetObjectZ - AGK Help - - - - - - -

GetObjectZ

Description

Returns the current Z position of the object.

Definition

float GetObjectZ( objID )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetPointLightExists.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetPointLightExists.htm deleted file mode 100644 index c8b1f525..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetPointLightExists.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetPointLightExists - AGK Help - - - - - - -

GetPointLightExists

Description

returns 1 if the specified point light exists, 0 otherwise.

Definition

integer GetPointLightExists( lightID )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetScreenXFrom3D.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetScreenXFrom3D.htm deleted file mode 100644 index 84fd30ba..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetScreenXFrom3D.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetScreenXFrom3D - AGK Help - - - - - - -

GetScreenXFrom3D

Description

Converts a 3D point into screen coordinates.

Definition

float GetScreenXFrom3D( x, y, z )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetScreenYFrom3D.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetScreenYFrom3D.htm deleted file mode 100644 index bf5a2d04..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetScreenYFrom3D.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetScreenYFrom3D - AGK Help - - - - - - -

GetScreenYFrom3D

Description

Converts a 3D point into screen coordinates.

Definition

float GetScreenYFrom3D( x, y, z )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetShaderExists.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetShaderExists.htm deleted file mode 100644 index 1b7cec8f..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetShaderExists.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetShaderExists - AGK Help - - - - - - -

GetShaderExists

Description

Returns 1 if a shader is currently loaded at the given ID, otherwise it returns 0.

Definition

integer GetShaderExists( shaderID )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetShadowMappingMode.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetShadowMappingMode.htm deleted file mode 100644 index 587060ee..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetShadowMappingMode.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetShadowMappingMode - AGK Help - - - - - - -

GetShadowMappingMode

Description

Returns the current shadow mapping mode that was set with SetShadowMappingMode

Definition

integer GetShadowMappingMode()



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetShadowMappingSupported.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetShadowMappingSupported.htm deleted file mode 100644 index 2f9a6d7d..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetShadowMappingSupported.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetShadowMappingSupported - AGK Help - - - - - - -

GetShadowMappingSupported

Description

Returns 1 if shadow mapping is supported on this device, 0 otherwise.

Definition

integer GetShadowMappingSupported()



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetSupportedShaderVaryings.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetSupportedShaderVaryings.htm deleted file mode 100644 index 0195cc5e..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/GetSupportedShaderVaryings.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetSupportedShaderVaryings - AGK Help - - - - - - -

GetSupportedShaderVaryings

Description

Returns the number of varying values that can be used in shaders on the current device. Varyings are the variables that pass data between the vertex and pixel shaders. This value is guaranteed to be at least 32, but most devices support more. A single vec4 varying holds 4 varying values, so 32 varyings values means you can have a maximum of 8 vec4 varyings. Note that a vec3 varying may take up 4 value spaces if it cannot be packed with any other varying. Varyings may be packed together if they can fill a vec4 without being split, for example a vec3 and a float can be packed together, as can two vec2 varyings. However two vec3 varyings cannot be packed together without being split up so they will each use up 4 values with the extra space being wasted. Packing is determined by the driver and cannot be guaranteed.

Definition

integer GetSupportedShaderVaryings()



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/InstanceObject.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/InstanceObject.htm deleted file mode 100644 index 4e678fcf..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/InstanceObject.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -InstanceObject - AGK Help - - - - - - -

InstanceObject

Description

Copies an object into a new ID, the new object shares vertex data with the original object. The original object must exist for the instanced object to draw properly. Instancing an object that is already an instance will do nothing. Instancing an object and then deleting the original will probably crash. Setting a shader on an instance object is allowed as long as the vertex attributes used by the shader match exactly in name and order as those used on the shader of the original object. Setting different images on the instance and original object is supported.

Definition

InstanceObject( newobjID, objID )

integer InstanceObject( objID )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/LoadFullScreenShader.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/LoadFullScreenShader.htm deleted file mode 100644 index 3248da42..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/LoadFullScreenShader.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -LoadFullScreenShader - AGK Help - - - - - - -

LoadFullScreenShader

Description

Loads a shader used for modifying render targets, as such it only contains a pixel shader, the vertex shader is automatically generated to make sure it applies to the full screen. This type of shader should only be applied to objects created with CreateObjectQuad but nothing bad will happen if you choose to apply it to other objects, it will just produce unusual rendering results for that object. Currently shaders default to GLSL version 1.10, the line "#version 110" will be automatically added as the first line of the shader unless you specify a "#version " line of your own. Note that doing this may mean your shader does not work on all devices and platforms. The global "precision" value will be added and should not be included in the shader source. IDs are shared across all shader types so loading a full screen shader into ID 1 will not work if a normal shader exists with ID 1.

If the current device does not support the shader then no shader will exist at the given ID, you should use GetShaderExists to check if the load was successful. You can use SetShaderErrorMode to set what happens when a shader is not supported or fails to compile.

Definition

LoadFullScreenShader( shaderID, szPixelFile )

integer LoadFullScreenShader( szPixelFile )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/LoadObject.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/LoadObject.htm deleted file mode 100644 index b69d75d5..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/LoadObject.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -LoadObject - AGK Help - - - - - - -

LoadObject

Description

Loads an object from a file, currently supported formats are .X .3ds .md3 .smd .md5 .lwo. .ac .b3d .dae .3d .lws .ms3d .blend .m3 .obj and .ago. This command will not load any animation or bone data and will consolidate the vertices into a single object with as few meshes as possible. To load animation and bone data use LoadObjectWithChildren instead.

Definition

LoadObject( objID, szFilename )

integer LoadObject( szFilename )

integer LoadObject( szFilename, height )

LoadObject( objID, szFilename, height )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/LoadObjectWithChildren.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/LoadObjectWithChildren.htm deleted file mode 100644 index 778653bb..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/LoadObjectWithChildren.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -LoadObjectWithChildren - AGK Help - - - - - - -

LoadObjectWithChildren

Description

Loads an object from a file, currently supported formats are .X .3ds .md3 .smd .md5 .lwo. .ac .b3d .dae .3d .lws .ms3d .blend .m3 .obj and .ago. If the model file contains a bone hierarchy or animation data then this will also be loaded and associated with the object. If the model file contains a scene graph containing multiple objects then these will also be loaded and stored in separate objects which can be discovered with GetObjectNumChildren. If you just want to load a single object without any bones, animation, or children then use LoadObject instead.

Definition

LoadObjectWithChildren( objID, szFilename )

integer LoadObjectWithChildren( szFilename )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/LoadShader.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/LoadShader.htm deleted file mode 100644 index 0e6ffc21..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/LoadShader.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -LoadShader - AGK Help - - - - - - -

LoadShader

Description

Loads a shader used for drawing objects. The vertex shader transforms the polygons into screen space and the pixel shader determines the final color of each pixel the object covers. Currently shaders default to GLSL version 1.10, the line "#version 110" will be automatically added as the first line of the shader unless you specify a "#version " line of your own. Note that doing this may mean your shader does not work on all devices and platforms. The global "precision" value will be added and should not be included in the shader source. Returns an ID that can be used to reference this shader in other commands.

If the current device does not support the shader then no shader will exist at the given ID, you should use GetShaderExists to check if the load was successful. You can use SetShaderErrorMode to set what happens when a shader is not supported or fails to compile.

Definition

integer LoadShader( szVertexFile, szPixelFile )

LoadShader( shaderID, szVertexFile, szPixelFile )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/LoadShaderFromString.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/LoadShaderFromString.htm deleted file mode 100644 index 0cd23984..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/LoadShaderFromString.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -LoadShaderFromString - AGK Help - - - - - - -

LoadShaderFromString

Description

Loads a shader used for drawing objects. The vertex shader transforms the polygons into screen space and the pixel shader determines the final color of each pixel the object covers. Currently shaders default to GLSL version 1.10, the line "#version 110" will be automatically added as the first line of the shader unless you specify a "#version " line of your own. Note that doing this may mean your shader does not work on all devices and platforms. The global "precision" value will be added and should not be included in the shader source.

If the current device does not support the shader then no shader will exist at the given ID, you should use GetShaderExists to check if the load was successful. You can use SetShaderErrorMode to set what happens when a shader is not supported or fails to compile.

Definition

LoadShaderFromString( shaderID, szVertexSource, szPixelSource )

integer LoadShaderFromString( szVertexSource, szPixelSource )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/LoadSpriteShader.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/LoadSpriteShader.htm deleted file mode 100644 index f44500a5..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/LoadSpriteShader.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -LoadSpriteShader - AGK Help - - - - - - -

LoadSpriteShader

Description

Loads a shader used for modifying sprites, as such it only contains a pixel shader, the vertex shader is automatically generated to make sure it appears in the right place. This type of shader should only be applied to sprites but nothing bad will happen if you choose to apply it to objects, it will just produce unusual rendering results for that object. Currently shaders default to GLSL version 1.10, the line "#version 110" will be automatically added as the first line of the shader unless you specify a "#version " line of your own. Note that doing this may mean your shader does not work on all devices and platforms. The global "precision" value will be added and should not be included in the shader source. Returns an ID that can be used to reference this shader in other commands. IDs are shared across all shader types so loading a sprite shader into ID 1 will not work if a 3D shader exists with ID 1.

If the current device does not support the shader then no shader will exist at the given ID, you should use GetShaderExists to check if the load was successful. You can use SetShaderErrorMode to set what happens when a shader is not supported or fails to compile.

Definition

integer LoadSpriteShader( szPixelFile )

LoadSpriteShader( shaderID, szPixelFile )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/MoveCameraLocalX.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/MoveCameraLocalX.htm deleted file mode 100644 index 3a965db4..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/MoveCameraLocalX.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -MoveCameraLocalX - AGK Help - - - - - - -

MoveCameraLocalX

Description

Moves the specified camera along its local X axis, i.e. if the camera were a character this command would make them strafe no matter which direction they were facing.

Definition

MoveCameraLocalX( cameraID, amount )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/MoveCameraLocalY.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/MoveCameraLocalY.htm deleted file mode 100644 index d34487d5..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/MoveCameraLocalY.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -MoveCameraLocalY - AGK Help - - - - - - -

MoveCameraLocalY

Description

Moves the specified camera along its local Y axis, i.e. if the camera were a character this command would make them jump no matter which direction they were facing.

Definition

MoveCameraLocalY( cameraID, amount )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/MoveCameraLocalZ.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/MoveCameraLocalZ.htm deleted file mode 100644 index 5b5c6d96..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/MoveCameraLocalZ.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -MoveCameraLocalZ - AGK Help - - - - - - -

MoveCameraLocalZ

Description

Moves the specified camera along its local Z axis, i.e. if the camera were a character this command would make them move forwards no matter which direction they were facing.

Definition

MoveCameraLocalZ( cameraID, amount )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/MoveObjectLocalX.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/MoveObjectLocalX.htm deleted file mode 100644 index 97f022e1..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/MoveObjectLocalX.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -MoveObjectLocalX - AGK Help - - - - - - -

MoveObjectLocalX

Description

Moves the specified object along its local X axis, i.e. if the object were a character this command would make them strafe no matter which direction they were facing.

Definition

MoveObjectLocalX( objID, amount )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/MoveObjectLocalY.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/MoveObjectLocalY.htm deleted file mode 100644 index 0871430c..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/MoveObjectLocalY.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -MoveObjectLocalY - AGK Help - - - - - - -

MoveObjectLocalY

Description

Moves the specified object along its local Y axis, i.e. if the object were a character this command would make them jump no matter which direction they were facing.

Definition

MoveObjectLocalY( objID, amount )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/MoveObjectLocalZ.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/MoveObjectLocalZ.htm deleted file mode 100644 index 28c87984..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/MoveObjectLocalZ.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -MoveObjectLocalZ - AGK Help - - - - - - -

MoveObjectLocalZ

Description

Moves the specified object along its local Z axis, i.e. if the object were a character this command would make them move forwards no matter which direction they were facing.

Definition

MoveObjectLocalZ( objID, amount )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/ObjectRayCast.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/ObjectRayCast.htm deleted file mode 100644 index c8d47acc..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/ObjectRayCast.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -ObjectRayCast - AGK Help - - - - - - -

ObjectRayCast

Description

Casts a ray through 1 or all objects to check for intersection with the object. Rays are define with a start position and an end position and does not collide with backfaces, will return the number of the object hit first, or 0 for no collision. Ray casting commands are useful for calculating the collisions of bullets with levels and objects, or for representing the line of sight of an enemy to detect if they can see the player.

Definition

integer ObjectRayCast( objID, oldx, oldy, oldz, newx, newy, newz )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/ObjectSphereCast.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/ObjectSphereCast.htm deleted file mode 100644 index cb1ed71f..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/ObjectSphereCast.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -ObjectSphereCast - AGK Help - - - - - - -

ObjectSphereCast

Description

Will check if the ray starting at oldx,oldy,oldz and ending at newx, newy, newz, and of width radius, collides with the specified object (objID=0 for all). Does not collide with backfaces, will return the number of the object hit first, or 0 for no collision. Sphere casting commands add a width dimension to normal ray casting which can be used to check if a player has hit anything during movement and to position them at the collision point to provide 'sticky' collision, where the player stops if they hit anything. The alternative is sliding collision. see ObjectSphereSlide

Definition

integer ObjectSphereCast( objID, oldx, oldy, oldz, newx, newy, newz, radius )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/ObjectSphereSlide.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/ObjectSphereSlide.htm deleted file mode 100644 index fb24ad92..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/ObjectSphereSlide.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -ObjectSphereSlide - AGK Help - - - - - - -

ObjectSphereSlide

Description

This command does the same as ObjectSphereCast but over multiple iterations to produce a slide point for use in sliding collisions. It produces a slide point that is checked again to make sure this new point does not collide with any objects. This produces another point, which must be checked and so on. ObjectSphereSlide uses a maximum of three iterations to finalize a point that will keep the sphere outside all objects checked. The command GetObjectRayCastNumHits can be used to get the number of iterations used by this command. Details of the collision point, normal, and slide point for each iteration are also available using collision indices 1 to 3 i.e. GetObjectRayCastX(1) (2) or (3). The final collision point, normal and slide point are in index 0, i.e. GetObjectRayCastSlideX(0).

Definition

integer ObjectSphereSlide( objID, oldx, oldy, oldz, newx, newy, newz, radius )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/PlayObjectAnimation.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/PlayObjectAnimation.htm deleted file mode 100644 index 333f2794..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/PlayObjectAnimation.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -PlayObjectAnimation - AGK Help - - - - - - -

PlayObjectAnimation

Description

Plays an given animation on its parent object. Only objects loaded with LoadObjectWithChildren will have animations assigned to them. Animation names are defined by the modelling program when the animations were created, you can discover what the names are by using GetObjectAnimationName. The animation can be started and ended at any point in the animation using the start and end parameters, these are given in seconds, and if looping is turned on then the object will return to the given start time at the start of each loop. If you want the looping to be seamless then the bone positions at the start and end time must be exactly the same, as there will be no interpolation between them when it loops. The tweentime parameter can be used to interpolate between the current bone positions and the start time of the animation so that there is no sudden jump in bone positions. This tweening only happens once, it does not happen every loop, and does not contribute to the animation time. Essentially the animation is paused until tweening has finished. Note that as soon as this command is called the bones will be controlled by animation and cannot be moved with SetObjectBonePosition or similar commands. You can regain manual control of individual bones by using SetObjectBoneCanAnimate on it. You can regain control of the entire bone structure by using ResetObjectAnimation.

Definition

PlayObjectAnimation( objID, animName, starttime, endtime, loop, tweentime )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/ResetObjectAnimation.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/ResetObjectAnimation.htm deleted file mode 100644 index 0d2459ac..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/ResetObjectAnimation.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -ResetObjectAnimation - AGK Help - - - - - - -

ResetObjectAnimation

Description

Stops any playing animation and resets the object bones to their bind positions.

Definition

ResetObjectAnimation( objID )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/RotateCameraGlobalX.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/RotateCameraGlobalX.htm deleted file mode 100644 index ab19f37b..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/RotateCameraGlobalX.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -RotateCameraGlobalX - AGK Help - - - - - - -

RotateCameraGlobalX

Description

Rotates the specified camera around global X axis. Imagine looking at the camera as if it were an object positioned at 0,0,0 looking in a random direction. This command would roll it around the fixed X axis, the one which is used to define the positions of everything in the world.

Definition

RotateCameraGlobalX( cameraID, amount )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/RotateCameraGlobalY.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/RotateCameraGlobalY.htm deleted file mode 100644 index 8dad7017..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/RotateCameraGlobalY.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -RotateCameraGlobalY - AGK Help - - - - - - -

RotateCameraGlobalY

Description

Rotates the specified camera around global Y axis. Imagine looking at the camera as if it were an object positioned at 0,0,0 looking in a random direction. This command would turn it around the fixed Y axis, the one which is used to define the positions of everything in the world.

Definition

RotateCameraGlobalY( cameraID, amount )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/RotateCameraGlobalZ.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/RotateCameraGlobalZ.htm deleted file mode 100644 index 918f189c..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/RotateCameraGlobalZ.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -RotateCameraGlobalZ - AGK Help - - - - - - -

RotateCameraGlobalZ

Description

Rotates the specified camera around global Z axis. Imagine looking at the camera as if it were an object positioned at 0,0,0 looking in a random direction. This command would roll it around the fixed Z axis, the one which is used to define the positions of everything in the world.

Definition

RotateCameraGlobalZ( cameraID, amount )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/RotateCameraLocalX.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/RotateCameraLocalX.htm deleted file mode 100644 index b24bc2fb..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/RotateCameraLocalX.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -RotateCameraLocalX - AGK Help - - - - - - -

RotateCameraLocalX

Description

Rotates the specified camera around its local X axis, i.e. if the camera were an airplane this command would make it pitch up and down no matter which direction it was facing.

Definition

RotateCameraLocalX( cameraID, amount )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/RotateCameraLocalY.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/RotateCameraLocalY.htm deleted file mode 100644 index 4be65007..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/RotateCameraLocalY.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -RotateCameraLocalY - AGK Help - - - - - - -

RotateCameraLocalY

Description

Rotates the specified camera around its local Y axis, i.e. if the camera were an airplane this command would make it turn left and right no matter which direction it was facing.

Definition

RotateCameraLocalY( cameraID, amount )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/RotateCameraLocalZ.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/RotateCameraLocalZ.htm deleted file mode 100644 index a8dd8183..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/RotateCameraLocalZ.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -RotateCameraLocalZ - AGK Help - - - - - - -

RotateCameraLocalZ

Description

Rotates the specified camera around its local Z axis, i.e. if the camera were an airplane this command would make it roll left and right no matter which direction it was facing.

Definition

RotateCameraLocalZ( cameraID, amount )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/RotateObjectBoneLocalX.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/RotateObjectBoneLocalX.htm deleted file mode 100644 index 0ca2640c..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/RotateObjectBoneLocalX.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -RotateObjectBoneLocalX - AGK Help - - - - - - -

RotateObjectBoneLocalX

Description

Rotates the specified bone around its local X axis, i.e. if the bone were an airplane this command would make it pitch up and down no matter which direction it was facing.

Definition

RotateObjectBoneLocalX( objID, boneIndex, amount )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/RotateObjectBoneLocalY.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/RotateObjectBoneLocalY.htm deleted file mode 100644 index 8e640c6a..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/RotateObjectBoneLocalY.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -RotateObjectBoneLocalY - AGK Help - - - - - - -

RotateObjectBoneLocalY

Description

Rotates the specified bone around its local Y axis, i.e. if the bone were an airplane this command would make it turn left and right no matter which direction it was facing.

Definition

RotateObjectBoneLocalY( objID, boneIndex, amount )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/RotateObjectBoneLocalZ.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/RotateObjectBoneLocalZ.htm deleted file mode 100644 index a0262672..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/RotateObjectBoneLocalZ.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -RotateObjectBoneLocalZ - AGK Help - - - - - - -

RotateObjectBoneLocalZ

Description

Rolls the specified bone around its local Z axis, i.e. if the bone were an airplane this command would make it do a barrel roll no matter which direction it was facing.

Definition

RotateObjectBoneLocalZ( objID, boneIndex, amount )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/RotateObjectGlobalX.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/RotateObjectGlobalX.htm deleted file mode 100644 index 94a82d45..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/RotateObjectGlobalX.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -RotateObjectGlobalX - AGK Help - - - - - - -

RotateObjectGlobalX

Description

Rotates the specified object around global X axis. Imagine the camera looking down the Z axis at an object with a random rotation. This command will pitch the object up and down relative to the camera regardless of which way the object is facing.

Definition

RotateObjectGlobalX( objID, amount )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/RotateObjectGlobalY.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/RotateObjectGlobalY.htm deleted file mode 100644 index c6414ca0..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/RotateObjectGlobalY.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -RotateObjectGlobalY - AGK Help - - - - - - -

RotateObjectGlobalY

Description

Rotates the specified object around global Y axis. Imagine the camera looking down the Z axis at an object with a random rotation. This command will turn the object left and right relative to the camera regardless of which way the object is facing.

Definition

RotateObjectGlobalY( objID, amount )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/RotateObjectGlobalZ.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/RotateObjectGlobalZ.htm deleted file mode 100644 index 0f0302f6..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/RotateObjectGlobalZ.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -RotateObjectGlobalZ - AGK Help - - - - - - -

RotateObjectGlobalZ

Description

Rotates the specified object around global Z axis. Imagine the camera looking down the Z axis at an object with a random rotation. This command will roll the object left and right relative to the camera regardless of which way the object is facing.

Definition

RotateObjectGlobalZ( objID, amount )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/RotateObjectLocalX.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/RotateObjectLocalX.htm deleted file mode 100644 index b95050ca..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/RotateObjectLocalX.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -RotateObjectLocalX - AGK Help - - - - - - -

RotateObjectLocalX

Description

Rotates the specified object around its local X axis, i.e. if the object were an airplane this command would make it pitch up and down no matter which direction it was facing.

Definition

RotateObjectLocalX( objID, amount )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/RotateObjectLocalY.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/RotateObjectLocalY.htm deleted file mode 100644 index 97034f35..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/RotateObjectLocalY.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -RotateObjectLocalY - AGK Help - - - - - - -

RotateObjectLocalY

Description

Rotates the specified object around its local Y axis, i.e. if the object were an airplane this command would make it turn left and right no matter which direction it was facing.

Definition

RotateObjectLocalY( objID, amount )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/RotateObjectLocalZ.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/RotateObjectLocalZ.htm deleted file mode 100644 index e2059b0c..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/RotateObjectLocalZ.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -RotateObjectLocalZ - AGK Help - - - - - - -

RotateObjectLocalZ

Description

Rolls the specified object around its local Z axis, i.e. if the object were an airplane this command would make it do a barrel roll no matter which direction it was facing.

Definition

RotateObjectLocalZ( objID, amount )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/SaveObject.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/SaveObject.htm deleted file mode 100644 index bcc25ef6..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/SaveObject.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SaveObject - AGK Help - - - - - - -

SaveObject

Description

Not yet functional.

Definition

SaveObject( objID, szFilename )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetAmbientColor.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetAmbientColor.htm deleted file mode 100644 index 0afe9ad4..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetAmbientColor.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetAmbientColor - AGK Help - - - - - - -

SetAmbientColor

Description

Sets a new color for the global ambient light. Values should be in the range 0-255 but are not limited to it. Values greater than 255 will over saturate things and values less than 0 will take light away. The default ambient color is 76,76,76.

Definition

SetAmbientColor( red, green, blue )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetCameraAspect.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetCameraAspect.htm deleted file mode 100644 index 30e0f20c..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetCameraAspect.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetCameraAspect - AGK Help - - - - - - -

SetCameraAspect

Description

Sets the camera aspect ratio when rendering 3D. The default is GetDeviceWidth()/GetDeviceHeight() and provides a realistic 3D projection. If the device backbuffer size changes, for example if the device changes orientation, or the window size is changed, or SetScreenResolution is called, then this value will reset to its default.

Definition

SetCameraAspect( cameraID, aspect )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetCameraBounds.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetCameraBounds.htm deleted file mode 100644 index ddf17e73..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetCameraBounds.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetCameraBounds - AGK Help - - - - - - -

SetCameraBounds

Description

Sets the parameters for an off center projection matrix. The near and far values are set separately with SetCameraRange. To use an off center projection matrix you must activate it with SetCameraOffCenter.

Definition

SetCameraBounds( cameraID, left, right, top, bottom )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetCameraFOV.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetCameraFOV.htm deleted file mode 100644 index d1c5706a..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetCameraFOV.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetCameraFOV - AGK Help - - - - - - -

SetCameraFOV

Description

Sets the camera horizontal field of view (FOV). This determines the angle between the left and right of the camera view, the default being 70 and provides a realistic 3D projection. Using smaller values would look like the camera is zooming in on the scene without actually moving. This is sometimes used for dramatic effect in movies where the FOV zooms one way whilst the camera moves the other way. Using an FOV value of 0 is a special case that will generate an orthographic matrix instead of a projection matrix, this will make everything stay the same size no matter how near or far it is to the camera. The orthographic matrix will have a width of 40 world units with a height determined by the camera aspect ratio.

Definition

SetCameraFOV( cameraID, fov )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetCameraLookAt.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetCameraLookAt.htm deleted file mode 100644 index 5386d81d..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetCameraLookAt.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetCameraLookAt - AGK Help - - - - - - -

SetCameraLookAt

Description

Rotates the camera to look at a particular point in space with an optional roll value. "looking at" is defined as aligning the camera's local Z axis to point its positive side at the given point. This can be achieved using only the Y and X angles in Euler notation, so you can specify an optional Z angle in degrees to roll the camera left of right whilst always looking at the same spot.

Definition

SetCameraLookAt( cameraID, x, y, z, roll )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetCameraOffCenter.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetCameraOffCenter.htm deleted file mode 100644 index 39d9e830..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetCameraOffCenter.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetCameraOffCenter - AGK Help - - - - - - -

SetCameraOffCenter

Description

Sets the camera to use an off center projection matrix. You must set the projection matrix values by using SetCameraBounds and SetCameraRange.

Definition

SetCameraOffCenter( cameraID, mode )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetCameraOrthoWidth.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetCameraOrthoWidth.htm deleted file mode 100644 index bd921fb4..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetCameraOrthoWidth.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetCameraOrthoWidth - AGK Help - - - - - - -

SetCameraOrthoWidth

Description

If the camera FOV is set to 0 then this will determine the width of the orthographic view, the default is 40. The height value will be calculated from it based on the camera aspect ratio. When using an orthographic projection everything remains the same size no matter how near or far it is to the camera, so when using the default width value, a cube of size 80 units would always fill the camera view when the camera is looking at it, since the 40 is measured from the center of the screen to the edge. This command will overwrite any values set with SetCameraBounds.

Definition

SetCameraOrthoWidth( cameraID, width )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetCameraPosition.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetCameraPosition.htm deleted file mode 100644 index 942afe0a..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetCameraPosition.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetCameraPosition - AGK Help - - - - - - -

SetCameraPosition

Description

Sets the position of the specified camera. By default cameras are positioned at 0,0,0 The main camera is ID 1.

Definition

SetCameraPosition( cameraID, x, y, z )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetCameraRange.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetCameraRange.htm deleted file mode 100644 index 4042e722..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetCameraRange.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetCameraRange - AGK Help - - - - - - -

SetCameraRange

Description

Sets the near and far planes of the camera. Due to rendering limitations not everything in front of the camera can be rendered so they must be limited to a visible range. Anything outside this range is clipped by the rendering system and is invisible. The near plane is the closest that an object can be to the camera and still be rendered, it must be greater than 0. Note that using very small values for the near plane will affect the accuracy of the depth buffer when rendering objects far away which might cause flickering on far away objects. This is because the depth buffer is not linear, instead it is skewed towards the near plane and the closer to 0 the near plane becomes the less of the depth buffer is available for far objects. The far plane is the maximum distance an object can be from the camera and still be rendered, it's maximum value is infinity but again the further you try to render an object from the near plane the less accurate depth buffering becomes. If an object crosses the near or far plane so that part of it is on one side and part is on the other the object will be cut by the plane and only the part within the view range will be visible. The default range is near=1, far=1000.

Definition

SetCameraRange( cameraID, fNear, fFar )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetCameraRotation.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetCameraRotation.htm deleted file mode 100644 index 4aef9947..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetCameraRotation.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetCameraRotation - AGK Help - - - - - - -

SetCameraRotation

Description

Sets the rotation of the specified camera using euler angles in degrees. Alternatively you can use SetCameraRotationQuat to use a quaternion. By default cameras are created with the angles 0,0,0 in the order YXZ. Euler angles are compound angles where the camera starts at 0,0,0 and is then rotated using the given Y angle, then by the given X angle, then rolled by the given Z angle. Each 3D rotation can be represented by 2 Euler angle combinations, Y,X,Z and Y-180,X-180,Z-180 so either version may be returned by the GetCameraAngle commands. Quaternions and Euler angles can both be used at the same time. For example setting an Euler angle rotation will generate a quaternion representation that can be retrieved with GetCameraQuatX, etc.

Definition

SetCameraRotation( cameraID, angx, angy, angz )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetCameraRotationQuat.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetCameraRotationQuat.htm deleted file mode 100644 index 7085d4ea..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetCameraRotationQuat.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetCameraRotationQuat - AGK Help - - - - - - -

SetCameraRotationQuat

Description

Sets the rotation of the specified camera using a quaternion. Alternatively you can use SetCameraRotation to use Euler angles. By default cameras are created with the quaternion 1,0,0,0 in the order w,x,y,z. A Quaternion is a 4 dimensional representation of a 3D rotation with the property w^2+x^2+y^2+z^2 = 1 which allows easy interpolation between two rotations by linearly interpolating the two quaternions and normalising them. Each 3D rotation is represented by exactly 2 quaternions, w,x,y,z and -w,-x,-y,-z so either version may be returned by the GetCameraQuat commands. Quaternions and Euler angles can both be used at the same time. For example setting a quaternion rotation will generate Euler representation that can be retrieved with GetCameraAngleX, etc.

Definition

SetCameraRotationQuat( cameraID, w, x, y, z )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetFogColor.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetFogColor.htm deleted file mode 100644 index 54d8f9dc..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetFogColor.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetFogColor - AGK Help - - - - - - -

SetFogColor

Description

Sets the 3D fog color. Objects will gradually fade to this color as they get further from the camera. Color values should be in the range 0 to 255, but they are not limited to this and the system will accept out of range values, including negative.

Definition

SetFogColor( red, green, blue )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetFogMode.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetFogMode.htm deleted file mode 100644 index 6f7865a3..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetFogMode.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetFogMode - AGK Help - - - - - - -

SetFogMode

Description

Sets 3D fog on or off, this can be used to create an atmospheric haze or fade objects to the background color to simulate reduced visibility. Fog will be automatically applied to all 3D objects if they are using the default shader. If you have applied your own shader with SetObjectShader then declare the function mediump vec3 ApplyFog( mediump vec3 color, highp vec3 pointPos ); in the pixel shader which AGK will fill in for you at run time. pointPos is the pixel position in world coordinates, which you will need to pass in from the vertex shader.

Definition

SetFogMode( mode )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetFogRange.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetFogRange.htm deleted file mode 100644 index 96341674..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetFogRange.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetFogRange - AGK Help - - - - - - -

SetFogRange

Description

Sets the range of the 3D fog. No fog will occur within the minimum distance, after which the fog will begin to take affect. The maximum distance is not a limit and is only a rough guide for how far you want to be able to see in your scene. The fog increases exponentially to mimic reality, meaning it increases quickly at first then tails off and gradually reaches full intensity around the maximum distance.

Definition

SetFogRange( minDist, maxDist )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetFogSunColor.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetFogSunColor.htm deleted file mode 100644 index 75845f93..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetFogSunColor.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetFogSunColor - AGK Help - - - - - - -

SetFogSunColor

Description

Sets the 3D fog sun color. This is used in place of the normal fog color when the camera is facing the sun, as defined by the command SetSunDirection. This can be used to simulate light scattering effects to make the air seem hazy. The fog sun color should be close to the sun color for best effect, but this need not be the case. Note that calling this command changes the fog calculation to a more complicated version that will reduce performance on mobile devices. To return to the faster method of calculating fog, make the fog sun color equal to the normal fog color.

Definition

SetFogSunColor( red, green, blue )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetGlobal3DDepth.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetGlobal3DDepth.htm deleted file mode 100644 index 66989c20..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetGlobal3DDepth.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetGlobal3DDepth - AGK Help - - - - - - -

SetGlobal3DDepth

Description

Sets the position of all 3D objects relative to 2D objects. For example using a global 3D depth of 100 would mean that all sprites at a depth less than or equal to 100 would appear above any 3D objects whilst sprites at a depth greater than 100 would appear below any 3D objects.

Definition

SetGlobal3DDepth( depth )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetObjectAlpha.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetObjectAlpha.htm deleted file mode 100644 index ec3a70b8..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetObjectAlpha.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetObjectAlpha - AGK Help - - - - - - -

SetObjectAlpha

Description

Sets the alpha value to use when drawing this object. This is the same alpha value that can be set in SetObjectColor. Values should be in the range 0-255 but are not limited to it.

Definition

SetObjectAlpha( objID, alpha )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetObjectAlphaMask.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetObjectAlphaMask.htm deleted file mode 100644 index ed36fbdd..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetObjectAlphaMask.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetObjectAlphaMask - AGK Help - - - - - - -

SetObjectAlphaMask

Description

Sets alpha masking on or off for this object. This is similar to transparency but only produces fully transparent or fully opaque pixels, there are no blended or semi-transparent pixels. If a pixel has an alpha value less than 128 it will be ignored, if it is greater than or equal to 128 then it will be drawn. This has less problems with depth ordering than when using SetObjectTransparency but may be slightly slower in some cases. You should not use both transparency and alpha masking on the same object at the same time, only use one or the other.

Definition

SetObjectAlphaMask( objID, mode )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetObjectAnimationFrame.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetObjectAnimationFrame.htm deleted file mode 100644 index c66f378c..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetObjectAnimationFrame.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetObjectAnimationFrame - AGK Help - - - - - - -

SetObjectAnimationFrame

Description

Sets the object bone positions to match a given time in the animation. Only objects loaded with LoadObjectWithChildren will have animations assigned to them. Animation names are defined by the modelling program when the animations were created, you can discover what the names are by using GetObjectAnimationName. If the given time falls between keyframes then the bone positions will be interpolated between them. The tweentime parameter can be used to interpolate between the current bone positions and the given time of the animation so that there is no sudden jump in bone positions. Note that as soon as this command is called the bones will be controlled by animation and cannot be moved with SetObjectBonePosition or similar commands. You can regain manual control of individual bones by using SetObjectBoneCanAnimate on it. You can regain control of the entire bone structure by using ResetObjectAnimation.

Definition

SetObjectAnimationFrame(uint32_t objID, animName, time, tweentime )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetObjectAnimationSpeed.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetObjectAnimationSpeed.htm deleted file mode 100644 index 54cab8e8..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetObjectAnimationSpeed.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetObjectAnimationSpeed - AGK Help - - - - - - -

SetObjectAnimationSpeed

Description

Sets the animation speed for the given object as a multiple of the default time, i.e. 1.0 would use the times from the animation keyframes, 2.0 would play them twice as fast, 0.5 twice as slow, and so on. You can also use negative values to play the animation in reverse, or 0 to pause it.

Definition

SetObjectAnimationSpeed( objID, speed )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetObjectBlendModes.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetObjectBlendModes.htm deleted file mode 100644 index e19db126..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetObjectBlendModes.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetObjectBlendModes - AGK Help - - - - - - -

SetObjectBlendModes

Description

When SetObjectTransparency is set to 3 then the source and destination blend values can be specified manually using this command. The blend modes available are as follows:
0 = 0
1 = 1
2 = Source Pixel Alpha
3 = 1 - Source Pixel Alpha
4 = Destination Pixel Alpha
5 = 1 - Destination Pixel Alpha
6 = Source Pixel Color (valid for destination mode only)
7 = 1 - Source Pixel Color (valid for destination mode only)
8 = Destination Pixel Color (valid for source mode only)
9 = 1 - Destination Pixel Color (valid for source mode only)
10 = Alpha Saturate (valid for source mode only)
The source pixel will be multiplied by the source mode, and the destination pixel will be multiplied by the destination mode. The two will then be added together to make the final pixel color. The source pixel is the pixel belonging to the object being drawn, whilst the destination pixel is the color of the pixel already on screen, which the current object is being drawn over.

Definition

SetObjectBlendModes( objID, src, dst )

Parameters



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetObjectBoneCanAnimate.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetObjectBoneCanAnimate.htm deleted file mode 100644 index ccf7d5d3..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetObjectBoneCanAnimate.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetObjectBoneCanAnimate - AGK Help - - - - - - -

SetObjectBoneCanAnimate

Description

Sets whether the specified bone is controlled by animation or controlled manually. When controlled by animation then none of the SetObjectBonePosition or similar commands will have any effect. When controlled manually the bone will maintain its current position unless modified by you.

Definition

SetObjectBoneCanAnimate( objID, boneIndex, animate )

Parameters

  • objID - The ID of the object that contains the bone.
  • boneIndex - The index of the bone to modify.
  • animate - 1 to allow animation to affect this bone, 0 to allow manual control.


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetObjectBoneLookAt.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetObjectBoneLookAt.htm deleted file mode 100644 index 4bc0a3b0..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetObjectBoneLookAt.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetObjectBoneLookAt - AGK Help - - - - - - -

SetObjectBoneLookAt

Description

Rotates the bone to look at a particular point in world space with an optional roll value. "looking at" is defined as aligning the bone's local Z axis to point its positive side at the given point. This can be achieved using only the Y and X angles in Euler notation, so you can specify an optional Z angle in degrees to roll the bone left of right whilst always looking at the same spot.

Definition

SetObjectBoneLookAt( objID, boneIndex, x, y, z, roll )

Parameters

  • objID - The ID of the object that contains the bone.
  • boneIndex - The index of the bone to modify.
  • x - The X component of the position to look at.
  • y - The Y component of the position to look at.
  • z - The Z component of the position to look at.
  • roll - The Z angle to roll the bone when looking at the given position, negative is clockwise.


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetObjectBonePosition.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetObjectBonePosition.htm deleted file mode 100644 index 8e1f0314..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetObjectBonePosition.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetObjectBonePosition - AGK Help - - - - - - -

SetObjectBonePosition

Description

Sets the position of the specified bone relative to its parent.

Definition

SetObjectBonePosition( objID, boneIndex, x, y, z )

Parameters

  • objID - The ID of the object that contains the bone.
  • boneIndex - The index of the bone to modify
  • x - The X component of the position.
  • y - The Y component of the position.
  • z - The Z component of the position.


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetObjectBoneRotation.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetObjectBoneRotation.htm deleted file mode 100644 index cb46af27..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetObjectBoneRotation.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetObjectBoneRotation - AGK Help - - - - - - -

SetObjectBoneRotation

Description

Sets the rotation of the specified bone using euler angles in degrees. Alternatively you can use SetObjectBoneRotationQuat to use a quaternion.

Definition

SetObjectBoneRotation( objID, boneIndex, angx, angy, angz )

Parameters

  • objID - The ID of the object that contains the bone.
  • boneIndex - The index of the bone to modify
  • angx - The X component of the rotation.
  • angy - The Y component of the rotation.
  • angz - The Z component of the rotation.


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetObjectBoneRotationQuat.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetObjectBoneRotationQuat.htm deleted file mode 100644 index fffb4594..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetObjectBoneRotationQuat.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetObjectBoneRotationQuat - AGK Help - - - - - - -

SetObjectBoneRotationQuat

Description

Sets the rotation of the specified bone relative to its parent as a quaternion.

Definition

SetObjectBoneRotationQuat( objID, boneIndex, w, x, y, z )

Parameters

  • objID - The ID of the object that contains the bone.
  • boneIndex - The index of the bone to modify.
  • w - The W component of the rotation.
  • x - The X component of the rotation.
  • y - The Y component of the rotation.
  • z - The Z component of the rotation.


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetObjectCastShadow.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetObjectCastShadow.htm deleted file mode 100644 index dea0f3f7..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetObjectCastShadow.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetObjectCastShadow - AGK Help - - - - - - -

SetObjectCastShadow

Description

Sets an object to cast shadows on other objects. By default this is set to 0. An object can be set to cast or receive shadows or both. You can exclude individual meshes of an object from casting shadows by using SetObjectMeshCastShadow.

Definition

SetObjectCastShadow( objID, mode )

Parameters

  • objID - The ID of the object to cast shadows
  • mode - 1 to make this object cast shadows, 0 to stop it casting shadows


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetObjectCollisionMode.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetObjectCollisionMode.htm deleted file mode 100644 index e577dbc7..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetObjectCollisionMode.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetObjectCollisionMode - AGK Help - - - - - - -

SetObjectCollisionMode

Description

Sets collision detection on or off for this object.

Definition

SetObjectCollisionMode( objID, mode )

Parameters

  • objID - The ID of the object to modify.
  • mode - 0 to turn collision off, 1 to turn it on.


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetObjectColor.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetObjectColor.htm deleted file mode 100644 index 5b720230..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetObjectColor.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetObjectColor - AGK Help - - - - - - -

SetObjectColor

Description

Sets the diffuse color to use when drawing this object. Values should be in the range 0-255 but are not limited to it. Values greater than 255 will over saturate the object and values less than 0 will take light away.

Definition

SetObjectColor( objID, red, green, blue, alpha )

Parameters

  • objID - The ID of the object to modify.
  • red - The red component of the color.
  • green - The green component of the color.
  • blue - The blue component of the color.
  • alpha - The alpha component of the color.


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetObjectColorEmissive.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetObjectColorEmissive.htm deleted file mode 100644 index e786420b..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetObjectColorEmissive.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetObjectColorEmissive - AGK Help - - - - - - -

SetObjectColorEmissive

Description

Sets the emissive color to use when drawing this object. Values should be in the range 0-255 but are not limited to it. Values greater than 255 will over saturate the object and values less than 0 will take light away. The emissive color simulates light being generated by the object so it will gain this color even if it is not being lit by anything. This does not not affect any surrounding objects.

Definition

SetObjectColorEmissive( objID, red, green, blue )

Parameters

  • objID - The ID of the object to modify.
  • red - The red component of the color.
  • green - The green component of the color.
  • blue - The blue component of the color.


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetObjectCullMode.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetObjectCullMode.htm deleted file mode 100644 index 3b09b534..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetObjectCullMode.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetObjectCullMode - AGK Help - - - - - - -

SetObjectCullMode

Description

Sets whether this object should draw its back faces when rendering. Use mode 0=both front and back drawn, 1=only front faces, 2=only back faces. By default only front faces are drawn (mode 1).

Definition

SetObjectCullMode( objID, mode )

Parameters

  • objID - The ID of the object to modify.
  • mode - The cull mode to use for this object.


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetObjectDepthBias.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetObjectDepthBias.htm deleted file mode 100644 index c737efbc..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetObjectDepthBias.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetObjectDepthBias - AGK Help - - - - - - -

SetObjectDepthBias

Description

Sets the depth bias when drawing this object to the screen. If two objects are very close together, one in front of the other, they can cause Z fighting where they appear to flicker between one object and the other being displayed in front of each other. For example a decal on the surface of another object. Z bias is designed to prevent this flickering by forcing (biasing) one object to always be in front of, or behind, the other. The bias value should be positive to bring this object towards the camera, and negative to push it backwards. This does not actually affect the position of the object, only its perceived position when the rendering system tests to see if the object should be drawn or not. If the object passes this biased depth test then it is drawn at its original position. The bias value is in multiples of the smallest z buffer value, so a bias value of 1 is the recommended value. Values smaller than this are not likely to have any effect, values bigger than this can be tried if a value of 1 does not work, try 1.5, 2.0, etc.

Definition

SetObjectDepthBias( objID, bias )

Parameters

  • objID - The ID of the object to modify.
  • bias - The bias amount, 0 to turn depth biasing off for this object.


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetObjectDepthRange.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetObjectDepthRange.htm deleted file mode 100644 index 2ac4b8c2..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetObjectDepthRange.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetObjectDepthRange - AGK Help - - - - - - -

SetObjectDepthRange

Description

Sets the range of depth values that this object is mapped to. By default this is 0 to 1 where 0 is the near plane and 1 is the far plane. For example setting a depth range of 1,1 will make every pixel in this object have a depth value of 1 when comparing and writing to the depth buffer. Values will be clamped to the range 0 to 1, objects outside the near or far planes will still be clipped. Reverse mappings are allowed by setting near greater than far.

Definition

SetObjectDepthRange( objID, zNear, zFar )

Parameters

  • objID - The ID of the object to modify.
  • zNear - The start of the depth range for this object
  • zFar - The end of the depth range for this object


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetObjectDepthReadMode.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetObjectDepthReadMode.htm deleted file mode 100644 index d5df1170..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetObjectDepthReadMode.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetObjectDepthReadMode - AGK Help - - - - - - -

SetObjectDepthReadMode

Description

Sets the depth read mode when drawing this object to the screen. The object must pass the the depth test in order to be visible. The available options are 0=never pass, 1=less than, 2=equal, 3=less than or equal, 4=greater than, 5=not equal, 6=greater than or equal, 7=always pass. By default all objects use the mode 1 (less than) which means they must be closer than any objects already drawn to be visible.

Definition

SetObjectDepthReadMode( objID, mode )

Parameters

  • objID - The ID of the object to modify.
  • mode - The depth mode to use for this object.


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetObjectDepthWrite.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetObjectDepthWrite.htm deleted file mode 100644 index 8fe3ddd3..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetObjectDepthWrite.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetObjectDepthWrite - AGK Help - - - - - - -

SetObjectDepthWrite

Description

Sets the depth write mode when drawing this object to the screen. If it passes the depth test the object writes its depth value to the depth buffer to stop anything further behind from passing their depth tests. By default only objects that are closer (less than) the current depth value will overwrite the current contents of the screen. You can turn off this writing to the depth buffer for this object, this can be useful for transparent objects that shouldn't block drawing behind themselves. By default all opaque objects have depth write turned on and all transparent objects have depth write turned off.

Definition

SetObjectDepthWrite( objID, mode )

Parameters

  • objID - The ID of the object to modify.
  • mode - 0 to turn depth write off for this object, 1 to turn it on.


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetObjectFogMode.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetObjectFogMode.htm deleted file mode 100644 index 18e9b50d..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetObjectFogMode.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetObjectFogMode - AGK Help - - - - - - -

SetObjectFogMode

Description

Turns fog on or off when drawing this object. By default all objects receive fog when it is turned on with SetFogMode

Definition

SetObjectFogMode( objID, mode )

Parameters

  • objID - The ID of the object to modify.
  • mode - 0 to turn fog off, 1 to turn it on.


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetObjectImage.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetObjectImage.htm deleted file mode 100644 index a9383653..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetObjectImage.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetObjectImage - AGK Help - - - - - - -

SetObjectImage

Description

Sets all meshes in this object to use this image when rendering. You can set textures separately for each mesh by using SetObjectMeshImage. Each mesh can have up to 8 images assigned to it in the texture stages 0 to 7. If you are unsure of which texture stage to use, place the image in stage 0. Texture stages can be used to assign multiple images to a mesh, for example you might put the base (diffuse) texture in stage 0, a normal map in stage 1, and a light map in stage 2. The shader used to draw this object can then combine the various textures into a pixel value to show on the screen. Using an image value of 0 for a particular texture stage removes any assigned image from that stage.

Definition

SetObjectImage( objID, imageID, texStage )

Parameters

  • objID - The ID of the object to modify.
  • imageID - The ID of the image to assign to this object.
  • texStage - The texture stage to use for this image.


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetObjectLightMap.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetObjectLightMap.htm deleted file mode 100644 index 2d6259a9..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetObjectLightMap.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetObjectLightMap - AGK Help - - - - - - -

SetObjectLightMap

Description

Sets all meshes in this object to use the specified image as a lightmap. You can set a light map for a single mesh by using SetObjectMeshLightMap. The lightmap will be placed in texture stage 1, overwriting anything that is already there and will have a shader generated that combines it with texture stage 0, and any dynamic lighting, to correctly light the object. If you are setting your own shader with SetObjectShader then your shader will have to make use of the lightmap itself as AGK will not modify your shader in this way.

The lightmap will use the second set of UV coordinates, if available, otherwise it will use the same UV coordinates as the base texture.

Definition

SetObjectLightMap( objID, imageID )

Parameters

  • objID - The ID of the object to modify.
  • imageID - The ID of the image to use as a light map.


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetObjectLightMode.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetObjectLightMode.htm deleted file mode 100644 index 1c77e027..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetObjectLightMode.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetObjectLightMode - AGK Help - - - - - - -

SetObjectLightMode

Description

Turns lighting on or off when drawing this object.

Definition

SetObjectLightMode( objID, mode )

Parameters

  • objID - The ID of the object to modify.
  • mode - 0 to turn lighting off, 1 to turn it on.


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetObjectLookAt.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetObjectLookAt.htm deleted file mode 100644 index ae462ac4..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetObjectLookAt.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetObjectLookAt - AGK Help - - - - - - -

SetObjectLookAt

Description

Rotates the object to look at a particular point in space with an optional roll value. "looking at" is defined as aligning the object's local Z axis to point its positive side at the given point. This can be achieved using only the Y and X angles in Euler notation, so you can specify an optional Z angle in degrees to roll the object left of right whilst always looking at the same spot.

Definition

SetObjectLookAt( objID, x, y, z, roll )

Parameters

  • objID - The ID of the object to modify.
  • x - The X component of the position to look at.
  • y - The Y component of the position to look at.
  • z - The Z component of the position to look at.
  • roll - The Z angle to roll the object when looking at the given position, negative is clockwise.


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetObjectMeshCastShadow.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetObjectMeshCastShadow.htm deleted file mode 100644 index 23946bff..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetObjectMeshCastShadow.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetObjectMeshCastShadow - AGK Help - - - - - - -

SetObjectMeshCastShadow

Description

Sets whether this object's mesh casts a shadow or not. This only has an effect if the object is set as casting a shadow, if the object is set to not cast a shadow then none of its meshes will cast shadows. By default all meshes are set as casting a shadow but all objects are set as not casting a shadow. Therefore you can enable and disable shadow casting for an object by toggling the object cast mode. This mesh casting command can be used to exclude particular meshes from the shadow cast routine if desired.

Definition

SetObjectMeshCastShadow(uint32_t objID, meshIndex,int mode)

Parameters

  • objID - The ID of the object to modify.
  • meshIndex - The index of the mesh to change, first mesh is at index 1.
  • mode - 1 to set this object's mesh as casting a shadow, 0 to never cast a shadow.


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetObjectMeshCollisionMode.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetObjectMeshCollisionMode.htm deleted file mode 100644 index a8da3ec0..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetObjectMeshCollisionMode.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetObjectMeshCollisionMode - AGK Help - - - - - - -

SetObjectMeshCollisionMode

Description

Sets collision detection on or off for a single mesh in a object.

Definition

SetObjectMeshCollisionMode(uint32_t objID,int meshIndex, mode)

Parameters

  • objID - The ID of the object to modify.
  • meshIndex - The index of the mesh to change collison mode, first mesh is at index 1.
  • mode - 0 to turn collision off, 1 to turn it on.


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetObjectMeshImage.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetObjectMeshImage.htm deleted file mode 100644 index 4d6fe965..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetObjectMeshImage.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetObjectMeshImage - AGK Help - - - - - - -

SetObjectMeshImage

Description

Sets an object mesh to use this image when rendering. A mesh can have up to 8 images assigned to it in the texture stages 0 to 7. If you are unsure of which texture stage to use, place the image in stage 0. Texture stages can be used to assign multiple images to a mesh, for example you might put the base (diffuse) texture in stage 0, a normal map in stage 1, and a light map in stage 2. The shader used to draw this object can then combine the various textures into a pixel value to show on the screen. Using an image value of 0 for a particular texture stage removes any assigned image from that stage. Mesh indices are in the range 1 to GetObjectNumMeshes

Definition

SetObjectMeshImage( objID, meshIndex, imageID, textureStage )

Parameters

  • objID - The ID of the object to modify.
  • meshIndex - The index of the mesh to modify, first mesh is at index 1.
  • imageID - The ID of the image to assign to this object.
  • textureStage - The texture stage to use for this image.


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetObjectMeshLightMap.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetObjectMeshLightMap.htm deleted file mode 100644 index 58b28dea..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetObjectMeshLightMap.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetObjectMeshLightMap - AGK Help - - - - - - -

SetObjectMeshLightMap

Description

Sets an object mesh to use the specified image as a lightmap. The lightmap will be placed in texture stage 1, overwriting anything that is already there and will have a shader generated that combines it with texture stage 0, and any dynamic lighting, to correctly light the object. If you are setting your own shader with SetObjectShader then your shader will have to make use of the lightmap itself as AGK will not modify your shader in this way. Mesh indices are in the range 1 to GetObjectNumMeshes

Definition

SetObjectMeshLightMap( objID, meshIndex, imageID )

Parameters

  • objID - The ID of the object to modify.
  • meshIndex - The index of the mesh to modify, first mesh is at index 1.
  • imageID - The ID of the image to use as a light map.


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SetObjectMeshNormalMap

Description

Sets an object mesh to use the specified image as a normal map. The normal map will be placed in texture stage 2, overwriting anything that is already there and will have a shader generated that combines it with any dynamic lighting, to correctly light the object. If you are setting your own shader with SetObjectShader then your shader will have to make use of the normal map itself as AGK will not modify your shader in this way. Mesh indices are in the range 1 to GetObjectNumMeshes

Definition

SetObjectMeshNormalMap( objID, meshIndex, imageID )

Parameters

  • objID - The ID of the object to modify.
  • meshIndex - The index of the mesh to modify, first mesh is at index 1.
  • imageID - The ID of the image to use as a normal map.


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetObjectMeshNormalMapScale.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetObjectMeshNormalMapScale.htm deleted file mode 100644 index c78d02c0..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetObjectMeshNormalMapScale.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetObjectMeshNormalMapScale - AGK Help - - - - - - -

SetObjectMeshNormalMapScale

Description

Scales the normal map UV coordinates by the specified amount. This does not affect any other texture, but does stack on top of the object's UV offset and scale. A scale value of 1.0 would use unmodified UVs, a scale value of 2.0 would double the UV value, and so on.

Definition

SetObjectMeshNormalMapScale( objID, meshIndex, scaleU, scaleV )

Parameters

  • objID - The ID of the object to modify.
  • meshIndex - The index of the mesh to modify, first mesh is at index 1.
  • scaleU - The amount to scale the normal map in the U direction
  • scaleV - The amount to scale the normal map in the V direction


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetObjectMeshShader.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetObjectMeshShader.htm deleted file mode 100644 index 474aa2ba..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetObjectMeshShader.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetObjectMeshShader - AGK Help - - - - - - -

SetObjectMeshShader

Description

Sets the shader used to draw this mesh, the shader must have been loaded with LoadShader. A shader is like a script sent to the GPU to tell it how to combine the polygon and texture data to display it on screen. By default meshes are assigned an internal shader that will handle lighting and texturing. If you use a shader ID of 0 the mesh is assigned the internal shader. Mesh indices are in the range 1 to GetObjectNumMeshes

Definition

SetObjectMeshShader( objID, meshIndex, shaderID )

Parameters

  • objID - The ID of the object to modify.
  • meshIndex - The index of the mesh to modify, first mesh is at index 1.
  • shaderID - The ID of the shader to use.


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SetObjectMeshUVOffset

Description

Modifies the mesh UVs to shift them by the specified offset. This may push the UV coordinates outside the range 0.0 to 1.0, in which case the image wrap mode will be used to either clamp or repeat the texture. Use SetImageWrapU and SetImageWrapV to set the wrap mode. Note that the image must be a power of 2 in size to use the repeat mode.

Definition

SetObjectMeshUVOffset( objID, meshIndex, textureStage, offsetU, offsetV )

Parameters

  • objID - The ID of the object to modify.
  • meshIndex - The index of the mesh to modify.
  • textureStage - The texture stage of the UVs to modify, in the range 0 to 7
  • offsetU - The offset to use in the U direction, the default is 0
  • offsetV - The offset to use in the V direction, the default is 0


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SetObjectMeshUVScale

Description

Modifies the mesh UVs to scale them by the specified amount. This may push the UV coordinates outside the range 0.0 to 1.0, in which case the image wrap mode will be used to either clamp or repeat the texture. Use SetImageWrapU and SetImageWrapV to set the wrap mode. A scale value of 1 will leave the UV coordinates with their default values, whilst a scale value of 2.0 would double the number of times the texture appears across the mesh (assuming the wrap mode is set to repeat). Note that the image must be a power of 2 in size to use the repeat mode.

Definition

SetObjectMeshUVScale( objID, meshIndex, textureStage, scaleU, scaleV )

Parameters

  • objID - The ID of the object to modify.
  • meshIndex - The index of the mesh to modify.
  • textureStage - The texture stage of the UVs to modify, in the range 0 to 7
  • scaleU - The scale to use in the U direction, the default is 1
  • scaleV - The scale to use in the V direction, the default is 1


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetObjectMeshVisible.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetObjectMeshVisible.htm deleted file mode 100644 index 0f9adbc0..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetObjectMeshVisible.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetObjectMeshVisible - AGK Help - - - - - - -

SetObjectMeshVisible

Description

Sets whether this object's mesh is visible or not. This only has an effect if the object is set as visible, if the object is not visible then none of its meshes will be drawn.

Definition

SetObjectMeshVisible(uint32_t objID, meshIndex,int mode)

Parameters

  • objID - The ID of the object to modify.
  • meshIndex - The index of the mesh to change, first mesh is at index 1.
  • mode - 1 to set this object's mesh as visible, 0 to hide it.


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetObjectNormalMap.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetObjectNormalMap.htm deleted file mode 100644 index fd273c61..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetObjectNormalMap.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetObjectNormalMap - AGK Help - - - - - - -

SetObjectNormalMap

Description

Sets all meshes in this object to use the specified image as a normal map. You can set a normal map for a single mesh by using SetObjectMeshNormalMap. The normal map will be placed in texture stage 2, overwriting anything that is already there and will have a shader generated that combines it with any dynamic lighting, to correctly light the object. If you are setting your own shader with SetObjectShader then your shader will have to make use of the normal map itself as AGK will not modify your shader in this way.

The normal map will use the second set of UV coordinates, if available, otherwise it will use the same UV coordinates as the base texture. If there is also an image in texture stage 1 (such as a light map) then the normal map will always use the base UVs.

Definition

SetObjectNormalMap( objID, imageID )

Parameters

  • objID - The ID of the object to modify.
  • imageID - The ID of the image to use as a normal map.


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SetObjectNormalMapScale

Description

Scales the normal map UV coordinates by the specified amount. This does not affect any other texture, but does stack on top of the object's UV offset and scale. A scale value of 1.0 would use unmodified UVs, a scale value of 2.0 would double the UV value, and so on.

Definition

SetObjectNormalMapScale( objID, scaleU, scaleV )

Parameters

  • objID - The ID of the object to modify.
  • scaleU - The amount to scale the normal map in the U direction
  • scaleV - The amount to scale the normal map in the V direction


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetObjectPosition.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetObjectPosition.htm deleted file mode 100644 index de67469e..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetObjectPosition.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetObjectPosition - AGK Help - - - - - - -

SetObjectPosition

Description

Sets the position of the specified object. By default objects are positioned at 0,0,0

Definition

SetObjectPosition( objID, x, y, z )

Parameters

  • objID - The ID of the object to modify.
  • x - The X component of the position.
  • y - The Y component of the position.
  • z - The Z component of the position.


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SetObjectReceiveShadow

Description

Sets an object to receive shadows from other objects. By default this is set to 1. An object can be set to cast or receive shadows or both.

Definition

SetObjectReceiveShadow( objID, mode )

Parameters

  • objID - The ID of the object to receive shadows
  • mode - 1 to make this object receive shadows, 0 to stop it receiving shadows


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetObjectRotation.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetObjectRotation.htm deleted file mode 100644 index 766dfa2f..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetObjectRotation.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetObjectRotation - AGK Help - - - - - - -

SetObjectRotation

Description

Sets the rotation of the specified object using euler angles in degrees. Alternatively you can use SetObjectRotationQuat to use a quaternion. By default objects are created with the angles 0,0,0 in the order YXZ. Euler angles are compound angles where the object starts at 0,0,0 and is then rotated using the given Y angle, then by the given X angle, then rolled by the given Z angle. Each 3D rotation can be represented by 2 Euler angle combinations, Y,X,Z and Y-180,X-180,Z-180 so either version may be returned by the GetObjectAngle commands. Quaternions and Euler angles can both be used at the same time. For example setting a quaternion rotation will generate equivalent Euler values that can be retrieved with GetObjectAngleX, GetObjectAngleX, and GetObjectAngleZ.

Definition

SetObjectRotation( objID, angx, angy, angz )

Parameters

  • objID - The ID of the object to modify.
  • angx - The X component of the euler rotation.
  • angy - The Y component of the euler rotation.
  • angz - The Z component of the euler rotation.


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SetObjectRotationQuat

Description

Sets the rotation of the specified object using a quaternion. Alternatively you can use SetObjectRotation to use Euler angles. By default objects are created with the quaternion 1,0,0,0 in the order w,x,y,z. A Quaternion is a 4 dimensional representation of a 3D rotation with the property w^2+x^2+y^2+z^2 = 1 which allows easy interpolation between two rotations by linearly interpolating the two quaternions and normalising them. Each 3D rotation is represented by exactly 2 quaternions, w,x,y,z and -w,-x,-y,-z so either version may be returned by the GetObjectQuat commands. Quaternions and Euler angles can both be used at the same time. For example setting a quaternion rotation will generate equivalent Euler values that can be retrieved with GetObjectAngleX, GetObjectAngleX, and GetObjectAngleZ.

Definition

SetObjectRotationQuat( objID, w, x, y, z )

Parameters

  • objID - The ID of the object to modify.
  • w - The W component of the quaternion.
  • x - The X component of the quaternion.
  • y - The Y component of the quaternion.
  • z - The Z component of the quaternion.


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetObjectScale.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetObjectScale.htm deleted file mode 100644 index bddc8587..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetObjectScale.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetObjectScale - AGK Help - - - - - - -

SetObjectScale

Description

Modifies the object size in the X, Y, and Z directions. A scale value of 1,1,1 returns the object to its original size, a scale value of 2 would make the object twice as big, 0.5 would be half the size, and so on. This command does not stack, so calling it twice with a value of 2 would not make it 4 times bigger, it would remain 2 times bigger. Note that using different values for the X, Y, and Z directions like so 1,2,1 is called a non-uniform scale, whilst 1.5,1.5,1.5 would be a uniform scale. Non-uniform scaling requires that any shader used by this object use the agk_WorldNormal matrix for any normal transformations to look correct. If this object was loaded with LoadObjectWithChildren command and has child objects, or has objects attached to it with FixObjectToObject, then they will also be scaled by this amount in addition to their own scaling. Note that this will not work correctly with bone animated objects, use SetObjectScalePermanent instead.

Definition

SetObjectScale( objID, x, y, z )

Parameters

  • objID - The ID of the object to modify.
  • x - The amount to scale the object on the X axis.
  • y - The amount to scale the object on the Y axis.
  • z - The amount to scale the object on the Z axis.


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetObjectScalePermanent.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetObjectScalePermanent.htm deleted file mode 100644 index 1b79e659..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetObjectScalePermanent.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetObjectScalePermanent - AGK Help - - - - - - -

SetObjectScalePermanent

Description

Modifies the object size in the X, Y, and Z directions. This modifies the object's vertices which makes this a permanent change, and is slower than SetObjectScale. This command does not read or affect the values set with SetObjectScale so using SetObjectScale(ID,2,2,2) and then setting a permanent scale of 3,3,3 would still draw the object 2 times bigger than normal, which means 6 times bigger than when you started. This command does not affect any child objects that may have been loaded with it, nor any objects attached to it with FixObjectToObject. This command will work on bone animated objects as long as the scale is uniform, i.e. the X, Y, and Z scale values are all the same.

Definition

SetObjectScalePermanent( objID, x, y, z )

Parameters

  • objID - The ID of the object to modify.
  • x - The amount to scale the object on the X axis.
  • y - The amount to scale the object on the Y axis.
  • z - The amount to scale the object on the Z axis.


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetObjectScreenCulling.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetObjectScreenCulling.htm deleted file mode 100644 index 35aa6708..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetObjectScreenCulling.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetObjectScreenCulling - AGK Help - - - - - - -

SetObjectScreenCulling

Description

Sets whether the object will be culled when it moves off screen. By default AGK will attempt to detect when an object has moved off screen, and objects that are no longer on screen will no longer be sent to the render pipeline. If the vertex shader modifies the vertices from their normal positions then this should be turned off as AGK can't know in advance where the object will be drawn.

Definition

SetObjectScreenCulling( objID, mode )

Parameters

  • objID - The ID of the object to modify.
  • mode - 0 to turn off screen culling, 1 to turn it on (default).


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SetObjectShader

Description

Sets the shader used to draw the meshes in this object, each mesh can have its own shader set with SetObjectMeshShader, this command sets all meshes in this object to use the specified shader. The shader must have been loaded with LoadShader. A shader is like a script sent to the GPU to tell it how to combine the polygon and texture data to display it on screen. By default meshes are assigned an internal shader that will handle lighting and texturing. If you use a shader ID of 0 the meshes are assigned the internal shader.

Definition

SetObjectShader( objID, shaderID )

Parameters

  • objID - The ID of the object to modify.
  • shaderID - The ID of the shader to use.


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SetObjectShaderConstantArrayByName

Description

This command is deprecated, it is an exact copy of SetObjectShaderConstantArrayVec4ByName.

Definition

SetObjectShaderConstantArrayByName( objID, szName, arrayIndex, value1, value2, value3, value4 )

Parameters

  • objID - The ID of the object to modify.
  • szName - The name of the constant to change, as defined in the shader source file.
  • arrayIndex - The index of the element within the array to modify.
  • value1 - The X or R component of the new value
  • value2 - The Y or G component of the new value
  • value3 - The Z or B component of the new value
  • value4 - The W or A component of the new value


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetObjectShaderConstantArrayFloatByName.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetObjectShaderConstantArrayFloatByName.htm deleted file mode 100644 index 7f9eb7fb..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetObjectShaderConstantArrayFloatByName.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetObjectShaderConstantArrayFloatByName - AGK Help - - - - - - -

SetObjectShaderConstantArrayFloatByName

Description

Sets a shader constant array index for an object by name, the constant must be marked as "uniform" in the shader source. The object will use the specified value with any shader that is applied to the object. This value will not affect any other objects that use that shader. Array indices start at 0, if the array index exceeds the size of the array defined in the shader then the result is undefined. This command can only set arrays of floats.

Definition

SetObjectShaderConstantArrayFloatByName( objID, szName, arrayIndex, value )

Parameters

  • objID - The ID of the object to modify.
  • szName - The name of the constant to change, as defined in the shader source file.
  • arrayIndex - The element of the array to modify.
  • value - The new value to use


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetObjectShaderConstantArrayVec2ByName.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetObjectShaderConstantArrayVec2ByName.htm deleted file mode 100644 index 52d282b9..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetObjectShaderConstantArrayVec2ByName.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetObjectShaderConstantArrayVec2ByName - AGK Help - - - - - - -

SetObjectShaderConstantArrayVec2ByName

Description

Sets a shader constant array index for an object by name, the constant must be marked as "uniform" in the shader source. The object will use the specified value with any shader that is applied to the object. This value will not affect any other objects that use that shader. Array indices start at 0, if the array index exceeds the size of the array defined in the shader then the result is undefined. This command can only set arrays of vec2.

Definition

SetObjectShaderConstantArrayVec2ByName( objID, szName, arrayIndex, value1, value2 )

Parameters

  • objID - The ID of the object to modify.
  • szName - The name of the constant to change, as defined in the shader source file.
  • arrayIndex - The element of the array to modify.
  • value1 - The X component of the new value
  • value2 - The Y component of the new value


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetObjectShaderConstantArrayVec3ByName.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetObjectShaderConstantArrayVec3ByName.htm deleted file mode 100644 index cbf2f47c..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetObjectShaderConstantArrayVec3ByName.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetObjectShaderConstantArrayVec3ByName - AGK Help - - - - - - -

SetObjectShaderConstantArrayVec3ByName

Description

Sets a shader constant array index for an object by name, the constant must be marked as "uniform" in the shader source. The object will use the specified value with any shader that is applied to the object. This value will not affect any other objects that use that shader. Array indices start at 0, if the array index exceeds the size of the array defined in the shader then the result is undefined. This command can only set arrays of vec3.

Note that arrays of vec3 have an inefficient use of space and are padded to vec4, so may be slghtly slower than using an array of vec4.

Definition

SetObjectShaderConstantArrayVec3ByName( objID, szName, arrayIndex, value1, value2, value3 )

Parameters

  • objID - The ID of the object to modify.
  • szName - The name of the constant to change, as defined in the shader source file.
  • arrayIndex - The element of the array to modify.
  • value1 - The X component of the new value
  • value2 - The Y component of the new value
  • value3 - The Z component of the new value


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetObjectShaderConstantArrayVec4ByName.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetObjectShaderConstantArrayVec4ByName.htm deleted file mode 100644 index 5b79ef7d..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetObjectShaderConstantArrayVec4ByName.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetObjectShaderConstantArrayVec4ByName - AGK Help - - - - - - -

SetObjectShaderConstantArrayVec4ByName

Description

Sets a shader constant array index for an object by name, the constant must be marked as "uniform" in the shader source. The object will use the specified value with any shader that is applied to the object. This value will not affect any other objects that use that shader. Array indices start at 0, if the array index exceeds the size of the array defined in the shader then the result is undefined. This command can only set arrays of vec4.

Definition

SetObjectShaderConstantArrayVec4ByName( objID, szName, arrayIndex, value1, value2, value3, value4 )

Parameters

  • objID - The ID of the object to modify.
  • szName - The name of the constant to change, as defined in the shader source file.
  • arrayIndex - The element of the array to modify.
  • value1 - The X component of the new value
  • value2 - The Y component of the new value
  • value3 - The Z component of the new value
  • value4 - The W component of the new value


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetObjectShaderConstantByName.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetObjectShaderConstantByName.htm deleted file mode 100644 index 61a59056..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetObjectShaderConstantByName.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetObjectShaderConstantByName - AGK Help - - - - - - -

SetObjectShaderConstantByName

Description

Sets a shader constant for an object by name, the constant must be marked as "uniform" in the shader source. The object will use the specified value with any shader that is applied to the object. This value will not affect any other objects that use that shader. All shader values have 1 to 4 components, this command accepts 4 values and discards any that are not used by the named variable.

Definition

SetObjectShaderConstantByName( objID, szName, value1, value2, value3, value4 )

Parameters

  • objID - The ID of the object to modify.
  • szName - The name of the constant to change, as defined in the shader source file.
  • value1 - The X or R component of the new value, this value will always be used.
  • value2 - The Y or G component of the new value, if the constant only uses 1 component this value is discarded.
  • value3 - The Z or B component of the new value, if the constant only uses 2 components this value is discarded.
  • value4 - The W or A component of the new value, if the constant only uses 3 components this value is discarded.


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetObjectShaderConstantDefault.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetObjectShaderConstantDefault.htm deleted file mode 100644 index 2c7960ce..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetObjectShaderConstantDefault.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetObjectShaderConstantDefault - AGK Help - - - - - - -

SetObjectShaderConstantDefault

Description

Stops an object setting the given constant name in its shaders and uses the shader's default value from now on.

Definition

SetObjectShaderConstantDefault( objID, szName )

Parameters

  • objID - The ID of the object to modify.
  • szName - The name of the constant to stop changing.


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetObjectTransparency.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetObjectTransparency.htm deleted file mode 100644 index 228d5a52..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetObjectTransparency.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetObjectTransparency - AGK Help - - - - - - -

SetObjectTransparency

Description

Sets the transparency mode for this object, 0 is opaque, 1 is alpha blended, 2 is additive blended, 3 is custom blending. Using a transparency value greater than 0 will slow down rendering, it also doesn't write transparent objects to the Z buffer so it might cause some depth ordering problems. There is an alternative form of transparency called Alpha Masking that is useful if you only need fully transparent or fully opaque pixels but no blending in between. See SetObjectAlphaMask for more details.

When using mode 3 (custom) the blend values must be specified with SetObjectBlendModes otherwise the object will not be transparent.

Definition

SetObjectTransparency( objID, mode )

Parameters

  • objID - The ID of the object to modify.
  • mode - The transparency mode to use for this object.


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetObjectUVOffset.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetObjectUVOffset.htm deleted file mode 100644 index 1fc1bbee..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetObjectUVOffset.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetObjectUVOffset - AGK Help - - - - - - -

SetObjectUVOffset

Description

Modifies all meshes in the object to use the specified UV offset, see SetObjectMeshUVOffset for more information.

Definition

SetObjectUVOffset( objID, textureStage, offsetU, offsetV )

Parameters

  • objID - The ID of the object to modify.
  • textureStage - The texture stage of the UVs to modify, in the range 0 to 7
  • offsetU - The offset to use in the U direction, the default is 0
  • offsetV - The offset to use in the V direction, the default is 0


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetObjectUVScale.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetObjectUVScale.htm deleted file mode 100644 index 58ed6753..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetObjectUVScale.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetObjectUVScale - AGK Help - - - - - - -

SetObjectUVScale

Description

Modifies all meshes in the object to use the specified UV scale, see SetObjectMeshUVScale for more information.

Definition

SetObjectUVScale( objID, textureStage, scaleU, scaleV )

Parameters

  • objID - The ID of the object to modify.
  • textureStage - The texture stage of the UVs to modify, in the range 0 to 7
  • scaleU - The scale to use in the U direction, the default is 1
  • scaleV - The scale to use in the V direction, the default is 1


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetObjectVisible.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetObjectVisible.htm deleted file mode 100644 index 7397aa49..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetObjectVisible.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetObjectVisible - AGK Help - - - - - - -

SetObjectVisible

Description

Sets whether this object is visible or not. It will still participate in collisions and other non-visual interactions.

Definition

SetObjectVisible( objID, mode )

Parameters

  • objID - The ID of the object to modify.
  • mode - 1 to set this object as visible, 0 to hide it.


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetPointLightColor.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetPointLightColor.htm deleted file mode 100644 index bc0dc125..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetPointLightColor.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetPointLightColor - AGK Help - - - - - - -

SetPointLightColor

Description

Changes the point light to a new color. Values should be in the range 0-255 but are not limited to it. Values greater than 255 will over saturate things and values less than 0 will take light away.

Definition

SetPointLightColor( lightID, red, green, blue )

Parameters

  • lightID - The ID of the light to modify.
  • red - The red component of the light color.
  • green - The green component of the light color.
  • blue - The blue component of the light color.


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetPointLightMode.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetPointLightMode.htm deleted file mode 100644 index 978902d5..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetPointLightMode.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetPointLightMode - AGK Help - - - - - - -

SetPointLightMode

Description

Sets the point light to vertex or pixel mode. Vertex mode is faster but pixel mode has better quality. By default lights are created in vertex mode. A mesh can be lit by up to 8 vertex lights and 4 pixel lights at a time, if you add more lights than this then the closest lights will be used by the mesh.

Definition

SetPointLightMode( lightID, mode )

Parameters

  • lightID - The ID of the light to modify.
  • mode - 0 for vertex, 1 for pixel mode.


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetPointLightPosition.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetPointLightPosition.htm deleted file mode 100644 index 01e0f7a1..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetPointLightPosition.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetPointLightPosition - AGK Help - - - - - - -

SetPointLightPosition

Description

Places the point light at a new position.

Definition

SetPointLightPosition( lightID, x, y, z )

Parameters

  • lightID - The ID of the light to modify.
  • x - The X component of the new position.
  • y - The Y component of the new position.
  • z - The Z component of the new position.


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetPointLightRadius.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetPointLightRadius.htm deleted file mode 100644 index d5805077..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetPointLightRadius.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetPointLightRadius - AGK Help - - - - - - -

SetPointLightRadius

Description

Changes the point light to a new radius of affect. Objects greater than this distance from the light will receive zero light from it.

Definition

SetPointLightRadius( lightID, radius )

Parameters

  • lightID - The ID of the light to modify.
  • radius - The distance that the light can affect.


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetShaderConstantArrayByName.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetShaderConstantArrayByName.htm deleted file mode 100644 index 0f0e0cfe..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetShaderConstantArrayByName.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetShaderConstantArrayByName - AGK Help - - - - - - -

SetShaderConstantArrayByName

Description

This command is deprecated, it is an exact copy of SetShaderConstantArrayVec4ByName.

Definition

SetShaderConstantArrayByName( shaderID, szName, arrayIndex, value1, value2, value3, value4 )

Parameters

  • shaderID - The ID of the shader to modify.
  • szName - The name of the constant to change, as defined in the shader source file.
  • arrayIndex - The element of the array to modify.
  • value1 - The X or R component of the new value
  • value2 - The Y or G component of the new value
  • value3 - The Z or B component of the new value
  • value4 - The W or A component of the new value


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetShaderConstantArrayFloatByName.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetShaderConstantArrayFloatByName.htm deleted file mode 100644 index 8a271c76..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetShaderConstantArrayFloatByName.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetShaderConstantArrayFloatByName - AGK Help - - - - - - -

SetShaderConstantArrayFloatByName

Description

Sets a shader constant array index by name, the constant must be marked as "uniform" in the shader source. Array indices start at 0, if the array index is out of bounds then it will be ignored and no changes will be made. This will affect all objects drawn using this shader. This command can only set arrays of floats

Definition

SetShaderConstantArrayFloatByName( shaderID, szName, arrayIndex, value )

Parameters

  • shaderID - The ID of the shader to modify.
  • szName - The name of the constant to change, as defined in the shader source file.
  • arrayIndex - The index of the element within the array to modify.
  • value - The new value to use


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetShaderConstantArrayVec2ByName.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetShaderConstantArrayVec2ByName.htm deleted file mode 100644 index 46152825..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetShaderConstantArrayVec2ByName.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetShaderConstantArrayVec2ByName - AGK Help - - - - - - -

SetShaderConstantArrayVec2ByName

Description

Sets a shader constant array index by name, the constant must be marked as "uniform" in the shader source. Array indices start at 0, if the array index is out of bounds then it will be ignored and no changes will be made. This will affect all objects drawn using this shader. This command can only set arrays of vec2

Definition

SetShaderConstantArrayVec2ByName( shaderID, szName, arrayIndex, value1, value2 )

Parameters

  • shaderID - The ID of the shader to modify.
  • szName - The name of the constant to change, as defined in the shader source file.
  • arrayIndex - The element of the array to modify.
  • value1 - The X component of the new value
  • value2 - The Y component of the new value


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetShaderConstantArrayVec3ByName.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetShaderConstantArrayVec3ByName.htm deleted file mode 100644 index bab69f43..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetShaderConstantArrayVec3ByName.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetShaderConstantArrayVec3ByName - AGK Help - - - - - - -

SetShaderConstantArrayVec3ByName

Description

Sets a shader constant array index by name, the constant must be marked as "uniform" in the shader source. Array indices start at 0, if the array index is out of bounds then it will be ignored and no changes will be made. This will affect all objects drawn using this shader. This command can only set arrays of vec3.

Note that arrays of vec3 have an inefficient use of space and are padded to vec4, so may be slghtly slower than using an array of vec4.

Definition

SetShaderConstantArrayVec3ByName( shaderID, szName, arrayIndex, value1, value2, value3 )

Parameters

  • shaderID - The ID of the shader to modify.
  • szName - The name of the constant to change, as defined in the shader source file.
  • arrayIndex - The element of the array to modify.
  • value1 - The X component of the new value
  • value2 - The Y component of the new value
  • value3 - The Z component of the new value


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetShaderConstantArrayVec4ByName.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetShaderConstantArrayVec4ByName.htm deleted file mode 100644 index e561a089..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetShaderConstantArrayVec4ByName.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetShaderConstantArrayVec4ByName - AGK Help - - - - - - -

SetShaderConstantArrayVec4ByName

Description

Sets a shader constant array index by name, the constant must be marked as "uniform" in the shader source. Array indices start at 0, if the array index is out of bounds then it will be ignored and no changes will be made. This will affect all objects drawn using this shader. This command can only set arrays of vec4

Definition

SetShaderConstantArrayVec4ByName( shaderID, szName, arrayIndex, value1, value2, value3, value4 )

Parameters

  • shaderID - The ID of the shader to modify.
  • szName - The name of the constant to change, as defined in the shader source file.
  • arrayIndex - The element of the array to modify.
  • value1 - The X component of the new value
  • value2 - The Y component of the new value
  • value3 - The Z component of the new value
  • value4 - The W component of the new value


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetShaderConstantByName.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetShaderConstantByName.htm deleted file mode 100644 index 44fc4143..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetShaderConstantByName.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetShaderConstantByName - AGK Help - - - - - - -

SetShaderConstantByName

Description

Sets a shader constant by name, the constant must be marked as "uniform" in the shader source. This will affect all objects drawn using this shader. All shader values have 1 to 4 components, this command accepts 4 values and discards any that are not used by the named variable.

Definition

SetShaderConstantByName( shaderID, szName, value1, value2, value3, value4 )

Parameters

  • shaderID - The ID of the shader to modify.
  • szName - The name of the constant to change, as defined in the shader source file.
  • value1 - The X or R component of the new value, this value will always be used.
  • value2 - The Y or G component of the new value, if the constant only uses 1 component this value is discarded.
  • value3 - The Z or B component of the new value, if the constant only uses 2 components this value is discarded.
  • value4 - The W or A component of the new value, if the constant only uses 3 components this value is discarded.


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetShaderErrorMode.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetShaderErrorMode.htm deleted file mode 100644 index b0e12aed..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetShaderErrorMode.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetShaderErrorMode - AGK Help - - - - - - -

SetShaderErrorMode

Description

Determines what AGK should do when it encounters an error when compiling a shader, or is told to load a shader that is not supported by the current device. The modes are:
0 = Report all compile errors and unsupported shaders as AGK errors
1 = Only report compile errors, unsupported shaders will fail silently
2 = Both compile errors and unsupported shaders will fail silently
If a shader fails to load silently then you can check if it was successful by using GetShaderExists with the corresponding ID.
Normal AGK errors such as missing shader files or using the wrong command for the type of shader you are loading will continue to report errors in the normal way regardless of the setting of shader error mode.

Definition

SetShaderErrorMode( mode )

Parameters

  • mode - The error mode to use from now on, default is 0


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetShadowBias.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetShadowBias.htm deleted file mode 100644 index c877dbd9..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetShadowBias.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetShadowBias - AGK Help - - - - - - -

SetShadowBias

Description

Sets the bias to shift shadows so that object surfaces don't shadow themselves, default is 0.001. This can help prevent shadow artifacts on surfaces that are in light but also casting a shadow behind themselves.

Definition

SetShadowBias( bias )

Parameters

  • bias - The distance to shift shadows


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetShadowCascadeValues.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetShadowCascadeValues.htm deleted file mode 100644 index b2b081cf..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetShadowCascadeValues.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetShadowCascadeValues - AGK Help - - - - - - -

SetShadowCascadeValues

Description

When using cascade shadow maps (SetShadowMappingMode 3), this command sets the range that each cascade map will cover. In total there are 4 cascade shadow maps, the fourth one always covers the entire shadowed area (cascade4 = 1.0), by default the third cascade covers half the shadowed area (cascade3 = 0.5), the second cascade covers a quarter of the shadowed area (cascade2 = 0.25), and the first cascade covers one eighth of the shadowed area (cascade1 = 0.125). Since all the cascade shadow maps use the same resolution, the smaller the area it covers the greater the shadow detail will be in that area. The cascade shadow maps are ordered so that the smallest one is closest to the camera, and the largest is the furthest away. In this way the shadows close to the camera should have high detail whilst the ones furthest away, which area less noticeable, will have lower detail. Note that whilst using a smaller area for a particular cascade will increase the shadow quality, it will reduce the area which that cascade covers, so shadow quality will drop to the next level sooner as the distance from the camera increases.

Cascade levels must be in the range 0.0 to 1.0, and each level must be greater than the previous level, i.e. cascade2 must be greater than cascade1, and so on. If these rules are broken then this command will do nothing.

Definition

SetShadowCascadeValues( cascade1, cascade2, cascade3 )

Parameters

  • cascade1 - The smallest cascade level, must be less than cascade2, must be greater than 0.0
  • cascade2 - The second cascade level, must be less than cascade3
  • cascade3 - The third cascade level, must be less than 1.0


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetShadowLightStepSize.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetShadowLightStepSize.htm deleted file mode 100644 index d3c89fb9..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetShadowLightStepSize.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetShadowLightStepSize - AGK Help - - - - - - -

SetShadowLightStepSize

Description

Limits the directional light angle to steps of the given size rather than being a continuous value. This can prevent shadow shimmering if the directional light is slowly changing its angle, such as the sun moving across the sky. By default this is set to 0 which disables the step size and keeps the angle as a continuous value. Values in the range 0.1 to 2.0 seem to work best. This only applies if the SetShadowMappingMode is set to Uniform.

Definition

SetShadowLightStepSize( step )

Parameters

  • step - The light angle step size in degrees


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetShadowMapSize.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetShadowMapSize.htm deleted file mode 100644 index 8e234287..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetShadowMapSize.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetShadowMapSize - AGK Help - - - - - - -

SetShadowMapSize

Description

Sets the shadow map resolution in pixels. Good values are 512x512 or 1024x1024, it does not need to be a power of two in size. The higher the resolution the better quality the shadows will be, although performance will be lower with higher resolution shadow maps.

Definition

SetShadowMapSize( width, height )

Parameters

  • width - The width in pixels to use for the shadow map
  • height - The height in pixels to use for the shadow map


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetShadowMappingMode.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetShadowMappingMode.htm deleted file mode 100644 index a60f3e1a..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetShadowMappingMode.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetShadowMappingMode - AGK Help - - - - - - -

SetShadowMappingMode

Description

Turns shadow mapping on or off, by default this is off. Shadows are only generated by the the global directional light, which can be controlled with the SetSunDirection command. Note that this is not guaranteed to be supported on all devices, you can check for the current device by calling GetShadowMappingSupported. There are currently three shadow modes that can be used, mode 1 uses Uniform shadow mapping which has lower but consistent quality. Mode 2 uses Light Space Perspective shadow mapping (LiPSM) which has higher quality in most cases but if the camera is looking in the same direction as the light then it is no better than Uniform shadow mapping. Light Space Perspective also suffers from shadow shimmering as the camera moves whereas Uniform is more stable. Both have about the same performance. Mode 3 uses Cascade shadow mapping which uses multiple shadow maps to maintain high quality near the camera whilst still allowing lower quality shadows in the distance. This method has much lower performance than the previous two methods but results in better quality shadows in all cases.

Note that when using modes 1 and 2, texture stage 7 on all objects receiving shadow is reserved for the shadow map. When using shadow mode 3 (cascade shadows) then texture stages 4, 5, 6, and 7 are reserved for the shadow maps.

Definition

SetShadowMappingMode( mode )

Parameters

  • mode - 0 to turn it off, 1 to use Uniform shadows, 2 to use LiPSM shadows, 3 to use Cascade shadows


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetShadowRange.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetShadowRange.htm deleted file mode 100644 index b3d949b9..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetShadowRange.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetShadowRange - AGK Help - - - - - - -

SetShadowRange

Description

Sets the range from the camera that shadows will be drawn. Ideally this would be set to the camera far range from SetCameraRange, but drawing shadows all the way to the far plane may take some quality away from those shadows closer to the camera. Therefore setting the shadow range lower than the camera far range may improve shadow quality at the expense of distant objects not having shadows. The actual shadow range will be the lower value of the the camera far range and this shadow range, so you can safely set it larger than the camera far range without any effect on quality. If you later adjust the camera far range then the shadow range will not change accordingly, you must set it separately.

Use a value of -1 to ignore this value and always use the camera far range for shadows. By default this is set to -1.

Definition

SetShadowRange( range )

Parameters

  • range - The distance to stop drawing shadows, -1 to use the camera far range instead


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetShadowSmoothing.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetShadowSmoothing.htm deleted file mode 100644 index 294f58ce..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetShadowSmoothing.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetShadowSmoothing - AGK Help - - - - - - -

SetShadowSmoothing

Description

Sets the smoothing mode for the shadow map.
Mode 0 turns smoothing off and results in the fastest shadows
Mode 1 uses 4 fixed samples to smooth out the shadows
Mode 2 uses 4 random samples to avoid banding produced by mode 1
Mode 3 uses 16 fixed samples
Mode 4 uses 16 random samples and is the slowest

Definition

SetShadowSmoothing( mode )

Parameters

  • mode - The smoothing mode to use


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetSkyBoxHorizonColor.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetSkyBoxHorizonColor.htm deleted file mode 100644 index 8d41f913..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetSkyBoxHorizonColor.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetSkyBoxHorizonColor - AGK Help - - - - - - -

SetSkyBoxHorizonColor

Description

Sets the color that will appear at the horizon. By default this is 255,255,255. Colors should be in the range 0 to 255, although this is not limited and values outside this range will be accepted, including negative values.

Definition

SetSkyBoxHorizonColor( red, green, blue )

Parameters

  • red - The red component of the sky color
  • green - The green component of the sky color
  • blue - The blue component of the sky color


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetSkyBoxHorizonSize.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetSkyBoxHorizonSize.htm deleted file mode 100644 index 700c121b..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetSkyBoxHorizonSize.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetSkyBoxHorizonSize - AGK Help - - - - - - -

SetSkyBoxHorizonSize

Description

Sets the size and height of the horizon. By default the size is 4.0 and the height is 0.0. This affects how high the horizon color extends before becoming the sky color. The height value is in world coordinates and everything at or below this height will be the horizon color. Above this height the horizon is blended into the sky color until at a certain point only the sky color remains. The horizon will always be at the specified height in the world, even if the camera moves up and down. The size value is not relative to any world units and needs to be set to your liking, then effective range is from 0.1 to about 50.0, but can be set higher. If the view range is small then the height value will appear to have greater effect as the sky box is drawn closer to the camera than if the view range was larger. For example a horizon height of 100 with a small view range will appear very high, but when the view range is larger the camera is viewing the horizon from much further away, so a height change of 100 units will have less effect.

Definition

SetSkyBoxHorizonSize( size, height )

Parameters

  • size - The size of the horizon above the horizon height
  • height - The height that the horizon starts


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetSkyBoxSkyColor.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetSkyBoxSkyColor.htm deleted file mode 100644 index 4c48721f..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetSkyBoxSkyColor.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetSkyBoxSkyColor - AGK Help - - - - - - -

SetSkyBoxSkyColor

Description

Sets the color that will fill the majority of the sky. By default this is 161,183,209. Colors should be in the range 0 to 255, although this is not limited and values outside this range will be accepted, including negative values.

Definition

SetSkyBoxSkyColor( red, green, blue )

Parameters

  • red - The red component of the sky color
  • green - The green component of the sky color
  • blue - The blue component of the sky color


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetSkyBoxSunColor.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetSkyBoxSunColor.htm deleted file mode 100644 index 1595548c..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetSkyBoxSunColor.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetSkyBoxSunColor - AGK Help - - - - - - -

SetSkyBoxSunColor

Description

Sets the color of the sun, if visible. By default this is 255,230,179. Colors should be in the range 0 to 255, although this is not limited and values outside this range will be accepted, including negative values. Note that due to the way the sun color is added to the sky color, sun colors darker than the sky color may result in an unexpected sun color where one or more color components is completely missing. If this happens then scaling up the sun color, going above 255 if necessary, will remove it. The sun color has some affect on the size of the sun in addition to SetSkyBoxSunSize, with brighter colors making it bigger.

Definition

SetSkyBoxSunColor( red, green, blue )

Parameters

  • red - The red component of the sky color
  • green - The green component of the sky color
  • blue - The blue component of the sky color


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetSkyBoxSunSize.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetSkyBoxSunSize.htm deleted file mode 100644 index d4f6ddc3..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetSkyBoxSunSize.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetSkyBoxSunSize - AGK Help - - - - - - -

SetSkyBoxSunSize

Description

Sets the size of the sun and its halo, if visible. The size values are not relative to any world units and must be in the range 1.0 to 100.0. The default values are 5.0 for the sun and 50.0 for the halo.

Definition

SetSkyBoxSunSize( sun, halo )

Parameters

  • sun - The size of the sun
  • halo - The size of the halo around the sun


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetSkyBoxSunVisible.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetSkyBoxSunVisible.htm deleted file mode 100644 index be931144..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetSkyBoxSunVisible.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetSkyBoxSunVisible - AGK Help - - - - - - -

SetSkyBoxSunVisible

Description

Sets whether the sky box will draw a sun at the location of the current directional light. It's position can be set with SetSunDirection, but it will not use the directional light color, you can set that separately with SetSkyBoxSunColor. Note that setting the sun visible changes the sky box drawing calculations to make them more complicated which may have an impact on performance.

Definition

SetSkyBoxSunVisible( visible )

Parameters

  • visible - 1 to draw the sun, 0 to hide it


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SetSkyBoxVisible

Description

Sets whether the sky box object is visible or not. By default it is not visible. The sky box will always appear behind all other 3D objects and will be drawn at the maximum visible view range, which is set with SetCameraRange. The sky box has an optional sun that will be drawn to match the current directional light direction, set with SetSunDirection. However it will not use the directional light color, so you can have the directional light as one color and the sky box sun as another color.

Definition

SetSkyBoxVisible( active )

Parameters

  • active - 1 to show the skybox, 0 to hide it


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetSunActive.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetSunActive.htm deleted file mode 100644 index 642f4802..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetSunActive.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetSunActive - AGK Help - - - - - - -

SetSunActive

Description

Sets whether the global directional light shines or not.

Definition

SetSunActive( active )

Parameters

  • active - 1 to active it, 0 to deactivate it


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetSunColor.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetSunColor.htm deleted file mode 100644 index 112cf0ce..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetSunColor.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetSunColor - AGK Help - - - - - - -

SetSunColor

Description

Sets a new color for the global directional light. Values should be in the range 0-255 but are not limited to it. Values greater than 255 will over saturate things and values less than 0 will take light away.

Definition

SetSunColor( red, green, blue )

Parameters

  • red - The red component of the new color.
  • green - The green component of the new color.
  • blue - The blue component of the new color.


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetSunDirection.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetSunDirection.htm deleted file mode 100644 index f909df69..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/SetSunDirection.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetSunDirection - AGK Help - - - - - - -

SetSunDirection

Description

Sets the direction for the global directional light to shine.

Definition

SetSunDirection( vx, vy, vz )

Parameters

  • vx - The X component of the new direction.
  • vy - The Y component of the new direction.
  • vz - The Z component of the new direction.


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3D/StopObjectAnimation.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3D/StopObjectAnimation.htm deleted file mode 100644 index 02562837..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3D/StopObjectAnimation.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -StopObjectAnimation - AGK Help - - - - - - -

StopObjectAnimation

Description

Stops any animation that is currently playing on the object and leaves the bones in their current position. If the object is currently tweening then the tween will also be stopped with the bones left mid-tween.

Definition

StopObjectAnimation( objID )

Parameters

  • objID - The ID of the object to modify.


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3DParticles.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3DParticles.htm deleted file mode 100644 index fe020199..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3DParticles.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -3DParticles - AGK Help - - - - - - -
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Add3DParticlesColorKeyFrame

Description

Adds a color change at a certain point in a particle's life. For example a color added with time=1 will make the particle equal the given color when it has been alive for 1 second. If color interpolation is turned on using Set3DParticlesColorInterpolation the particle will gradually transform from its current color to the next color. For example if you add three colors, red when time=1, green when time=2, and blue when time=3, then the particle will start its life as red (as that is the nearest color) and remain completely red until it is 1 second old. When the particle is between 1 and 2 seconds old it will gradually change from red to green until it is 2 seconds old, at this point it is completely green. When the particle is between 2 and 3 seconds old it will gradually change from green to blue until it is 3 seconds old, at this point it is completely blue. The particle will remain completely blue until the end of its life as no other colors have been added.

Definition

Add3DParticlesColorKeyFrame( ID, time, red, green, blue, alpha )

Parameters

  • ID - The ID of the emitter to modify.
  • time - The time that particles should become this color.
  • red - The red component of the new color.
  • green - The green component of the new color.
  • blue - The blue component of the new color.
  • alpha - The alpha component of the new color.


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3DParticles/Add3DParticlesForce.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3DParticles/Add3DParticlesForce.htm deleted file mode 100644 index 68629633..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3DParticles/Add3DParticlesForce.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -Add3DParticlesForce - AGK Help - - - - - - -

Add3DParticlesForce

Description

Adds a force that will act at a given time in every particle's life. For example a force set to start at time 2 and end at time 3 will start influencing particles when they have been alive for 2 seconds. It will continue to act on those particles until they have been alive for 3 seconds. The force's influence is defined by an x, y, and z value that represent acceleration in units per second. For example a force with x=5 will adjust a particle's horizontal speed by adding 5 units for every second the force is active, if the force is only active for 0.5 seconds the particle would then be moving 2.5 units per second faster in the X direction. Multiple forces can be acting on a particle at the same time if their timings overlap.

Definition

Add3DParticlesForce( ID, starttime, endtime, x, y, z )

Parameters

  • ID - The ID of the emitter to modify.
  • starttime - The time in a particle's life at which this force should start having an effect.
  • endtime - The time in a particle's life at which this force should stop having an effect.
  • x - The x component of the force's influence on a particle's speed in units per second.
  • y - The y component of the force's influence on a particle's speed in units per second.
  • z - The z component of the force's influence on a particle's speed in units per second.


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3DParticles/Add3DParticlesScaleKeyFrame.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3DParticles/Add3DParticlesScaleKeyFrame.htm deleted file mode 100644 index 62f0c378..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3DParticles/Add3DParticlesScaleKeyFrame.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -Add3DParticlesScaleKeyFrame - AGK Help - - - - - - -

Add3DParticlesScaleKeyFrame

Description

Adds a size change at a certain point in a particle's life. Scale values are relative to the value set by Set3DParticlesSize so a scale of 2 means double its normal size and 0.5 is half its normal size. A scale added with time=1 will make the particle gradually transform to the given until it has been alive for 1 second when it will match the given size. The particle will then gradually transform from that size to the next size (if a next size exists).

Definition

Add3DParticlesScaleKeyFrame( ID, time, scale )

Parameters

  • ID - The ID of the emitter to modify.
  • time - The time that particles should become this size.
  • scale - The scale relative to the normal particle size, must be greater then or equal to 0.


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3DParticles/Clear3DParticlesColors.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3DParticles/Clear3DParticlesColors.htm deleted file mode 100644 index ef925c9d..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3DParticles/Clear3DParticlesColors.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -Clear3DParticlesColors - AGK Help - - - - - - -

Clear3DParticlesColors

Description

Clears all colors that have been assigned to the emitter, the particles will maintain whatever color they currently have.

Definition

Clear3DParticlesColors( ID )

Parameters

  • ID - The ID of the emitter to modify.


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3DParticles/Clear3DParticlesForces.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3DParticles/Clear3DParticlesForces.htm deleted file mode 100644 index 5f3f431c..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3DParticles/Clear3DParticlesForces.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -Clear3DParticlesForces - AGK Help - - - - - - -

Clear3DParticlesForces

Description

Clears all forces assigned to this emitter. All forces will immediately stop influencing particles.

Definition

Clear3DParticlesForces( ID )

Parameters

  • ID - The ID of the emitter to modify.


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3DParticles/Clear3DParticlesScales.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3DParticles/Clear3DParticlesScales.htm deleted file mode 100644 index 55c18c63..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3DParticles/Clear3DParticlesScales.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -Clear3DParticlesScales - AGK Help - - - - - - -

Clear3DParticlesScales

Description

Clears all size modifiers that have been assigned to the emitter, the particles will maintain whatever size they currently are.

Definition

Clear3DParticlesScales( ID )

Parameters

  • ID - The ID of the emitter to modify.


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3DParticles/Create3DParticles.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3DParticles/Create3DParticles.htm deleted file mode 100644 index 382a848f..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3DParticles/Create3DParticles.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -Create3DParticles - AGK Help - - - - - - -

Create3DParticles

Description

Creates a particle emitter with the given ID and the given location in world coordinates. Particle emitters create a flow of small sprites that last for a fixed amount of time before disappearing. The particles can be influenced by forces during their life using Add3DParticlesForce. They can also change color over time using Add3DParticleColorKeyFrame.

Particles cannot be modified individually and behave as a group using the same texture. This allows AGK to draw them more efficiently than a similar number of normal objects.

Definition

integer Create3DParticles( x, y, z )

Create3DParticles( ID, x, y, z )

Parameters

  • x - The x coordinate to position this emitter.
  • y - The y coordinate to position this emitter.
  • z - The z coordinate to position this emitter.
  • ID - The ID to use when referencing this 3D particle emitter.


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3DParticles/Delete3DParticles.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3DParticles/Delete3DParticles.htm deleted file mode 100644 index 2524db76..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3DParticles/Delete3DParticles.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -Delete3DParticles - AGK Help - - - - - - -

Delete3DParticles

Description

Deletes a 3D particle emitter and all its particles. If any particles were currently visible they will disappear instantly.

Definition

Delete3DParticles( ID )

Parameters

  • ID - The ID of the emitter to delete.


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3DParticles/Draw3DParticles.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3DParticles/Draw3DParticles.htm deleted file mode 100644 index af4fac39..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3DParticles/Draw3DParticles.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -Draw3DParticles - AGK Help - - - - - - -

Draw3DParticles

Description

Immediately draws the particles to the backbuffer at its current position, size, and rotation. This is useful if you want to take control of the order that things are drawn. If you do this then be sure to make the particles invisible before calling Render or Sync otherwise the particles will be drawn twice

Definition

Draw3DParticles( ID )

Parameters

  • ID - The ID of the emitter to draw.


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3DParticles/Get3DParticlesActive.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3DParticles/Get3DParticlesActive.htm deleted file mode 100644 index ce9dc0e4..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3DParticles/Get3DParticlesActive.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -Get3DParticlesActive - AGK Help - - - - - - -

Get3DParticlesActive

Description

Returns 0 if the given particles have been paused using Set3DParticlesActive, or 1 if they are currently updating as normal (default).

Definition

integer Get3DParticlesActive( ID )

Parameters

  • ID - The ID of the emitter to check.


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3DParticles/Get3DParticlesDirectionRange1.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3DParticles/Get3DParticlesDirectionRange1.htm deleted file mode 100644 index 649df6d6..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3DParticles/Get3DParticlesDirectionRange1.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -Get3DParticlesDirectionRange1 - AGK Help - - - - - - -

Get3DParticlesDirectionRange1

Description

Returns the first emitter angle in degrees. This value represents the amount of deviation a particle can have from the emitter direction when emitted. An angle of 0 means there is no deviation while an angle of 360 means a particle can be travelling in any direction in that plane when emitted.

Definition

float Get3DParticlesDirectionRange1( ID )

Parameters

  • ID - The ID of the emitter to check.


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3DParticles/Get3DParticlesDirectionRange2.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3DParticles/Get3DParticlesDirectionRange2.htm deleted file mode 100644 index 49355e42..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3DParticles/Get3DParticlesDirectionRange2.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -Get3DParticlesDirectionRange2 - AGK Help - - - - - - -

Get3DParticlesDirectionRange2

Description

Returns the second emitter angle in degrees. This value represents the amount of deviation a particle can have from the emitter direction when emitted. An angle of 0 means there is no deviation while an angle of 360 means a particle can be travelling in any direction in that plane when emitted.

Definition

float Get3DParticlesDirectionRange2( ID )

Parameters

  • ID - The ID of the emitter to check.


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3DParticles/Get3DParticlesDirectionX.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3DParticles/Get3DParticlesDirectionX.htm deleted file mode 100644 index 8d031eff..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3DParticles/Get3DParticlesDirectionX.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -Get3DParticlesDirectionX - AGK Help - - - - - - -

Get3DParticlesDirectionX

Description

Returns the X component of the emitter direction, which is the base direction that particles will be moving when they are created. Particles can vary their direction slightly when emitted based on the current Set3DParticlesDirection value.

Definition

float Get3DParticlesDirectionX( ID )

Parameters

  • ID - The ID of the emitter to check.


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3DParticles/Get3DParticlesDirectionY.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3DParticles/Get3DParticlesDirectionY.htm deleted file mode 100644 index 7b0a8f93..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3DParticles/Get3DParticlesDirectionY.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -Get3DParticlesDirectionY - AGK Help - - - - - - -

Get3DParticlesDirectionY

Description

Returns the y component of the emitter direction, which is the base direction that particles will be moving when they are created. Particles can vary their direction slightly when emitted based on the current Set3DParticlesDirection value.

Definition

float Get3DParticlesDirectionY( ID )

Parameters

  • ID - The ID of the emitter to check.


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3DParticles/Get3DParticlesDirectionZ.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3DParticles/Get3DParticlesDirectionZ.htm deleted file mode 100644 index 946954aa..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3DParticles/Get3DParticlesDirectionZ.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -Get3DParticlesDirectionZ - AGK Help - - - - - - -

Get3DParticlesDirectionZ

Description

Returns the z component of the emitter direction, which is the base direction that particles will be moving when they are created. Particles can vary their direction slightly when emitted based on the current Set3DParticlesDirection value.

Definition

float Get3DParticlesDirectionZ( ID )

Parameters

  • ID - The ID of the emitter to check.


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Get3DParticlesExists

Description

Returns 1 if a 3D particle emitter exists at the given ID. 0 if not.

Definition

integer Get3DParticlesExists( ID )

Parameters

  • ID - The ID of the emitter to check.


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3DParticles/Get3DParticlesFrequency.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3DParticles/Get3DParticlesFrequency.htm deleted file mode 100644 index 216b8b51..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3DParticles/Get3DParticlesFrequency.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -Get3DParticlesFrequency - AGK Help - - - - - - -

Get3DParticlesFrequency

Description

Returns the current frequency of particle generation in particles per second. This value is independent of frame rate.

Definition

float Get3DParticlesFrequency( ID )

Parameters

  • ID - The ID of the emitter to check.


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3DParticles/Get3DParticlesLife.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3DParticles/Get3DParticlesLife.htm deleted file mode 100644 index 9b81ab6b..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3DParticles/Get3DParticlesLife.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -Get3DParticlesLife - AGK Help - - - - - - -

Get3DParticlesLife

Description

Returns the current life of particles in seconds. It is not possible to get the current life of individual particles. This value is independent of frame rate.

Definition

float Get3DParticlesLife( ID )

Parameters

  • ID - The ID of the emitter to check.


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3DParticles/Get3DParticlesMaxReached.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3DParticles/Get3DParticlesMaxReached.htm deleted file mode 100644 index ee95a554..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3DParticles/Get3DParticlesMaxReached.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -Get3DParticlesMaxReached - AGK Help - - - - - - -

Get3DParticlesMaxReached

Description

Returns 1 if the emitter has emitted the number of particles specified in Set3DParticlesMax and all emitted particles have since died, otherwise returns 0. If the max is set at -1 this will always return 0. To reset the count and make the emitter start emitting again use Reset3DParticleCount.

Definition

integer Get3DParticlesMaxReached( ID )

Parameters

  • ID - The ID of the emitter to check.


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3DParticles/Get3DParticlesSize.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3DParticles/Get3DParticlesSize.htm deleted file mode 100644 index d2099f0c..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3DParticles/Get3DParticlesSize.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -Get3DParticlesSize - AGK Help - - - - - - -

Get3DParticlesSize

Description

Returns the current size of all particles in world coordinates. For details on setting the particle size see Set3DParticlesSize.

Definition

float Get3DParticlesSize( ID )

Parameters

  • ID - The ID of the emitter to check.


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Get3DParticlesVisible

Description

Returns 0 if the given particles have been set as invisible using Set3DParticlesVisible, or 1 if they are currently set as visible (default). This does not check if the particles are within the visible viewport.

Definition

integer Get3DParticlesVisible( ID )

Parameters

  • ID - The ID of the emitter to check.


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Get3DParticlesX

Description

Returns the current X position of the emitter, this is the point that new particles will appear from. It is not possible to get the position of individual particles, they are merely created, follow a path influenced by forces, and then disappear.

Definition

float Get3DParticlesX( ID )

Parameters

  • ID - The ID of the emitter to check.


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Get3DParticlesY

Description

Returns the current Y position of the emitter, this is the point that new particles will appear from. It is not possible to get the position of individual particles, they are merely created, follow a path influenced by forces, and then disappear.

Definition

float Get3DParticlesY( ID )

Parameters

  • ID - The ID of the emitter to check.


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Get3DParticlesZ

Description

Returns the current Z position of the emitter, this is the point that new particles will appear from. It is not possible to get the position of individual particles, they are merely created, follow a path influenced by forces, and then disappear.

Definition

float Get3DParticlesZ( ID )

Parameters

  • ID - The ID of the emitter to check.


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Offset3DParticles

Description

Immediately moves all existing particles by the given offset. For example an offset of x=3,y=5,z=0 would move all particles to the right by 3 units and down 5 units. This does not affect the particle emitter but can be used in conjunction with Set3DParticlesPosition to move both the emitter and the particles that already exist.

Definition

Offset3DParticles( ID, x, y, z )

Parameters

  • ID - The ID of the emitter to modify.
  • x - The distance to move the particles in the X direction.
  • y - The distance to move the particles in the Y direction.
  • z - The distance to move the particles in the Z direction.


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Reset3DParticleCount

Description

Resets the emitted particle count when the emitter has been set with a maximum number of particles using Set3DParticlesMax. You can check when the emitter has reached its maximum count using Get3DParticlesMaxReached. If the maximum is set at -1 then this command has no effect.

Definition

Reset3DParticleCount( ID )

Parameters

  • ID - The ID of the emitter to modify.


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Set3DParticlesActive

Description

Sets whether the emitted particles are updated every frame. Set to 1 to update particles as normal, 0 to pause them. Particles will continue to be visible when paused. To hide particles use Set3DParticlesVisible.

Definition

Set3DParticlesActive( ID, active )

Parameters

  • ID - The ID of the emitter to modify.
  • active - 1=normal, 0=pause


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Set3DParticlesColorInterpolation

Description

Sets the interpolation mode for color changes. Colors can be set at certain points in a particle's life using Add3DParticlesColorKeyFrame and the particle will either blend between these colors (smooth interpolation) or quickly change when it reaches the next color change (no interpolation).

Definition

Set3DParticlesColorInterpolation( ID, mode )

Parameters

  • ID - The ID of the emitter to modify.
  • mode - 1=smooth interpolation, 0=no interpolation


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Set3DParticlesDirection

Description

Sets the initial direction of new particles when they emerge from the emitter. This can be used along with the Set3DParticlesDirectionRange command to set the range of variation from this initial direction that new particles can choose. This also sets the initial speed of the particles by taking the length of the vector as units per second. For example if the initial direction is vx=10, vy=-15, vz=0 particles will begin by moving in the X direction at a rate of 10 units per second and in the Y direction at a rate of 15 units per second and will continue this rate of motion for their entire life unless influenced by forces added with Add3DParticlesForce.

Definition

Set3DParticlesDirection( ID, vx, vy, vz, roll )

Parameters

  • ID - The ID of the emitter to modify.
  • vx - The x direction that particles will move initially.
  • vy - The y direction that particles will move initially.
  • vz - The z direction that particles will move initially.
  • roll - The angle to turn the emitter as it is facing in the given direction


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Set3DParticlesDirectionRange

Description

Sets the range of direction in degrees that a particle can choose when it first starts. This takes the base direction set with Set3DParticlesDirection and adjusts it by a random amount between 0 and angle1/2 degrees in one direction and angle2/2 degrees in the perpendicular direction. For example an angle1 of 0 and an angle2 of 0 would mean that all new particles follow exactly the direction specified earlier. An angle1 of 360 and an angle2 of 0 would mean that particles could appear travelling in any direction in a flat circle, whilst an angle1 of 360 and an angle2 of 180 would mean that particles would travel in any direction in a sphere. The angles form a pyramid aligned with the particle emitter direction specified earlier. Angle1 must be between 0 and 360, angle2 must be between 0 and 180.

Definition

Set3DParticlesDirectionRange( ID, angle1, angle2 )

Parameters

  • ID - The ID of the emitter to modify.
  • angle1 - The range of variation a particle can choose from the emitter direction.
  • angle2 - The perpendicular range of variation a particle can choose from the emitter direction.


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Set3DParticlesFrequency

Description

Sets the frequency of new particle generation. The freq value states how many particles should be produced per second, this is independent of frame rate. This is one of the two values that affects the number of particles generated, the other being SetParticlesLife. The maximum number of particles that can be on screen at any one time is freq*life, with life being the number of seconds a particle lives before it disappears.

Definition

Set3DParticlesFrequency( ID, freq )

Parameters

  • ID - The ID of the emitter to modify.
  • freq - The rate of new particle production in particles per second.


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Set3DParticlesImage

Description

Sets the image to use for each particle.

Definition

Set3DParticlesImage( ID, imageID )

Parameters

  • ID - The ID of the emitter to modify.
  • imageID - The ID of an image to use for emitted particles.


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Set3DParticlesLife

Description

Sets the life of particles in seconds once they have been emitted. After particles have been alive for the given number of seconds they will disappear. This is one of the two values that affects the number of particles generated, the other being Set3DParticlesFrequency. The maximum number of particles that can be on screen at any one time is freq*life, with freq being the number of particles emitted per second. This value is independent of frame rate.

Definition

Set3DParticlesLife( ID, time )

Parameters

  • ID - The ID of the emitter to modify.
  • time - The time in seconds that a particle is visible.


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Set3DParticlesMax

Description

Sets the maximum number of particles that will be emitted. If this value is equal to -1 then the number is infinite. The emitter will keep a count of the total number of particles it emits and stop when the limit is reached. To check if the emitter has reached its limit use Get3DParticlesMaxReached. To reset the count and make it start emitting again use Reset3DParticleCount.

Definition

Set3DParticlesMax( ID, max )

Parameters

  • ID - The ID of the emitter to modify.
  • max - The maximum number of particles to emit


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Set3DParticlesPosition

Description

Sets the position of the 3D particle emitter. This is the position that new particles will emerge from and does not affect particles that are already visible.

Definition

Set3DParticlesPosition( ID, x, y, z )

Parameters

  • ID - The ID of the emitter to modify.
  • x - The new x coordinate for the emitter in world coordinates.
  • y - The new y coordinate for the emitter in world coordinates.
  • z - The new z coordinate for the emitter in world coordinates.


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Set3DParticlesSize

Description

Sets the size of all particles in world coordinates. Setting a large number of particles to a large size will perform poorly on mobile devices that have a low fill rate (number of pixels it can draw per second).

Definition

Set3DParticlesSize( ID, size )

Parameters

  • ID - The ID of the emitter to modify.
  • size - Size of the particles


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Set3DParticlesStartZone

Description

Sets the area around the emitter where new particles may appear. The values are relative to the emitter position, for example a zone of 0,0,0,0 would mean that all particles start on the emitter position point. A zone of -10 in x and +10 x, with y and z being 0 (-10,0,0,10,0,0) would create a line centered on the emitter position that particles would randomly appear along. A box zone where x, y, and z are non-zero would mean that particles could start at any point inside the box.

Definition

Set3DParticlesStartZone( ID, x1, y1, z1, x2, y2, z2 )

Parameters

  • ID - The ID of the emitter to modify.
  • x1 - The x coordinate of the top left corner of the start zone.
  • y1 - The y coordinate of the top left corner of the start zone.
  • z1 - The z coordinate of the top left corner of the start zone.
  • x2 - The x coordinate of the bottom right corner of the start zone.
  • y2 - The y coordinate of the bottom right corner of the start zone.
  • z2 - The z coordinate of the bottom right corner of the start zone.


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Set3DParticlesTransparency

Description

Set the particle transparency to a particular setting, with a choice of no transparency, alpha transparency, and additive blending. By default particles are created with alpha transparency.

Definition

Set3DParticlesTransparency( ID, mode )

Parameters

  • ID - The ID of the particle emitter to modify.
  • mode - The transparency mode for these particles, 0=off, 1=alpha transparency, 2=additive blending


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Set3DParticlesVelocityRange

Description

Sets a minimum and maximum multiplier that will affect particles being emitted. This can be used to ensure that there will be some variation in velocity when particles are emitted.

Definition

Set3DParticlesVelocityRange( ID, v1, v2 )

Parameters

  • ID - The ID of the emitter to modify.
  • v1 - The minimum velocity multiplier.
  • v2 - The maximum velocity multiplier.


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Set3DParticlesVisible

Description

Sets whether the emitted particles are drawn. Set to 1 to show particles, 0 to hide them. Particles will still update whilst hidden, you can stop particles updating with Set3DParticlesActive

Definition

Set3DParticlesVisible( ID, visible )

Parameters

  • ID - The ID of the emitter to modify.
  • visible - 1=show, 0=hide


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Update3DParticles

Description

Immediately advances the particle emitter by the given amount of time. If you want to advance a high frequency emitter by a large time period such as 1 second you should call this command multiple times with a small time value such as 0.02 so that it creates new particles in batches and spreads them out evenly. Calling it once with a large time value of 1 second would create a huge batch of particles all at once and move them together as a blob instead of spreading them out.

Definition

Update3DParticles( ID, time )

Parameters

  • ID - The ID of the emitter to check.
  • time - The time in seconds to advance the emitter.


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3DPhysics

CompoundCollisionShapes

World

CollisionShapes

SavingAndLoading

CharacterController

Ragdoll

RayCast

Joints

RigidBodies

ContactReports



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Add3DPhysicsRagDollBone

Description

Creates a ragdoll bone capsule between the objects start and end bone location. Returns ragdoll bone ID. If this command fails to create a bone it will return a -1.

Definition

integer Add3DPhysicsRagDollBone( startBoneID, endBoneID, diameter, collisionGroup, collisionMask )

Parameters

  • startBoneID - objects bone ID
  • endBoneID - objects bone ID
  • diameter - size of the capsule that will be the ragdoll bone.
  • collisionGroup - collision group that this Physics object belongs too.
  • collisionMask - collision groups you want masked from collision.


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Add3DPhysicsRagDollHingeJoint

Description

Creates a physics hinge joint between ragdoll bone A and B at the location of the objects bone.

Definition

Add3DPhysicsRagDollHingeJoint( boneAID, boneBID, objBoneID, jointRotationVec3, minLimit, maxLimit )

Parameters

  • boneAID - ID of the RagDoll bone returned from Add3DPhysicsRagDollBone
  • boneBID - ID of the RagDoll bone returned from Add3DPhysicsRagDollBone
  • objBoneID - ID of the bone in the object which will be the location of the ragdoll joint
  • jointRotationVec3 - Id of the vector with the rotation of the joint.
  • minLimit - float value in angular degrees
  • maxLimit - float value in angular degrees


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Add3DPhysicsRagDollTwistJoint

Description

Creates a physics Cone Twist joint between ragdoll bone A and B at the location of the objects bone.

Definition

Add3DPhysicsRagDollTwistJoint( boneAID, boneBID, objBoneID, jointRotationVec3, limitsVec3 )

Parameters

  • boneAID - ID of the RagDoll bone returned from Add3DPhysicsRagDollBone
  • boneBID - ID of the RagDoll bone returned from Add3DPhysicsRagDollBone
  • objBoneID - ID of the bone in the object which will be the location of the ragdoll joint
  • jointRotationVec3 - ID of the vector with the rotation of the joint.
  • limitsVec3 - ID of the vector with the joint limits


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AddObjectShapeBox

Description

Adds a box collision shape to a compound shape. First set the objects shape to a compound collision shape with SetObjectShapeCompound().

Definition

AddObjectShapeBox( objID, positionVec3, rotationVec3, sizeVec3 )

Parameters

  • objID - object ID
  • positionVec3 - The vector Id of the vector with the world position for the center of the shape.
  • rotationVec3 - The vector ID of the vector with the world rotation of the shape.
  • sizeVec3 - The vector ID of the vector with the size of the shape.


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AddObjectShapeCapsule

Description

Adds a capsule collision shape to a compound shape. First set the objects shape to a compound collision shape with SetObjectShapeCompound().

Definition

AddObjectShapeCapsule( objID, positionVec3, rotationVec3, sizeVec3, axis )

Parameters

  • objID - object ID
  • positionVec3 - The vector Id of the vector with the world position for the center of the shape.
  • rotationVec3 - The vector ID of the vector with the world rotation of the shape.
  • sizeVec3 - The vector ID of the vector with the size of the shape.
  • axis - 0 = X axis, 1 = Y axis, 2 = Z axis.


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/AddObjectShapeCone.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/AddObjectShapeCone.htm deleted file mode 100644 index 9fef6151..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/AddObjectShapeCone.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -AddObjectShapeCone - AGK Help - - - - - - -

AddObjectShapeCone

Description

Adds a cone collision shape to a compound shape. First set the objects shape to a compound collision shape with SetObjectShapeCompound().

Definition

AddObjectShapeCone( objID, positionVec3, rotationVec3, sizeVec3, axis)

Parameters

  • objID - object ID
  • positionVec3 - The vector Id of the vector with the world position for the center of the shape.
  • rotationVec3 - The vector ID of the vector with the world rotation of the shape.
  • sizeVec3 - The vector ID of the vector with the size of the shape.
  • axis - 0 = X axis, 1 = Y axis, 2 = Z axis.


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/AddObjectShapeCylinder.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/AddObjectShapeCylinder.htm deleted file mode 100644 index ffdd7c5e..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/AddObjectShapeCylinder.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -AddObjectShapeCylinder - AGK Help - - - - - - -

AddObjectShapeCylinder

Description

Adds a cylinder collision shape to a compound shape. First set the objects shape to a compound collision shape with SetObjectShapeCompound().

Definition

AddObjectShapeCylinder( objID, positionVec3, rotationVec3, sizeVec3, axis)

Parameters

  • objID - object ID
  • positionVec3 - The vector Id of the vector with the world position for the center of the shape.
  • rotationVec3 - The vector ID of the vector with the world rotation of the shape.
  • sizeVec3 - The vector ID of the vector with the size of the shape.
  • axis - 0 = X axis, 1 = Y axis, 2 = Z axis.


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/AddObjectShapeSphere.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/AddObjectShapeSphere.htm deleted file mode 100644 index b56bc2b2..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/AddObjectShapeSphere.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -AddObjectShapeSphere - AGK Help - - - - - - -

AddObjectShapeSphere

Description

Adds a sphere collision shape to a compound shape. First set the objects shape to a compound collision shape with SetObjectShapeCompound().

Definition

AddObjectShapeSphere( objID, positionVec3, diameter )

Parameters

  • objID - object ID
  • positionVec3 - The vector Id of the vector with the world position for the center of the shape.
  • diameter - size of sphere shape


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/AssignTo3DPhysicsRagDollBoneObjectBone.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/AssignTo3DPhysicsRagDollBoneObjectBone.htm deleted file mode 100644 index 8478d60c..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/AssignTo3DPhysicsRagDollBoneObjectBone.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -AssignTo3DPhysicsRagDollBoneObjectBone - AGK Help - - - - - - -

AssignTo3DPhysicsRagDollBoneObjectBone

Description

Assigns the objects bone to the ragdoll bone. The objects bones that are in between the bones that are used to create a ragdoll bone.

Definition

AssignTo3DPhysicsRagDollBoneObjectBone( ragdollBoneID, objBoneID )

Parameters

  • ragdollBoneID - ID of ragdoll bone.
  • objBoneID - Id of objects bone to be controlled by the ragdoll bone.


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Create3DPhysics6DOFJoint.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Create3DPhysics6DOFJoint.htm deleted file mode 100644 index 59dc8567..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Create3DPhysics6DOFJoint.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -Create3DPhysics6DOFJoint - AGK Help - - - - - - -

Create3DPhysics6DOFJoint

Description

Creates a 6 degrees of freedom joint between object a and b. Returns a joint ID.

Definition

integer Create3DPhysics6DOFJoint( objA, objB, positionVec3, rotationVec3 )

Parameters

  • objA - first object ID
  • objB - second object ID
  • positionVec3 - vector ID
  • rotationVec3 - vector ID


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Create3DPhysicsCharacterController.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Create3DPhysicsCharacterController.htm deleted file mode 100644 index e67d984f..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Create3DPhysicsCharacterController.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -Create3DPhysicsCharacterController - AGK Help - - - - - - -

Create3DPhysicsCharacterController

Description

Creates a 3D physics Character Controller for the model. Character controller can be created on the X, Y, or Z axis. For example a standing character would be on the Y axis. A lying down character could be on the X or Z. If the model has an offset from origin the objOffsetVec3 is neede to line up the character controller with the object. If the object does not face down the positive Z axis use the objOrientationVec3 to adjust. Crouch scale adjusts the crouch capsule size to fit the height of your crouched model.

Definition

Create3DPhysicsCharacterController( objID, axis, objOffsetVec3, objOrientationVec3, crouchScale )

Parameters

  • objID - object ID
  • axis - 0 = X axis, 1= Y axis, 2 = Z axis,
  • objOffsetVec3 - This vector is half the amount that the model is offset from origin.
  • objOrientationVec3 - This vector is used to line up the rotation of your model with the character controller.
  • crouchScale - Percentage amount to scale the crouched capsule to fit crouched model.


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Create3DPhysicsConeTwistJoint.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Create3DPhysicsConeTwistJoint.htm deleted file mode 100644 index 7047e395..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Create3DPhysicsConeTwistJoint.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -Create3DPhysicsConeTwistJoint - AGK Help - - - - - - -

Create3DPhysicsConeTwistJoint

Description

Creates a Cone Twist joint between object a and b. The rotationVec3 parameter should be an axis in the form (0,1,0) for vertical, (1,0,0) for horizontal along the X axis, (0,0,1) for horizontal along the Z axis, or any combination of these. The rotation vector does not need to be normalized. The joint will spin along the given axis and rotate freely within a cone along this axis. The cone limits can be specified with Set3DPhysicsJointConeTwistLimits. Returns a joint ID.

Definition

integer Create3DPhysicsConeTwistJoint( objA, objB, positionVec3, rotationVec3, disableCollisions )

Parameters

  • objA - first object ID
  • objB - second object ID
  • positionVec3 - vector ID
  • rotationVec3 - vector ID
  • disableCollisions - 1 = collisions will be disabled between linked objects, 0 collisions will be enabled between linked objects.


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Create3DPhysicsDynamicBody.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Create3DPhysicsDynamicBody.htm deleted file mode 100644 index 1718dd34..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Create3DPhysicsDynamicBody.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -Create3DPhysicsDynamicBody - AGK Help - - - - - - -

Create3DPhysicsDynamicBody

Description

Deletes the existing physics body and creates a dynamic body for the object with a box collision shape and a mass of 5.0 Based on the objects size.

Definition

Create3DPhysicsDynamicBody( objID )

Parameters

  • objID - object ID


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Create3DPhysicsFixedJoint.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Create3DPhysicsFixedJoint.htm deleted file mode 100644 index cd144293..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Create3DPhysicsFixedJoint.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -Create3DPhysicsFixedJoint - AGK Help - - - - - - -

Create3DPhysicsFixedJoint

Description

Creates a Fixed joint between object a and b. Returns a joint ID.

Definition

integer Create3DPhysicsFixedJoint( objA, objB, positionVec3 )

Parameters

  • objA - first object ID
  • objB - second object ID
  • positionVec3 - vector ID


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Create3DPhysicsHingeJoint.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Create3DPhysicsHingeJoint.htm deleted file mode 100644 index f806f491..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Create3DPhysicsHingeJoint.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -Create3DPhysicsHingeJoint - AGK Help - - - - - - -

Create3DPhysicsHingeJoint

Description

Creates a hinge joint between object a and b. The rotationVec3 parameter should be an axis in the form (0,1,0) for vertical, (1,0,0) for horizontal along the X axis, (0,0,1) for horizontal along the Z axis, or any combination of these. The rotation vector does not need to be normalized. Returns a joint ID.

Definition

integer Create3DPhysicsHingeJoint( objA, objB, positionVec3, rotationVec3, disableCollisions )

Parameters

  • objA - first object ID
  • objB - second object ID
  • positionVec3 - vector ID
  • rotationVec3 - vector ID
  • disableCollisions - 1 = collisions will be disabled between linked objects, 0 collisions will be enabled between linked objects.


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Create3DPhysicsKinematicBody.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Create3DPhysicsKinematicBody.htm deleted file mode 100644 index cab5b3c0..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Create3DPhysicsKinematicBody.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -Create3DPhysicsKinematicBody - AGK Help - - - - - - -

Create3DPhysicsKinematicBody

Description

Deletes the existing physics body and creates a box collision shape and kinematic physics body for the object. A kinematic body can be moved by using the agk commands for position and rotation of objects. Note: A kinematic body can only interact with a dynamic body and will pass through a static body.

Definition

Create3DPhysicsKinematicBody( objID )

Parameters

  • objID - object ID


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Create3DPhysicsPickJoint.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Create3DPhysicsPickJoint.htm deleted file mode 100644 index 8cb6bcbc..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Create3DPhysicsPickJoint.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -Create3DPhysicsPickJoint - AGK Help - - - - - - -

Create3DPhysicsPickJoint

Description

Returns Joint ID

Definition

integer Create3DPhysicsPickJoint( objID, positionVec3 )

Parameters

  • objID - object ID
  • positionVec3 - Id of the position Vector


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Create3DPhysicsRagDoll.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Create3DPhysicsRagDoll.htm deleted file mode 100644 index 04ac93f7..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Create3DPhysicsRagDoll.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -Create3DPhysicsRagDoll - AGK Help - - - - - - -

Create3DPhysicsRagDoll

Description

Starts the creation of a Physics ragdoll for the object. You must add at least one bone to the ragdoll before you call Finalize3DPhysicsRagDoll(). The models bones must have a zero rotation in the default position/first frame of the animation.

Definition

Create3DPhysicsRagDoll( objID, objTotalWeight )

Parameters

  • objID - object ID
  • objTotalWeight - Total weight in lbs. This weight gets divided up among the ragdoll bones based on volume of the bones.


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Create3DPhysicsRay.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Create3DPhysicsRay.htm deleted file mode 100644 index 225c1ebe..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Create3DPhysicsRay.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -Create3DPhysicsRay - AGK Help - - - - - - -

Create3DPhysicsRay

Description

Returns the ID of the ray created.

Definition

integer Create3DPhysicsRay()



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Create3DPhysicsSliderJoint.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Create3DPhysicsSliderJoint.htm deleted file mode 100644 index 60204108..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Create3DPhysicsSliderJoint.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -Create3DPhysicsSliderJoint - AGK Help - - - - - - -

Create3DPhysicsSliderJoint

Description

Creates a Slider joint between object a and b. The rotationVec3 parameter should be an axis in the form (0,1,0) for vertical, (1,0,0) for horizontal along the X axis, (0,0,1) for horizontal along the Z axis, or any combination of these. The rotation vector does not need to be normalized. Returns a joint ID.

Definition

integer Create3DPhysicsSliderJoint( objA, objB, positionVec3, rotationVec3 )

Parameters

  • objA - first object ID
  • objB - second object ID
  • positionVec3 - vector ID
  • rotationVec3 - vector ID


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Create3DPhysicsStaticBody.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Create3DPhysicsStaticBody.htm deleted file mode 100644 index 060441dc..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Create3DPhysicsStaticBody.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -Create3DPhysicsStaticBody - AGK Help - - - - - - -

Create3DPhysicsStaticBody

Description

Deletes the existing physics body and creates a Static triangle mesh collision shape and physics body for the object.

Definition

Create3DPhysicsStaticBody( objID )

Parameters

  • objID - object ID


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Create3DPhysicsStaticPlane.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Create3DPhysicsStaticPlane.htm deleted file mode 100644 index 9476fd5c..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Create3DPhysicsStaticPlane.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -Create3DPhysicsStaticPlane - AGK Help - - - - - - -

Create3DPhysicsStaticPlane

Description

Creates a static plane. Returns a static Plane ID

Definition

integer Create3DPhysicsStaticPlane( normalX, normalY, normalZ, offsetPosition )

Parameters

  • normalX - x value of the normal vector.
  • normalY - y value of the normal vector.
  • normalZ - z value of the normal vector.
  • offsetPosition - How much the plane will be offset from its world position.


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Create3DPhysicsWorld.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Create3DPhysicsWorld.htm deleted file mode 100644 index eddafd3a..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Create3DPhysicsWorld.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -Create3DPhysicsWorld - AGK Help - - - - - - -

Create3DPhysicsWorld

Description

You must create the the Physics world before calling any other physics commands. Create3DPhysicsWorld Creates the physics world using the default scale factor of 40. This function will create the physics world with a different scale factor. The scale is not the size of the world, it is the factor by which all the data passed in is scaled down by to convert it to the Bullet Physics scale for the physics calculations. Then the data from Bullet is scaled up before it is passed to the AGK 3D world. The default scale factor will be correct if your average character size is 72 AGK units tall. Then the default gravity of -10.0 meters per second on the Y axis will give the correct visual result. The Bullet Physics solver has a minimum size for objects. Objects below this size will cause instability with the solver. At the default scale factor of 40 the smallest dimension that the solver can handle is about 3.5 AGK units. To calculate the scale factor first determine your character's height in meters, a character of 72 units tall would be 1.8288 meters (or 6ft). Then divide the character's height in units by the characters height in meters, for this example the scale factor would be (72 / 1.8) = 40.

Definition

Create3DPhysicsWorld( scaleFactor )

Create3DPhysicsWorld()

Parameters

  • scaleFactor - The default scale factor is 40.


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Crouch3DPhysicsCharacterController.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Crouch3DPhysicsCharacterController.htm deleted file mode 100644 index 74c6aca2..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Crouch3DPhysicsCharacterController.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -Crouch3DPhysicsCharacterController - AGK Help - - - - - - -

Crouch3DPhysicsCharacterController

Description

Crouches the controller

Definition

Crouch3DPhysicsCharacterController( objID )

Parameters

  • objID - object ID


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Debug3DPhysicsCharacterController.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Debug3DPhysicsCharacterController.htm deleted file mode 100644 index 38631779..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Debug3DPhysicsCharacterController.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -Debug3DPhysicsCharacterController - AGK Help - - - - - - -

Debug3DPhysicsCharacterController

Description

Shows the Capsule objects the represent the controller.

Definition

Debug3DPhysicsCharacterController( objID, isDebug )

Parameters

  • objID - object ID
  • isDebug - 1 = true, 0 = false


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Debug3DPhysicsWorld.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Debug3DPhysicsWorld.htm deleted file mode 100644 index d4e7bba6..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Debug3DPhysicsWorld.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -Debug3DPhysicsWorld - AGK Help - - - - - - -

Debug3DPhysicsWorld

Description

Call in loop before step physics. Draws the debug overlay of the 3D physics world. Note: This command does not currently work needs the ability to draw wireframe in AGK.

Definition

Debug3DPhysicsWorld()



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Delete3DPhysicsBody.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Delete3DPhysicsBody.htm deleted file mode 100644 index 60ce0ee8..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Delete3DPhysicsBody.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -Delete3DPhysicsBody - AGK Help - - - - - - -

Delete3DPhysicsBody

Description

Removes the physics body from the world and deletes it.

Definition

Delete3DPhysicsBody( objID )

Parameters

  • objID - object ID


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Delete3DPhysicsCharacterController.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Delete3DPhysicsCharacterController.htm deleted file mode 100644 index ec9e68f4..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Delete3DPhysicsCharacterController.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -Delete3DPhysicsCharacterController - AGK Help - - - - - - -

Delete3DPhysicsCharacterController

Description

Deletes the controller for the object.

Definition

Delete3DPhysicsCharacterController( objID )

Parameters

  • objID - object ID


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Delete3DPhysicsJoint.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Delete3DPhysicsJoint.htm deleted file mode 100644 index 950b89a1..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Delete3DPhysicsJoint.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -Delete3DPhysicsJoint - AGK Help - - - - - - -

Delete3DPhysicsJoint

Description

Deletes the physics joint

Definition

Delete3DPhysicsJoint( jointID )

Parameters

  • jointID - Id of joint


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Delete3DPhysicsPickJoint.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Delete3DPhysicsPickJoint.htm deleted file mode 100644 index 48fe6927..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Delete3DPhysicsPickJoint.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -Delete3DPhysicsPickJoint - AGK Help - - - - - - -

Delete3DPhysicsPickJoint

Description

Deletes pick joint.

Definition

Delete3DPhysicsPickJoint( jointID )

Parameters

  • jointID - ID of Joint


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Delete3DPhysicsRagdoll.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Delete3DPhysicsRagdoll.htm deleted file mode 100644 index 56a093b3..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Delete3DPhysicsRagdoll.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -Delete3DPhysicsRagdoll - AGK Help - - - - - - -

Delete3DPhysicsRagdoll

Description

Deletes the Ragdoll for the object.

Definition

Delete3DPhysicsRagdoll( objID )

Parameters

  • objID - object ID


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Delete3DPhysicsRay.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Delete3DPhysicsRay.htm deleted file mode 100644 index a090edd1..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Delete3DPhysicsRay.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -Delete3DPhysicsRay - AGK Help - - - - - - -

Delete3DPhysicsRay

Description

Deletes a physics ray and all associated data.

Definition

Delete3DPhysicsRay( rayID )

Parameters

  • rayID - ID of the ray to delete.


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Delete3DPhysicsStaticPlane.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Delete3DPhysicsStaticPlane.htm deleted file mode 100644 index 036938ae..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Delete3DPhysicsStaticPlane.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -Delete3DPhysicsStaticPlane - AGK Help - - - - - - -

Delete3DPhysicsStaticPlane

Description

Deletes the static plane.

Definition

Delete3DPhysicsStaticPlane( planeID )

Parameters

  • planeID - static plane ID


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Delete3DPhysicsWorld.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Delete3DPhysicsWorld.htm deleted file mode 100644 index 68e9c7dc..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Delete3DPhysicsWorld.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -Delete3DPhysicsWorld - AGK Help - - - - - - -

Delete3DPhysicsWorld

Description

Deletes the entire 3D physics world.

Definition

Delete3DPhysicsWorld()



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Finalize3DPhysicsRagDoll.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Finalize3DPhysicsRagDoll.htm deleted file mode 100644 index 6b27e57a..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Finalize3DPhysicsRagDoll.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -Finalize3DPhysicsRagDoll - AGK Help - - - - - - -

Finalize3DPhysicsRagDoll

Description

Finishes the construction of the ragdoll. Call this command when you have added all the bones and joints for your ragdoll. Make sure you call Create3DPhysicsRagDoll first before calling this command.

Definition

Finalize3DPhysicsRagDoll()



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Get3DPhysicsActiveObjects.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Get3DPhysicsActiveObjects.htm deleted file mode 100644 index 0e9011d4..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Get3DPhysicsActiveObjects.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -Get3DPhysicsActiveObjects - AGK Help - - - - - - -

Get3DPhysicsActiveObjects

Description

Returns the total number of active objects in the physics world.

Definition

integer Get3DPhysicsActiveObjects()



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Get3DPhysicsCharacterControllerExists.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Get3DPhysicsCharacterControllerExists.htm deleted file mode 100644 index 58e92fbc..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Get3DPhysicsCharacterControllerExists.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -Get3DPhysicsCharacterControllerExists - AGK Help - - - - - - -

Get3DPhysicsCharacterControllerExists

Description

Returns a 1 if the object has a controller otherwise 0.

Definition

integer Get3DPhysicsCharacterControllerExists( objID )

Parameters

  • objID - object ID


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Get3DPhysicsCharacterControllerGravity.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Get3DPhysicsCharacterControllerGravity.htm deleted file mode 100644 index 55f9c532..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Get3DPhysicsCharacterControllerGravity.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -Get3DPhysicsCharacterControllerGravity - AGK Help - - - - - - -

Get3DPhysicsCharacterControllerGravity

Description

Returns the controller gravity.

Definition

float Get3DPhysicsCharacterControllerGravity( objID )

Parameters

  • objID - object ID


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Get3DPhysicsCharacterControllerMaxSlope.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Get3DPhysicsCharacterControllerMaxSlope.htm deleted file mode 100644 index 4b76c197..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Get3DPhysicsCharacterControllerMaxSlope.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -Get3DPhysicsCharacterControllerMaxSlope - AGK Help - - - - - - -

Get3DPhysicsCharacterControllerMaxSlope

Description

Returns the maximum slope in degrees.

Definition

float Get3DPhysicsCharacterControllerMaxSlope( objID )

Parameters

  • objID - object ID


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Get3DPhysicsJointEnabled.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Get3DPhysicsJointEnabled.htm deleted file mode 100644 index cf6f636e..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Get3DPhysicsJointEnabled.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -Get3DPhysicsJointEnabled - AGK Help - - - - - - -

Get3DPhysicsJointEnabled

Description

Returns the breaking threshold for the joint.

Definition

integer Get3DPhysicsJointEnabled( jointID )

Parameters

  • jointID - Id of joint


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Get3DPhysicsJointPositionVector.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Get3DPhysicsJointPositionVector.htm deleted file mode 100644 index d214e066..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Get3DPhysicsJointPositionVector.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -Get3DPhysicsJointPositionVector - AGK Help - - - - - - -

Get3DPhysicsJointPositionVector

Description

Returns the vector ID

Definition

integer Get3DPhysicsJointPositionVector( jointID )

Parameters

  • jointID - Id of a Joint


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Get3DPhysicsJointRotationVector.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Get3DPhysicsJointRotationVector.htm deleted file mode 100644 index 9319bfa2..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Get3DPhysicsJointRotationVector.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -Get3DPhysicsJointRotationVector - AGK Help - - - - - - -

Get3DPhysicsJointRotationVector

Description

Returns the joints X rotation angle in degrees

Definition

integer Get3DPhysicsJointRotationVector( jointID )

Parameters

  • jointID - The ID of the joint.


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Get3DPhysicsRagdollExist.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Get3DPhysicsRagdollExist.htm deleted file mode 100644 index af1e741e..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Get3DPhysicsRagdollExist.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -Get3DPhysicsRagdollExist - AGK Help - - - - - - -

Get3DPhysicsRagdollExist

Description

Returns true if a ragdoll exists for the object.

Definition

integer Get3DPhysicsRagdollExist( objID )

Parameters

  • objID - object ID


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Get3DPhysicsRagdollFromBoneObject.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Get3DPhysicsRagdollFromBoneObject.htm deleted file mode 100644 index 78aa356d..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Get3DPhysicsRagdollFromBoneObject.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -Get3DPhysicsRagdollFromBoneObject - AGK Help - - - - - - -

Get3DPhysicsRagdollFromBoneObject

Description

Returns the object ID of the Model with the ragdoll which contains the ragdoll bone object passed in.

Definition

integer Get3DPhysicsRagdollFromBoneObject( objID )

Parameters

  • objID - object ID of a ragdoll bone capsule.


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Get3DPhysicsRayCastClosestContactPosition.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Get3DPhysicsRayCastClosestContactPosition.htm deleted file mode 100644 index e4d2e690..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Get3DPhysicsRayCastClosestContactPosition.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -Get3DPhysicsRayCastClosestContactPosition - AGK Help - - - - - - -

Get3DPhysicsRayCastClosestContactPosition

Description

Returns true if there is a closest contact vector and fills the vector outVec3ID. First create a vector with CreateVector3() then pass in the ID. The vector you have created and passed in will be filled with the results.

Definition

integer Get3DPhysicsRayCastClosestContactPosition( rayID, outVec3ID )

Parameters

  • rayID - ID of the ray
  • outVec3ID - Id of the vector that will be filled with the position.


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Get3DPhysicsRayCastClosestObjectHit.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Get3DPhysicsRayCastClosestObjectHit.htm deleted file mode 100644 index 27c16934..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Get3DPhysicsRayCastClosestObjectHit.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -Get3DPhysicsRayCastClosestObjectHit - AGK Help - - - - - - -

Get3DPhysicsRayCastClosestObjectHit

Description

Return the Closest Object hit by the ray.

Definition

integer Get3DPhysicsRayCastClosestObjectHit( rayID )

Parameters

  • rayID - ID of the ray


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Get3DPhysicsRayCastContactPosition.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Get3DPhysicsRayCastContactPosition.htm deleted file mode 100644 index 27d67fe0..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Get3DPhysicsRayCastContactPosition.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -Get3DPhysicsRayCastContactPosition - AGK Help - - - - - - -

Get3DPhysicsRayCastContactPosition

Description

Returns true if there is a contact vector and fills the vector outVec3ID. First create a vector with CreateVector3() then pass in the ID. The vector you have created and passed in will be filled with the results.

Definition

integer Get3DPhysicsRayCastContactPosition( rayID, fractionIndex, outVec3ID )

Parameters

  • rayID - ID of the ray
  • fractionIndex - value returned by Get3DPhysicsRayCastFraction() command.
  • outVec3ID - Id of the vector that will be filled with the position.


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Get3DPhysicsRayCastFraction.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Get3DPhysicsRayCastFraction.htm deleted file mode 100644 index d9baa405..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Get3DPhysicsRayCastFraction.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -Get3DPhysicsRayCastFraction - AGK Help - - - - - - -

Get3DPhysicsRayCastFraction

Description

Returns the distance along the ray until collision where 1.0 = full length, 0.0 = beginning.

Definition

float Get3DPhysicsRayCastFraction( rayID )

Parameters

  • rayID - ID of the ray


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Get3DPhysicsRayCastNormalVector.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Get3DPhysicsRayCastNormalVector.htm deleted file mode 100644 index 0ae4e574..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Get3DPhysicsRayCastNormalVector.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -Get3DPhysicsRayCastNormalVector - AGK Help - - - - - - -

Get3DPhysicsRayCastNormalVector

Description

Fills the vector passed in with the Normals values from the ray. first create a physics ray then cast the ray before calling Get3DPhysicsRayCastNormalVector().

Definition

Get3DPhysicsRayCastNormalVector( rayID, returnVec3ID )

Parameters

  • rayID - The ID of the ray which is returned by calling Create3DPhysicsRay().
  • returnVec3ID - The Id of a vector. Vector ID is the return value from CreateVector3() command.


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Get3DPhysicsRayCastNumHits.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Get3DPhysicsRayCastNumHits.htm deleted file mode 100644 index 265987e6..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Get3DPhysicsRayCastNumHits.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -Get3DPhysicsRayCastNumHits - AGK Help - - - - - - -

Get3DPhysicsRayCastNumHits

Description

Returns the total number of hits the ray has along its length.

Definition

integer Get3DPhysicsRayCastNumHits( rayID )

Parameters

  • rayID - The ID of the ray which is returned by calling Create3DPhysicsRay().


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Get3DPhysicsRayCastObjectHit.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Get3DPhysicsRayCastObjectHit.htm deleted file mode 100644 index 0ac33734..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Get3DPhysicsRayCastObjectHit.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -Get3DPhysicsRayCastObjectHit - AGK Help - - - - - - -

Get3DPhysicsRayCastObjectHit

Description

Return the ID of the Object hit by the ray at the index.

Definition

integer Get3DPhysicsRayCastObjectHit( rayID, fractionIndex )

Parameters

  • rayID - ID of the ray
  • fractionIndex - value returned by Get3DPhysicsRayCastFraction() command.


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Get3DPhysicsTotalJoints.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Get3DPhysicsTotalJoints.htm deleted file mode 100644 index 6509f2f6..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Get3DPhysicsTotalJoints.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -Get3DPhysicsTotalJoints - AGK Help - - - - - - -

Get3DPhysicsTotalJoints

Description

Returns the total number of joints in the physics world

Definition

integer Get3DPhysicsTotalJoints()



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Get3DPhysicsTotalObjects.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Get3DPhysicsTotalObjects.htm deleted file mode 100644 index ae9ba466..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Get3DPhysicsTotalObjects.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -Get3DPhysicsTotalObjects - AGK Help - - - - - - -

Get3DPhysicsTotalObjects

Description

Returns the total number of physics objects in the world.

Definition

integer Get3DPhysicsTotalObjects()



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/GetObject3DPhysicsAngularDamp.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/GetObject3DPhysicsAngularDamp.htm deleted file mode 100644 index c0af396c..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/GetObject3DPhysicsAngularDamp.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetObject3DPhysicsAngularDamp - AGK Help - - - - - - -

GetObject3DPhysicsAngularDamp

Description

Returns the Angular Damping value

Definition

float GetObject3DPhysicsAngularDamp( objID )

Parameters

  • objID - object ID


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/GetObject3DPhysicsAngularSleepingThreshold.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/GetObject3DPhysicsAngularSleepingThreshold.htm deleted file mode 100644 index 7c04657c..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/GetObject3DPhysicsAngularSleepingThreshold.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetObject3DPhysicsAngularSleepingThreshold - AGK Help - - - - - - -

GetObject3DPhysicsAngularSleepingThreshold

Description

Returns the angular Sleeping threshold for the Physics Object.

Definition

float GetObject3DPhysicsAngularSleepingThreshold( objID )

Parameters

  • objID - object ID


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/GetObject3DPhysicsAngularVelocityX.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/GetObject3DPhysicsAngularVelocityX.htm deleted file mode 100644 index b20a1c2a..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/GetObject3DPhysicsAngularVelocityX.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetObject3DPhysicsAngularVelocityX - AGK Help - - - - - - -

GetObject3DPhysicsAngularVelocityX

Description

Return the X component of the angular velocity vector.

Definition

float GetObject3DPhysicsAngularVelocityX( objID )

Parameters

  • objID - object ID


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/GetObject3DPhysicsAngularVelocityY.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/GetObject3DPhysicsAngularVelocityY.htm deleted file mode 100644 index 6ab08a9a..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/GetObject3DPhysicsAngularVelocityY.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetObject3DPhysicsAngularVelocityY - AGK Help - - - - - - -

GetObject3DPhysicsAngularVelocityY

Description

Return the Y component of the angular velocity vector.

Definition

float GetObject3DPhysicsAngularVelocityY( objID )

Parameters

  • objID - object ID


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/GetObject3DPhysicsAngularVelocityZ.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/GetObject3DPhysicsAngularVelocityZ.htm deleted file mode 100644 index 521146c9..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/GetObject3DPhysicsAngularVelocityZ.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetObject3DPhysicsAngularVelocityZ - AGK Help - - - - - - -

GetObject3DPhysicsAngularVelocityZ

Description

Return the Z component of the angular velocity vector.

Definition

float GetObject3DPhysicsAngularVelocityZ( objID )

Parameters

  • objID - object ID


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/GetObject3DPhysicsContactObjectB.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/GetObject3DPhysicsContactObjectB.htm deleted file mode 100644 index dd40a3f2..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/GetObject3DPhysicsContactObjectB.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetObject3DPhysicsContactObjectB - AGK Help - - - - - - -

GetObject3DPhysicsContactObjectB

Description

Returns the object ID of the second object in the contact.

Definition

integer GetObject3DPhysicsContactObjectB()



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/GetObject3DPhysicsContactVector.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/GetObject3DPhysicsContactVector.htm deleted file mode 100644 index 644ab029..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/GetObject3DPhysicsContactVector.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetObject3DPhysicsContactVector - AGK Help - - - - - - -

GetObject3DPhysicsContactVector

Description

Returns true if there is a contact vector and fills the vector outPosVec3. First create a vector with CreateVector3() then pass in the ID. The vector you have created and passed in will be filled with the results.

Definition

integer GetObject3DPhysicsContactVector(int outPosVec3)

Parameters

  • outPosVec3 - The ID of the vector to be filled with the results.


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/GetObject3DPhysicsContactX.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/GetObject3DPhysicsContactX.htm deleted file mode 100644 index 1f6c3598..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/GetObject3DPhysicsContactX.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetObject3DPhysicsContactX - AGK Help - - - - - - -

GetObject3DPhysicsContactX

Description

Returns X position of contact

Definition

float GetObject3DPhysicsContactX()



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/GetObject3DPhysicsContactY.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/GetObject3DPhysicsContactY.htm deleted file mode 100644 index c3cdbf49..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/GetObject3DPhysicsContactY.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetObject3DPhysicsContactY - AGK Help - - - - - - -

GetObject3DPhysicsContactY

Description

Returns Y position of contact

Definition

float GetObject3DPhysicsContactY()



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/GetObject3DPhysicsContactZ.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/GetObject3DPhysicsContactZ.htm deleted file mode 100644 index 1725dd24..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/GetObject3DPhysicsContactZ.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetObject3DPhysicsContactZ - AGK Help - - - - - - -

GetObject3DPhysicsContactZ

Description

Returns Z position of contact

Definition

float GetObject3DPhysicsContactZ()



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/GetObject3DPhysicsFirstContact.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/GetObject3DPhysicsFirstContact.htm deleted file mode 100644 index 4f4b1b6e..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/GetObject3DPhysicsFirstContact.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetObject3DPhysicsFirstContact - AGK Help - - - - - - -

GetObject3DPhysicsFirstContact

Description

Returns true if object has had a contact in the physics step.

Definition

integer GetObject3DPhysicsFirstContact( objID )

Parameters

  • objID - object ID


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/GetObject3DPhysicsFriction.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/GetObject3DPhysicsFriction.htm deleted file mode 100644 index d005188c..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/GetObject3DPhysicsFriction.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetObject3DPhysicsFriction - AGK Help - - - - - - -

GetObject3DPhysicsFriction

Description

Returns the friction for the physics object.

Definition

float GetObject3DPhysicsFriction( objID )

Parameters

  • objID - object ID


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/GetObject3DPhysicsGroup.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/GetObject3DPhysicsGroup.htm deleted file mode 100644 index 3072346f..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/GetObject3DPhysicsGroup.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetObject3DPhysicsGroup - AGK Help - - - - - - -

GetObject3DPhysicsGroup

Description

Returns the objects collision group. By default all physics objects are in one group and are not masked. If you use collision groups and masks you must use them for all physics objects.

Definition

integer GetObject3DPhysicsGroup( objID )

Parameters

  • objID - object ID


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/GetObject3DPhysicsLinearDamp.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/GetObject3DPhysicsLinearDamp.htm deleted file mode 100644 index 46e37ed8..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/GetObject3DPhysicsLinearDamp.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetObject3DPhysicsLinearDamp - AGK Help - - - - - - -

GetObject3DPhysicsLinearDamp

Description

Return the linear Damping value

Definition

float GetObject3DPhysicsLinearDamp( objID )

Parameters

  • objID - object ID


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/GetObject3DPhysicsLinearSleepingThreshold.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/GetObject3DPhysicsLinearSleepingThreshold.htm deleted file mode 100644 index 12026b89..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/GetObject3DPhysicsLinearSleepingThreshold.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetObject3DPhysicsLinearSleepingThreshold - AGK Help - - - - - - -

GetObject3DPhysicsLinearSleepingThreshold

Description

Returns the linear Sleeping threshold for the Physics Object.

Definition

float GetObject3DPhysicsLinearSleepingThreshold( objID )

Parameters

  • objID - object ID


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/GetObject3DPhysicsLinearVelocityX.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/GetObject3DPhysicsLinearVelocityX.htm deleted file mode 100644 index 891e0e0b..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/GetObject3DPhysicsLinearVelocityX.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetObject3DPhysicsLinearVelocityX - AGK Help - - - - - - -

GetObject3DPhysicsLinearVelocityX

Description

Returns the X component of the Linear Velocity vector.

Definition

float GetObject3DPhysicsLinearVelocityX( objID )

Parameters

  • objID - object ID


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/GetObject3DPhysicsLinearVelocityY.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/GetObject3DPhysicsLinearVelocityY.htm deleted file mode 100644 index 0d59b3fa..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/GetObject3DPhysicsLinearVelocityY.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetObject3DPhysicsLinearVelocityY - AGK Help - - - - - - -

GetObject3DPhysicsLinearVelocityY

Description

Returns the X component of the Linear Velocity vector.

Definition

float GetObject3DPhysicsLinearVelocityY( objID )

Parameters

  • objID - object ID


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/GetObject3DPhysicsLinearVelocityZ.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/GetObject3DPhysicsLinearVelocityZ.htm deleted file mode 100644 index 097b4b6a..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/GetObject3DPhysicsLinearVelocityZ.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetObject3DPhysicsLinearVelocityZ - AGK Help - - - - - - -

GetObject3DPhysicsLinearVelocityZ

Description

Returns the X component of the Linear Velocity vector.

Definition

float GetObject3DPhysicsLinearVelocityZ( objID )

Parameters

  • objID - object ID


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/GetObject3DPhysicsMask.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/GetObject3DPhysicsMask.htm deleted file mode 100644 index 5513e2d8..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/GetObject3DPhysicsMask.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetObject3DPhysicsMask - AGK Help - - - - - - -

GetObject3DPhysicsMask

Description

Returns the objects collision mask. By default all physics objects are in one group and are not masked. If you use collision groups and masks you must use them for all physics objects.

Definition

integer GetObject3DPhysicsMask( objID )

Parameters

  • objID - object ID


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/GetObject3DPhysicsMass.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/GetObject3DPhysicsMass.htm deleted file mode 100644 index 55f4b5c7..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/GetObject3DPhysicsMass.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetObject3DPhysicsMass - AGK Help - - - - - - -

GetObject3DPhysicsMass

Description

Returns the objects mass

Definition

float GetObject3DPhysicsMass( objID )

Parameters

  • objID - object ID


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/GetObject3DPhysicsMaxLinearVelocity.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/GetObject3DPhysicsMaxLinearVelocity.htm deleted file mode 100644 index 44f7d8bd..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/GetObject3DPhysicsMaxLinearVelocity.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetObject3DPhysicsMaxLinearVelocity - AGK Help - - - - - - -

GetObject3DPhysicsMaxLinearVelocity

Description

Returns the max linear velocity for the physics object.

Definition

float GetObject3DPhysicsMaxLinearVelocity( objID )

Parameters

  • objID - object ID


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/GetObject3DPhysicsNextContact.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/GetObject3DPhysicsNextContact.htm deleted file mode 100644 index 8fc31c59..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/GetObject3DPhysicsNextContact.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetObject3DPhysicsNextContact - AGK Help - - - - - - -

GetObject3DPhysicsNextContact

Description

Returns true if there is another contact to report.

Definition

integer GetObject3DPhysicsNextContact()



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/GetObject3DPhysicsRestitution.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/GetObject3DPhysicsRestitution.htm deleted file mode 100644 index a769bdd8..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/GetObject3DPhysicsRestitution.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetObject3DPhysicsRestitution - AGK Help - - - - - - -

GetObject3DPhysicsRestitution

Description

Gets the current restitution value for the physics object.

Definition

float GetObject3DPhysicsRestitution( objID )

Parameters

  • objID - object ID


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/GetObject3DPhysicsRollingFriction.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/GetObject3DPhysicsRollingFriction.htm deleted file mode 100644 index e8e65689..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/GetObject3DPhysicsRollingFriction.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetObject3DPhysicsRollingFriction - AGK Help - - - - - - -

GetObject3DPhysicsRollingFriction

Description

Returns the rolling friction for the physics object.

Definition

float GetObject3DPhysicsRollingFriction( objID )

Parameters

  • objID - object ID


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/GetObjects3DPhysicsContactPositionVector.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/GetObjects3DPhysicsContactPositionVector.htm deleted file mode 100644 index 86ebad7f..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/GetObjects3DPhysicsContactPositionVector.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetObjects3DPhysicsContactPositionVector - AGK Help - - - - - - -

GetObjects3DPhysicsContactPositionVector

Description

Fills outPosVec3 with contact position. Returns false if no contact. First create a vector with CreateVector3() then pass in the ID. The vector you have created and passed in will be filled with the results.

Definition

integer GetObjects3DPhysicsContactPositionVector( objA, objB, outPosVec3 )

Parameters

  • objA - first object ID
  • objB - second object ID
  • outPosVec3 - Id of the position Vector to be filled. Create this vector first.


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Is3dPhysicsRagdollStatic.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Is3dPhysicsRagdollStatic.htm deleted file mode 100644 index cd7f9970..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Is3dPhysicsRagdollStatic.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -Is3dPhysicsRagdollStatic - AGK Help - - - - - - -

Is3dPhysicsRagdollStatic

Description

Returns a 1 if the Ragdoll is static.

Definition

integer Is3dPhysicsRagdollStatic( objID )

Parameters

  • objID - object ID


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Jump3DPhysicsCharacterController.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Jump3DPhysicsCharacterController.htm deleted file mode 100644 index c0f9a38c..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Jump3DPhysicsCharacterController.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -Jump3DPhysicsCharacterController - AGK Help - - - - - - -

Jump3DPhysicsCharacterController

Description

Moves the controller up to the jump height.

Definition

Jump3DPhysicsCharacterController( objID )

Parameters

  • objID - object ID


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/LoadObjectShape.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/LoadObjectShape.htm deleted file mode 100644 index d1dc4974..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/LoadObjectShape.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -LoadObjectShape - AGK Help - - - - - - -

LoadObjectShape

Description

loads a collision shape from a .bcs (Bullet Collision Shape) file and sets it to the object. Returns true if succeeded.

Definition

integer LoadObjectShape( objID, fileName )

Parameters

  • objID - object ID
  • fileName - file name


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Move3DPhysicsCharacterController.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Move3DPhysicsCharacterController.htm deleted file mode 100644 index ede9cd73..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Move3DPhysicsCharacterController.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -Move3DPhysicsCharacterController - AGK Help - - - - - - -

Move3DPhysicsCharacterController

Description

Moves the Controller.

Definition

Move3DPhysicsCharacterController( objID, x, z, velocity )

Move3DPhysicsCharacterController( objID, direction, velocity )

Parameters

  • objID - object ID
  • x - The amount to move in the x direction, this will be normalised with the z direction
  • z - The amount to move in the z direction, this will be normalised with the x direction
  • velocity - travel speed
  • direction - 0 = stop, 1 = forward, 2 = backward, 3 = strafe left, 4 = strafe right


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Ray3DPhysicsExist.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Ray3DPhysicsExist.htm deleted file mode 100644 index a4325e99..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Ray3DPhysicsExist.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -Ray3DPhysicsExist - AGK Help - - - - - - -

Ray3DPhysicsExist

Description

Return a 1 if the ray exists. Returns a 0 if it does not.

Definition

integer Ray3DPhysicsExist( rayID )

Parameters

  • rayID - ID of the ray


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/RayCast3DPhysics.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/RayCast3DPhysics.htm deleted file mode 100644 index 2afa701f..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/RayCast3DPhysics.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -RayCast3DPhysics - AGK Help - - - - - - -

RayCast3DPhysics

Description

Cast a ray

Definition

RayCast3DPhysics( rayID, fromVec3ID, toVec3ID, allOrClosest )

Parameters

  • rayID - ID of the ray
  • fromVec3ID - ID of the starting point vector. Create a vector with the CreateVector3() command.
  • toVec3ID - ID of the destination vector
  • allOrClosest - 1 = all contacts, 0 = closest contact


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/RayCast3DPhysicsObject.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/RayCast3DPhysicsObject.htm deleted file mode 100644 index 78eda79f..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/RayCast3DPhysicsObject.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -RayCast3DPhysicsObject - AGK Help - - - - - - -

RayCast3DPhysicsObject

Description

Cast a ray and checks against the object.

Definition

integer RayCast3DPhysicsObject( objID, rayID, fromVec3ID, toVec3ID, allOrClosest )

Parameters

  • objID - Id of object to check against.
  • rayID - ID of the ray
  • fromVec3ID - ID of the starting point vector. Create a vector with the CreateVector3() command.
  • toVec3ID - ID of the destination vector
  • allOrClosest - 1 = all contacts, 0 = closest contact


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Reset3DPhysicsWorld.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Reset3DPhysicsWorld.htm deleted file mode 100644 index 4e2d4d75..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Reset3DPhysicsWorld.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -Reset3DPhysicsWorld - AGK Help - - - - - - -

Reset3DPhysicsWorld

Description

This deletes the physics world and all the shapes, rigid bodies, joints, joint motors, ragdolls and character controllers. Then recreates an empty physics world with default scale and gravity. You will then need to recreate all the shapes, rigid bodies, joints, joint motors, ragdolls and character controllers that you require.

Definition

Reset3DPhysicsWorld()



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Rotate3DPhysicsCharacterController.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Rotate3DPhysicsCharacterController.htm deleted file mode 100644 index 352dc381..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Rotate3DPhysicsCharacterController.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -Rotate3DPhysicsCharacterController - AGK Help - - - - - - -

Rotate3DPhysicsCharacterController

Description

Rotates the controller.

Definition

Rotate3DPhysicsCharacterController( objID, angle )

Parameters

  • objID - object ID
  • angle - amount in degrees


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/SaveObjectShape.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/SaveObjectShape.htm deleted file mode 100644 index 29167eb9..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/SaveObjectShape.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SaveObjectShape - AGK Help - - - - - - -

SaveObjectShape

Description

Saves the objects collision shape to a .bcs (Bullet Collision Shape) file. Returns true if succeeded.

Definition

integer SaveObjectShape( objID, fileName )

Parameters

  • objID - object ID
  • fileName - the name of the file as a string.


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Set3DPhysicsCharacterControllerFallSpeed.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Set3DPhysicsCharacterControllerFallSpeed.htm deleted file mode 100644 index 918e3d45..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Set3DPhysicsCharacterControllerFallSpeed.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -Set3DPhysicsCharacterControllerFallSpeed - AGK Help - - - - - - -

Set3DPhysicsCharacterControllerFallSpeed

Description

Sets the speed at which the controller will fall.

Definition

Set3DPhysicsCharacterControllerFallSpeed( objID, fallSpeed )

Parameters

  • objID - object ID
  • fallSpeed - Default value is 55.0 which is the terminal velocity of a sky diver in meters per second.


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Set3DPhysicsCharacterControllerGravity.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Set3DPhysicsCharacterControllerGravity.htm deleted file mode 100644 index b96843a6..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Set3DPhysicsCharacterControllerGravity.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -Set3DPhysicsCharacterControllerGravity - AGK Help - - - - - - -

Set3DPhysicsCharacterControllerGravity

Description

Sets the gravity for the character controller. This gravity is not the same as the physics world gravity. and only affects the individual character controller.

Definition

Set3DPhysicsCharacterControllerGravity( objID, gravity )

Parameters

  • objID - object ID
  • gravity - Default value is (9.8 * 3)


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Set3DPhysicsCharacterControllerJumpSpeed.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Set3DPhysicsCharacterControllerJumpSpeed.htm deleted file mode 100644 index 786abf41..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Set3DPhysicsCharacterControllerJumpSpeed.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -Set3DPhysicsCharacterControllerJumpSpeed - AGK Help - - - - - - -

Set3DPhysicsCharacterControllerJumpSpeed

Description

Set the speed at which the controller moves up when jump is called.

Definition

Set3DPhysicsCharacterControllerJumpSpeed( objID, jumpSpeed )

Parameters

  • objID - object ID
  • jumpSpeed - Default is 10.0


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Set3DPhysicsCharacterControllerMaxSlope.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Set3DPhysicsCharacterControllerMaxSlope.htm deleted file mode 100644 index 20992a2f..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Set3DPhysicsCharacterControllerMaxSlope.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -Set3DPhysicsCharacterControllerMaxSlope - AGK Help - - - - - - -

Set3DPhysicsCharacterControllerMaxSlope

Description

set the max slope in angle degrees that a controller can climb.

Definition

Set3DPhysicsCharacterControllerMaxSlope( objID, maxSlopeDegress )

Parameters

  • objID - object ID
  • maxSlopeDegress - Default value is 45.0 degrees.


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Set3DPhysicsCharacterControllerPosition.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Set3DPhysicsCharacterControllerPosition.htm deleted file mode 100644 index 155c9bf9..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Set3DPhysicsCharacterControllerPosition.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -Set3DPhysicsCharacterControllerPosition - AGK Help - - - - - - -

Set3DPhysicsCharacterControllerPosition

Description

Repositions the Controller to the new coordinates passed in. Do not position the controller inside another physics object.

Definition

Set3DPhysicsCharacterControllerPosition( objID, posX, posY, posZ )

Parameters

  • objID - object ID
  • posX - The new X coordinate
  • posY - The new Y coordinate
  • posZ - The new Z coordinate


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Set3DPhysicsCharacterControllerStepHeight.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Set3DPhysicsCharacterControllerStepHeight.htm deleted file mode 100644 index b5da726b..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Set3DPhysicsCharacterControllerStepHeight.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -Set3DPhysicsCharacterControllerStepHeight - AGK Help - - - - - - -

Set3DPhysicsCharacterControllerStepHeight

Description

Sets the height that the controller can step up and over.

Definition

Set3DPhysicsCharacterControllerStepHeight( objID, stepHeight )

Parameters

  • objID - object ID
  • stepHeight - Step height in world values.


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Set3DPhysicsGravity.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Set3DPhysicsGravity.htm deleted file mode 100644 index 6eb53755..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Set3DPhysicsGravity.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -Set3DPhysicsGravity - AGK Help - - - - - - -

Set3DPhysicsGravity

Description

Sets the gravity of the physics world, gravity is in meters per second. Gravity is set to ( 0.0, -10.0, 0.0 ) by default. You only need to call this command if you need to change from the default setting.

Definition

Set3DPhysicsGravity( x, y, z )

Set3DPhysicsGravity( vectorID )

Parameters

  • x - The value of gravity on the X axis in meters per second.
  • y - The value of gravity on the Y axis in meters per second.
  • z - The value of gravity on the Z axis in meters per second.
  • vectorID - The ID of the vector to use


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Set3DPhysicsHingeJointMaxMotorImpulse.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Set3DPhysicsHingeJointMaxMotorImpulse.htm deleted file mode 100644 index a1f4d512..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Set3DPhysicsHingeJointMaxMotorImpulse.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -Set3DPhysicsHingeJointMaxMotorImpulse - AGK Help - - - - - - -

Set3DPhysicsHingeJointMaxMotorImpulse

Description

Sets the maximum motor Impulse value for a hinge joint. Enable joint first with Set3DPhysicsHingeJointMotorIsEnabled()

Definition

Set3DPhysicsHingeJointMaxMotorImpulse( jointID, maxImpulse )

Parameters

  • jointID - Id of joint
  • maxImpulse - The Maximum impulse value to be applied to the joint motor.


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Set3DPhysicsHingeJointMotorIsEnabled.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Set3DPhysicsHingeJointMotorIsEnabled.htm deleted file mode 100644 index dce8ce16..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Set3DPhysicsHingeJointMotorIsEnabled.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -Set3DPhysicsHingeJointMotorIsEnabled - AGK Help - - - - - - -

Set3DPhysicsHingeJointMotorIsEnabled

Description

Enables a hinge joint motor.

Definition

Set3DPhysicsHingeJointMotorIsEnabled( jointID, isEnabled )

Parameters

  • jointID - Id of joint
  • isEnabled - 1 = true , 0 = false


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Set3DPhysicsHingeJointMotorVelocity.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Set3DPhysicsHingeJointMotorVelocity.htm deleted file mode 100644 index 7e59e67d..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Set3DPhysicsHingeJointMotorVelocity.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -Set3DPhysicsHingeJointMotorVelocity - AGK Help - - - - - - -

Set3DPhysicsHingeJointMotorVelocity

Description

Set the target velocity for a hinge joint. Must be called in the loop. Enable joint first with Set3DPhysicsHingeJointMotorIsEnabled()

Definition

Set3DPhysicsHingeJointMotorVelocity( jointID, targetVelocity )

Parameters

  • jointID - Id of joint
  • targetVelocity - The target velocity to be used.


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Set3DPhysicsJointBreakingThreshold.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Set3DPhysicsJointBreakingThreshold.htm deleted file mode 100644 index 18585a80..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Set3DPhysicsJointBreakingThreshold.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -Set3DPhysicsJointBreakingThreshold - AGK Help - - - - - - -

Set3DPhysicsJointBreakingThreshold

Description

Sets the breaking threshold for the joint.

Definition

Set3DPhysicsJointBreakingThreshold( jointID, breakThreshold )

Parameters

  • jointID - Id of joint
  • breakThreshold - breaking threshold value


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Set3DPhysicsJointConeTwistLimits.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Set3DPhysicsJointConeTwistLimits.htm deleted file mode 100644 index b25bbbb4..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Set3DPhysicsJointConeTwistLimits.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -Set3DPhysicsJointConeTwistLimits - AGK Help - - - - - - -

Set3DPhysicsJointConeTwistLimits

Description

Sets the angular limits for a conetwist joint in degrees. To unlock a particular value set it to 360

Definition

Set3DPhysicsJointConeTwistLimits( jointID, swingSpan1, swingSpan2, twistSpan )

Parameters

  • jointID - Id of joint
  • swingSpan1 - angle in degrees
  • swingSpan2 - angle in degrees
  • twistSpan - angle in degrees


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Set3DPhysicsJointEnabled.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Set3DPhysicsJointEnabled.htm deleted file mode 100644 index 03a5a3ed..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Set3DPhysicsJointEnabled.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -Set3DPhysicsJointEnabled - AGK Help - - - - - - -

Set3DPhysicsJointEnabled

Description

Sets the breaking threshold for the joint.

Definition

Set3DPhysicsJointEnabled( jointID, isEnabled )

Parameters

  • jointID - Id of joint
  • isEnabled - 0 will disable joint


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Set3DPhysicsJointHingeLimits.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Set3DPhysicsJointHingeLimits.htm deleted file mode 100644 index 4e6e225a..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Set3DPhysicsJointHingeLimits.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -Set3DPhysicsJointHingeLimits - AGK Help - - - - - - -

Set3DPhysicsJointHingeLimits

Description

Sets the angular limits for a hinge joint in degrees. To unlock the joint set the lower limit greater than upper limit.

Definition

Set3DPhysicsJointHingeLimits( jointID, minAng, maxAng )

Parameters

  • jointID - Id of joint
  • minAng - The minimum angle in degrees.
  • maxAng - The maximum angle in degrees.


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Set3DPhysicsJointSliderAngularLimits.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Set3DPhysicsJointSliderAngularLimits.htm deleted file mode 100644 index 78ec3d82..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Set3DPhysicsJointSliderAngularLimits.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -Set3DPhysicsJointSliderAngularLimits - AGK Help - - - - - - -

Set3DPhysicsJointSliderAngularLimits

Description

Sets the Angular limits for a slider joint. To unlock the joint set the lower limit greater than upper limit.

Definition

Set3DPhysicsJointSliderAngularLimits( jointID, lowerLimit, upperLimit )

Parameters

  • jointID - Id of joint
  • lowerLimit - The Lower limit in degrees
  • upperLimit - The upper limit in degrees


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Set3DPhysicsJointSliderLinearLimits.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Set3DPhysicsJointSliderLinearLimits.htm deleted file mode 100644 index cf9425a5..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Set3DPhysicsJointSliderLinearLimits.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -Set3DPhysicsJointSliderLinearLimits - AGK Help - - - - - - -

Set3DPhysicsJointSliderLinearLimits

Description

Sets the Linear limits for a slider joint. To unlock the joint set the lower limit greater than upper limit.

Definition

Set3DPhysicsJointSliderLinearLimits( jointID, lowerLimit, upperLimit )

Parameters

  • jointID - Id of joint
  • lowerLimit - The lower limit
  • upperLimit - The upper limit


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Set3DPhysicsRagdollBonesVisible.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Set3DPhysicsRagdollBonesVisible.htm deleted file mode 100644 index fa792881..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Set3DPhysicsRagdollBonesVisible.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -Set3DPhysicsRagdollBonesVisible - AGK Help - - - - - - -

Set3DPhysicsRagdollBonesVisible

Description

Shows the ragdoll bone objects and hides the object.

Definition

Set3DPhysicsRagdollBonesVisible( objID, isVisible )

Parameters

  • objID - object ID
  • isVisible - 1 = true, 0 = false


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Set3DPhysicsRagdollDamping.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Set3DPhysicsRagdollDamping.htm deleted file mode 100644 index 53ad341f..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Set3DPhysicsRagdollDamping.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -Set3DPhysicsRagdollDamping - AGK Help - - - - - - -

Set3DPhysicsRagdollDamping

Description

Sets the damping for the ragdoll being created. The default values should be good for most situations. Only call if you wish to change these values. Must be called before Finalize3DPhysicsRagDoll()

Definition

Set3DPhysicsRagdollDamping( linear, angular )

Parameters

  • linear - Default value is 0.08
  • angular - Default value is 0.95


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Set3DPhysicsRagdollDeactivation.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Set3DPhysicsRagdollDeactivation.htm deleted file mode 100644 index 80cd01c5..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Set3DPhysicsRagdollDeactivation.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -Set3DPhysicsRagdollDeactivation - AGK Help - - - - - - -

Set3DPhysicsRagdollDeactivation

Description

Keeps physics ragdoll active. Does not allow the automatic deactivation when ragdoll comes to rest.

Definition

Set3DPhysicsRagdollDeactivation( objID, isDisabled )

Parameters

  • objID - object ID
  • isDisabled - 1 = true, 0 = false


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Set3DPhysicsRagdollDeactivationTime.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Set3DPhysicsRagdollDeactivationTime.htm deleted file mode 100644 index 235e741d..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Set3DPhysicsRagdollDeactivationTime.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -Set3DPhysicsRagdollDeactivationTime - AGK Help - - - - - - -

Set3DPhysicsRagdollDeactivationTime

Description

Sets the deactivation time for the ragdoll being created. The default values should be good for most situations. Only call if you wish to change these values. Must be called before Finalize3DPhysicsRagDoll()

Definition

Set3DPhysicsRagdollDeactivationTime( time )

Parameters

  • time - Default value is 0.8


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Set3DPhysicsRagdollSleepingThresholds.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Set3DPhysicsRagdollSleepingThresholds.htm deleted file mode 100644 index ca12c72f..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Set3DPhysicsRagdollSleepingThresholds.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -Set3DPhysicsRagdollSleepingThresholds - AGK Help - - - - - - -

Set3DPhysicsRagdollSleepingThresholds

Description

Sets the sleeping thresholds for the ragdoll being created. The default values should be good for most situations. Only call if you wish to change these values. Must be called before Finalize3DPhysicsRagDoll()

Definition

Set3DPhysicsRagdollSleepingThresholds( linear, angular )

Parameters

  • linear - Default value is 1.8
  • angular - Default value is 2.8


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Set3DPhysicsSliderJointMaxLinearMotorForce.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Set3DPhysicsSliderJointMaxLinearMotorForce.htm deleted file mode 100644 index cea230ba..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Set3DPhysicsSliderJointMaxLinearMotorForce.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -Set3DPhysicsSliderJointMaxLinearMotorForce - AGK Help - - - - - - -

Set3DPhysicsSliderJointMaxLinearMotorForce

Description

Sets the joints motor to the maximum linear force.

Definition

Set3DPhysicsSliderJointMaxLinearMotorForce( jointID, maxLinearForce )

Parameters

  • jointID - Id of joint
  • maxLinearForce - The maximum linear force to be applied to the joint motor.


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Set3DPhysicsSliderJointPoweredLinearMotorIsEnabled.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Set3DPhysicsSliderJointPoweredLinearMotorIsEnabled.htm deleted file mode 100644 index be0eda5a..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Set3DPhysicsSliderJointPoweredLinearMotorIsEnabled.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -Set3DPhysicsSliderJointPoweredLinearMotorIsEnabled - AGK Help - - - - - - -

Set3DPhysicsSliderJointPoweredLinearMotorIsEnabled

Description

Set the slider joints powered linear motor to enabled.

Definition

Set3DPhysicsSliderJointPoweredLinearMotorIsEnabled( jointID, isEnabled )

Parameters

  • jointID - Id of joint
  • isEnabled - 1 = true, 0 = false


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Set3DPhysicsSliderJointTargetLinearMotorVelocity.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Set3DPhysicsSliderJointTargetLinearMotorVelocity.htm deleted file mode 100644 index a0e83f21..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Set3DPhysicsSliderJointTargetLinearMotorVelocity.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -Set3DPhysicsSliderJointTargetLinearMotorVelocity - AGK Help - - - - - - -

Set3DPhysicsSliderJointTargetLinearMotorVelocity

Description

Sets the target linear Motor Velocity for the physics slider joint.

Definition

Set3DPhysicsSliderJointTargetLinearMotorVelocity( jointID, linearMotorVelocity )

Parameters

  • jointID - Id of joint
  • linearMotorVelocity - The linear velocity to be applied to the joint motor.


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Set3DPhysicsStaticPlanePosition.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Set3DPhysicsStaticPlanePosition.htm deleted file mode 100644 index cfcdc860..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Set3DPhysicsStaticPlanePosition.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -Set3DPhysicsStaticPlanePosition - AGK Help - - - - - - -

Set3DPhysicsStaticPlanePosition

Description

Sets the position of the static plane

Definition

Set3DPhysicsStaticPlanePosition( planeID, posX, posY, posZ )

Parameters

  • planeID - static plane ID
  • posX - The world X position.
  • posY - The world Y position.
  • posZ - The world Z position.


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Set3DPhysicsStaticPlaneRotation.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Set3DPhysicsStaticPlaneRotation.htm deleted file mode 100644 index 4d872975..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Set3DPhysicsStaticPlaneRotation.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -Set3DPhysicsStaticPlaneRotation - AGK Help - - - - - - -

Set3DPhysicsStaticPlaneRotation

Description

Sets the rotation of the static Plane

Definition

Set3DPhysicsStaticPlaneRotation( planeID, angX, angY, angZ )

Parameters

  • planeID - static plane ID
  • angX - The world X angle of rotation.
  • angY - The world Y angle of rotation.
  • angZ - The world Z angle of rotation.


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Set3DPhysicsTwistJointMaxMotorImpulse.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Set3DPhysicsTwistJointMaxMotorImpulse.htm deleted file mode 100644 index 19a3afc6..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Set3DPhysicsTwistJointMaxMotorImpulse.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -Set3DPhysicsTwistJointMaxMotorImpulse - AGK Help - - - - - - -

Set3DPhysicsTwistJointMaxMotorImpulse

Description

Sets the max motor Impulse value for a Twist joint. Enable joint first with Set3DPhysicsTwistJointMotorIsEnabled()

Definition

Set3DPhysicsTwistJointMaxMotorImpulse( jointID, maxImpulse )

Parameters

  • jointID - Id of joint
  • maxImpulse - The maximum impulse to be applied to the joint motor.


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Set3DPhysicsTwistJointMotorIsEnabled.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Set3DPhysicsTwistJointMotorIsEnabled.htm deleted file mode 100644 index 90c0fa89..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Set3DPhysicsTwistJointMotorIsEnabled.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -Set3DPhysicsTwistJointMotorIsEnabled - AGK Help - - - - - - -

Set3DPhysicsTwistJointMotorIsEnabled

Description

Enables a twist joint motor.

Definition

Set3DPhysicsTwistJointMotorIsEnabled( jointID, isEnabled )

Parameters

  • jointID - joint ID
  • isEnabled - 1 = true , 0 = false


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Set3DPhysicsTwistJointMotorRotationTarget.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Set3DPhysicsTwistJointMotorRotationTarget.htm deleted file mode 100644 index 670691cb..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Set3DPhysicsTwistJointMotorRotationTarget.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -Set3DPhysicsTwistJointMotorRotationTarget - AGK Help - - - - - - -

Set3DPhysicsTwistJointMotorRotationTarget

Description

Set the target velocity for a twist joint. Must be called in the loop. Enable joint first with Set3DPhysicsTwistJointMotorIsEnabled()

Definition

Set3DPhysicsTwistJointMotorRotationTarget( jointID, rotationVec3ID )

Parameters

  • jointID - Id of joint
  • rotationVec3ID - The Id of a Vector which has the rotation target for a twist joint motor.


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Set3DphysicsRagdollStatic.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Set3DphysicsRagdollStatic.htm deleted file mode 100644 index 28da16df..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Set3DphysicsRagdollStatic.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -Set3DphysicsRagdollStatic - AGK Help - - - - - - -

Set3DphysicsRagdollStatic

Description

Sets the ragdoll static by changing the mass of all the ragdoll bones to zero.

Definition

Set3DphysicsRagdollStatic( objID, isStatic )

Parameters

  • objID - object ID
  • isStatic - 1 = true, 0 = false


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/SetObject3DPhysicsAngularVelocity.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/SetObject3DPhysicsAngularVelocity.htm deleted file mode 100644 index 3d254863..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/SetObject3DPhysicsAngularVelocity.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetObject3DPhysicsAngularVelocity - AGK Help - - - - - - -

SetObject3DPhysicsAngularVelocity

Description

Sets the angular velocity of the object. The angle vector is automatically normalized.

Definition

SetObject3DPhysicsAngularVelocity( objID, angX, angY, angZ, initialSpeed )

SetObject3DPhysicsAngularVelocity( objID, vectorID, initialSpeed )

Parameters

  • objID - object ID
  • angX - the X component of the angle vector
  • angY - the Y component of the angle vector
  • angZ - the Z component of the angle vector
  • initialSpeed - the initial speed.
  • vectorID - ID of direction Vector.


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/SetObject3DPhysicsAnisotropicFriction.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/SetObject3DPhysicsAnisotropicFriction.htm deleted file mode 100644 index a1ca5f1e..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/SetObject3DPhysicsAnisotropicFriction.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetObject3DPhysicsAnisotropicFriction - AGK Help - - - - - - -

SetObject3DPhysicsAnisotropicFriction

Description

This will set the type of anisotropic friction.

Definition

SetObject3DPhysicsAnisotropicFriction( objID, type )

Parameters

  • objID - object ID
  • type - DISABLED = 0, FRICTION = 1, ROLLING_FRICTION = 2


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/SetObject3DPhysicsCanSleep.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/SetObject3DPhysicsCanSleep.htm deleted file mode 100644 index 538baf72..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/SetObject3DPhysicsCanSleep.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetObject3DPhysicsCanSleep - AGK Help - - - - - - -

SetObject3DPhysicsCanSleep

Description

All dynamic objects are automatically put to sleep at rest. This will stop the dynamic object from being automatically put to sleep.

Definition

SetObject3DPhysicsCanSleep( objID, canSleep )

Parameters

  • objID - object ID
  • canSleep - 1 = true , 0 = false


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/SetObject3DPhysicsDamping.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/SetObject3DPhysicsDamping.htm deleted file mode 100644 index 1669ca1a..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/SetObject3DPhysicsDamping.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetObject3DPhysicsDamping - AGK Help - - - - - - -

SetObject3DPhysicsDamping

Description

Sets the linear and angular damping for the object

Definition

SetObject3DPhysicsDamping( objID, linearDamp, angularDamp )

Parameters

  • objID - object ID
  • linearDamp - The amount of linear damping applied to the object.
  • angularDamp - The amount of angular damping applied to the object.


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/SetObject3DPhysicsDeactivationTime.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/SetObject3DPhysicsDeactivationTime.htm deleted file mode 100644 index 31b2afa6..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/SetObject3DPhysicsDeactivationTime.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetObject3DPhysicsDeactivationTime - AGK Help - - - - - - -

SetObject3DPhysicsDeactivationTime

Description

Sets the deactivation time for the physics object. This is the amount of time the physics object waits when it comes to rest before it becomes deactivated.

Definition

SetObject3DPhysicsDeactivationTime( objID, time )

Parameters

  • objID - object ID
  • time -


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/SetObject3DPhysicsFriction.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/SetObject3DPhysicsFriction.htm deleted file mode 100644 index 9f8067ff..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/SetObject3DPhysicsFriction.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetObject3DPhysicsFriction - AGK Help - - - - - - -

SetObject3DPhysicsFriction

Description

This will set the friction for dynamic and static objects

Definition

SetObject3DPhysicsFriction( objID, friction )

Parameters

  • objID - object ID
  • friction - friction value as a float


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/SetObject3DPhysicsGroupAndMask.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/SetObject3DPhysicsGroupAndMask.htm deleted file mode 100644 index 0bd3d7c2..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/SetObject3DPhysicsGroupAndMask.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetObject3DPhysicsGroupAndMask - AGK Help - - - - - - -

SetObject3DPhysicsGroupAndMask

Description

Sets the objects collision group and mask. By default all physics objects are in one group and are not masked. If you use collision groups and masks you must use them for all physics objects in the world.

Definition

SetObject3DPhysicsGroupAndMask( objID, group, mask )

Parameters

  • objID - object ID
  • group - collision group that this Physics object belongs too.
  • mask - collision groups you want masked from collision.


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/SetObject3DPhysicsLinearVelocity.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/SetObject3DPhysicsLinearVelocity.htm deleted file mode 100644 index 8e38f8ef..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/SetObject3DPhysicsLinearVelocity.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetObject3DPhysicsLinearVelocity - AGK Help - - - - - - -

SetObject3DPhysicsLinearVelocity

Description

Sets the linear velocity vector for the object. The direction vector is automatically normalized.

Definition

SetObject3DPhysicsLinearVelocity( objID, vectorID, initialSpeed )

SetObject3DPhysicsLinearVelocity( objID, dirX, dirY, dirZ, initialSpeed )

Parameters

  • objID - object ID
  • vectorID - ID of the direction vector
  • initialSpeed - the initial speed.
  • dirX - the X component of the direction vector
  • dirY - the Y component of the direction vector
  • dirZ - the Z component of the direction vector


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/SetObject3DPhysicsMass.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/SetObject3DPhysicsMass.htm deleted file mode 100644 index 212e7c6a..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/SetObject3DPhysicsMass.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetObject3DPhysicsMass - AGK Help - - - - - - -

SetObject3DPhysicsMass

Description

Sets the mass of the object

Definition

SetObject3DPhysicsMass( objID, mass )

Parameters

  • objID - object ID
  • mass - mass of the object


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/SetObject3DPhysicsMaxLinearVelocity.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/SetObject3DPhysicsMaxLinearVelocity.htm deleted file mode 100644 index 0766e4b8..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/SetObject3DPhysicsMaxLinearVelocity.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetObject3DPhysicsMaxLinearVelocity - AGK Help - - - - - - -

SetObject3DPhysicsMaxLinearVelocity

Description

This will set the max linear velocity for the dynamic object. This will prevent objects from going too fast to be seen on screen.

Definition

SetObject3DPhysicsMaxLinearVelocity( objID, maxLinearVelocity )

Parameters

  • objID - object ID
  • maxLinearVelocity - max speed an object can reach.


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/SetObject3DPhysicsRestitution.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/SetObject3DPhysicsRestitution.htm deleted file mode 100644 index 29137bb4..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/SetObject3DPhysicsRestitution.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetObject3DPhysicsRestitution - AGK Help - - - - - - -

SetObject3DPhysicsRestitution

Description

Sets the restitution friction for the object. You can set the Restitution for dynamic and static objects.

Definition

SetObject3DPhysicsRestitution( objID, friction)

Parameters

  • objID - object ID
  • friction - The amount of friction applied to the object.


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/SetObject3DPhysicsRollingFriction.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/SetObject3DPhysicsRollingFriction.htm deleted file mode 100644 index f4684700..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/SetObject3DPhysicsRollingFriction.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetObject3DPhysicsRollingFriction - AGK Help - - - - - - -

SetObject3DPhysicsRollingFriction

Description

This will set the rolling friction for static and dynamic objects.

Definition

SetObject3DPhysicsRollingFriction( objID, friction )

Parameters

  • objID - object ID
  • friction - rolling friction value as a float


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/SetObject3DPhysicsSleepingThreshold.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/SetObject3DPhysicsSleepingThreshold.htm deleted file mode 100644 index de5358b5..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/SetObject3DPhysicsSleepingThreshold.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetObject3DPhysicsSleepingThreshold - AGK Help - - - - - - -

SetObject3DPhysicsSleepingThreshold

Description

Sets the 3d physics sleeping thresholds for the object.

Definition

SetObject3DPhysicsSleepingThreshold( objID, angular, linear )

Parameters

  • objID - object ID
  • angular - angular velocity
  • linear - linear velocity


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/SetObjectShapeBox.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/SetObjectShapeBox.htm deleted file mode 100644 index 68894884..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/SetObjectShapeBox.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetObjectShapeBox - AGK Help - - - - - - -

SetObjectShapeBox

Description

Sets the collision shape to a box based on the size passed in. You must first create a physics body for the object or this command will fail.

Definition

SetObjectShapeBox( objID, sizeX, sizeY, sizeZ )

SetObjectShapeBox( objID, vectorID )

SetObjectShapeBox( objID )

Parameters

  • objID - object ID
  • sizeX - dimension on the x axis
  • sizeY - dimension on the Y axis
  • sizeZ - dimension on the Z axis
  • vectorID - Id of a dimension vector


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/SetObjectShapeCapsule.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/SetObjectShapeCapsule.htm deleted file mode 100644 index deceab31..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/SetObjectShapeCapsule.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetObjectShapeCapsule - AGK Help - - - - - - -

SetObjectShapeCapsule

Description

Sets the collision shape to a capsule based on the size passed in. You must first create a physics body for the object or this command will fail.

Definition

SetObjectShapeCapsule( objID, axis, sizeX, sizeY, sizeZ )

SetObjectShapeCapsule( objID, axis )

SetObjectShapeCapsule( objID, axis, vectorID )

Parameters

  • objID - object ID
  • axis - 0 =X axis, 1 =Y axis, 2 = Z axis orientation
  • sizeX - dimension on the x axis
  • sizeY - dimension on the Y axis
  • sizeZ - dimension on the Z axis
  • vectorID - ID of the dimension vector.


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/SetObjectShapeCompound.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/SetObjectShapeCompound.htm deleted file mode 100644 index 25f050f9..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/SetObjectShapeCompound.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetObjectShapeCompound - AGK Help - - - - - - -

SetObjectShapeCompound

Description

Sets the objects collision shape to a compound shape ready to add more shapes. The object must be dynamic.

Definition

SetObjectShapeCompound( objID )

Parameters

  • objID - object ID


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/SetObjectShapeCone.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/SetObjectShapeCone.htm deleted file mode 100644 index 230d5d2d..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/SetObjectShapeCone.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetObjectShapeCone - AGK Help - - - - - - -

SetObjectShapeCone

Description

Sets the collision shape to a cone based on the size passed in. You must first create a physics body for the object or this command will fail. Returns shape ID.

Definition

SetObjectShapeCone( objID, axis, height, diameter )

SetObjectShapeCone( objID, axis )

Parameters

  • objID - object ID
  • axis - 0 =X axis, 1 =Y axis, 2 = Z axis orientation
  • height - height on the y
  • diameter - diameter on the x and z


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/SetObjectShapeConvexHull.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/SetObjectShapeConvexHull.htm deleted file mode 100644 index 73344891..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/SetObjectShapeConvexHull.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetObjectShapeConvexHull - AGK Help - - - - - - -

SetObjectShapeConvexHull

Description

Sets the objects collision shape to a convex hull based on the size of the object. You must first create a physics body for the object or this command will fail.

Definition

SetObjectShapeConvexHull( objID )

Parameters

  • objID - object ID


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/SetObjectShapeCylinder.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/SetObjectShapeCylinder.htm deleted file mode 100644 index f048ce4f..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/SetObjectShapeCylinder.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetObjectShapeCylinder - AGK Help - - - - - - -

SetObjectShapeCylinder

Description

Sets the collision shape to a Cylinder based on the size of the object. You must first create a physics body for the object or this command will fail.

Definition

SetObjectShapeCylinder( objID, axis )

SetObjectShapeCylinder( objID, axis, height, diameter )

Parameters

  • objID - object ID
  • axis - 0 =X axis, 1 =Y axis, 2 = Z axis orientation
  • height - height on the y
  • diameter - diameter on the x and z


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/SetObjectShapeSphere.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/SetObjectShapeSphere.htm deleted file mode 100644 index fa4fd802..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/SetObjectShapeSphere.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetObjectShapeSphere - AGK Help - - - - - - -

SetObjectShapeSphere

Description

Sets the collision shape to a sphere based on the size of the object. You must first create a physics body for the object or this command will fail.

Definition

SetObjectShapeSphere( objID )

SetObjectShapeSphere( objID, diameter )

Parameters

  • objID - object ID
  • diameter - size of sphere


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/SetObjectShapeStaticPolygon.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/SetObjectShapeStaticPolygon.htm deleted file mode 100644 index 4313c373..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/SetObjectShapeStaticPolygon.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetObjectShapeStaticPolygon - AGK Help - - - - - - -

SetObjectShapeStaticPolygon

Description

Sets the objects collision shape to a static triangle mesh based on the size of the object. The object becomes a static object a triangle mesh shape can not be dynamic. You must first create a physics body for the object or this command will fail.

Definition

SetObjectShapeStaticPolygon( objID )

Parameters

  • objID - object ID


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/SphereCast3DPhysics.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/SphereCast3DPhysics.htm deleted file mode 100644 index b26298bc..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/SphereCast3DPhysics.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SphereCast3DPhysics - AGK Help - - - - - - -

SphereCast3DPhysics

Description

Casts a sphere collision shape along the length of the ray.

Definition

SphereCast3DPhysics( rayID, fromVec3ID, toVec3ID, radius )

Parameters

  • rayID - The ID of the ray which is returned by calling Create3DPhysicsRay().
  • fromVec3ID - The ID of the vector holding the start point
  • toVec3ID - The ID of the vector holding the end point
  • radius - The radius of the sphere


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/SphereCast3DPhysicsObject.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/SphereCast3DPhysicsObject.htm deleted file mode 100644 index 0cfb5553..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/SphereCast3DPhysicsObject.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SphereCast3DPhysicsObject - AGK Help - - - - - - -

SphereCast3DPhysicsObject

Description

Casts a sphere collision shape along the length of the ray. Returns 1 if the specified object has been hit and 0 if it has not.

Definition

integer SphereCast3DPhysicsObject( objID, rayID, fromVec3ID, toVec3ID, radius )

Parameters

  • objID - object ID
  • rayID - The ID of the ray which is returned by calling Create3DPhysicsRay().
  • fromVec3ID - The ID of the vector holding the start point
  • toVec3ID - The ID of the vector holding the end point
  • radius - The radius of the sphere


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Stand3DPhysicsCharacterController.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Stand3DPhysicsCharacterController.htm deleted file mode 100644 index 4cee1032..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Stand3DPhysicsCharacterController.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -Stand3DPhysicsCharacterController - AGK Help - - - - - - -

Stand3DPhysicsCharacterController

Description

Stands the controller

Definition

Stand3DPhysicsCharacterController( objID )

Parameters

  • objID - object ID


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Step3DPhysicsWorld.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Step3DPhysicsWorld.htm deleted file mode 100644 index a29dafc1..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Step3DPhysicsWorld.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -Step3DPhysicsWorld - AGK Help - - - - - - -

Step3DPhysicsWorld

Description

Call before the Sync() command at the bottom of the loop. This will step the physics world. Keeps physics constant regardless of framerate. Not calling this command will pause the physics world action.

Definition

Step3DPhysicsWorld()



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Update3DPhysicsPickJoint.htm b/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Update3DPhysicsPickJoint.htm deleted file mode 100644 index caa5d28a..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/3DPhysics/Update3DPhysicsPickJoint.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -Update3DPhysicsPickJoint - AGK Help - - - - - - -

Update3DPhysicsPickJoint

Description

Sets new position of pick joint.

Definition

Update3DPhysicsPickJoint( jointID, positionVec3 )

Parameters

  • jointID - ID of Joint
  • positionVec3 - Id of the position Vector


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Advert.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Advert.htm deleted file mode 100644 index 8c054d5e..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Advert.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -Advert - AGK Help - - - - - - -
\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Advert/CacheRewardAdChartboost.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Advert/CacheRewardAdChartboost.htm deleted file mode 100644 index 6f23a567..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Advert/CacheRewardAdChartboost.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -CacheRewardAdChartboost - AGK Help - - - - - - -

CacheRewardAdChartboost

Description

Caches a fullscreen reward video advert for display later using Chartboost. Before calling this function you must have set your ad account details with SetChartboostDetails. Both iOS and Android use caching to preload ads before displaying them. If an ad has already been cached then this will do nothing. Unlike AdMob, reward videos will not automatically start caching with Chartboost unless you call this command. This is because Chartboost uses the same details for both interstitials and reward videos so AGK can't know in advance which you are using. Since video ads can use a lot of mobile data their caching process will not be started automatically. You only need to call this once, after a reward video ad has been displayed a new one will be cached automatically. Failure to load an ad may be because the ad provider has run out of ads to show to users in a particular country. You can check if an ad is waiting to be displayed with GetRewardAdLoadedChartboost.

Definition

CacheRewardAdChartboost()



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Advert/CreateAdvert.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Advert/CreateAdvert.htm deleted file mode 100644 index e99ff9a4..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Advert/CreateAdvert.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -CreateAdvert - AGK Help - - - - - - -

CreateAdvert

Description

Creates an advert for revenue generation. Before calling this function you must have set your ad account details with one of the other commands such as SetAdMobDetails. Not all platforms support all ad providers so setting as many account details as possible will allow AGK to select a suitable ad for this platform.

This advert will typically be a 320x50 banner displayed somewhere around the edge of your app. Creating an ad when one already exists will replace the existing ad. The type parameter can be used to select the size of the banner, 0=Banner(320x50), 1=LargeBanner, 2=MediumRectangle, 3=FullBanner, 4=Leaderboard, 5=SmartBanner, 6=FluidBanner

Definition

CreateAdvert( type, horz, vert, test )

Parameters

  • type - The size of the banner to create
  • horz - The horizontal position of the ad, 0=left, 1=center, 2=right
  • vert - The vertical postion of the ad, 0=top, 1=center, 2=bottom
  • test - Set to 1 to receive a non paying test ad, 0 to receive a real ad.


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Advert/CreateAdvertEx.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Advert/CreateAdvertEx.htm deleted file mode 100644 index 101b6f4e..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Advert/CreateAdvertEx.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -CreateAdvertEx - AGK Help - - - - - - -

CreateAdvertEx

Description

Creates an advert for revenue generation. Before calling this function you must have set your ad account details with one of the other commands such as SetAdMobDetails. Not all platforms support all ad providers so setting as many account details as possible will allow AGK to select a suitable ad for this platform.

This advert will typically be a 320x50 banner displayed somewhere around the edge of your app. Creating an ad when one already exists will replace the existing ad. This is an extended version of the CreateAdvert command that takes optional offset values for positioning the ad. The type parameter can be used to select the size of the banner: 0=Banner(320x50), 1=LargeBanner, 2=MediumRectangle, 3=FullBanner, 4=Leaderboard, 5=SmartBanner, 6=FluidBanner

Definition

CreateAdvertEx( type, horz, vert, test, offsetx, offsety )

Parameters

  • type - The size of the banner to create
  • horz - The horizontal position of the ad, 0=left, 1=center, 2=right
  • vert - The vertical position of the ad, 0=top, 1=center, 2=bottom
  • test - Set to 1 to receive a non-paying test ad, 0 to receive a real ad.
  • offsetx - when horz is equal to 0 or 2 this value offsets the ad from the specified edge
  • offsety - when vert is equal to 0 or 2 this value offsets the ad from the specified edge


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Advert/CreateFullscreenAdvert.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Advert/CreateFullscreenAdvert.htm deleted file mode 100644 index 5642c6d7..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Advert/CreateFullscreenAdvert.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -CreateFullscreenAdvert - AGK Help - - - - - - -

CreateFullscreenAdvert

Description

This command is deprecated, you should use ShowFullscreenAdvertAdMob or ShowFullscreenAdvertChartboost

Definition

CreateFullscreenAdvert()



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Advert/DeleteAdvert.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Advert/DeleteAdvert.htm deleted file mode 100644 index 8749e786..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Advert/DeleteAdvert.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -DeleteAdvert - AGK Help - - - - - - -

DeleteAdvert

Description

Clears a previously displayed ad.

Definition

DeleteAdvert()



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Advert/GetConsentStatusAdMob.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Advert/GetConsentStatusAdMob.htm deleted file mode 100644 index c3c6f278..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Advert/GetConsentStatusAdMob.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetConsentStatusAdMob - AGK Help - - - - - - -

GetConsentStatusAdMob

Description

Returns the current user consent status, it returns one of the following values:
-2 = LoadConsentStatusAdMob has not yet been called, you must call it before proceeding further
-1 = LoadConsentStatusAdMob is in the process of loading or requesting the user consent status, please wait
0 = Consent status unknown, call RequestConsentAdMob to prompt the user for consent
1 = User has refused consent, any AdMob ads displayed will not use personal information
2 = User has given consent, any AdMob ads displayed will use personal information

Definition

integer GetConsentStatusAdMob()



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Advert/GetFullscreenAdvertLoadedAdMob.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Advert/GetFullscreenAdvertLoadedAdMob.htm deleted file mode 100644 index 769ece88..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Advert/GetFullscreenAdvertLoadedAdMob.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetFullscreenAdvertLoadedAdMob - AGK Help - - - - - - -

GetFullscreenAdvertLoadedAdMob

Description

Returns 1 if there is an AdMob interstitial ad preloaded and ready to be displayed, otherwise 0. If so you can display it with ShowFullscreenAdvertAdMob. Adverts are preloaded as soon as you set your AdMob details and after every fullscreen advert is dismissed by the user. If this command continues to return 0 then ad loading may have failed due to the provider running out of ads and AGK will stop trying to load them. In this case you should try your other ad providers instead. If you find all your ad providers are returning 0 then you can try calling ShowFullscreenAdvertAdMob anyway, it will not display anything as there is nothing loaded, but it will restart the loading process to see if any new adverts have become available.

Definition

integer GetFullscreenAdvertLoadedAdMob()



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Advert/GetFullscreenAdvertLoadedAmazon.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Advert/GetFullscreenAdvertLoadedAmazon.htm deleted file mode 100644 index bc45bcbe..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Advert/GetFullscreenAdvertLoadedAmazon.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetFullscreenAdvertLoadedAmazon - AGK Help - - - - - - -

GetFullscreenAdvertLoadedAmazon

Description

The Amazon Ads network no longer exists

Definition

integer GetFullscreenAdvertLoadedAmazon()



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Advert/GetFullscreenAdvertLoadedChartboost.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Advert/GetFullscreenAdvertLoadedChartboost.htm deleted file mode 100644 index 3e8911f5..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Advert/GetFullscreenAdvertLoadedChartboost.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetFullscreenAdvertLoadedChartboost - AGK Help - - - - - - -

GetFullscreenAdvertLoadedChartboost

Description

Returns 1 if there is an Chartboost interstitial ad preloaded and ready to be displayed, otherwise 0. If so you can display it with ShowFullscreenAdvertChartboost. Adverts are preloaded as soon as you set your Chartboost details and after every fullscreen advert is dismissed by the user. If this command continues to return 0 then ad loading may have failed due to the provider running out of ads and AGK will stop trying to load them. In this case you should try your other ad providers instead. If you find all your ad providers are returning 0 then you can try calling ShowFullscreenAdvertChartboost anyway, it will not display anything as there is nothing loaded, but it will restart the loading process to see if any new adverts have become available.

Definition

integer GetFullscreenAdvertLoadedChartboost()



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Advert/GetRewardAdLoadedAdMob.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Advert/GetRewardAdLoadedAdMob.htm deleted file mode 100644 index 06b7f56d..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Advert/GetRewardAdLoadedAdMob.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetRewardAdLoadedAdMob - AGK Help - - - - - - -

GetRewardAdLoadedAdMob

Description

Returns 1 if there is an AdMob reward ad preloaded and ready to be displayed, otherwise 0. If so you can display it with ShowRewardAdAdMob. Adverts are preloaded as soon as you set your AdMob reward details and after every reward advert is dismissed by the user. If this command continues to return 0 then ad loading may have failed due to the provider running out of ads and AGK will stop trying to load them. In this case you should try your other ad providers instead. If you find all your ad providers are returning 0 then you can try calling ShowRewardAdAdMob anyway, it will not display anything as there is nothing loaded, but it will restart the loading process to see if any new adverts have become available.

Definition

integer GetRewardAdLoadedAdMob()



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Advert/GetRewardAdLoadedChartboost.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Advert/GetRewardAdLoadedChartboost.htm deleted file mode 100644 index 76d03c91..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Advert/GetRewardAdLoadedChartboost.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetRewardAdLoadedChartboost - AGK Help - - - - - - -

GetRewardAdLoadedChartboost

Description

Returns 1 if there is a Chartboost reward ad preloaded and ready to be displayed, otherwise 0. If so you can display it with ShowRewardAdChartboost. Adverts are preloaded after calling CacheRewardAdChartboost and after every reward advert is dismissed by the user. If this command continues to return 0 then ad loading may have failed due to the provider running out of ads and AGK will stop trying to load them. In this case you should try your other ad providers instead. If you find all your ad providers are returning 0 then you can try calling CacheRewardAdChartboost again, to restart the loading process to see if any new adverts have become available.

Definition

integer GetRewardAdLoadedChartboost()



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Advert/GetRewardAdRewardedAdMob.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Advert/GetRewardAdRewardedAdMob.htm deleted file mode 100644 index 9848222e..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Advert/GetRewardAdRewardedAdMob.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetRewardAdRewardedAdMob - AGK Help - - - - - - -

GetRewardAdRewardedAdMob

Description

Returns 1 if the previously displayed reward ad resulted in a reward that should be given to the user, for example some in-game coins. When ShowRewardAdAdMob is called this is set to 0 and only set to 1 if the user completed the reward video, otherwise it will stay at 0. After you have given the user a reward you can set it back to 0 by using ResetRewardAdMob.

Definition

integer GetRewardAdRewardedAdMob()



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Advert/GetRewardAdRewardedChartboost.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Advert/GetRewardAdRewardedChartboost.htm deleted file mode 100644 index 1f78c9ef..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Advert/GetRewardAdRewardedChartboost.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetRewardAdRewardedChartboost - AGK Help - - - - - - -

GetRewardAdRewardedChartboost

Description

Returns 1 if the previously displayed reward ad resulted in a reward that should be given to the user, for example some in-game coins. When ShowRewardAdAdMob is called this is set to 0 and only set to 1 if the user completed the reward video, otherwise it will stay at 0. After you have given the user a reward you can set it back to 0 by using ResetRewardAdMob.

Definition

integer GetRewardAdRewardedChartboost()



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Advert/GetRewardAdValueAdMob.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Advert/GetRewardAdValueAdMob.htm deleted file mode 100644 index acfa216e..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Advert/GetRewardAdValueAdMob.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetRewardAdValueAdMob - AGK Help - - - - - - -

GetRewardAdValueAdMob

Description

Returns the value of the currently loaded reward ad, this will return 0 if the reward value is unknown. If no reward ad is currently loaded then this value is undefined, it might be 0 or it might be the value of a previous ad. You should ask the user if they want to view the reward ad before showing it, along with the reward they will get for doing so. You can use this value function to determine an appropriate reward. This value will remain unchanged if ResetRewardAdMob is called

Definition

integer GetRewardAdValueAdMob()



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Advert/LoadConsentStatusAdMob.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Advert/LoadConsentStatusAdMob.htm deleted file mode 100644 index 6552e6c1..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Advert/LoadConsentStatusAdMob.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -LoadConsentStatusAdMob - AGK Help - - - - - - -

LoadConsentStatusAdMob

Description

Loads the current user consent status from the AdMob server, this must be done before calling RequestConsentAdMob. You should wait for GetConsentStatusAdMob to return a non-negative value before using the other AdMob commands.

You must have created a Funding Choices account linked to your AdMob account and created and published messages for GDPR and iOS Ad tracking (if targeting iOS)

Definition

LoadConsentStatusAdMob( szPubID, privacyPolicy )

Parameters

  • szPubID - No longer used
  • privacyPolicy - No longer used


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Advert/OverrideConsentAdMob.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Advert/OverrideConsentAdMob.htm deleted file mode 100644 index af5d2786..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Advert/OverrideConsentAdMob.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -OverrideConsentAdMob - AGK Help - - - - - - -

OverrideConsentAdMob

Description

This command does nothing, it is no longer possible to override the consent option

Definition

OverrideConsentAdMob( consent )

Parameters

  • consent - The consent value to use


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Advert/OverrideConsentChartboost.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Advert/OverrideConsentChartboost.htm deleted file mode 100644 index 4cf75ae7..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Advert/OverrideConsentChartboost.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -OverrideConsentChartboost - AGK Help - - - - - - -

OverrideConsentChartboost

Description

Forces Chartboost to use the given consent value when showing ads, by default AGK shows non-personalised ads from Chartboost. This command can be used if you have you own method of aquiring user consent to show personalised ads. Note that the GDPR requires you by law to have the consent from EU users before showing them personalised ads.

Definition

OverrideConsentChartboost( consent )

Parameters

  • consent - The consent value to use, 1=non-personalised, 2=personalised


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Advert/RequestAdvertRefresh.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Advert/RequestAdvertRefresh.htm deleted file mode 100644 index 1865c0e7..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Advert/RequestAdvertRefresh.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -RequestAdvertRefresh - AGK Help - - - - - - -

RequestAdvertRefresh

Description

Call this command to request a new advert. Usually adverts will be provided automatically. You may only want to do this when switching to new screens within your application

Definition

RequestAdvertRefresh()



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Advert/RequestConsentAdMob.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Advert/RequestConsentAdMob.htm deleted file mode 100644 index 3dab2fe9..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Advert/RequestConsentAdMob.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -RequestConsentAdMob - AGK Help - - - - - - -

RequestConsentAdMob

Description

Displays a popup dialog asking the user for consent to show personalised ads. The user's response will automatically be used to modify the AdMob settings so that ads are displayed in accordance with the user's preferences. The consent status will also be saved so that a future call to LoadConsentStatusAdMob can retrieve the value. You can call this command at any time during your app so that the user can change their preference, the user must be able to do this somewhere within your app.

You should wait for GetConsentStatusAdMob to return a non-negative value before using the other AdMob commands. This consent is also applied to Chartboost ads.

If GetConsentStatusAdMob returns 0 after LoadConsentStatusAdMob then you must call RequestConsentAdMob to obtain consent from the user before using any other advert commands or your app may fall foul of the new consent rules. If GetConsentStatusAdMob continues to return 0 after RequestConsentAdMob then something went wrong and you should not show any ads. You can call RequestConsentAdMob again at some point in the future to try again.

Definition

RequestConsentAdMob()



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Advert/ResetRewardAdMob.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Advert/ResetRewardAdMob.htm deleted file mode 100644 index 1c12c7a1..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Advert/ResetRewardAdMob.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -ResetRewardAdMob - AGK Help - - - - - - -

ResetRewardAdMob

Description

Sets the AdMob rewarded value to 0. You can use this after detecting the reward event and acting on so that you don't reward the user more than once.

Definition

ResetRewardAdMob()



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Advert/ResetRewardChartboost.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Advert/ResetRewardChartboost.htm deleted file mode 100644 index f799f5dd..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Advert/ResetRewardChartboost.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -ResetRewardChartboost - AGK Help - - - - - - -

ResetRewardChartboost

Description

Sets the Chartboost rewarded value to 0. You can use this after detecting the reward event and acting on so that you don't reward the user more than once.

Definition

ResetRewardChartboost()



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Advert/SetAdMobChildRating.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Advert/SetAdMobChildRating.htm deleted file mode 100644 index a5fff580..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Advert/SetAdMobChildRating.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetAdMobChildRating - AGK Help - - - - - - -

SetAdMobChildRating

Description

Sets the content rating for AdMob ads if your app is targeted at children. This must be called before SetAdMobDetails

Definition

SetAdMobChildRating ( rating )

Parameters

  • rating - 0 = normal ads, 1 = child safe ads


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Advert/SetAdMobDetails.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Advert/SetAdMobDetails.htm deleted file mode 100644 index addbd616..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Advert/SetAdMobDetails.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetAdMobDetails - AGK Help - - - - - - -

SetAdMobDetails

Description

Sets your AdMob account details to be used by banner ads and interstitial (fullscreen) ads. Note that this only supports one or the other, you can either set a banner ad unit ID, or an interstitial ad unit ID, but not both at the same time.

After calling this command an attempt will be made to cache an interstitial so you can display it immediately later. You can check the progress of this by using GetFullscreenAdvertLoadedAdMob.

AdMob ads are currently supported by iOS and Android.

Definition

SetAdMobDetails ( szID )

Parameters

  • szID - Ad unit ID as provided by AdMob.


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Advert/SetAdMobRewardAdDetails.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Advert/SetAdMobRewardAdDetails.htm deleted file mode 100644 index b2d004f2..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Advert/SetAdMobRewardAdDetails.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetAdMobRewardAdDetails - AGK Help - - - - - - -

SetAdMobRewardAdDetails

Description

Sets your AdMob account details to be used by reward video ads. After calling this command an attempt will be made to cache a reward video so you can display it immediately later. You can check the progress of this by using GetRewardAdLoadedAdMob.

AdMob reward videos are currently supported by iOS and Android.

Definition

SetAdMobRewardAdDetails ( szID )

Parameters

  • szID - Ad unit ID as provided by AdMob (not the App ID).


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Advert/SetAdMobTesting.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Advert/SetAdMobTesting.htm deleted file mode 100644 index 24653138..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Advert/SetAdMobTesting.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetAdMobTesting - AGK Help - - - - - - -

SetAdMobTesting

Description

Sets whether the AdMob ads will be test ads or paying ads. This should be called before SetAdMobDetails to ensure all ads are test ads. By default paying ads will be shown. Note that if you display paying ads when testing you must not click on them or your AdMob account may be suspended.

Definition

SetAdMobTesting ( mode )

Parameters

  • mode - 0 = show paying ads, 1 = show test ads


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Advert/SetAdvertLocation.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Advert/SetAdvertLocation.htm deleted file mode 100644 index d345da07..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Advert/SetAdvertLocation.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetAdvertLocation - AGK Help - - - - - - -

SetAdvertLocation

Description

Positions the advert created with CreateAdvert somewhere on screen and attempts to scale it to a certain width. Since the advert will have its own aspect ratio the height will be calculated from the width. This provides rough positioning by letting you choose between left, centered, or right justify for the horizontal and vertical positions. This is not guaranteed to work on all advert providers, currently only Inneractive can scale ads to a specific width.

Definition

SetAdvertLocation( horz, vert, width )

Parameters

  • horz - The horizontal position of the ad, 0=left, 1=center, 2=right
  • vert - The vertical postion of the ad, 0=top, 1=center, 2=bottom
  • width - The desired width of the ad, it will be scaled to this width


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Advert/SetAdvertLocationEx.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Advert/SetAdvertLocationEx.htm deleted file mode 100644 index 7cb45ac3..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Advert/SetAdvertLocationEx.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetAdvertLocationEx - AGK Help - - - - - - -

SetAdvertLocationEx

Description

Positions the advert created with CreateAdvert somewhere on screen and attempts to scale it to a certain width. Since the advert will have its own aspect ratio the height will be calculated from the width. This provides rough positioning by letting you choose between left, centered, or right justify for the horizontal and vertical positions. This is not guaranteed to work on all advert providers, currently only Inneractive can scale ads to a specific width.

Definition

SetAdvertLocationEx( horz, vert, offsetx, offsety, width )

Parameters

  • horz - The horizontal position of the ad, 0=left, 1=center, 2=right
  • vert - The vertical postion of the ad, 0=top, 1=center, 2=bottom
  • offsetx - when horz is equal to 0 or 2 this value offsets the ad from the specified edge
  • offsety - when vert is equal to 0 or 2 this value offsets the ad from the specified edge
  • width - The desired width of the ad, it will be scaled to this width


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Advert/SetAdvertPosition.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Advert/SetAdvertPosition.htm deleted file mode 100644 index 5c79a2da..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Advert/SetAdvertPosition.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetAdvertPosition - AGK Help - - - - - - -

SetAdvertPosition

Description

Positions the advert created with CreateAdvert somewhere on screen and attempts to scale it to a certain width. Since the advert will have its own aspect ratio the height will be calculated from the width. This is not guaranteed to work on all advert providers, currently only Inneractive can scale and move ads to an absolute position.

Definition

SetAdvertPosition( x, y, width )

Parameters

  • x - The x position of the top left corner of the ad
  • y - The y position of the top left corner of the ad
  • width - The desired width of the ad, it will be scaled to this width


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Advert/SetAdvertVisible.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Advert/SetAdvertVisible.htm deleted file mode 100644 index 2f0c6f20..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Advert/SetAdvertVisible.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetAdvertVisible - AGK Help - - - - - - -

SetAdvertVisible

Description

Set the visibility of any advert.

Definition

SetAdvertVisible ( iVisible )

Parameters

  • iVisible - 1 will display the advert and 0 will hide it.


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Advert/SetAmazonAdDetails.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Advert/SetAmazonAdDetails.htm deleted file mode 100644 index c2999221..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Advert/SetAmazonAdDetails.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetAmazonAdDetails - AGK Help - - - - - - -

SetAmazonAdDetails

Description

The Amazon Ads network no longer exists

Definition

SetAmazonAdDetails ( szKey )

Parameters

  • szKey - Ad unit ID as provided by Amazon.


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Advert/SetAmazonAdTesting.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Advert/SetAmazonAdTesting.htm deleted file mode 100644 index e7cb472b..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Advert/SetAmazonAdTesting.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetAmazonAdTesting - AGK Help - - - - - - -

SetAmazonAdTesting

Description

The Amazon Ads network no longer exists

Definition

SetAmazonAdTesting ( mode )

Parameters

  • mode - 0=show paying ads, 1=show test ads


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Advert/SetChartboostDetails.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Advert/SetChartboostDetails.htm deleted file mode 100644 index 4289fbc0..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Advert/SetChartboostDetails.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetChartboostDetails - AGK Help - - - - - - -

SetChartboostDetails

Description

Sets your Chartboost account details to be used by interstitial (fullscreen) ads and reward video ads. After calling this command an attempt will be made to cache an interstitial so you can display it immediately later. You can check the progress of this by using GetFullscreenAdvertLoadedChartboost. Note that this command will not automatically cache a reward video ad, you must do that manually with CacheRewardAdChartboost.

Chartboost ads are currently supported by Android and iOS.

Definition

SetChartboostDetails ( szKey1, szKey2 )

Parameters

  • szKey1 - App ID
  • szKey2 - App Signature


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Advert/SetInneractiveDetails.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Advert/SetInneractiveDetails.htm deleted file mode 100644 index 0484bbaa..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Advert/SetInneractiveDetails.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetInneractiveDetails - AGK Help - - - - - - -

SetInneractiveDetails

Description

Sets your Inneractive account details to be used by CreateAdvert. Not all platforms support all ad providers so setting as many account details as possible will allow AGK to select a suitable ad for this platform.

Inneractive is currently supported by iOS, Android, Windows, and Mac.

Definition

SetInneractiveDetails( szCode )

Parameters

  • szCode - Your account code provided by Inneractive.


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Advert/ShowFullscreenAdvertAdMob.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Advert/ShowFullscreenAdvertAdMob.htm deleted file mode 100644 index 5b547a9a..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Advert/ShowFullscreenAdvertAdMob.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -ShowFullscreenAdvertAdMob - AGK Help - - - - - - -

ShowFullscreenAdvertAdMob

Description

Creates a fullscreen (interstitial) advert for revenue generation using AdMob. Before calling this function you must have set your ad account details with SetAdMobDetails. Both iOS and Android use caching to preload ads before displaying them. If an ad has been loaded when you call this command then it will be displayed immediately, otherwise it will attempt to load an ad for next time you call this command. Failure to load an ad may be because the ad provider has run out of ads to show to users in a particular country. You can check if an ad is waiting to be displayed with GetFullscreenAdvertLoadedAdMob. Your app will be paused when the advert is displayed, and will resume when the advert is dismissed.

Definition

ShowFullscreenAdvertAdMob()



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Advert/ShowFullscreenAdvertAmazon.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Advert/ShowFullscreenAdvertAmazon.htm deleted file mode 100644 index 51302db5..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Advert/ShowFullscreenAdvertAmazon.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -ShowFullscreenAdvertAmazon - AGK Help - - - - - - -

ShowFullscreenAdvertAmazon

Description

The Amazon Ads network no longer exists

Definition

ShowFullscreenAdvertAmazon()



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Advert/ShowFullscreenAdvertChartboost.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Advert/ShowFullscreenAdvertChartboost.htm deleted file mode 100644 index 3f39a808..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Advert/ShowFullscreenAdvertChartboost.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -ShowFullscreenAdvertChartboost - AGK Help - - - - - - -

ShowFullscreenAdvertChartboost

Description

Creates a fullscreen (interstitial) advert for revenue generation using Chartboost. Before calling this function you must have set your ad account details with SetChartboostDetails. Both iOS and Android use caching to preload ads before displaying them. If an ad has been loaded when you call this command then it will be displayed immediately, otherwise it will attempt to load an ad for next time you call this command. Failure to load an ad may be because the ad provider has run out of ads to show to users in a particular country. You can check if an ad is waiting to be displayed with GetFullscreenAdvertLoadedChartboost. Your app will be paused when the advert is displayed, and will resume when the advert is dismissed.

Definition

ShowFullscreenAdvertChartboost()



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Advert/ShowRewardAdAdMob.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Advert/ShowRewardAdAdMob.htm deleted file mode 100644 index 8469edd4..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Advert/ShowRewardAdAdMob.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -ShowRewardAdAdMob - AGK Help - - - - - - -

ShowRewardAdAdMob

Description

Creates a fullscreen reward video advert for revenue generation using AdMob. Before calling this function you must have set your ad account details with SetAdMobRewardAdDetails. Both iOS and Android use caching to preload ads before displaying them. If an ad has been loaded when you call this command then it will be displayed immediately, otherwise it will attempt to load an ad for next time you call this command. Failure to load an ad may be because the ad provider has run out of ads to show to users in a particular country. You can check if an ad is waiting to be displayed with GetRewardAdLoadedAdMob. Your app will be paused when the advert is displayed, and will resume when the advert is dismissed. Check GetRewardAdRewardedAdMob to see if the user completed watching the reward ad and should be rewarded. It will be set to 0 when you call this command, and then set to 1 when they have finished watching

Definition

ShowRewardAdAdMob()



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Advert/ShowRewardAdChartboost.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Advert/ShowRewardAdChartboost.htm deleted file mode 100644 index 587721f7..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Advert/ShowRewardAdChartboost.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -ShowRewardAdChartboost - AGK Help - - - - - - -

ShowRewardAdChartboost

Description

Creates a fullscreen reward video advert for revenue generation using Chartboost. Before calling this function you must have set your ad account details with SetChartboostDetails. Both iOS and Android use caching to preload ads before displaying them. If an ad has been loaded when you call this command then it will be displayed immediately, otherwise it will attempt to load an ad for next time you call this command. For Chartboost you must start the caching process manually with CacheRewardAdChartboost, you only need to call this once. After a reward video ad has been displayed a new one will be cached automatically. Failure to load an ad may be because the ad provider has run out of ads to show to users in a particular country. You can check if an ad is waiting to be displayed with GetRewardAdLoadedChartboost. Your app will be paused when the advert is displayed, and will resume when the advert is dismissed. Check GetRewardAdRewardedChartboost to see if the user completed watching the reward ad and should be rewarded. It will be set to 0 when you call this command, and then set to 1 when they have finished watching

Definition

ShowRewardAdChartboost()



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Benchmarking.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Benchmarking.htm deleted file mode 100644 index 31a6a52d..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Benchmarking.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -Benchmarking - AGK Help - - - - - - -
\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Benchmarking/GetDrawing3DSetupTime.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Benchmarking/GetDrawing3DSetupTime.htm deleted file mode 100644 index a04ff4b0..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Benchmarking/GetDrawing3DSetupTime.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetDrawing3DSetupTime - AGK Help - - - - - - -

GetDrawing3DSetupTime

Description

Returns the number of seconds and fractions of seconds spent setting up the world ready for 3D drawing. This includes calculating what is visible, transforming objects into their screen positions and sending vertices to the GPU.

Definition

float GetDrawing3DSetupTime()



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Benchmarking/GetDrawingSetupTime.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Benchmarking/GetDrawingSetupTime.htm deleted file mode 100644 index 3b1f9a05..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Benchmarking/GetDrawingSetupTime.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetDrawingSetupTime - AGK Help - - - - - - -

GetDrawingSetupTime

Description

Returns the number of seconds and fractions of seconds spent setting up the world ready for 2D drawing. This includes calculating what is visible, transforming sprites into their screen positions and sending vertices to the GPU.

Definition

float GetDrawingSetupTime()



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Benchmarking/GetDrawingTime.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Benchmarking/GetDrawingTime.htm deleted file mode 100644 index ce23d451..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Benchmarking/GetDrawingTime.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetDrawingTime - AGK Help - - - - - - -

GetDrawingTime

Description

Returns the time spent swapping the backbuffer and (if necessary) waiting for the GPU to catch up ready for the next frame.

Definition

float GetDrawingTime()



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Benchmarking/GetImageMemoryUsage.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Benchmarking/GetImageMemoryUsage.htm deleted file mode 100644 index b86bd2dc..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Benchmarking/GetImageMemoryUsage.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetImageMemoryUsage - AGK Help - - - - - - -

GetImageMemoryUsage

Description

Returns the amount of memory in megabytes currently being used by all loaded images (including images used by fonts). This can help track down problems with GPU memory which can cause a crash if it runs out. Every image you load will be placed in GPU memory, even if you don't use it, so loading too many large images could use up all the memory.

Definition

float GetImageMemoryUsage()



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Benchmarking/GetLoadedImages.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Benchmarking/GetLoadedImages.htm deleted file mode 100644 index 2c32634c..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Benchmarking/GetLoadedImages.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetLoadedImages - AGK Help - - - - - - -

GetLoadedImages

Description

Returns the number of images currently loaded into the app.

Definition

integer GetLoadedImages()



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Benchmarking/GetManagedSpriteCount.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Benchmarking/GetManagedSpriteCount.htm deleted file mode 100644 index 2ea9abb0..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Benchmarking/GetManagedSpriteCount.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetManagedSpriteCount - AGK Help - - - - - - -

GetManagedSpriteCount

Description

Returns the number of sprites that are being managed by the internal sprite manager. It is responsible for updating sprite animation and calculating which sprites are visible and need to be sent for drawing. It also sorts the sprites when necessary for correct transparency drawing.

As long as not too many sprites are sent for drawing the sprite manager should be able to handle several hundred sprites.

Definition

integer GetManagedSpriteCount()



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Benchmarking/GetManagedSpriteDrawCalls.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Benchmarking/GetManagedSpriteDrawCalls.htm deleted file mode 100644 index 326d81dd..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Benchmarking/GetManagedSpriteDrawCalls.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetManagedSpriteDrawCalls - AGK Help - - - - - - -

GetManagedSpriteDrawCalls

Description

Returns the number of OpenGL draw calls used to draw all managed sprites. Generally the lower this number the better the performance. AGK attempts to batch sprites into as few draw calls as possible, it does this by looking for sprites with the same texture and drawing them at the same time.

Definition

integer GetManagedSpriteDrawCalls()



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Benchmarking/GetManagedSpriteDrawnCount.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Benchmarking/GetManagedSpriteDrawnCount.htm deleted file mode 100644 index c5185c12..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Benchmarking/GetManagedSpriteDrawnCount.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetManagedSpriteDrawnCount - AGK Help - - - - - - -

GetManagedSpriteDrawnCount

Description

Returns the number of sprites that were actually sent for rendering to the GPU last frame, the more that get drawn the slower the app will run.

Definition

integer GetManagedSpriteDrawnCount()



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GetManagedSpriteSortedCount

Description

Returns the number of sprites that the internal sprite manager had to sort into their correct positions since the last frame. Sprites only need resorting if they change depth or texture during the current frame.

Definition

integer GetManagedSpriteSortedCount()



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Benchmarking/GetParticleDrawnPointCount.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Benchmarking/GetParticleDrawnPointCount.htm deleted file mode 100644 index 0eb42586..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Benchmarking/GetParticleDrawnPointCount.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetParticleDrawnPointCount - AGK Help - - - - - - -

GetParticleDrawnPointCount

Description

As of version 108 this command will always return 0 as all particles are drawn with quads. Use GetParticleDrawnQuadCount instead.

Definition

integer GetParticleDrawnPointCount()



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Benchmarking/GetParticleDrawnQuadCount.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Benchmarking/GetParticleDrawnQuadCount.htm deleted file mode 100644 index e63b62c6..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Benchmarking/GetParticleDrawnQuadCount.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetParticleDrawnQuadCount - AGK Help - - - - - - -

GetParticleDrawnQuadCount

Description

Returns the number of individual particles that were drawn last frame using a quad method. The higher this number the more work the engine is doing handling particles.

Definition

integer GetParticleDrawnQuadCount()



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Benchmarking/GetPhysicsTime.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Benchmarking/GetPhysicsTime.htm deleted file mode 100644 index eb8e5155..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Benchmarking/GetPhysicsTime.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetPhysicsTime - AGK Help - - - - - - -

GetPhysicsTime

Description

Returns the number of seconds and fractions of seconds spent updating the physics simulation.

Definition

float GetPhysicsTime()



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GetPixelsDrawn

Description

Returns an estimate of the number of pixels that were drawn to the screen last frame. Generally the lower this value the better the performance. The number of pixels drawn can be greater than the number of pixels in the screen since overlapping sprites might draw the same pixel twice.

Definition

integer GetPixelsDrawn()



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Benchmarking/GetUnassignedImageFileName.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Benchmarking/GetUnassignedImageFileName.htm deleted file mode 100644 index 1c36dc94..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Benchmarking/GetUnassignedImageFileName.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetUnassignedImageFileName - AGK Help - - - - - - -

GetUnassignedImageFileName

Description

Returns the filename of the specified unassigned image.

Definition

string GetUnassignedImageFileName( index )

Parameters

  • index - The index of the unassigned image, between 1 and the value returned by GetUnassignedImages


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Benchmarking/GetUnassignedImages.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Benchmarking/GetUnassignedImages.htm deleted file mode 100644 index 75a4c77f..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Benchmarking/GetUnassignedImages.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetUnassignedImages - AGK Help - - - - - - -

GetUnassignedImages

Description

Returns the number of images currently loaded into the app but are not assigned to a sprite or text object. This is useful for debugging to check you have deleted all unused images when switching from a menu to a level, or from one level to another.

Definition

integer GetUnassignedImages()



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Benchmarking/GetUpdateTime.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Benchmarking/GetUpdateTime.htm deleted file mode 100644 index b254981f..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Benchmarking/GetUpdateTime.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetUpdateTime - AGK Help - - - - - - -

GetUpdateTime

Description

Returns the number of seconds and fractions of seconds spent updating everything in the world except physics. This includes sprite animation, emulating input, and handling sounds.

Definition

float GetUpdateTime()



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Core.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Core.htm deleted file mode 100644 index 345e9200..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Core.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -Core - AGK Help - - - - - - -

Core

Display

Strings

Maths

General

Misc

External Apps

Drawing

Noise



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ACos

Description

Returns the arccosine of a value in degrees.

Definition

float ACos( a )

Parameters

  • a - The value to pass into the arccosine function.


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Core/ACosRad.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Core/ACosRad.htm deleted file mode 100644 index 0eafacb7..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Core/ACosRad.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -ACosRad - AGK Help - - - - - - -

ACosRad

Description

Returns the arccosine of a value in radians.

Definition

float ACosRad( a )

Parameters

  • a - The value to pass into the arccosine function.


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Core/ASin.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Core/ASin.htm deleted file mode 100644 index 2bdd0d50..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Core/ASin.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -ASin - AGK Help - - - - - - -

ASin

Description

Returns the arcsine of a value in degrees.

Definition

float ASin( a )

Parameters

  • a - The value to pass into the arcsine function.


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Core/ASinRad.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Core/ASinRad.htm deleted file mode 100644 index b9bd864a..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Core/ASinRad.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -ASinRad - AGK Help - - - - - - -

ASinRad

Description

Returns the arcsine of a value in radians.

Definition

float ASinRad( a )

Parameters

  • a - The value to pass into the arcsine function.


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Core/ATan.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Core/ATan.htm deleted file mode 100644 index 51b8467a..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Core/ATan.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -ATan - AGK Help - - - - - - -

ATan

Description

Returns the arctangent of a value in degrees in the range -90 to 90.

Definition

float ATan( a )

Parameters

  • a - The value to pass into the arctangent function.


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Core/ATan2.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Core/ATan2.htm deleted file mode 100644 index 4425de8c..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Core/ATan2.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -ATan2 - AGK Help - - - - - - -

ATan2

Description

Returns the angle of an x,y vector in degrees in the range -180 to 180. This exactly matches the C++ atan2 function with degrees.

Definition

float ATan2( y, x )

Parameters

  • y - The y value to pass to atan2
  • x - The x value to pass to atan2


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Core/ATan2Rad.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Core/ATan2Rad.htm deleted file mode 100644 index 7b8beaf7..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Core/ATan2Rad.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -ATan2Rad - AGK Help - - - - - - -

ATan2Rad

Description

Returns the angle of an x,y vector in radians in the range -pi to pi. This exactly matches the C++ atan2 function.

Definition

float ATan2Rad( y, x )

Parameters

  • y - The y value to pass to atan2
  • x - The x value to pass to atan2


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Core/ATanFull.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Core/ATanFull.htm deleted file mode 100644 index 5bb66219..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Core/ATanFull.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -ATanFull - AGK Help - - - - - - -

ATanFull

Description

Returns the angle in degrees between x=0 y=-1 (up) and the given vector in a clockwise direction. Returns a value from 0 to 360. This command is proprietary to AGK and is useful in 2D situations. If you are looking for an equivalent to atan2 in C++ use the AGK command ATan2 instead.

Definition

float ATanFull( x, y )

Parameters

  • x - The x component of the vector to check
  • y - The y component of the vector to check


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Core/ATanFullRad.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Core/ATanFullRad.htm deleted file mode 100644 index b8bfb527..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Core/ATanFullRad.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -ATanFullRad - AGK Help - - - - - - -

ATanFullRad

Description

Returns the angle in radians between x=0 y=-1 (up) and the given vector in a clockwise direction. Returns a value from 0 to 2*PI. This command is proprietary to AGK and is useful in 2D situations. If you are looking for an equivalent to atan2 in C++ use the AGK command ATan2Rad instead.

Definition

float ATanFullRad( x, y )

Parameters

  • x - The x component of the vector to check
  • y - The y component of the vector to check


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Core/ATanRad.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Core/ATanRad.htm deleted file mode 100644 index b4461aa4..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Core/ATanRad.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -ATanRad - AGK Help - - - - - - -

ATanRad

Description

Returns the arctangent of a value in radians in the range -pi/2 to pi/2.

Definition

float ATanRad( a )

Parameters

  • a - The value to pass into the arctangent function.


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Core/Abs.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Core/Abs.htm deleted file mode 100644 index e54cbade..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Core/Abs.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -Abs - AGK Help - - - - - - -

Abs

Description

Returns absolute of a value, that is the positive version of the number.

Definition

float Abs( a )

Parameters

  • a - The value to convert.


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Core/Asc.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Core/Asc.htm deleted file mode 100644 index 1bea3454..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Core/Asc.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -Asc - AGK Help - - - - - - -

Asc

Description

Converts a single character string to the Unicode value it represents.

Definition

integer Asc( strin )

Parameters

  • strin - The string character to convert to the Unicode value


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Core/Bin.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Core/Bin.htm deleted file mode 100644 index 0a7ebdf8..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Core/Bin.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -Bin - AGK Help - - - - - - -

Bin

Description

Converts an integer value into a string containing its binary representation. For example Bin(7) would return a string containing "111".

If you are calling this command from tier 2 this string must be deleted when you are done with it.

Definition

string Bin( i )

Parameters

  • i - Inegert value to convert into a binary string


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Core/ByteLen.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Core/ByteLen.htm deleted file mode 100644 index b31c9c59..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Core/ByteLen.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -ByteLen - AGK Help - - - - - - -

ByteLen

Description

Returns the number of bytes in the given string. Note that for strings encoded in UTF-8 this may not be equal to the number of characters in the string, as each character can use up to 4 bytes.

Definition

integer ByteLen( strin )

Parameters

  • strin - The string to measure the length of


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Core/Ceil.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Core/Ceil.htm deleted file mode 100644 index 7304d4bc..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Core/Ceil.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -Ceil - AGK Help - - - - - - -

Ceil

Description

Rounds a float to the next highest integer. This differs from Trunc when using positive numbers, Trunc( 1.6 ) is 1 but Ceil( 1.6 ) is 2.

Definition

integer Ceil( a )

Parameters

  • a - The value to round up.


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Core/Chr.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Core/Chr.htm deleted file mode 100644 index 78e4a363..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Core/Chr.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -Chr - AGK Help - - - - - - -

Chr

Description

Returns the string of the Unicode value passed in.

Definition

string Chr( unicodevalue )

Parameters

  • unicodevalue - The string to measure the length of


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Core/ClearDepthBuffer.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Core/ClearDepthBuffer.htm deleted file mode 100644 index f618336c..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Core/ClearDepthBuffer.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -ClearDepthBuffer - AGK Help - - - - - - -

ClearDepthBuffer

Description

Immediately clears the depth buffer for the current render target. This command is normally not needed as the depth buffer is cleared automatically at the start of rendering. Using this command may negatively affect performance.

Definition

ClearDepthBuffer()



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Core/ClearScreen.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Core/ClearScreen.htm deleted file mode 100644 index 754de929..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Core/ClearScreen.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -ClearScreen - AGK Help - - - - - - -

ClearScreen

Description

Clears the screen or the current render target if using SetRenderToImage. If you do not clear then the contents of the screen or render target are undefined. This is fine as long as you will be drawing to every single pixel, e.g. when drawing a fullscreen quad.

Definition

ClearScreen()



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Core/ClearURLSchemeText.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Core/ClearURLSchemeText.htm deleted file mode 100644 index f1f958dd..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Core/ClearURLSchemeText.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -ClearURLSchemeText - AGK Help - - - - - - -

ClearURLSchemeText

Description

Clears the currently stored URL scheme text so you can signal that you have acted upon it. This is not necessary but can make your code easier by not having to remember that you have dealt with a URL scheme event.

Definition

ClearURLSchemeText()



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Core/CompareString.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Core/CompareString.htm deleted file mode 100644 index 61990d04..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Core/CompareString.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -CompareString - AGK Help - - - - - - -

CompareString

Description

Returns 1 if the two strings are equal to each other, otherwise returns 0. By default this is case insensitive, use the ignoreCase parameter to set case sensitivity. Use the maxChars parameter to specify the maximum number of characters to check, if the strings match after that many characters have been checked then they are considered equal. Use a value of -1 to check all characters regardless of length.

Definition

integer CompareString( str, str2 )

integer CompareString( str, str2, ignoreCase, maxChars )

Parameters

  • str - The first string to check
  • str2 - The second string to check
  • ignoreCase - 1 to ignore case when comparing, 0 to match case
  • maxChars - The number of characters to check, minus 1 for all


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Core/Cos.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Core/Cos.htm deleted file mode 100644 index 5146a490..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Core/Cos.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -Cos - AGK Help - - - - - - -

Cos

Description

Returns the cosine of a value in degrees.

Definition

float Cos( a )

Parameters

  • a - The value to pass into the cosine function.


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Core/CosRad.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Core/CosRad.htm deleted file mode 100644 index e29a4988..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Core/CosRad.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -CosRad - AGK Help - - - - - - -

CosRad

Description

Returns the cosine of a value in radians.

Definition

float CosRad( a )

Parameters

  • a - The value to pass into the cosine function.


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Core/CountStringTokens.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Core/CountStringTokens.htm deleted file mode 100644 index bf7da2d8..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Core/CountStringTokens.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -CountStringTokens - AGK Help - - - - - - -

CountStringTokens

Description

Counts the number of tokens separated by a specified set of delimiters, for example a string containing "first:second:third" has three tokens delimited by ":" and "first:second;third" has three tokens separated by the delimiters ":;". You can have multiple delimiters between each token, for example "first:;second:third" is valid, and has three tokens. This command is useful for separating words in a sentence, which can be delimited by both white space and punctuation.

Definition

integer CountStringTokens( str, delimiters )

Parameters

  • str - The string to check.
  • delimiters - The set of characters that delimit the string


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Core/CountStringTokens2.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Core/CountStringTokens2.htm deleted file mode 100644 index 6e221525..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Core/CountStringTokens2.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -CountStringTokens2 - AGK Help - - - - - - -

CountStringTokens2

Description

Counts the number of tokens separated by a specified delimiter, for example a string containing "first:second:third" has three tokens delimited by ":". Similar to CountStringTokens except that this command accepts only a single character as the delimiter and recognises empty fields. For example "first:second::fourth" has four tokens with the third being an empty string.

Definition

integer CountStringTokens2( str, delimiter )

Parameters

  • str - The string to check.
  • delimiter - The character that delimits the string


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Core/DownloadExpansionFile.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Core/DownloadExpansionFile.htm deleted file mode 100644 index 19ae7a8a..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Core/DownloadExpansionFile.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -DownloadExpansionFile - AGK Help - - - - - - -

DownloadExpansionFile

Description

Starts the download of any expansion file that this platform and app needs, currently only applicable to Android. If the download has already started this has no effect. You can use GetExpansionFileProgress to check on the progress of the download and GetExpanionFileState to check when it has completed. After calling this command you should wait for GetExpanionFileState to return -1 (error) or 3 (complete) whilst displaying a progress bar.

Definition

DownloadExpansionFile()



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Core/DrawBox.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Core/DrawBox.htm deleted file mode 100644 index 2930b5b5..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Core/DrawBox.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -DrawBox - AGK Help - - - - - - -

DrawBox

Description

Draws a 2D box from one point on the screen to another with a chosen color using lines. Lines appear above all other drawing except the Print command and can be used with the GetImage function or SetRenderToImage to create new images. The XY coordinates are in screen coordinates so are not affected by the SetViewOffset command. Colors can be created using the MakeColor command or by using the bitwise operators like so, mycolor = (blue << 16) || (green << 8) || red

Definition

DrawBox( x, y, x2, y2, color1, color2, color3, color4, filled )

Parameters

  • x - The X component of the top left corner of the box.
  • y - The Y component of the top left corner of the box.
  • x2 - The X component of the bottom right corner of the box.
  • y2 - The Y component of the bottom right corner of the box.
  • color1 - The color to use in the top left corner.
  • color2 - The color to use in the top right corner.
  • color3 - The color to use in the bottom left corner.
  • color4 - The color to use in the bottom right corner.
  • filled - 1 to draw a filled box, 0 to draw an empty box.


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Core/DrawEllipse.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Core/DrawEllipse.htm deleted file mode 100644 index 0c148e46..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Core/DrawEllipse.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -DrawEllipse - AGK Help - - - - - - -

DrawEllipse

Description

Draws a 2D ellipse centered on the coordinates given with a chosen color or gradient. 2D shapes appear above all other drawing except the Print command and can be used with the GetImage function to create new images. The XY coordinates are in screen coordinates so are not affected by the SetViewOffset command.

Definition

DrawEllipse( x, y, radiusx, radiusy, color1, color2, filled )

Parameters

  • x - The X component of the center of the ellipse.
  • y - The Y component of the center of the ellipse.
  • radiusx - The radius of the ellipse in the X direction.
  • radiusy - The radius of the ellipse in the Y direction.
  • color1 - The color at the top of the ellipse.
  • color2 - The color at the bottom of the ellipse.
  • filled - 1=filled, 0=empty.


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Core/DrawLine.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Core/DrawLine.htm deleted file mode 100644 index 6d84edc8..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Core/DrawLine.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -DrawLine - AGK Help - - - - - - -

DrawLine

Description

Draws a 2D line from one point on the screen to another with a chosen color. Lines appear above all other drawing except the Print command and can be used with the GetImage function to create new images. The XY coordinates are in screen coordinates so are not affected by the SetViewOffset command.

Definition

DrawLine( x, y, x2, y2, red, green, blue )

DrawLine( x, y, x2, y2, color1, color2 )

Parameters

  • x - The X component of the start position of the line.
  • y - The Y component of the start position of the line.
  • x2 - The X component of the end position of the line.
  • y2 - The Y component of the end position of the line.
  • red - The red component of the line color.
  • green - The green component of the line color.
  • blue - The blue component of the line color.
  • color1 - The color to use at the start of the line.
  • color2 - The color to use at the end of the line.


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Core/EnableClearColor.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Core/EnableClearColor.htm deleted file mode 100644 index 4c08a3c9..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Core/EnableClearColor.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -EnableClearColor - AGK Help - - - - - - -

EnableClearColor

Description

This command is deprecated, you can choose to clear by using ClearScreen or not.

If you wish to maintain the contents of a previous rendered image then you should render to a new image and apply the previously rendered image to a quad to draw it as a background. You can then swap the images in the next frame to continuously render the previous frame as a background to the current frame.

Definition

EnableClearColor( clear )



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Core/EnableClearDepth.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Core/EnableClearDepth.htm deleted file mode 100644 index 678c7d6e..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Core/EnableClearDepth.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -EnableClearDepth - AGK Help - - - - - - -

EnableClearDepth

Description

This command is deprecated, clearing the depth buffer is not optional

Definition

EnableClearDepth( clear )



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Core/FMod.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Core/FMod.htm deleted file mode 100644 index dfddc7e5..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Core/FMod.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -FMod - AGK Help - - - - - - -

FMod

Description

Returns the remainder of the float division a/b.

Definition

float FMod( a, b )

Parameters

  • a - The numerator.
  • b - The denominator.


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Core/FindString.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Core/FindString.htm deleted file mode 100644 index d503c1a8..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Core/FindString.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -FindString - AGK Help - - - - - - -

FindString

Description

Returns the index of the first occurrence of findStr in the given string. Index 1 is the first character in the string, returns 0 if not found. By default this is case insensitive, use the ignoreCase parameter to set case sensitivity.

Definition

integer FindString( str, findStr, ignoreCase, start )

integer FindString( str, findStr )

Parameters

  • str - The string to check
  • findStr - The string to find
  • ignoreCase - 1 to ignore case when searching, 0 to match case
  • start - The index to start from, the first character is at index 1


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Core/FindStringCount.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Core/FindStringCount.htm deleted file mode 100644 index 6152703e..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Core/FindStringCount.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -FindStringCount - AGK Help - - - - - - -

FindStringCount

Description

Returns the number of times findStr appears in the given string. By default this is case insensitive, use the ignoreCase parameter to set case sensitivity.

Definition

integer FindStringCount( str, findStr )

integer FindStringCount( str, findStr, ignoreCase, start )

Parameters

  • str - The string to check
  • findStr - The string to find
  • ignoreCase - 1 to ignore case when searching, 0 to match case
  • start - The index to start from, the first character is at index 1


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Core/FindStringReverse.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Core/FindStringReverse.htm deleted file mode 100644 index a671ef74..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Core/FindStringReverse.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -FindStringReverse - AGK Help - - - - - - -

FindStringReverse

Description

Returns the index of the first occurrence of findStr in the given string, starting from the end of the string and moving backwards. Use a start value of -1 to start at the very end of the string regardless of length. Index 1 is the first character in the string, returns 0 if not found. By default this is case insensitive, use the ignoreCase parameter to set case sensitivity.

Definition

integer FindStringReverse( str, findStr, ignoreCase, start )

integer FindStringReverse( str, findStr )

Parameters

  • str - The string to check
  • findStr - The string to find
  • ignoreCase - 1 to ignore case when searching, 0 to match case
  • start - The index to start from, the first character is at index 1, use minus 1 to start at the very end


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Core/Floor.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Core/Floor.htm deleted file mode 100644 index f75a320a..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Core/Floor.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -Floor - AGK Help - - - - - - -

Floor

Description

Rounds a float to the next lowest integer. This differs from Trunc when using negative numbers, Trunc( -1.6 ) is -1 but Floor( -1.6 ) is -2.

Definition

integer Floor( a )

Parameters

  • a - The value to floor.


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Core/ForcePresent.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Core/ForcePresent.htm deleted file mode 100644 index dba3b730..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Core/ForcePresent.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -ForcePresent - AGK Help - - - - - - -

ForcePresent

Description

If the current renderer is using delayed present then you can use this command to force the present to happen now. You can turn delayed presenting on and off using SetPresentMode.

Definition

ForcePresent()



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Core/GetAppInstalled.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Core/GetAppInstalled.htm deleted file mode 100644 index efdcf4db..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Core/GetAppInstalled.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetAppInstalled - AGK Help - - - - - - -

GetAppInstalled

Description

Returns 1 if the specified app is installed and enabled on the device. For Android this should be the package name of the app, e.g. com.faceboook.katana for the Facebook App. Currently this only works on Android

Definition

integer GetAppInstalled( packageName )

Parameters

  • packageName - The package name of the app to check


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Core/GetAppName.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Core/GetAppName.htm deleted file mode 100644 index 39d2676b..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Core/GetAppName.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetAppName - AGK Help - - - - - - -

GetAppName

Description

Returns the name of the exe.

Definition

string GetAppName( )



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Core/GetAppPackageName.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Core/GetAppPackageName.htm deleted file mode 100644 index 87750e38..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Core/GetAppPackageName.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetAppPackageName - AGK Help - - - - - - -

GetAppPackageName

Description

On Android this returns the package name used when exporting the app, for example for the AGK Player this would be com.thegamecreators.agk_player2. On iOS it returns the Bundle ID used for the app, for example for the AGK Player this would be com.thegamecreators.agk2player. On all other platforms this currently returns an empty string. If calling this from tier 2 then the returned string must be deleted when it is no longer needed.

Definition

string GetAppPackageName()



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Core/GetAppRunning.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Core/GetAppRunning.htm deleted file mode 100644 index 9ad6052e..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Core/GetAppRunning.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetAppRunning - AGK Help - - - - - - -

GetAppRunning

Description

Returns 1 if the specified app ID is still running, 0 if it is not.

Definition

integer GetAppRunning( appID )

Parameters

  • appID - The app ID to check, returned from RunApp()


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Core/GetClipSpaceMode.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Core/GetClipSpaceMode.htm deleted file mode 100644 index da06bfaa..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Core/GetClipSpaceMode.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetClipSpaceMode - AGK Help - - - - - - -

GetClipSpaceMode

Description

Returns 0 if the Z clip space range is -1 to 1 and returns 1 if the Z clip space range is 0 to 1. This depends on the renderer curently being used, for example OpenGL uses a clip space range from -1 to 1 whereas Vulkan uses a clip space range from 0 to 1. This only applies to the Z coordinate, both X and Y will always be in the range -1 to 1 in clip space.

Definition

integer GetClipSpaceMode()



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Core/GetColorAlpha.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Core/GetColorAlpha.htm deleted file mode 100644 index a2062a97..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Core/GetColorAlpha.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetColorAlpha - AGK Help - - - - - - -

GetColorAlpha

Description

Returns the alpha component of a compound color value created with MakeColor

Definition

integer GetColorAlpha( color )

Parameters

  • color - The color value to decompose.


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Core/GetColorBlue.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Core/GetColorBlue.htm deleted file mode 100644 index 4634e7e4..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Core/GetColorBlue.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetColorBlue - AGK Help - - - - - - -

GetColorBlue

Description

Returns the blue component of a compound color value created with MakeColor

Definition

integer GetColorBlue( color )

Parameters

  • color - The color value to decompose.


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Core/GetColorGreen.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Core/GetColorGreen.htm deleted file mode 100644 index e4d79e48..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Core/GetColorGreen.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetColorGreen - AGK Help - - - - - - -

GetColorGreen

Description

Returns the green component of a compound color value created with MakeColor

Definition

integer GetColorGreen( color )

Parameters

  • color - The color value to decompose.


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Core/GetColorRed.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Core/GetColorRed.htm deleted file mode 100644 index 46dd10a9..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Core/GetColorRed.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetColorRed - AGK Help - - - - - - -

GetColorRed

Description

Returns the red component of a compound color value created with MakeColor

Definition

integer GetColorRed( color )

Parameters

  • color - The color value to decompose.


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Core/GetDeviceBaseName.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Core/GetDeviceBaseName.htm deleted file mode 100644 index 14a95f71..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Core/GetDeviceBaseName.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetDeviceBaseName - AGK Help - - - - - - -

GetDeviceBaseName

Description

Returns a string containing the name of the current platform. This will only refer to the base platform, i.e. "windows", "ios", "android", "mac", "linux", or "html5". Use GetDeviceType to get more information about the specific device. This string will always be lower case.

Definition

string GetDeviceBaseName()



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Core/GetDeviceDPI.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Core/GetDeviceDPI.htm deleted file mode 100644 index 07deb7e9..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Core/GetDeviceDPI.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetDeviceDPI - AGK Help - - - - - - -

GetDeviceDPI

Description

Gets the Dots Per Inch (also called Pixels Per Inch) of the device screen. This only works on iOS and Android, other platforms will return 0. On iOS this value is hardcoded by device, so if a new device is released then an AGK update will be required to get an accurate value. In the meantime an estimated value will be generated.

Definition

integer GetDeviceDPI()



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Core/GetDeviceHeight.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Core/GetDeviceHeight.htm deleted file mode 100644 index f8981e4d..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Core/GetDeviceHeight.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetDeviceHeight - AGK Help - - - - - - -

GetDeviceHeight

Description

Returns the height in pixels of the current device's backbuffer. This value will change if the device orientation changes from portrait to landscape, but only if orientation changes are allowed.

Definition

integer GetDeviceHeight()



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Core/GetDeviceID.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Core/GetDeviceID.htm deleted file mode 100644 index b6bd8f07..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Core/GetDeviceID.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetDeviceID - AGK Help - - - - - - -

GetDeviceID

Description

Returns a string that can be used to identify this device

Definition

string GetDeviceID()



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Core/GetDeviceLanguage.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Core/GetDeviceLanguage.htm deleted file mode 100644 index 6eb9e108..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Core/GetDeviceLanguage.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetDeviceLanguage - AGK Help - - - - - - -

GetDeviceLanguage

Description

Returns a string containing the language of the current device in the form "en", "fr", "de", etc.

Definition

string GetDeviceLanguage( )



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Core/GetDeviceNetworkType.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Core/GetDeviceNetworkType.htm deleted file mode 100644 index 3c4eef2f..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Core/GetDeviceNetworkType.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetDeviceNetworkType - AGK Help - - - - - - -

GetDeviceNetworkType

Description

Returns the type of network connection the device has to the internet. Returns 0 if a mobile connection is being used, 1 if a Wifi or Ethernet connection is being used, or -1 if the network type could not be determined. Currently only implemented on iOS and Android, other platforms will return -1.

Definition

integer GetDeviceNetworkType()



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Core/GetDevicePlatform.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Core/GetDevicePlatform.htm deleted file mode 100644 index e9e2b6b5..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Core/GetDevicePlatform.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetDevicePlatform - AGK Help - - - - - - -

GetDevicePlatform

Description

On Android this returns 0 if this app is running on a Google device, or 1 if it is running on an Amazon device. On all other platforms this returns 0.

Definition

integer GetDevicePlatform()



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Core/GetDeviceType.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Core/GetDeviceType.htm deleted file mode 100644 index d60cd85c..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Core/GetDeviceType.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetDeviceType - AGK Help - - - - - - -

GetDeviceType

Description

Returns a string containing a device specific string, this will be different for each platform, for example on Windows it will return the OS version "vista, "7", "xp", etc. On iOS it will return the iOS device name "ipad1,1", "ipod2,1", "iphone1,2", etc. For Android it will return the device model "nexus 7", etc. For Mac it will return the OS version "10.7", "10.8", etc. This string will always be lower case

Definition

string GetDeviceType()



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Core/GetDeviceWidth.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Core/GetDeviceWidth.htm deleted file mode 100644 index f38a4733..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Core/GetDeviceWidth.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetDeviceWidth - AGK Help - - - - - - -

GetDeviceWidth

Description

Returns the width in pixels of the current device's backbuffer. This value will change if the device orientation changes from portrait to landscape, but only if orientation changes are allowed.

Definition

integer GetDeviceWidth()



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Core/GetDisplayAspect.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Core/GetDisplayAspect.htm deleted file mode 100644 index e9de4a58..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Core/GetDisplayAspect.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetDisplayAspect - AGK Help - - - - - - -

GetDisplayAspect

Description

Returns the current aspect ratio for the screen. This is not the aspect ratio of the coordinate system being used, instead this value stretches the coordinate system into the desired shape. For an explanation of the coordinate system see SetVirtualResolution.

Definition

float GetDisplayAspect()



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Core/GetDisplayCutoutBottom.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Core/GetDisplayCutoutBottom.htm deleted file mode 100644 index ec621a0a..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Core/GetDisplayCutoutBottom.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetDisplayCutoutBottom - AGK Help - - - - - - -

GetDisplayCutoutBottom

Description

Returns the bottom of the specified display cutout. The Top/Bottom/Left/Right display cutout commands return the bounding box that covers the cutout in virtual resolution coordinates. Anthing placed within those coordinates can be assumed to be covered by the cutout.
The index must be between 0 and GetDisplayNumCutouts - 1

Definition

float GetDisplayCutoutBottom( index )

Parameters

  • index - The index of the display cutout to return, starting at 0


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Core/GetDisplayCutoutLeft.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Core/GetDisplayCutoutLeft.htm deleted file mode 100644 index b31e193a..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Core/GetDisplayCutoutLeft.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetDisplayCutoutLeft - AGK Help - - - - - - -

GetDisplayCutoutLeft

Description

Returns the left of the specified display cutout. The Top/Bottom/Left/Right display cutout commands return the bounding box that covers the cutout in virtual resolution coordinates. Anthing placed within those coordinates can be assumed to be covered by the cutout.
The index must be between 0 and GetDisplayNumCutouts - 1

Definition

float GetDisplayCutoutLeft( index )

Parameters

  • index - The index of the display cutout to return, starting at 0


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Core/GetDisplayCutoutRight.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Core/GetDisplayCutoutRight.htm deleted file mode 100644 index b0a9fa71..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Core/GetDisplayCutoutRight.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetDisplayCutoutRight - AGK Help - - - - - - -

GetDisplayCutoutRight

Description

Returns the right of the specified display cutout. The Top/Bottom/Left/Right display cutout commands return the bounding box that covers the cutout in virtual resolution coordinates. Anthing placed within those coordinates can be assumed to be covered by the cutout.
The index must be between 0 and GetDisplayNumCutouts - 1

Definition

float GetDisplayCutoutRight( index )

Parameters

  • index - The index of the display cutout to return, starting at 0


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Core/GetDisplayCutoutTop.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Core/GetDisplayCutoutTop.htm deleted file mode 100644 index af0c020c..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Core/GetDisplayCutoutTop.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetDisplayCutoutTop - AGK Help - - - - - - -

GetDisplayCutoutTop

Description

Returns the top of the specified display cutout. The Top/Bottom/Left/Right display cutout commands return the bounding box that covers the cutout in virtual resolution coordinates. Anthing placed within those coordinates can be assumed to be covered by the cutout.
The index must be between 0 and GetDisplayNumCutouts - 1

Definition

float GetDisplayCutoutTop( index )

Parameters

  • index - The index of the display cutout to return, starting at 0


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Core/GetDisplayNumCutouts.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Core/GetDisplayNumCutouts.htm deleted file mode 100644 index 518c0e4f..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Core/GetDisplayNumCutouts.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetDisplayNumCutouts - AGK Help - - - - - - -

GetDisplayNumCutouts

Description

Returns the number of cutouts on the current device screen. Always returns 0 on Android 8 and below, and iOS 10 and below. You can retrieve details about each cutout by using the GetDisplayCutoutTop commands.

Definition

integer GetDisplayNumCutouts()



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Core/GetExpansionFileError.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Core/GetExpansionFileError.htm deleted file mode 100644 index 29e0149f..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Core/GetExpansionFileError.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetExpansionFileError - AGK Help - - - - - - -

GetExpansionFileError

Description

Returns the error code of the most recent error that occurred when downloading the expansion file. Possible errors include:
15 = Unlicensed
16 = Failed fetching URL
17 = SDcard full
18 = Cancelled
19 = Unknown error

Definition

integer GetExpansionFileError()



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Core/GetExpansionFileProgress.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Core/GetExpansionFileProgress.htm deleted file mode 100644 index 6abd49b7..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Core/GetExpansionFileProgress.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetExpansionFileProgress - AGK Help - - - - - - -

GetExpansionFileProgress

Description

Checks the progress of a download started by DownloadExpansionFile, returns a float value between 0 and 100 Use GetExpansionFileState to check if the download has completed.

Definition

float GetExpansionFileProgress()



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Core/GetExpansionFileState.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Core/GetExpansionFileState.htm deleted file mode 100644 index ee211b1e..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Core/GetExpansionFileState.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetExpansionFileState - AGK Help - - - - - - -

GetExpansionFileState

Description

Returns the state of any expansion file used by this platform, currently only applicable to Android. Returns -1 if an error occurred during download, 0 if the expansion file is not used on this platform, 1 if it should exist but doesn't (you call DownloadExpansionFile() in this case), 2 if it is currently being downloaded, and 3 if everything has completed and the file exists.

Definition

integer GetExpansionFileState()



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Core/GetFractalX.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Core/GetFractalX.htm deleted file mode 100644 index dd88b229..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Core/GetFractalX.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetFractalX - AGK Help - - - - - - -

GetFractalX

Description

Returns Fractal/Fractional Brownian Motion

Definition

float GetFractalX ( octaves, x )

Parameters

  • octaves - number of fraction of noise to sum
  • x - x float coordinate


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Core/GetFractalXY.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Core/GetFractalXY.htm deleted file mode 100644 index 9b2c089e..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Core/GetFractalXY.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetFractalXY - AGK Help - - - - - - -

GetFractalXY

Description

Returns Fractal/Fractional Brownian Motion

Definition

float GetFractalXY ( octaves, x, y )

Parameters

  • octaves - number of fraction of noise to sum
  • x - x float coordinate
  • y - y float coordinate


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Core/GetFractalXYZ.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Core/GetFractalXYZ.htm deleted file mode 100644 index 6ff2ed56..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Core/GetFractalXYZ.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetFractalXYZ - AGK Help - - - - - - -

GetFractalXYZ

Description

Returns Fractal/Fractional Brownian Motion

Definition

float GetFractalXYZ ( octaves, x, y, z )

Parameters

  • octaves - number of fraction of noise to sum
  • x - x float coordinate
  • y - y float coordinate
  • z - z float coordinate


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Core/GetFrameTime.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Core/GetFrameTime.htm deleted file mode 100644 index 9a6bb680..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Core/GetFrameTime.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetFrameTime - AGK Help - - - - - - -

GetFrameTime

Description

Get the time in seconds spent processing and rendering the last frame. Only updated when Sync or Swap are called. This is limited to a max value of 0.2 seconds to prevent internal timer based code from interpolating large time gaps. To find the true frame time you can use the Timer() command.

Definition

float GetFrameTime()



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Core/GetMaxDeviceHeight.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Core/GetMaxDeviceHeight.htm deleted file mode 100644 index 4164a215..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Core/GetMaxDeviceHeight.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetMaxDeviceHeight - AGK Help - - - - - - -

GetMaxDeviceHeight

Description

Gets the maximum height that your app window can be. For platforms that support windowed mode such as Windows and Mac your app can only achieve this size in full screen mode as windowed mode has a border around your app. For HTML5 apps this will return the size of the current HTML document, and is not guaranteed to work if the HTML5 app is running in full screen mode. A better name for this command would be GetMaxWindowHeight, but it is now set in stone.

Definition

integer GetMaxDeviceHeight()



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Core/GetMaxDeviceWidth.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Core/GetMaxDeviceWidth.htm deleted file mode 100644 index ff1387dd..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Core/GetMaxDeviceWidth.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetMaxDeviceWidth - AGK Help - - - - - - -

GetMaxDeviceWidth

Description

Gets the maximum width that your app window can be. For platforms that support windowed mode such as Windows and Mac your app can only achieve this size in full screen mode as windowed mode has a border around your app. For HTML5 apps this will return the size of the current HTML document, and is not guaranteed to work if the HTML5 app is running in full screen mode. A better name for this command would be GetMaxWindowWidth, but it is now set in stone.

Definition

integer GetMaxDeviceWidth()



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Core/GetMilliseconds.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Core/GetMilliseconds.htm deleted file mode 100644 index 8eae4b82..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Core/GetMilliseconds.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetMilliseconds - AGK Help - - - - - - -

GetMilliseconds

Description

Get the number of milliseconds since the app was started. Calling this command will internally make a system call to get the amount of time passed, so it may change each time you call it.

Definition

integer GetMilliseconds()



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Core/GetNoiseX.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Core/GetNoiseX.htm deleted file mode 100644 index 99b2160e..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Core/GetNoiseX.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetNoiseX - AGK Help - - - - - - -

GetNoiseX

Description

Returns 1D Perlin simplex noise

Definition

float GetNoiseX ( x )

Parameters

  • x - x float coordinate


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Core/GetNoiseXY.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Core/GetNoiseXY.htm deleted file mode 100644 index 33abdc3d..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Core/GetNoiseXY.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetNoiseXY - AGK Help - - - - - - -

GetNoiseXY

Description

Returns 2D Perlin simplex noise

Definition

float GetNoiseXY ( x, y )

Parameters

  • x - x float coordinate
  • y - y float coordinate


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Core/GetNoiseXYZ.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Core/GetNoiseXYZ.htm deleted file mode 100644 index 0d6ce9d5..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Core/GetNoiseXYZ.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetNoiseXYZ - AGK Help - - - - - - -

GetNoiseXYZ

Description

Returns 3D Perlin simplex noise

Definition

float GetNoiseXYZ ( x, y, z )

Parameters

  • x - x float coordinate
  • y - y float coordinate
  • z - z float coordinate


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Core/GetNumProcessors.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Core/GetNumProcessors.htm deleted file mode 100644 index 3ad9ab4a..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Core/GetNumProcessors.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetNumProcessors - AGK Help - - - - - - -

GetNumProcessors

Description

Returns the number of logical processor cores on the device

Definition

integer GetNumProcessors()



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Core/GetOrientation.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Core/GetOrientation.htm deleted file mode 100644 index 07318a20..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Core/GetOrientation.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetOrientation - AGK Help - - - - - - -

GetOrientation

Description

Returns the current orientation of the device. The values returned are: 1 = portrait mode, 2 = portrait mode - 180 degrees rotation, 3 = landscape mode - 90 degrees counterclockwise, 4 = landscape mode - 90 degrees clockwise

Definition

integer GetOrientation()



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Core/GetPaused.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Core/GetPaused.htm deleted file mode 100644 index 90b46716..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Core/GetPaused.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetPaused - AGK Help - - - - - - -

GetPaused

Description

Returns 1 if your desktop app loses focus. You can choose to activate a pause screen when this happens or let the app continue as normal. This only applies to desktop platforms, on mobile platforms you should use GetResumed instead.

Definition

integer GetPaused()



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Core/GetPolygonsDrawn.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Core/GetPolygonsDrawn.htm deleted file mode 100644 index aa3ff5a0..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Core/GetPolygonsDrawn.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetPolygonsDrawn - AGK Help - - - - - - -

GetPolygonsDrawn

Description

Returns the number of polygons drawn by the GPU last frame for 3D objects.

Definition

integer GetPolygonsDrawn()



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Core/GetRendererName.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Core/GetRendererName.htm deleted file mode 100644 index 47473d3d..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Core/GetRendererName.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetRendererName - AGK Help - - - - - - -

GetRendererName

Description

Returns the name of the current renderer, e.g. "OpenGL", "OpenGLES", or "Vulkan"

Definition

string GetRendererName()



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Core/GetResumed.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Core/GetResumed.htm deleted file mode 100644 index d098cbee..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Core/GetResumed.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetResumed - AGK Help - - - - - - -

GetResumed

Description

Returns 1 if your app has been passed to the background and has just been reactivated. You should activate a pause screen when this happens. On mobile platforms apps will not run whilst they are in the background so that first chance you app will get to receive this notification is when it returns from the background and continues running. Since the user may not yet be ready to continue playing you should check this value and show a pause screen until they are ready.

Definition

integer GetResumed()



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Core/GetScreenBoundsBottom.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Core/GetScreenBoundsBottom.htm deleted file mode 100644 index 1dd7d7e8..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Core/GetScreenBoundsBottom.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetScreenBoundsBottom - AGK Help - - - - - - -

GetScreenBoundsBottom

Description

Returns the bottom edge of the visible screen. This includes any black border area so if there are black borders on the top and bottom of the display then this value will be greater than GetVirtualHeight. This represents the fact that the virtual height is the end of the visible area and the start of the black border, and the bottom bound is the end of the black border and the edge of the screen. If there is no black border on the bottom then the bottom bound will always be equal to GetVirtualHeight.

Definition

float GetScreenBoundsBottom()



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Core/GetScreenBoundsLeft.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Core/GetScreenBoundsLeft.htm deleted file mode 100644 index d18e2cf0..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Core/GetScreenBoundsLeft.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetScreenBoundsLeft - AGK Help - - - - - - -

GetScreenBoundsLeft

Description

Returns the left edge of the visible screen. This includes any black border area so if there are black borders on the left and right of the display then this value will be negative. This represents the fact that 0 is the end of the visible area and the start of the black border, and the left bound is the end of the black border and the edge of the screen. If there is no black border to the left then the left bound will always be 0.

Definition

float GetScreenBoundsLeft()



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Core/GetScreenBoundsRight.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Core/GetScreenBoundsRight.htm deleted file mode 100644 index eed47fa0..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Core/GetScreenBoundsRight.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetScreenBoundsRight - AGK Help - - - - - - -

GetScreenBoundsRight

Description

Returns the right edge of the visible screen. This includes any black border area so if there are black borders on the left and right of the display then this value will be greater than GetVirtualWidth. This represents the fact that the virtual width is the end of the visible area and the start of the black border, and the right bound is the end of the black border and the edge of the screen. If there is no black border to the right then the right bound will always be equal to GetVirtualWidth.

Definition

float GetScreenBoundsRight()



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Core/GetScreenBoundsSafeBottom.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Core/GetScreenBoundsSafeBottom.htm deleted file mode 100644 index b410bc40..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Core/GetScreenBoundsSafeBottom.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetScreenBoundsSafeBottom - AGK Help - - - - - - -

GetScreenBoundsSafeBottom

Description

Returns the bottom of the screen in virtual coordinates, avoiding any display cutouts. This is similar to GetScreenBoundsTop except that it avoids display cutouts.

Definition

float GetScreenBoundsSafeBottom()



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Core/GetScreenBoundsSafeLeft.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Core/GetScreenBoundsSafeLeft.htm deleted file mode 100644 index 5bd4945d..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Core/GetScreenBoundsSafeLeft.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetScreenBoundsSafeLeft - AGK Help - - - - - - -

GetScreenBoundsSafeLeft

Description

Returns the left of the screen in virtual coordinates, avoiding any display cutouts. This is similar to GetScreenBoundsTop except that it avoids display cutouts.

Definition

float GetScreenBoundsSafeLeft()



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Core/GetScreenBoundsSafeRight.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Core/GetScreenBoundsSafeRight.htm deleted file mode 100644 index 3e12b775..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Core/GetScreenBoundsSafeRight.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetScreenBoundsSafeRight - AGK Help - - - - - - -

GetScreenBoundsSafeRight

Description

Returns the right of the screen in virtual coordinates, avoiding any display cutouts. This is similar to GetScreenBoundsTop except that it avoids display cutouts.

Definition

float GetScreenBoundsSafeRight()



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Core/GetScreenBoundsSafeTop.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Core/GetScreenBoundsSafeTop.htm deleted file mode 100644 index 055b68de..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Core/GetScreenBoundsSafeTop.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetScreenBoundsSafeTop - AGK Help - - - - - - -

GetScreenBoundsSafeTop

Description

Returns the top of the screen in virtual coordinates, avoiding any display cutouts. This is similar to GetScreenBoundsTop except that it avoids display cutouts.

Definition

float GetScreenBoundsSafeTop()



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Core/GetScreenBoundsTop.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Core/GetScreenBoundsTop.htm deleted file mode 100644 index 480602b1..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Core/GetScreenBoundsTop.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetScreenBoundsTop - AGK Help - - - - - - -

GetScreenBoundsTop

Description

Returns the top edge of the visible screen. This includes any black border area so if there are black borders on the top and bottom of the display then this value will be negative. This represents the fact that 0 is the end of the visible area and the start of the black border, and the top bound is the end of the black border and the edge of the screen. If there is no black border to the top then the top bound will always be 0.

Definition

float GetScreenBoundsTop()



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Core/GetSeconds.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Core/GetSeconds.htm deleted file mode 100644 index ce48358c..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Core/GetSeconds.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetSeconds - AGK Help - - - - - - -

GetSeconds

Description

Get the number of whole seconds since the app was started. Accurate to 1 second.

Calling this command will internally make a system call to get the amount of time passed, so it may change each time you call it.

Definition

integer GetSeconds()



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Core/GetShadowPolygonsDrawn.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Core/GetShadowPolygonsDrawn.htm deleted file mode 100644 index aa7a2ec5..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Core/GetShadowPolygonsDrawn.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetShadowPolygonsDrawn - AGK Help - - - - - - -

GetShadowPolygonsDrawn

Description

Returns the number of polygons drawn by the GPU last frame when constructing shadow maps.

Definition

integer GetShadowPolygonsDrawn()



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Core/GetStorageRemaining.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Core/GetStorageRemaining.htm deleted file mode 100644 index e8166130..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Core/GetStorageRemaining.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetStorageRemaining - AGK Help - - - - - - -

GetStorageRemaining

Description

Returns the number of MB available to the app for data storage at the specified path. For example using a path that points to a location on the sdcard on Android will return how many MBs can be stored there, whereas using a path that points to the AGK write folder will return the number of MB the app can store in its internal storage. In some cases these may be the same. This command returns -1 if the space available could not be determined. Currently only implemented on iOS and Android, other platforms will return -1.

Definition

integer GetStorageRemaining( path )

Parameters

  • path - The path to check


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Core/GetStorageTotal.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Core/GetStorageTotal.htm deleted file mode 100644 index 8c8dc960..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Core/GetStorageTotal.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetStorageTotal - AGK Help - - - - - - -

GetStorageTotal

Description

Returns the total number of MB of data storage at the specified path, used and unused. For example using a path that points to a location on the sdcard on Android will return the size of the sdcard, whereas using a path that points to the AGK write folder will return the number of MB in the internal storage. In some cases these may be the same. This command returns -1 if the storage size could not be determined. Currently only implemented on iOS and Android, other platforms will return -1.

Definition

integer GetStorageTotal( path )

Parameters

  • path - The path to check


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Core/GetStringToken.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Core/GetStringToken.htm deleted file mode 100644 index ed342da0..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Core/GetStringToken.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetStringToken - AGK Help - - - - - - -

GetStringToken

Description

Returns a specific token from a string separated by the given delimiters, for example a string containing "first:second:third" has three tokens delimited by ":" and "first:second;third" has three tokens separated by the delimiters ":;". You can have multiple delimiters between each token, for example "first:;second:third" is valid, and has three tokens. In tier 2 the returned string must be deleted when you are done with it. You can use CountStringTokens to count the number of tokens in the string. This command is useful for separating words in a sentence, which can be delimited by both white space and punctuation.

Definition

string GetStringToken( str, delimiters, token )

Parameters

  • str - The string to check.
  • delimiters - The set of characters that delimit the string.
  • token - the index of the token to return, starting at 1 for the first token.


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Core/GetStringToken2.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Core/GetStringToken2.htm deleted file mode 100644 index dd458a87..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Core/GetStringToken2.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetStringToken2 - AGK Help - - - - - - -

GetStringToken2

Description

Returns a specific token from a string separated by the given delimiter, for example a string containing "first:second:third" has three tokens delimited by ":". Similar to GetStringToken except that this command accepts only a single character as the delimiter and recognises empty fields. For example "first:second::fourth" has four tokens with the third being an empty string. In tier 2 the returned string must be deleted when you are done with it. You can use CountStringTokens2 to count the number of tokens in the string.

Definition

string GetStringToken2( str, delimiter, token )

Parameters

  • str - The string to check.
  • delimiter - The character that delimits the string.
  • token - the index of the token to return, starting at 1 for the first token.


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Core/GetURLSchemeText.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Core/GetURLSchemeText.htm deleted file mode 100644 index b557c7fb..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Core/GetURLSchemeText.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetURLSchemeText - AGK Help - - - - - - -

GetURLSchemeText

Description

On Android and iOS this returns the full URL that was used to open this app if a URL scheme was used. For example if you have set the URL scheme "myapp" for this app and the user clicks on a link such as "myapp: sometext", then the OS will open your app and GetURLSchemeText will return "myapp: sometext" until the app is next opened. If a URL was not used to open the app, or the platform doesn't support URL schemes, then an empty string will be returned.

When choosing a URL scheme you must make sure it is unique to your app, as iOS will not allow two apps to have the same scheme.

Definition

string GetURLSchemeText()



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Core/GetVerticesProcessed.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Core/GetVerticesProcessed.htm deleted file mode 100644 index 8263f01f..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Core/GetVerticesProcessed.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetVerticesProcessed - AGK Help - - - - - - -

GetVerticesProcessed

Description

Returns the number of vertices processed by the GPU last frame for 3D objects.

Definition

integer GetVerticesProcessed()



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Core/GetViewOffsetX.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Core/GetViewOffsetX.htm deleted file mode 100644 index 3ecab9d0..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Core/GetViewOffsetX.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetViewOffsetX - AGK Help - - - - - - -

GetViewOffsetX

Description

Gets the current view offset in the X direction, set using SetViewOffset.

Definition

float GetViewOffsetX()



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Core/GetViewOffsetY.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Core/GetViewOffsetY.htm deleted file mode 100644 index 86b13f8a..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Core/GetViewOffsetY.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetViewOffsetY - AGK Help - - - - - - -

GetViewOffsetY

Description

Gets the current view offset in the Y direction, set using SetViewOffset.

Definition

float GetViewOffsetY()



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Core/GetViewZoom.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Core/GetViewZoom.htm deleted file mode 100644 index 85ff4fed..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Core/GetViewZoom.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetViewZoom - AGK Help - - - - - - -

GetViewZoom

Description

Gets the current scroll zoom level, set using SetViewZoom.

Definition

float GetViewZoom()



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Core/GetVirtualHeight.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Core/GetVirtualHeight.htm deleted file mode 100644 index bf195f39..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Core/GetVirtualHeight.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetVirtualHeight - AGK Help - - - - - - -

GetVirtualHeight

Description

Returns the coordinate for the bottom of the screen. In the default percentage based coordinate system this is 100. If you have set up a virtual resolution using SetVirtualResolution then the height specified here will be returned.

Definition

integer GetVirtualHeight()



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GetVirtualWidth

Description

Returns the coordinate for the far right side of the screen. In the default percentage based coordinate system this is 100. If you have set up a virtual resolution using SetVirtualResolution then the width specified here will be returned.

Definition

integer GetVirtualWidth()



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GetWindowHeight

Description

Returns the height of the current device's window. This value may differ from the GetDeviceHeight if the window size does not match the pixel size of the backbuffer that is being used to draw the window. For example on a Mac with a retina display the window size will be half of the pixel size.

Definition

integer GetWindowHeight()



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Core/GetWindowWidth.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Core/GetWindowWidth.htm deleted file mode 100644 index a8f14ccf..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Core/GetWindowWidth.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetWindowWidth - AGK Help - - - - - - -

GetWindowWidth

Description

Returns the width of the current device's window. This value may differ from the GetDeviceWidth if the window size does not match the pixel size of the backbuffer that is being used to draw the window. For example on a Mac with a retina display the window size will be half of the pixel size.

Definition

integer GetWindowWidth()



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Core/Hex.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Core/Hex.htm deleted file mode 100644 index c38eacda..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Core/Hex.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -Hex - AGK Help - - - - - - -

Hex

Description

Converts an integer value into a string containing its hexadecimal representation. For example Hex(31) would return a string containing "1F".

If you are calling this command from tier 2 this string must be deleted when you are done with it.

Definition

string Hex( i )

Parameters

  • i - Integer value to convert into a hexadecimal string


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Core/HexToBase64.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Core/HexToBase64.htm deleted file mode 100644 index 59fb0423..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Core/HexToBase64.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -HexToBase64 - AGK Help - - - - - - -

HexToBase64

Description

Converts a Hex string to a Base64 string. A hex string is a string containing only the characters 0-9 and A-F. If you are calling this command from tier 2 this string must be deleted when you are done with it.

Definition

string HexToBase64( input )

Parameters

  • input - The string to convert


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Core/IsDarkTheme.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Core/IsDarkTheme.htm deleted file mode 100644 index e9f7dc1e..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Core/IsDarkTheme.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -IsDarkTheme - AGK Help - - - - - - -

IsDarkTheme

Description

On Android and iOS this returns 1 if the operating system is set to use a dark theme, you can use this to switch to a dark theme in your app. On other platforms this will always return 0.

Definition

integer IsDarkTheme()



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Core/IsInvertedDepth.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Core/IsInvertedDepth.htm deleted file mode 100644 index 167d9933..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Core/IsInvertedDepth.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -IsInvertedDepth - AGK Help - - - - - - -

IsInvertedDepth

Description

Returns 1 if the current renderer is using an inverted depth buffer, 0 if not. Inverted depth buffers are useful when the renderer is using a floating point depth buffer as it solves almost all depth fighting issues involved with drawing large depth ranges. If an inverted depth buffer is being used then depth values of 1.0 are near the camera and depth values of 0.0 are far away. AGK automatically adjusts the depth buffer function (less or greater) depending on whether the depth buffer is inverted or not, so you can assume that values around 0.0 are close to the camera most of the time. But if you draw to a depth buffer for your own use then you will need to take this into account if you use those depth values in a shader, e.g. when doing your own shadows.

Definition

integer IsInvertedDepth()



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Core/IsPinAppAvailable.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Core/IsPinAppAvailable.htm deleted file mode 100644 index 5de17ac7..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Core/IsPinAppAvailable.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -IsPinAppAvailable - AGK Help - - - - - - -

IsPinAppAvailable

Description

On Android this will return 1 if the command PinApp is available on this device. Otherwise it will return 0, which means that PinApp will have no effect.

Definition

integer IsPinAppAvailable()



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Core/IsSupportedDepthTexture.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Core/IsSupportedDepthTexture.htm deleted file mode 100644 index 9436ff34..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Core/IsSupportedDepthTexture.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -IsSupportedDepthTexture - AGK Help - - - - - - -

IsSupportedDepthTexture

Description

This command returns 1 if the current device supports using depth images with SetRenderToImage. If this returns 0 then the only valid depth image IDs to SetRenderToImage are 0 for no depth, or -1 for an internal depth buffer.

Definition

integer IsSupportedDepthTexture()



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Core/IsTopLeftOrigin.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Core/IsTopLeftOrigin.htm deleted file mode 100644 index 7ce9d3d0..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Core/IsTopLeftOrigin.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -IsTopLeftOrigin - AGK Help - - - - - - -

IsTopLeftOrigin

Description

Returns 1 if the framebuffer origin is in the top left corner (such as in Vulkan) or 0 if the origin is in the bottom left corner (such as OpenGL).

Definition

integer IsTopLeftOrigin()



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Core/Left.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Core/Left.htm deleted file mode 100644 index dc305f91..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Core/Left.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -Left - AGK Help - - - - - - -

Left

Description

Crops the given string retaining the left most number of characters up to the specified count value.

Definition

string Left( strin, count )

Parameters

  • strin - The string to be cropped
  • count - The number of characters to retain


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Core/Len.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Core/Len.htm deleted file mode 100644 index bb7e2c26..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Core/Len.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -Len - AGK Help - - - - - - -

Len

Description

Returns the number of characters in the given string. Note that for strings encoded in UTF-8 this may not be equal to the number of bytes in the string, as each character can use up to 4 bytes.

Definition

integer Len( strin )

Parameters

  • strin - The string to measure the length of


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Core/Log.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Core/Log.htm deleted file mode 100644 index bd6bc8db..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Core/Log.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -Log - AGK Help - - - - - - -

Log

Description

Returns the natural logarithm of the given value.

Definition

float Log( a )

Parameters

  • a - The input value


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Core/Lower.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Core/Lower.htm deleted file mode 100644 index 6f7b3756..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Core/Lower.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -Lower - AGK Help - - - - - - -

Lower

Description

Converts the string to lower case characters.

Definition

string Lower( strin )

Parameters

  • strin - The string to convert


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Core/MakeColor.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Core/MakeColor.htm deleted file mode 100644 index 2b106f92..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Core/MakeColor.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -MakeColor - AGK Help - - - - - - -

MakeColor

Description

Creates a compound color value from color components that can then be used with 2D drawing commands.

Definition

integer MakeColor( red, green, blue )

integer MakeColor( red, green, blue, alpha )

Parameters

  • red - The red component of the color.
  • green - The green component of the color.
  • blue - The blue component of the color.
  • alpha - The alpha component of the color between 0 for transparent 255 for opaque


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Core/MaximizeWindow.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Core/MaximizeWindow.htm deleted file mode 100644 index 44bd5903..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Core/MaximizeWindow.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -MaximizeWindow - AGK Help - - - - - - -

MaximizeWindow

Description

Maximizes the window so that it is the largest possible size in the current visible space without going full screen. Does nothing on mobile devices.

Definition

MaximizeWindow()



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Core/Message.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Core/Message.htm deleted file mode 100644 index 2873c54b..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Core/Message.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -Message - AGK Help - - - - - - -

Message

Description

Displays a message box containing the given text. Your app is not guaranteed to pause whilst the message is displayed.

Definition

Message( msg )

Parameters

  • msg - The message to display


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Core/Mid.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Core/Mid.htm deleted file mode 100644 index 495f5b02..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Core/Mid.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -Mid - AGK Help - - - - - - -

Mid

Description

Extracts a sub string from the given string located at the position provided.

Definition

string Mid( strin, position, length )

Parameters

  • strin - The string to be extracted from
  • position - The position to start within the string, the first character is position 1.
  • length - The number of characters to extract from the string, use minus 1 to continue to the end of the string


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Core/MinimizeApp.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Core/MinimizeApp.htm deleted file mode 100644 index 9ec04995..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Core/MinimizeApp.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -MinimizeApp - AGK Help - - - - - - -

MinimizeApp

Description

Sends the app to the background. On desktop platforms like Windows the app will continue to run when minimized. On Android the app will pause. On iOS it will do nothing as a user must minimize the app by pressing the home button. On desktop platforms the window can be restored with RestoreApp.

Definition

MinimizeApp()



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Core/Mod.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Core/Mod.htm deleted file mode 100644 index c4f01319..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Core/Mod.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -Mod - AGK Help - - - - - - -

Mod

Description

Returns the remainder of the integer division a/b.

Definition

integer Mod( a, b )

Parameters

  • a - The numerator.
  • b - The denominator.


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Core/PinApp.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Core/PinApp.htm deleted file mode 100644 index 2d99c163..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Core/PinApp.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -PinApp - AGK Help - - - - - - -

PinApp

Description

On Android this will pin the app to the screen to prevent the user accidentally leaving the app. Optionally the device can be locked whilst the app is pinned so it must be unlocked to open any other apps, this is defined in the device settings. The user will be asked if they want to allow this before it actually takes effect.

Definition

PinApp( enable )

Parameters

  • enable - 1 to pin this app, 0 to unpin it


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Core/Pow.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Core/Pow.htm deleted file mode 100644 index acb79ac9..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Core/Pow.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -Pow - AGK Help - - - - - - -

Pow

Description

Returns a raised to the power of b.

Definition

float Pow( a, b )

Parameters

  • a - The base.
  • b - The power.


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Core/Random.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Core/Random.htm deleted file mode 100644 index 3ffec626..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Core/Random.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -Random - AGK Help - - - - - - -

Random

Description

Generates a random number based on the current seed value. The random number generator is built into AGK so a particular seed value will produce the same sequence of numbers on every platform. Produces a random number between 0 and 65535

Definition

integer Random( )

integer Random( from, to )

Parameters

  • from - The lowest value to return
  • to - The highest value to return


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Core/Random2.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Core/Random2.htm deleted file mode 100644 index 8520ac1b..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Core/Random2.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -Random2 - AGK Help - - - - - - -

Random2

Description

Generates a random number based on the current seed value. The random number generator is built into AGK so a particular seed value will produce the same sequence of numbers on every platform. Produces a random number between -2,147,483,648 and 2,147,483,647. This generator is slower than Random but produces better quality randomness over a larger range of values.

Definition

integer Random2( )

integer Random2( from, to )

Parameters

  • from - The lowest value to return
  • to - The highest value to return


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Core/RandomSign.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Core/RandomSign.htm deleted file mode 100644 index 1cf77d07..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Core/RandomSign.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -RandomSign - AGK Help - - - - - - -

RandomSign

Description

Will randomly negate the value given and return it. Has a 50-50 chance of negating the value. The initial value can be negative, in which case it will randomly become positive.

Definition

integer RandomSign( value )

Parameters

  • value - The value to change.


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Core/Render.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Core/Render.htm deleted file mode 100644 index e9b01182..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Core/Render.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -Render - AGK Help - - - - - - -

Render

Description

Draws all 2D and 3D created using an ID number to the current frame buffer. It does not swap the backbuffer to the screen. It does not draw sprites or objects you have created using pointers, you will either have to draw them individually or assign them to a sprite manager to batch draw them. In this case Render should still be called as it also draws the print text. Called automatically by Sync, you may either use Sync or Update(), Render(), Swap() to manually sync. If you wish to have more control you can break this down further and replace Render with RenderShadowMap, Render2DBack, Render3D, Render2DFront.

Definition

Render()



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Core/Render2DBack.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Core/Render2DBack.htm deleted file mode 100644 index a95997fa..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Core/Render2DBack.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -Render2DBack - AGK Help - - - - - - -

Render2DBack

Description

Called automatically. This is an advanced command to take control of the render pipeline. Normally Render calls RenderShadowMap, Render2DBack, Render3D, Render2DFront to draw everything in the world. This command only draws the 2D sprites and text that are behind the 3D.

Definition

Render2DBack( )



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Core/Render2DFront.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Core/Render2DFront.htm deleted file mode 100644 index 2ec3f9bf..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Core/Render2DFront.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -Render2DFront - AGK Help - - - - - - -

Render2DFront

Description

Called automatically. This is an advanced command to take control of the render pipeline. Normally Render calls RenderShadowMap, Render2DBack, Render3D, Render2DFront to draw everything in the world. This command only draws the 2D sprites and text that are in front the 3D.

Definition

Render2DFront( )



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Core/Render3D.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Core/Render3D.htm deleted file mode 100644 index 20a2111d..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Core/Render3D.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -Render3D - AGK Help - - - - - - -

Render3D

Description

Called automatically. This is an advanced command to take control of the render pipeline. Normally Render calls RenderShadowMap, Render2DBack, Render3D, Render2DFront to draw everything in the world. This command only draws the 3D objects.

Definition

Render3D( )



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Core/RenderShadowMap.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Core/RenderShadowMap.htm deleted file mode 100644 index 58b451e7..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Core/RenderShadowMap.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -RenderShadowMap - AGK Help - - - - - - -

RenderShadowMap

Description

Called automatically. This is an advanced command to take control of the render pipeline. Normally Render calls RenderShadowMap, Render2DBack, Render3D, Render2DFront to draw everything in the world. This command only calculates the shadow map.

Definition

RenderShadowMap( )



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Core/ReplaceString.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Core/ReplaceString.htm deleted file mode 100644 index 018c0e67..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Core/ReplaceString.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -ReplaceString - AGK Help - - - - - - -

ReplaceString

Description

Returns a string with all instances of "find" replaced with "replace". You can use the qty parameter to limit the number of replacements made, or use -1 for no limit. The original string is unmodified and a new string is returned with the replacements in it. Note that if you are calling this command from tier 2 then the returned string must be deleted when you are done with it.

Definition

string ReplaceString( str, find, replace, qty )

Parameters

  • str - The string to modify
  • find - The string to find
  • replace - The string to replace it with
  • qty - The maximum number of replacements to make, use minus 1 for no limit


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Core/ResetTimer.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Core/ResetTimer.htm deleted file mode 100644 index c2f3ea05..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Core/ResetTimer.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -ResetTimer - AGK Help - - - - - - -

ResetTimer

Description

Resets the time returned from Timer to 0. This allows the full accuracy to be regained after your app has been running for some time. This also resets the values returned by GetSeconds and GetMilliseconds to 0.

Definition

ResetTimer()



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Core/RestoreApp.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Core/RestoreApp.htm deleted file mode 100644 index 62604d81..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Core/RestoreApp.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -RestoreApp - AGK Help - - - - - - -

RestoreApp

Description

Restores the app from a minimized state to a normal window.

Definition

RestoreApp()



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Core/Right.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Core/Right.htm deleted file mode 100644 index 1868c740..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Core/Right.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -Right - AGK Help - - - - - - -

Right

Description

Crops the given string retaining the right most number of characters up to the specified count value.

Definition

string Right( strin, count )

Parameters

  • strin - The string to be cropped
  • count - The number of characters to retain


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Core/Round.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Core/Round.htm deleted file mode 100644 index 351eda89..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Core/Round.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -Round - AGK Help - - - - - - -

Round

Description

Rounds a float to the nearest integer (positive or negative).

Definition

integer Round( a )

Parameters

  • a - The value to round.


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Core/RunApp.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Core/RunApp.htm deleted file mode 100644 index 98e9734e..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Core/RunApp.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -RunApp - AGK Help - - - - - - -

RunApp

Description

Runs an external executable that is independent of this app. It will return an ID that you can use to check if the app is still running or in extreme cases to terminate the app. If this fails it will return 0. Currently only works on Windows, Mac, Linux, and Raspberry Pi.

Definition

integer RunApp( szFilename, szParameters )

Parameters

  • szFilename - The filename of the new app, this is accessed just like any other file in AGK
  • szParameters - Optional command line parameters to pass to the app, or an empty string


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Core/ScreenFPS.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Core/ScreenFPS.htm deleted file mode 100644 index cf22e087..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Core/ScreenFPS.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -ScreenFPS - AGK Help - - - - - - -

ScreenFPS

Description

Returns an average frames per second based on the rendering time of the last few frames. To get the exact time spent on the last frame you can call GetFrameTime.

Definition

float ScreenFPS()



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Core/ScreenToWorldX.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Core/ScreenToWorldX.htm deleted file mode 100644 index eac5277d..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Core/ScreenToWorldX.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -ScreenToWorldX - AGK Help - - - - - - -

ScreenToWorldX

Description

Converts a screen X coordinate into a world X coordinate based on the current view offset and zoom. When the SetViewOffset is 0,0 and the SetViewZoom is 1.0 world and screen coordinates are the same. For example when the view is offset by 20 pixels to the right, input at 0,0 on the screen will appear 20,0 in the world.

Definition

float ScreenToWorldX( x )

Parameters

  • x - The screen X coordinate to convert.


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Core/ScreenToWorldY.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Core/ScreenToWorldY.htm deleted file mode 100644 index 566d922f..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Core/ScreenToWorldY.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -ScreenToWorldY - AGK Help - - - - - - -

ScreenToWorldY

Description

Converts a screen Y coordinate into a world Y coordinate based on the current view offset and zoom. When the SetViewOffset is 0,0 and the SetViewZoom is 1.0 world and screen coordinates are the same. For example when the view is offset by 20 pixels down, input at 0,0 on the screen will appear 0,20 in the world.

Definition

float ScreenToWorldY( y )

Parameters

  • y - The screen Y coordinate to convert.


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Core/SetAntialiasMode.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Core/SetAntialiasMode.htm deleted file mode 100644 index 551ebf2a..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Core/SetAntialiasMode.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetAntialiasMode - AGK Help - - - - - - -

SetAntialiasMode

Description

Sets whether the device should using anti-aliasing when rendering to the back buffer. Currently this only applies to OpenGL on Windows, Mac, and Linux, and only 4x multi-sampling is available. This does not apply to any objects drawn to an image with SetRenderToImage, only the back buffer is anti-aliased.

Definition

SetAntialiasMode( mode )

Parameters

  • mode - 0=off, 1=4xMSAA


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Core/SetBorderColor.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Core/SetBorderColor.htm deleted file mode 100644 index e7012df6..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Core/SetBorderColor.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetBorderColor - AGK Help - - - - - - -

SetBorderColor

Description

Sets the color or any borders used when the display does not fit the aspect ratio exactly. If this color is different from the clear color than an additional clear operation is performed and may affect performance if fill rate is an issue.

Definition

SetBorderColor( red, green, blue )

Parameters

  • red - The red component of the border color
  • green - The green component of the border color
  • blue - The blue component of the border color


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Core/SetClearColor.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Core/SetClearColor.htm deleted file mode 100644 index baac7c16..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Core/SetClearColor.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetClearColor - AGK Help - - - - - - -

SetClearColor

Description

Sets the clear color to use when clearing the back buffer.

Definition

SetClearColor( red, green, blue )

Parameters

  • red - The red component of the clear color
  • green - The green component of the clear color
  • blue - The blue component of the clear color


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Core/SetDefaultMagFilter.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Core/SetDefaultMagFilter.htm deleted file mode 100644 index e3f53f09..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Core/SetDefaultMagFilter.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetDefaultMagFilter - AGK Help - - - - - - -

SetDefaultMagFilter

Description

Sets the default magnification filter for textures when the texture is larger than the screen space it is displayed in. You can use a mode of 0 to use the nearest pixel, which will appear blocky, or 1 to use a linear filter which will look blurry. When the image matches the screen space exactly then both filters will look the same when there is a slight difference, nearest tends to be sharper, but may flicker as it changes pixel choice. You can set this value per image using SetImageMagFilter.

Definition

SetDefaultMagFilter( filter )

Parameters

  • filter - The filter mode to use 0=nearest, 1=linear


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Core/SetDefaultMinFilter.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Core/SetDefaultMinFilter.htm deleted file mode 100644 index ce05a864..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Core/SetDefaultMinFilter.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetDefaultMinFilter - AGK Help - - - - - - -

SetDefaultMinFilter

Description

Sets the default minification filter for textures when the texture is smaller than the screen space it is displayed in. You can use a mode of 0 to use the nearest pixel, which will appear blocky, or 1 to use a linear filter which will look blurry. When the image matches the screen space exactly then both filters will look the same when there is a slight difference, nearest tends to be sharper, but may flicker as it changes pixel choice. You can set this value per image using SetImageMinFilter.

Definition

SetDefaultMinFilter( filter )

Parameters

  • filter - The filter mode to use 0=nearest, 1=linear


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Core/SetDefaultWrapU.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Core/SetDefaultWrapU.htm deleted file mode 100644 index 27ad6bf6..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Core/SetDefaultWrapU.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetDefaultWrapU - AGK Help - - - - - - -

SetDefaultWrapU

Description

Sets the default texture wrapping for images where the UV coordinates go beyond the range 0 to 1 in the U direction.

Definition

SetDefaultWrapU( mode )

Parameters

  • mode - The wrapping mode to use 0=clamp, 1=repeat


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Core/SetDefaultWrapV.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Core/SetDefaultWrapV.htm deleted file mode 100644 index afc37a9b..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Core/SetDefaultWrapV.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetDefaultWrapV - AGK Help - - - - - - -

SetDefaultWrapV

Description

Sets the default texture wrapping for images where the UV coordinates go beyond the range 0 to 1 in the V direction.

Definition

SetDefaultWrapV( mode )

Parameters

  • mode - The wrapping mode to use 0=clamp, 1=repeat


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Core/SetDisplayAspect.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Core/SetDisplayAspect.htm deleted file mode 100644 index 50eecae8..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Core/SetDisplayAspect.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetDisplayAspect - AGK Help - - - - - - -

SetDisplayAspect

Description

This command is used in conjunction with the default percentage based positioning system in AGK. If using this approach you will need to specify a display aspect, so that AGK knows how to correctly display entities on screen. If your artwork was originally designed for a resolution of 1024 x 768, this would result in an aspect ratio of 4:3, which is also the same as saying 1024 / 768 = 1.33, therefore you would call SetDisplayAspect and pass in a 1.33 as your aspect ratio. On platforms where the resolution was different AGK will take care of things internally so that your application still maintains this aspect ratio and looks correct.

The alternative approach is to call SetVirtualResolution to control the coordinate system and place sprites using screen coordinates instead of using percentages, in which case you should not call this command.

If sprites already exist when this is called they will become distorted. If the aspect ratio given does not fit exactly on the current device, black borders will be drawn around the rendering area to center it on screen.
Use an aspect ratio of 0 to use the current coordinate system as the aspect ratio.

Use an aspect ratio of -1 to use the device aspect ratio (fills the whole screen without black borders, but will cause stretching and look different on every device) An alternative method of filling the screen which avoids this problem is to use SetScissor with the values 0,0,0,0.

Definition

SetDisplayAspect( aspect )

Parameters

  • aspect - the aspect ratio to use from now on, in the form of width/height.


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Core/SetExpansionFileKey.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Core/SetExpansionFileKey.htm deleted file mode 100644 index d161061f..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Core/SetExpansionFileKey.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetExpansionFileKey - AGK Help - - - - - - -

SetExpansionFileKey

Description

Sets the public key to use in the other expansion file commands. Currently only applicable to Android. The public key can be found in the Google Play Developer Console and is different for each app. Click on the app and then click on the Services and APIs section, it is the long string that starts MIIB.

Definition

SetExpansionFileKey( key )

Parameters

  • key - The public key to use when checking for and downloading an expansion file.


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Core/SetExpansionFileVersion.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Core/SetExpansionFileVersion.htm deleted file mode 100644 index c4590353..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Core/SetExpansionFileVersion.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetExpansionFileVersion - AGK Help - - - - - - -

SetExpansionFileVersion

Description

Sets the version number to use in the other expansion file commands. Currently only applicable to Android. The version number of the expansion file is determined by the version number of the APK that was uploaded with it. For example the APK may be updated to a new version number but the expansion file could still be the original version number.

Definition

SetExpansionFileVersion(int version)

Parameters

  • version - The version number to use when checking for and downloading an expansion file.


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Core/SetGenerateMipmaps.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Core/SetGenerateMipmaps.htm deleted file mode 100644 index 813814bf..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Core/SetGenerateMipmaps.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetGenerateMipmaps - AGK Help - - - - - - -

SetGenerateMipmaps

Description

Sets whether loaded images having mipmaps generated and used. Should be called before any images are loaded. May be changed before another image is loaded to make some use mipmaps and others not.

Definition

SetGenerateMipmaps( generate )

Parameters

  • generate - Set to 1 to generate mipmaps (default is 0)


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Core/SetImmersiveMode.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Core/SetImmersiveMode.htm deleted file mode 100644 index 31dd4e0e..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Core/SetImmersiveMode.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetImmersiveMode - AGK Help - - - - - - -

SetImmersiveMode

Description

Removes any on screen controls that may have been placed on screen by the OS, for example the home and back buttons, allowing your app to use the entire screen. Your app may be resized after calling this command so if you have used GetDeviceWidth or GetDeviceHeight you should wait a few frames then call them again to get the new values. The values may not change immediately after calling this command as it takes some time for the navigation bar to change. Sometimes the OS will turn off immersive mode without warning, for example if the volume buttons are pressed. When this happens your app will return to its non-immersive mode size to prevent any part of the app being hidden by the nav bar, which could make some parts of the app inaccessible to touch events. You can detect this change by checking GetDeviceWidth and GetDeviceHeight at regular intervals, and use SetImmersiveMode again to request a return to immersive mode.

Currently this only applies to Android devices running 4.4 (API 19) or higher. On other platforms this command does nothing.

Definition

SetImmersiveMode( mode )

Parameters

  • mode - 1 to turn on immersive mode, 0 to turn it off


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Core/SetIntendedDeviceSize.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Core/SetIntendedDeviceSize.htm deleted file mode 100644 index d9cead60..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Core/SetIntendedDeviceSize.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetIntendedDeviceSize - AGK Help - - - - - - -

SetIntendedDeviceSize

Description

This command has been deprecated and you should use LoadImageResized to adjust image sizes depending on the device resolution, you can check the device resolution with GetDeviceWidth and GetDeviceHeight. void agk::SetIntendedDeviceSize( int width, int height )

Definition

SetIntendedDeviceSize( width, height )



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Core/SetOrientationAllowed.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Core/SetOrientationAllowed.htm deleted file mode 100644 index d89680b1..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Core/SetOrientationAllowed.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetOrientationAllowed - AGK Help - - - - - - -

SetOrientationAllowed

Description

Sets which orientations the AGK will allow the app to rotate to. There are two portrait and two landscape orientations, one for the right way up and the other for upside down. On platforms that can't rotate, like Windows or Mac, this command has no effect and the app will always be drawn right way up.

A value of 1 for each orientation will determine if the app will rotate when the device is held in that orientation. A value of 0 will keep the app at its last valid orientation.

Note that if the device is currently in a disallowed orientation then AGK will attempt to rotate the device into an allowed orientation, however this is not guaranteed to happen immediately. So, for example, if you need the device to be in landscape and you call this command with only landscape allowed, you should then wait for GetDeviceWidth to return greater than GetDeviceHeight which will signal that the device is now in landscape.

Definition

SetOrientationAllowed( portrait, portrait2, landscape, landscape2 )

Parameters

  • portrait - The default device orientation.
  • portrait2 - The upside down portrait orientation.
  • landscape - The landscape orientation when the device is rotated left from its default position.
  • landscape2 - The landscape orientation when the device is rotated right from its default position.


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Core/SetPresentMode.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Core/SetPresentMode.htm deleted file mode 100644 index 611c8ffc..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Core/SetPresentMode.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetPresentMode - AGK Help - - - - - - -

SetPresentMode

Description

Controls when the Swap and Sync commands present the back buffer to the screen. This can either be delayed (mode=0) or immediate (mode=1), the default is immediate. Immediate mode has the lowest latency but some implementations of Vulkan have a performance hit if they try to present immediately after finishing drawing to the back buffer, so delayed mode should give more consistent performance. In delayed mode the Sync command will first present the previous frame to the screen and then draw the current frame. The current frame will not be presented until the next call to Sync. This is particularly apparent during loading screens where if you update the loading bar and then call Sync() the new loading bar would not immediately appear on screen when using delayed mode.

Definition

SetPresentMode( mode )

Parameters

  • mode - 0 for delayed rendering, 1 to immediate rendering


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Core/SetRandomSeed.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Core/SetRandomSeed.htm deleted file mode 100644 index 338707cc..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Core/SetRandomSeed.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetRandomSeed - AGK Help - - - - - - -

SetRandomSeed

Description

Sets the seed for the random number generator. Two AGK applications using the same seed value will generate the same sequence of random numbers. By default the seed is set to the current time on startup so that each run of the application will generate a different sequence of numbers.

Definition

SetRandomSeed( seed )

Parameters

  • seed - The seed value, between 1 and 2^32


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Core/SetRandomSeed2.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Core/SetRandomSeed2.htm deleted file mode 100644 index 8be9e2bf..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Core/SetRandomSeed2.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetRandomSeed2 - AGK Help - - - - - - -

SetRandomSeed2

Description

Sets the seed for the random number generator. Two AGK applications using the same seed value will generate the same sequence of random numbers. By default the seed is set to the current time on startup so that each run of the application will generate a different sequence of numbers.

Definition

SetRandomSeed2( seed )

Parameters

  • seed - The seed value, between 1 and 2^32


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Core/SetRenderToImage.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Core/SetRenderToImage.htm deleted file mode 100644 index 62946df2..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Core/SetRenderToImage.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetRenderToImage - AGK Help - - - - - - -

SetRenderToImage

Description

Redirects all future draw calls to an image instead of to the screen. The specified image could then be applied to an object or sprite. Be careful not to apply the image to an object or sprite at the same time as it is being drawn to as this could result in an error. You can also choose to render the depth information to an image that you can use later, or render without a depth buffer if your scene does not need one. You can also use a depth image ID of -1 to render a depth buffer without capturing it in an image. Note that some devices (particularly Android) do not support rendering depth to an image, in these cases the only valid values for the depth ID are 0 and -1. You can check if the current device supports depth textures by using IsSupportedDepthTexture. Render images can be any size, and do not need to be a power of 2 in width or height.

For a more detailed explanation, when you render to an image it will draw to the image exactly what it would have drawn to the screen. For example if your virtual resolution is 1024x768 and requires borders then it will draw borders onto the render image. This means if you were to look at the resulting render image in its native form, e.g. 1024x1024, it will look like you've taken a 1024x768 window and stretched it vertically into a square. The result is that if you take this square image and stretch it back into 1024x768, by texturing a sprite or quad that happens to be 1024x768 in size, then it will look normal again. This means you can render a 1024x768 window to an image of any size, say 64x512, and stretch it to 1024x768 and it should look correct aspect ratio wise, it will of course be missing some detail. You can then get more advanced by changing the virtual resolution after setting a render image and changing it back when rendering to the screen, or using SetCameraAspect to change the 3D aspect ratio if the render image is going to be used for something other than a 1:1 representation of the screen.

After calling SetRenderToImage the image contents is undefined and can be cleared with ClearScreen, however if you are going to draw to every pixel on the screen, such as with a full screen shader then this is not necessary. It is not possible to call SetRenderToImage multiple times with the same image to add more drawn items to the image, the image will always become undefined after the call to SetRenderToImage. If you wish to maintain the contents of a previous render then you should render to a new image and apply the previously rendered image to a quad to draw it as a background. You can then swap the images in the next frame to continuously render the previous frame as a background to the current frame.

Definition

SetRenderToImage( colorImage, depthImage )

Parameters

  • colorImage - The ID of the image to use as the color buffer, 0 to not render color
  • depthImage - The ID of the image to use as the depth buffer, 0 to not render depth, -1 to use a depth buffer without an image


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Core/SetRenderToScreen.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Core/SetRenderToScreen.htm deleted file mode 100644 index 5e63c566..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Core/SetRenderToScreen.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetRenderToScreen - AGK Help - - - - - - -

SetRenderToScreen

Description

This command sets the render pipeline to output any future draw calls to the screen. This is the default mode so you only need to call this if you have previously redirected drawing to an image with SetRenderToImage. After calling this command the backbuffer is immediately cleared, so any previous rendering to the screen will be lost.

Definition

SetRenderToScreen()



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Core/SetResolutionMode.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Core/SetResolutionMode.htm deleted file mode 100644 index 042a6ba5..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Core/SetResolutionMode.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetResolutionMode - AGK Help - - - - - - -

SetResolutionMode

Description

Some platforms have high resolution screens such as the iPad, this function determines how those platforms display their content. You have the choice of mode=1 which will use a full resolution frame buffer that will look better, or mode=0 that will use a smaller resolution frame buffer (usually half sized) which is then scaled to fit the screen, and will run faster. This does not affect low resolution devices that will always use a low resolution frame buffer.

This command is deprecated and no longer does anything

Definition

SetResolutionMode( mode )

Parameters

  • mode - 1 to use a high (native) resolution, 0 to use a low (scaled) resolution


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Core/SetScissor.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Core/SetScissor.htm deleted file mode 100644 index 8df611f4..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Core/SetScissor.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetScissor - AGK Help - - - - - - -

SetScissor

Description

The function sets the area of the screen that will be drawn to in subsequent Sync() or Render() commands. The area is defined by two points representing the top left and bottom right corners of a rectangle which will be the new drawing area. By default this is set to your virtual resolution so anything placed outside this resolution is not be visible. Using SetScissor(0,0,0,0) is a special case that will turn off all clipping and make the full screen useable for displaying things. This can be useful when making an app that works across varying aspect ratios. For example using a virtual resolution of 1024x768 on a device with a 1280x800 screen would fit the 1024x768 area as closely as possible in the center of the screen, with black borders either side. SetScissor(0,0,0,0) places the 1024x768 area in the same place, but there are no black borders, so placing something at a negative X position would still be visible for as long as the screen can still fit it in. Whereas placing something at a negative position on a device with a 1024x768 screen (which fits your virtual resolution perfectly), would make that item disappear off the edge of the screen. You can use this with the commands GetScreenBoundsLeft, GetScreenBoundsRight, GetScreenBoundsTop, and GetScreenBoundsBottom to find the actual edge of the screen in your chosen resolution. This allows you to place items at the edge of the screen on all devices regardless of its aspect ratio.

Definition

SetScissor( x, y, x2, y2 )

Parameters

  • x - The x component of the first coordinate.
  • y - The y component of the first coordinate.
  • x2 - The x component of the second coordinate.
  • y2 - The y component of the second coordinate.


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Core/SetScreenResolution.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Core/SetScreenResolution.htm deleted file mode 100644 index e7fc9283..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Core/SetScreenResolution.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetScreenResolution - AGK Help - - - - - - -

SetScreenResolution

Description

This command is deprecated due to lack of support in newer renderers. The alternative is to render your scene to an image of your chosen size with SetRenderToImage and then display that image to the screen

Definition

SetScreenResolution( width, height )



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SetSleepMode

Description

Sets whether the device should sleep when your app is idle. By default this is turned off, but if activated it will use the device settings to determine how long it should idle before sleeping.

Definition

SetSleepMode( mode )

Parameters

  • mode - 1 to enable sleep mode, 0 to turn it off (default)


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SetSortCreated

Description

This command is deprecated, sorting is now handled automatically.

Definition

SetSortCreated( sort )



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SetSortDepth

Description

This command is deprecated, sorting is now handled automatically.

Definition

SetSortDepth( sort )



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SetSortTextures

Description

This command is deprecated, sorting is now handled automatically.

Definition

SetSortTextures( sort )



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SetSortTransparentDepth

Description

This command is deprecated, sorting is now handled automatically.

Definition

SetSortTransparentDepth( sort )



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SetSyncRate

Description

Sets the desired rate that frames will be drawn to the screen, in frames per second (fps). Additionally there are two modes to choose from that can limit the CPU, the first (mode=0) sleeps the application between frames to save CPU and battery life where possible. The second (mode=1) uses a continuous loop to check the time before the next frame, which can be more accurate but hogs the CPU.

The preferred method of limiting frame rate is SetVSync() which set the refresh rate to the monitor refresh rate, and will prevent any screen tearing or stuttering. Using SetSyncRate will automatically turn VSync off since the two commands would fight each other for control of the frame rate.

Use an fps of 0 to remove all limits and draw frames as quickly as possible. This may be up to thousands of frames per second on the most powerful graphics cards.

Note that on HTML5 the use of SetSyncRate is highly discouraged as it uses the Javascript SetTimeout function for timing, which can cause inaccurate frame rates and stuttering. On HTML5 the preferred method of frame rate control is SetVSync.

Definition

SetSyncRate( fps, mode )

Parameters

  • fps - The desired frame rate in frames per second, 0 for unlimited.
  • mode - 1 to use a possibly more accurate but CPU intensive method, 0 (default) to save CPU and battery.


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SetTransitionMode

Description

This command is deprecated, orientation transitions are now controlled by the device.

Definition

SetTransitionMode( mode )



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SetVSync

Description

Sets whether vertical sync should be turned on or off. This is the preferred method of limiting the frame rate as it will link the frame rate to the monitor refresh rate and avoid tearing or stuttering. Using this command with mode 1 will override any currently set refresh rate from SetSyncRate, otherwise these two commands would fight each other for control of the frame rate, instead AGK will use the VSync refresh rate which is typically 60 frames per second, but depends on the monitor.

On Linux, Mac, and HTML5 you can use a value greater than 1 to skip refreshes, for example if the monitor refresh rate is 60Hz then a mode value of 1 would limit the app to 60fps, but a mode value of 2 would skip every other refresh which would limit the app to 30fps.

Definition

SetVSync( mode )

Parameters

  • mode - 1 to turn vsync on, 0 to turn it off.


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SetViewOffset

Description

Offset the screen viewport relative to the world, for example a view offset of 0,20 will move the screen down by 20 pixels showing any sprite that was previously positioned just off the bottom of the screen. This can be useful for scrolling games where you want to move the view across a level.

Using this command will automatically disable the four physics walls surrounding the screen.

You can also fix sprites to the screen so that they move along with it by using FixSpriteToScreen.

The view offset values position the top left corner of the view in the world, while SetViewZoom determines how much of the world the view can see.

Definition

SetViewOffset( x, y )

Parameters

  • x - The x offset for the view
  • y - The y offset for the view


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SetViewZoom

Description

Zooms the screen viewport relative to the world, for example a view zoom of 2.0 will double the size of anything currently in view. A value of 1.0 returns everything to normal size.

Using this command will automatically disable the four physics walls surrounding the screen.

You can also fix sprites to the screen so that they do not change size by using FixSpriteToScreen.

This command can either zoom towards the view's top left corner or towards the view's center, see SetViewZoomMode for details.

Definition

SetViewZoom( zoom )

Parameters

  • zoom - The zoom level for scrolling sprites


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SetViewZoomMode

Description

Sets the zoom mode from top left corner or centered. By default the view zooms from its top left corner, maintaining the views offset in world coordinates. For example a view with an offset of 20,20 will maintain its top left corner at 20,20 in world coordinates no matter what zoom value is given. However, centered zoom keeps the center of the view stationary whilst scaling everything else around it, making the offset value more difficult to judge. In this mode the top left corner will only be at 20,20 when the zoom value is 1.0, for other zoom values the top left corner will be scaled away from the offset point. For example, assume a world size of 100,100 units, a zoom level of 1.0, and a view offset of 0,0. The view will be displaying world coordinates 0,0 (its top left corner) to 100,100 (at its bottom right corner), with a zoom value of 2.0 and top left zooming the view will now show world coordinates 0,0 to 50,50 in the same space making everything look bigger. In centered zooming the view would instead show 25,25 to 75,75 maintaining the center of the view over the point 50,50 in world coordinates.

Definition

SetViewZoomMode( mode )

Parameters

  • mode - 0=top left, 1=centered


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SetVirtualResolution

Description

The default approach for the coordinate system in AGK is to use a percentage based system where 0,0 represents the top left corner and 100,100 the bottom right. The alternative approach is to treat the platform with a fixed resolution e.g. 320 x 480. Any platforms that don't match this resolution will be scaled to fit as much as possible with black borders where necessary.

Definition

SetVirtualResolution( iWidth, iHeight )

Parameters

  • iWidth - the number of units to use across the width of the rendering area
  • iHeight - the number of units to use across the height of the rendering area


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Core/SetWindowAllowResize.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Core/SetWindowAllowResize.htm deleted file mode 100644 index 5891ee94..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Core/SetWindowAllowResize.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetWindowAllowResize - AGK Help - - - - - - -

SetWindowAllowResize

Description

This sets the window sets whether the user is allowed to resize the window, by default this is set to 0

Definition

SetWindowAllowResize( mode )

Parameters

  • mode - 0 to disable resizing, 1 to allow resizing


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SetWindowPosition

Description

This sets the window position for platforms that support it, such as Windows and Mac. If the window is currently full screen then this will have no affect. This will not affect mobile devices.

Definition

SetWindowPosition( x, y )

Parameters

  • x - The desired X position of the window in pixels.
  • y - The desired Y position of the window in pixels.


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SetWindowSize

Description

This sets the window size for platforms that support it, such as Windows and Mac. This will not affect mobile devices. In fullscreen mode the width and height will be ignored and the desktop resolution will be used. By default the window size will be adjusted so it always fits on screen, including making room for the taskbar on Windows. This means that your final window size may be slightly smaller than your chosen size. You can override this by setting the allowOverSized parameter to 1, which will remove all bounds checks and allow you to create windows larger than the current screen. When the fullscreen parameter is set to 1 then the allowOverSized parameter has no effect.

Definition

SetWindowSize( width, height, fullscreen )

SetWindowSize( width, height, fullscreen, allowOverSized )

Parameters

  • width - The desired width of the window in pixels.
  • height - The desired height of the window in pixels.
  • fullscreen - 1 to use a full screen mode, 0 for a normal window.
  • allowOverSized - 1 to allow the window size to exceed the visible screen, 0 to shrink it to fit where necessary


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Core/SetWindowTitle.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Core/SetWindowTitle.htm deleted file mode 100644 index 8039a915..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Core/SetWindowTitle.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetWindowTitle - AGK Help - - - - - - -

SetWindowTitle

Description

Sets the window title for those platforms that run in a window (e.g. Windows, Mac).

Definition

SetWindowTitle( szTitle )

Parameters

  • szTitle - The text to use for the window title.


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SetupNoise

Description

Initialises Open Simplex noise generation.

Definition

SetupNoise ( frequency, amplitude, lacunarity, persistence )

Parameters

  • frequency - Frequency (width) of the first octave of noise e.g. 1.0
  • amplitude - Amplitude (height) of the first octave of noise e.g. 1.0
  • lacunarity - Lacunarity specifies the frequency multiplier between successive octaves e.g. 2.0.
  • persistence - Persistence is the loss of amplitude between successive octaves (usually 1/lacunarity)


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Sha1

Description

Hashes a string using the SHA1 algorithm to produce a 40 character hexadecimal string. This is a one way hash function that can be used with salting (appending a secret string) for passwords or tamper detection in parameters passed to a server. If you are calling this function from Tier 2 then you must delete the returned string with agk::DeleteString with DeleteString() when you are done with it.

Definition

string Sha1( str )

Parameters

  • str - The string to hash


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Sha256

Description

Hashes a string using the SHA256 algorithm to produce a 32 character hexadecimal string. This is a one way hash function that can be used with salting (appending a secret string) for passwords or tamper detection in parameters passed to a server. If you are calling this function from Tier 2 then you must delete the returned string with agk::DeleteString when you are done with it.

Definition

string Sha256( str )

Parameters

  • str - The string to hash


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Sha512

Description

Hashes a string using the SHA512 algorithm to produce a 64 character hexadecimal string. This is a one way hash function that can be used with salting (appending a secret string) for passwords or tamper detection in parameters passed to a server. If you are calling this function from Tier 2 then you must delete the returned string with agk::DeleteString when you are done with it.

Definition

string Sha512( str )

Parameters

  • str - The string to hash


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ShareFile

Description

Sends the given file to the operating system which will then ask the user how they want to share it, e.g. through email, NFC, etc. The file can be in your read or write folder, or you can use a "raw:" path to load from anywhere, you should provide the filename as if you were loading the file. This only works on iOS and Android.

Definition

ShareFile( szFilename )

Parameters

  • szFilename - The path to the file to share


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ShareImage

Description

Sends the given image to the operating system which will then ask the user how they want to share the image, e.g. through Facebook, Twitter, etc. The file should be in your read or write folder, or you can use a "raw:" path to load from anywhere, you should provide the filename as if you were loading the file. This only works on iOS and Android.

Definition

ShareImage( szFilename )

Parameters

  • szFilename - The filename of the image to share


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Core/ShareImageAndText.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Core/ShareImageAndText.htm deleted file mode 100644 index 1bff38ef..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Core/ShareImageAndText.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -ShareImageAndText - AGK Help - - - - - - -

ShareImageAndText

Description

Sends the given image and text to the operating system which will then ask the user how they want to share the text, e.g. through Facebook, Twitter, etc. The image file should be in your read or write folder, or you can use a "raw:" path to load from anywhere, you should provide the filename as if you were loading the file. This only works on iOS and Android.

Definition

ShareImageAndText( szFilename, szText )

Parameters

  • szFilename - The filename of the image to share
  • szText - The text to share


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ShareText

Description

Sends the given text to the operating system which will then ask the user how they want to share the text, e.g. through Facebook, Twitter, etc. This only works on iOS and Android.

Definition

ShareText( szText )

Parameters

  • szText - The text to share


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Sin

Description

Returns the sine of a value in degrees.

Definition

float Sin( a )

Parameters

  • a - The value to pass into the sine function.


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SinRad

Description

Returns the sine of a value in radians.

Definition

float SinRad( a )

Parameters

  • a - The value to pass into the sine function.


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Sleep

Description

Suspend the app for a specified number of milliseconds. It is not recommended that you use this command to suspend an app for more than the time of one frame (roughly 17 milliseconds).

Definition

Sleep( milliseconds )

Parameters

  • milliseconds - The number of milliseconds to sleep.


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Spaces

Description

Creates a string of spaces equal to the length passed in.

Definition

string Spaces( length )

Parameters

  • length - The length of the string of spaces to create


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Sqrt

Description

Returns the square root of a float value.

Definition

float Sqrt( a )

Parameters

  • a - The value to square root.


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StepPhysics

Description

Steps the physics simulation by a defined amount of time. This time value is in seconds and may include fractions of seconds. Stepping the physics simulation by a large time value (greater than say 0.1) may result in undefined behaviour and physics objects moving through each other. It is not required that you call this command in your game loop, if you do not call it, Sync or Update will call it for you with the last frame time to allow the physics simulation to catch up in real time. If you do call StepPhysics then it will not be called for you by Sync or Update for that frame, this allows you to do your own physics timing if you prefer.

By using a fixed time step every frame your physics will perform exactly the same across all devices and all frame rates, but a reduction in fps will result in the physics appearing to go slower, as it will always step the same amount of time whether the frame was quick or slow to draw. Using a variable step for each frame will keep physics moving at the same speed regardless of frame rate, but it will no longer be deterministic across devices and different frame rates. For example if your game depends on a physics entity falling and bouncing to the same height each time it is run then you should use a fixed time step. If the position of physics objects is not important to your game logic then a variable time step may be best.

Definition

StepPhysics( time )

Parameters

  • time - The step time in seconds


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Core/Str.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Core/Str.htm deleted file mode 100644 index dc6b0537..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Core/Str.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -Str - AGK Help - - - - - - -

Str

Description

Converts a value into a string, if you are calling this command from tier 2 this string must be deleted when you are done with it.

Definition

string Str( valueFloat )

string Str( valueFloat, decimals )

string Str( valueInt )

Parameters

  • valueFloat - Value to convert into a string.
  • value - Value to convert into a string.
  • decimals - The number of places after the decimal point to include.
  • valueInt - Value to convert into a string.


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StringToBase64

Description

Converts a UTF-8 string to a Base64 string. If you are calling this command from tier 2 this string must be deleted when you are done with it.

Definition

string StringToBase64( input )

Parameters

  • input - The string to convert


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StripString

Description

Returns a string with all characters in "chars" removed from it. The original string is unmodified and a new string is returned with the characters removed. For example StripString("my string", "yn") would return "m strig". Note that if you are calling this command from tier 2 then the returned string must be deleted when you are done with it.

Definition

string StripString( str, chars )

Parameters

  • str - The string to modify
  • chars - The characters to remove


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Swap

Description

Displays the back buffer to the screen and clears the backbuffer for the next frame, updates global time variables. Called automatically by Sync, you may either use Sync or Update, Render, Swap one after the other to manually sync.

Definition

Swap()



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Sync

Description

Updates the scene with the latest information, draws all sprites, updates global objects, and swaps the backbuffer into view. Does not draw sprites you have created using pointers in tier 2, you must draw these manually by calling the sprite's Draw function or assigning them to a sprite manager for batch drawing.

Definition

Sync()



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Tan

Description

Returns the tangent of a value in degrees.

Definition

float Tan( a )

Parameters

  • a - The value to pass into the tangent function.


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Core/TanRad.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Core/TanRad.htm deleted file mode 100644 index 9a6c55e1..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Core/TanRad.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -TanRad - AGK Help - - - - - - -

TanRad

Description

Returns the tangent of a value in radians.

Definition

float TanRad( a )

Parameters

  • a - The value to pass into the tangent function.


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Core/TerminateApp.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Core/TerminateApp.htm deleted file mode 100644 index 0f67f643..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Core/TerminateApp.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -TerminateApp - AGK Help - - - - - - -

TerminateApp

Description

Immediately terminates the specified app. This should only be used in extreme cases as the app is not given a chance to clean up or finish what it is doing.

Definition

TerminateApp( appID )

Parameters

  • appID - The app ID to terminate, returned from RunApp()


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Core/Timer.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Core/Timer.htm deleted file mode 100644 index 9729c0c4..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Core/Timer.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -Timer - AGK Help - - - - - - -

Timer

Description

Get the number of seconds and fractions of seconds since the app was started. Accurate to milliseconds, but due to floating point inaccuracies the longer the app is running the less accurate this becomes. More specifically the time value has about 7 significant figures of accuracy, so as the number of seconds gets higher the number of decimal places decreases. If you only need the time to the nearest second then this value will be fine up to about 16,000,000 seconds.

Calling this command will internally make a system call to get the amount of time passed, so it will change every time you call it.

Definition

float Timer()



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Core/TrimString.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Core/TrimString.htm deleted file mode 100644 index b9325a12..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Core/TrimString.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -TrimString - AGK Help - - - - - - -

TrimString

Description

Returns a string with all characters in "chars" removed from the ends of the string. The original string is unmodified and a new string is returned with the characters removed. This can be used to remove extra whitespace from the ends of an input string. Note that if you are calling this command from tier 2 then the returned string must be deleted when you are done with it.

Definition

string TrimString( str, chars )

Parameters

  • str - The string to modify
  • chars - The characters to remove


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Core/Trunc.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Core/Trunc.htm deleted file mode 100644 index bcf08f18..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Core/Trunc.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -Trunc - AGK Help - - - - - - -

Trunc

Description

Returns the integer part of a float value with no rounding either way.

Definition

integer Trunc( a )

Parameters

  • a - The value to truncate.


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Core/TruncateString.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Core/TruncateString.htm deleted file mode 100644 index b549946e..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Core/TruncateString.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -TruncateString - AGK Help - - - - - - -

TruncateString

Description

Returns a string with all characters removed after a given character. The original string is unmodified and a new string is returned with the characters removed. This searches backwards from the end of the string to the beginning and at the first occurrence of the character removes it and everything after it. Note that if you are calling this command from tier 2 then the returned string must be deleted when you are done with it.

Definition

string TruncateString( str, character )

Parameters

  • str - The string to modify
  • character - The character to look for, must be a single character


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Core/Update.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Core/Update.htm deleted file mode 100644 index de1ba02b..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Core/Update.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -Update - AGK Help - - - - - - -

Update

Description

Updates all 2D and 3D objects based on the given time, animation, physics, etc. If time is 0 it uses the last frame time to step the simulation. If you have already called StepPhysics this frame it will not be called again for this frame.

Called automatically by Sync, you may either use Sync or Update(), Render(), Swap() to manually sync. If you wish to have more control you can break this down further by replacing Update with Update2D, Update3D()

Definition

Update( time )

Parameters

  • time - the time in seconds to move everything along. Can be fractions of seconds.


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Core/Update2D.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Core/Update2D.htm deleted file mode 100644 index cb16b356..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Core/Update2D.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -Update2D - AGK Help - - - - - - -

Update2D

Description

Called automatically. This is an advanced command to take control of the update process. Normally Update calls this and Update3D() to update everything in the world. This command only updates the 2D objects such as sprites and text.

Definition

Update2D( time )

Parameters

  • time - the time in seconds to move everything along. Can be fractions of seconds.


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Core/Update3D.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Core/Update3D.htm deleted file mode 100644 index b18ab21d..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Core/Update3D.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -Update3D - AGK Help - - - - - - -

Update3D

Description

Called automatically. This is an advanced command to take control of the update process. Normally Update calls this and Update2D() to update everything in the world. This command only updates the 3D objects such as 3D models.

Definition

Update3D( time )

Parameters

  • time - the time in seconds to move everything along. Can be fractions of seconds.


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Core/UpdateDeviceSize.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Core/UpdateDeviceSize.htm deleted file mode 100644 index 14e32493..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Core/UpdateDeviceSize.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -UpdateDeviceSize - AGK Help - - - - - - -

UpdateDeviceSize

Description

If for any reason the device dimensions may have changed (e.g. a change in orientation rotates the viewspace to a new size) call this function to update the internal values.

Definition

UpdateDeviceSize( w, h )

Parameters

  • w - The new width
  • h - The new height


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Core/Upper.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Core/Upper.htm deleted file mode 100644 index 2f2d0348..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Core/Upper.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -Upper - AGK Help - - - - - - -

Upper

Description

Converts the string to upper case characters.

Definition

string Upper( strin )

Parameters

  • strin - The string to convert


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Core/Val.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Core/Val.htm deleted file mode 100644 index 1b0b18fc..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Core/Val.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -Val - AGK Help - - - - - - -

Val

Description

Converts a string into an integer value. For example Val("10") would return the value 10.

Definition

integer Val( str )

integer Val( str, base )

Parameters

  • str - The string to convert to an integer.
  • base - The base that the string number is in.


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Core/ValFloat.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Core/ValFloat.htm deleted file mode 100644 index 88b08662..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Core/ValFloat.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -ValFloat - AGK Help - - - - - - -

ValFloat

Description

Converts a string into an floating point value. For example ValFloat("1.045") would return the value 1.045

Definition

float ValFloat( str )

Parameters

  • str - The string to convert to an integer.


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Core/ViewFile.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Core/ViewFile.htm deleted file mode 100644 index 4d66d1c0..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Core/ViewFile.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -ViewFile - AGK Help - - - - - - -

ViewFile

Description

Opens the given file in an the external application suitable for its file type. Typically this is a default app chosen by the user. The file should be in your read or write folder, you should provide the filename as if you were loading the file. Currently this only works on Windows, iOS, and Android.

Definition

ViewFile( szFilename )

Parameters

  • szFilename - The path to the file to open


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Core/WorldToScreenX.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Core/WorldToScreenX.htm deleted file mode 100644 index e15db035..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Core/WorldToScreenX.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -WorldToScreenX - AGK Help - - - - - - -

WorldToScreenX

Description

Converts a world X coordinate into a screen X coordinate based on the current view offset and zoom. When the SetViewOffset is 0,0 and the SetViewZoom is 1.0 world and screen coordinates are the same. For example when the view is offset by 20 pixels to the right, an object at 0,0 in the world will appear at -20 (off screen) to the left.

Definition

float WorldToScreenX( x )

Parameters

  • x - The world X coordinate to convert.


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Core/WorldToScreenY.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Core/WorldToScreenY.htm deleted file mode 100644 index 2b18f13f..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Core/WorldToScreenY.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -WorldToScreenY - AGK Help - - - - - - -

WorldToScreenY

Description

Converts a world Y coordinate into a screen Y coordinate based on the current view offset and zoom. When the SetViewOffset is 0,0 and the SetViewZoom is 1.0 world and screen coordinates are the same. For example when the view is offset by 20 pixels down, an object at 0,0 in the world will appear at -20 (off screen) above the screen.

Definition

float WorldToScreenY( y )

Parameters

  • y - The world Y coordinate to convert.


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Error.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Error.htm deleted file mode 100644 index 19395623..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Error.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -Error - AGK Help - - - - - - -
\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Error/GetErrorMode.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Error/GetErrorMode.htm deleted file mode 100644 index 909b2fa8..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Error/GetErrorMode.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetErrorMode - AGK Help - - - - - - -

GetErrorMode

Description

Returns the current error mode for AGK. 0=ignore, 1=report, 2=stop

Definition

integer GetErrorMode ( )



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Error/GetErrorOccurred.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Error/GetErrorOccurred.htm deleted file mode 100644 index d59b3ddb..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Error/GetErrorOccurred.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetErrorOccurred - AGK Help - - - - - - -

GetErrorOccurred

Description

Returns 1 if an error occurred since the last call to this command. 0 if not. This does not include warnings.

Definition

integer GetErrorOccurred()



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Error/GetLastError.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Error/GetLastError.htm deleted file mode 100644 index fb112813..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Error/GetLastError.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetLastError - AGK Help - - - - - - -

GetLastError

Description

Returns a string describing the last error that occurred. This function will continue to return the same string until another error occurs. This does not include warnings.

Definition

string GetLastError()



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Error/Log.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Error/Log.htm deleted file mode 100644 index 2bef6b85..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Error/Log.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -Log - AGK Help - - - - - - -

Log

Description

Displays the specified text to the appropriate device log or output window.

Definition

Log( szMessage )

Parameters

  • szMessage - the text message to send to the log/output area


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Error/SetErrorMode.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Error/SetErrorMode.htm deleted file mode 100644 index 17c60b12..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Error/SetErrorMode.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetErrorMode - AGK Help - - - - - - -

SetErrorMode

Description

Sets the error mode for the AGK from ignore, report, or stop from AGK commands, e.g. sprite ID doesn't exist in a command that accepts a sprite ID. Ignoring will make the AGK attempt to carry on, ignoring the entire command if necessary. Reporting will make the AGK report the error to an appropriate debug console and carry on. Stop will force the AGK to report the error as before and then stop by throwing an exception, which must be caught or the app will terminate. In the case of tier 1 the exception is caught by the interpreter and, if debugging, displayed in the IDE.

Definition

SetErrorMode( mode )

Parameters

  • mode - 0=ignore, 1=report, 2=stop


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Extras.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Extras.htm deleted file mode 100644 index bfe81396..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Extras.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -Extras - AGK Help - - - - - - -

Extras

Permissions

GameCenter

AR

SnapChat

Shared Variables

LocalNotifications

Firebase

Facebook

SmartWatch

In App Purchase

Ratings

PushNotifications

Cloud Data

Clipboard



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/ARControlCamera.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Extras/ARControlCamera.htm deleted file mode 100644 index 552b7aec..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/ARControlCamera.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -ARControlCamera - AGK Help - - - - - - -

ARControlCamera

Description

This is an optional command that will reset the camera to the AR assigned values. This could be useful if you change the camera position or rotation but then want to know the AR values for these settings. You do not need to call this command as the values will be reset to the AR values by Render or Sync anyway.

Definition

ARControlCamera()



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/ARCreateAnchorFromHitTest.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Extras/ARCreateAnchorFromHitTest.htm deleted file mode 100644 index 04a3bf72..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/ARCreateAnchorFromHitTest.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -ARCreateAnchorFromHitTest - AGK Help - - - - - - -

ARCreateAnchorFromHitTest

Description

Creates an anchor from the given hit test result which can be used to track a spot in the real world over time. Anchors automatically adjust their position to attempt to stay fixed to a point detected in the real world, this allows you to place an object there without it drifting too much. Returns an ID you can use to reference this anchor later. The hit test result does not need to exist after creating an anchor from it, you can safely clean up the hit test results afterwards. The anchor will persist and use some tracking resources until you specifically delete it with ARDeleteAnchor or you destroy the AR session.

Definition

integer ARCreateAnchorFromHitTest( index )

Parameters

  • index - The index of the hit test result to use, starting with index 1


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/ARCreateAnchorFromPlane.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Extras/ARCreateAnchorFromPlane.htm deleted file mode 100644 index 1aa214cf..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/ARCreateAnchorFromPlane.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -ARCreateAnchorFromPlane - AGK Help - - - - - - -

ARCreateAnchorFromPlane

Description

Creates an anchor from the given plane's center which can be used to track a spot in the real world over time. Anchors automatically adjust their position to attempt to stay fixed to a point detected in the real world, this allows you to place an object there without it drifting too much. Returns an ID you can use to reference this anchor later. The plane result does not need to exist after creating an anchor from it, you can safely call ARGetPlanesFinish afterwards. The anchor will persist and use some tracking resources until you specifically delete it with ARDeleteAnchor or you destroy the AR session.

Definition

integer ARCreateAnchorFromPlane( index )

Parameters

  • index - The index of the plane to use, starting with index 1


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/ARDeleteAnchor.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Extras/ARDeleteAnchor.htm deleted file mode 100644 index ea7fad7b..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/ARDeleteAnchor.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -ARDeleteAnchor - AGK Help - - - - - - -

ARDeleteAnchor

Description

Deletes the specified anchor and frees up any resources that were being used by it. If any objects were attached to the anchor when it is deleted then they will return to an unattached state and be placed at world coordinates

Definition

ARDeleteAnchor( anchorID )

Parameters

  • anchorID - The ID of the anchor to delete


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/ARDestroy.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Extras/ARDestroy.htm deleted file mode 100644 index c1030fce..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/ARDestroy.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -ARDestroy - AGK Help - - - - - - -

ARDestroy

Description

Destroys the AR session and any resources allocated during setup. After you can not call any AR commands, except ARGetStatus and ARSetup. You may call ARSetup to recreate an AR session. There is no limit on the number of times you can create and destroy the AR session.

Currently on Android this command may take up to 5 seconds, apparently this will be improved ina future version of Google's ARCore.

Definition

ARDestroy()



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/ARDrawBackground.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Extras/ARDrawBackground.htm deleted file mode 100644 index 6b2c1388..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/ARDrawBackground.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -ARDrawBackground - AGK Help - - - - - - -

ARDrawBackground

Description

You must call this command if you want the AR camera feed to be drawn to the screen. If you do not then the camera will still track as if it were moving around the real world but the camera feed will not be seen inside the app. This may be useful if you want to render a purely virtual reality but still use the AR camera tracking functionality. The best time to call this command is just before calling Render or Sync.

Definition

ARDrawBackground()



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/ARFixObjectToAnchor.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Extras/ARFixObjectToAnchor.htm deleted file mode 100644 index 801a812c..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/ARFixObjectToAnchor.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -ARFixObjectToAnchor - AGK Help - - - - - - -

ARFixObjectToAnchor

Description

Attaches an object to an anchor in the same way that FixObjectToObject works. The object's position and rotation will be added to the anchor's position and rotation. So for example an object at position 0,0,0 would be directly on top of the anchor's position, whereas if the object had a position of 0,2,0 then the object would be placed 2 meters above the anchor's position. There is no limit on the number of objects that can be attached to an anchor, and objects can still be attached to the object attached to the anchor. For example object 1 could be fixed to the anchor, and object 2 could be fixed to object 1. To remove an object from an anchor call this command with an anchor ID of 0. The object will then be placed in the world at its given position, for example a position of 0,0,0 would place it at the origin of the world.

Definition

ARFixObjectToAnchor( objID, anchorID )

Parameters

  • objID - The ID of the object to fix to the anchor
  • anchorID - The ID of the anchor to use


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/ARGetAnchorStatus.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Extras/ARGetAnchorStatus.htm deleted file mode 100644 index 69785bd8..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/ARGetAnchorStatus.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -ARGetAnchorStatus - AGK Help - - - - - - -

ARGetAnchorStatus

Description

Returns the current tracking status of the given anchor. 0=stopped, 1=paused, 2=tracking, -1=don't know. Anchors can stop tracking if the camera loses tracking with the world, this can happen if the camera can't see enough features to work out how the scene is moving. For example by looking at a blank wall. When an anchor stops or pauses tracking it maintains its current position and rotation, but this no longer correlates to the world position it was tracking, so the anchor may appear to be drifting relative to the world. When the anchor resumes tracking it should return to its correct world position.

Definition

integer ARGetAnchorStatus( anchorID )

Parameters

  • anchorID - The ID of the anchor to check


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/ARGetHitTestNormalX.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Extras/ARGetHitTestNormalX.htm deleted file mode 100644 index 318fa5c2..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/ARGetHitTestNormalX.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -ARGetHitTestNormalX - AGK Help - - - - - - -

ARGetHitTestNormalX

Description

Returns the X component of the normal of the given hit test result in 3D space. Hit test results are ordered with the closest first, starting at index 1. For planes on the ground the normal will point straight up in 3D space, for points detected on walls or other objects the normal will point away from the detected surface.

Definition

float ARGetHitTestNormalX( index )

Parameters

  • index - The index of the hit test result to check, starting with index 1.


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/ARGetHitTestNormalY.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Extras/ARGetHitTestNormalY.htm deleted file mode 100644 index b5e55872..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/ARGetHitTestNormalY.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -ARGetHitTestNormalY - AGK Help - - - - - - -

ARGetHitTestNormalY

Description

Returns the Y component of the normal of the given hit test result in 3D space. Hit test results are ordered with the closest first, starting at index 1. For planes on the ground the normal will point straight up in 3D space, for points detected on walls or other objects the normal will point away from the detected surface.

Definition

float ARGetHitTestNormalY( index )

Parameters

  • index - The index of the hit test result to check, starting with index 1.


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/ARGetHitTestNormalZ.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Extras/ARGetHitTestNormalZ.htm deleted file mode 100644 index 296fcb5a..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/ARGetHitTestNormalZ.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -ARGetHitTestNormalZ - AGK Help - - - - - - -

ARGetHitTestNormalZ

Description

Returns the Z component of the normal of the given hit test result in 3D space. Hit test results are ordered with the closest first, starting at index 1. For planes on the ground the normal will point straight up in 3D space, for points detected on walls or other objects the normal will point away from the detected surface.

Definition

float ARGetHitTestNormalZ( index )

Parameters

  • index - The index of the hit test result to check, starting with index 1.


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/ARGetHitTestType.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Extras/ARGetHitTestType.htm deleted file mode 100644 index 7998431d..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/ARGetHitTestType.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -ARGetHitTestType - AGK Help - - - - - - -

ARGetHitTestType

Description

Returns the type of surface detected, 1=plane, usually horizontal, 0=point, usually a wall or other object, -1=unknown.

Definition

integer ARGetHitTestType( index )

Parameters

  • index - The index of the hit test result to check, starting with index 1.


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/ARGetHitTestX.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Extras/ARGetHitTestX.htm deleted file mode 100644 index 640fc6b3..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/ARGetHitTestX.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -ARGetHitTestX - AGK Help - - - - - - -

ARGetHitTestX

Description

Returns the X component of the given hit test result in 3D space. Hit test results are ordered with the closest first, starting at index 1. This point should only be used for a short time, for example to display a particle effect, as it will drift relative to the real world. If you plan to use this 3D point to position a long lived object in the world then you should create an anchor from this hit test result instead so that it doesn't drift.

Definition

float ARGetHitTestX( index )

Parameters

  • index - The index of the hit test result to check, starting with index 1.


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/ARGetHitTestY.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Extras/ARGetHitTestY.htm deleted file mode 100644 index 27eb718c..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/ARGetHitTestY.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -ARGetHitTestY - AGK Help - - - - - - -

ARGetHitTestY

Description

Returns the Y component of the given hit test result in 3D space. Hit test results are ordered with the closest first, starting at index 1. This point should only be used for a short time, for example to display a particle effect, as it will drift relative to the real world. If you plan to use this 3D point to position a long lived object in the world then you should create an anchor from this hit test result instead so that it doesn't drift.

Definition

float ARGetHitTestY( index )

Parameters

  • index - The index of the hit test result to check, starting with index 1.


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/ARGetHitTestZ.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Extras/ARGetHitTestZ.htm deleted file mode 100644 index ab41f497..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/ARGetHitTestZ.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -ARGetHitTestZ - AGK Help - - - - - - -

ARGetHitTestZ

Description

Returns the Z component of the given hit test result in 3D space. Hit test results are ordered with the closest first, starting at index 1. This point should only be used for a short time, for example to display a particle effect, as it will drift relative to the real world. If you plan to use this 3D point to position a long lived object in the world then you should create an anchor from this hit test result instead so that it doesn't drift.

Definition

float ARGetHitTestZ( index )

Parameters

  • index - The index of the hit test result to check, starting with index 1.


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/ARGetLightEstimate.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Extras/ARGetLightEstimate.htm deleted file mode 100644 index 5f057a2d..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/ARGetLightEstimate.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -ARGetLightEstimate - AGK Help - - - - - - -

ARGetLightEstimate

Description

Returns the estimated light value for the current frame, this will be a value between 0.0 and 1.0. The best use of this value is to set the ambient light color with SetAmbientColor with a value of 1.0 corresponding to a color value of 255,255,255.

Definition

float ARGetLightEstimate()



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/ARGetPlaneAngleX.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Extras/ARGetPlaneAngleX.htm deleted file mode 100644 index 9964a796..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/ARGetPlaneAngleX.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -ARGetPlaneAngleX - AGK Help - - - - - - -

ARGetPlaneAngleX

Description

Returns the X component of the rotation of the given plane. This can be used to rotate a 3D object to match a visual representation of the detected plane.

Definition

float ARGetPlaneAngleX( index )

Parameters

  • index - The index of the plane to check, starting with index 1


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/ARGetPlaneAngleY.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Extras/ARGetPlaneAngleY.htm deleted file mode 100644 index cfcf8fe2..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/ARGetPlaneAngleY.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -ARGetPlaneAngleY - AGK Help - - - - - - -

ARGetPlaneAngleY

Description

Returns the Y component of the rotation of the given plane. This can be used to rotate a 3D object to match a visual representation of the detected plane.

Definition

float ARGetPlaneAngleY( index )

Parameters

  • index - The index of the plane to check, starting with index 1


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/ARGetPlaneAngleZ.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Extras/ARGetPlaneAngleZ.htm deleted file mode 100644 index 724077ef..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/ARGetPlaneAngleZ.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -ARGetPlaneAngleZ - AGK Help - - - - - - -

ARGetPlaneAngleZ

Description

Returns the Z component of the rotation of the given plane. This can be used to rotate a 3D object to match a visual representation of the detected plane.

Definition

float ARGetPlaneAngleZ( index )

Parameters

  • index - The index of the plane to check, starting with index 1


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/ARGetPlaneSizeX.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Extras/ARGetPlaneSizeX.htm deleted file mode 100644 index 963aceeb..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/ARGetPlaneSizeX.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -ARGetPlaneSizeX - AGK Help - - - - - - -

ARGetPlaneSizeX

Description

Returns the X component of the size of the given plane. This can be used to scale a 3D object to match a visual representation of the detected plane.

Definition

float ARGetPlaneSizeX( index )

Parameters

  • index - The index of the plane to check, starting with index 1


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/ARGetPlaneSizeZ.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Extras/ARGetPlaneSizeZ.htm deleted file mode 100644 index 3e9902e9..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/ARGetPlaneSizeZ.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -ARGetPlaneSizeZ - AGK Help - - - - - - -

ARGetPlaneSizeZ

Description

Returns the Z component of the size of the given plane. This can be used to scale a 3D object to match a visual representation of the detected plane.

Definition

float ARGetPlaneSizeZ( index )

Parameters

  • index - The index of the plane to check, starting with index 1


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/ARGetPlaneX.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Extras/ARGetPlaneX.htm deleted file mode 100644 index 1f993bf5..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/ARGetPlaneX.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -ARGetPlaneX - AGK Help - - - - - - -

ARGetPlaneX

Description

Returns the X component of the center of the given plane. This point may drift over time relative to the real world scene, so it should be checked and updated regularly if you are using it to show a visible representation of the plane.

Definition

float ARGetPlaneX( index )

Parameters

  • index - The index of the plane to check, starting with index 1


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/ARGetPlaneY.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Extras/ARGetPlaneY.htm deleted file mode 100644 index b0ffcf6e..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/ARGetPlaneY.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -ARGetPlaneY - AGK Help - - - - - - -

ARGetPlaneY

Description

Returns the Y component of the center of the given plane. This point may drift over time relative to the real world scene, so it should be checked and updated regularly if you are using it to show a visible representation of the plane.

Definition

float ARGetPlaneY( index )

Parameters

  • index - The index of the plane to check, starting with index 1


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/ARGetPlaneZ.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Extras/ARGetPlaneZ.htm deleted file mode 100644 index 6ec27ed9..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/ARGetPlaneZ.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -ARGetPlaneZ - AGK Help - - - - - - -

ARGetPlaneZ

Description

Returns the Z component of the center of the given plane. This point may drift over time relative to the real world scene, so it should be checked and updated regularly if you are using it to show a visible representation of the plane.

Definition

float ARGetPlaneZ( index )

Parameters

  • index - The index of the plane to check, starting with index 1


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/ARGetPlanes.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Extras/ARGetPlanes.htm deleted file mode 100644 index 6e135d87..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/ARGetPlanes.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -ARGetPlanes - AGK Help - - - - - - -

ARGetPlanes

Description

Queries the AR session for all the planes currently being tracked in the world, these are detected over time if ARSetPlaneDetectionMode is turned on. Returns the number of planes found. This can be used to show the detected planes to the user by creating some plane objects with CreateObjectPlane and placing them at the given position, with the given rotation, and size. When you are done checking the results you should call ARGetPlanesFinish to clean up any resources used in the check.

Definition

integer ARGetPlanes( reserved )

Parameters

  • reserved - reserved for future use, must be 0


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/ARGetPlanesFinish.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Extras/ARGetPlanesFinish.htm deleted file mode 100644 index d1f5aeee..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/ARGetPlanesFinish.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -ARGetPlanesFinish - AGK Help - - - - - - -

ARGetPlanesFinish

Description

Cleans up any resources used in the call to ARGetPlanes, you should call this when you are done checking the results. If not then it will be called automatically when you next call ARGetPlanes or destroy the AR session.

Definition

ARGetPlanesFinish()



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/ARGetStatus.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Extras/ARGetStatus.htm deleted file mode 100644 index 2f2c5c1c..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/ARGetStatus.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -ARGetStatus - AGK Help - - - - - - -

ARGetStatus

Description

Returns the current state of the AR setup process. 0=ARSetup not yet called, -1=AR not available on this device, or setup failed, -2=User rejected ARCore install, 1=ARCore install in progress, 2=AR setup successful.

Definition

integer ARGetStatus()



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/ARHitTest.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Extras/ARHitTest.htm deleted file mode 100644 index 2c7d039a..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/ARHitTest.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -ARHitTest - AGK Help - - - - - - -

ARHitTest

Description

Casts a ray into the real world scene and detects any hits with planes or tracking points detected in the world. Returns the number of hits detected, the hits will be ordered with the closest first. The coordinates should be in screen space, for example the values returned from GetPointerX and GetPointerY. When you are finished checking the results of this hit test you should call ARHitTestFinish to release any used resources. If not then this will be done automatically when you next call ARHitTest.

Definition

integer ARHitTest( screenX, screenY )

Parameters

  • screenX - The X component of the screen coordinate
  • screenY - The Y component of the screen coordinate


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/ARHitTestFinish.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Extras/ARHitTestFinish.htm deleted file mode 100644 index 910cb2f5..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/ARHitTestFinish.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -ARHitTestFinish - AGK Help - - - - - - -

ARHitTestFinish

Description

Cleans up the resources used during hit testing, this should be called when you are done checking the hit test results. If you do not call it then it will be called automatically when you perform another hit test or destroy the AR session.

Definition

ARHitTestFinish()



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/ARSetLightEstimationMode.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Extras/ARSetLightEstimationMode.htm deleted file mode 100644 index 41426c6e..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/ARSetLightEstimationMode.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -ARSetLightEstimationMode - AGK Help - - - - - - -

ARSetLightEstimationMode

Description

Sets the light estimation mode for AR, by default this is turned on. This attempts to work out the ambient light in the real world so you can light your virtual objects correctly.

Definition

ARSetLightEstimationMode( mode )

Parameters

  • mode - 1=Turn light estimation on, 0=Turn light estimation off


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/ARSetPlaneDetectionMode.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Extras/ARSetPlaneDetectionMode.htm deleted file mode 100644 index 5ba3cb8f..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/ARSetPlaneDetectionMode.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -ARSetPlaneDetectionMode - AGK Help - - - - - - -

ARSetPlaneDetectionMode

Description

Sets the plane detection mode for AR, by default this is turned on. Detected planes can be discovered with the ARGetPlanes command.

Definition

ARSetPlaneDetectionMode( mode )

Parameters

  • mode - 1=Turn plane detection on, 0=Turn plane detection off


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/ARSetup.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Extras/ARSetup.htm deleted file mode 100644 index 180396bb..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/ARSetup.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -ARSetup - AGK Help - - - - - - -

ARSetup

Description

Only available on iOS and Android. This command sets up the AR features of the device, if available. Use the ARGetStatus command to check if this was successful. This command must be called before any other AR commands, if the setup fails you may call this command again to attempt setup again.

Setting up AR will take control of the 3D camera, including the projection matrix, so any changes you make to the camera position, rotation, FOV, will be overwritten by the AR system when Render or Sync are called. However you can still control the camera near and far values with SetCameraRange which will persist through the AR system.

When using AR and placing or sizing 3D objects then the coordinate system is 1 AGK unit equals 1 meter.

Definition

ARSetup()



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/ActivateSmartWatch.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Extras/ActivateSmartWatch.htm deleted file mode 100644 index 34c4b1f1..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/ActivateSmartWatch.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -ActivateSmartWatch - AGK Help - - - - - - -

ActivateSmartWatch

Description

Attempts to connect to the smart watch connected to the current device. It will attempt to maintain that connection for the life of the app, for example if the watch is unpaired and then repaired then your app will reconnect to the watch automatically. So you only need to call this command once at the beginning of your app.

Currently only works on iOS. To create a watch app you will need to use the Tier 2 project interpreter_ios and add a watch app to it.

Definition

ActivateSmartWatch( szReserved )

Parameters

  • szReserved - Reserved for future use, must be an empty string


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/CancelLocalNotification.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Extras/CancelLocalNotification.htm deleted file mode 100644 index 42ae1aac..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/CancelLocalNotification.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -CancelLocalNotification - AGK Help - - - - - - -

CancelLocalNotification

Description

Cancels a notification that was scheduled by this application

Definition

CancelLocalNotification( iID )

Parameters

  • iID - The ID of the notification to cancel


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/CheckPermission.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Extras/CheckPermission.htm deleted file mode 100644 index d20f848a..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/CheckPermission.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -CheckPermission - AGK Help - - - - - - -

CheckPermission

Description

Only for Android, all other platforms will return 1 and do nothing. Checks if the user has granted your app the specified permission to use certain Android commands. The permissions are as follows
"WriteExternal" - used by the SaveSharedVariable commands and any "raw:" paths that access the sdcard.
"Location" - used by the GPS commands
"Camera" - used by the SetDeviceCameraToImage command
"RecordAudio" - used by the StartScreenRecording command and for the AR camera feed
This command will return 0 if you don't have permission and the user hasn't been asked yet, you should call RequestPermission if you need it. This command returns 1 if the user is in the process of being asked for permission, you should wait for a reply by continuing to call this command. It will return -1 if the user rejected permission, or 2 if the user granted permission. If the user rejects your request then you can ask again but you should explain why your app needs it first so they can make an informed choice. If they still reject it you should not normally ask a third time. After the first attempt Android will give the user the option to never allow the permission. In this case this command will always return -1 and RequestPermission will do nothing. The user will have to go into the device app settings to reverse this decision.

Any permission not listed here does not require you to prompt the user for permission, it will be auto granted on install if your app requires it. All permissions that your app uses, even those that require prompting, must be specified in the APK export dialog by ticking the appropriate check boxes.

Definition

integer CheckPermission( szPermission )

Parameters

  • szPermission - The permission to check


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/DeleteCloudDataVariable.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Extras/DeleteCloudDataVariable.htm deleted file mode 100644 index 370453fb..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/DeleteCloudDataVariable.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -DeleteCloudDataVariable - AGK Help - - - - - - -

DeleteCloudDataVariable

Description

Deletes the variable with the specified name and removes any data stored in the cloud for that variable. If the variable doesn't exist then this does nothing.

Definition

DeleteCloudDataVariable( varName )

Parameters

  • varName - The name of the variable to delete, must be less than 64 bytes


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/DeleteSharedVariable.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Extras/DeleteSharedVariable.htm deleted file mode 100644 index 6b313d9a..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/DeleteSharedVariable.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -DeleteSharedVariable - AGK Help - - - - - - -

DeleteSharedVariable

Description

Deletes a shared variable by name. If the variable doesn't exist then this will do nothing. Once the variable is deleted then LoadSharedVariable will return the default value for any requests to load it.

Definition

DeleteSharedVariable( varName )

Parameters

  • varName - The name of the variable to delete


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/FacebookActivateAppTracking.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Extras/FacebookActivateAppTracking.htm deleted file mode 100644 index dc70cb5b..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/FacebookActivateAppTracking.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -FacebookActivateAppTracking - AGK Help - - - - - - -

FacebookActivateAppTracking

Description

The Facebook SDK has been removed from AppGameKit, this command no longer does anything

Definition

FacebookActivateAppTracking()



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/FacebookDestroyLikeButton.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Extras/FacebookDestroyLikeButton.htm deleted file mode 100644 index 2749779f..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/FacebookDestroyLikeButton.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -FacebookDestroyLikeButton - AGK Help - - - - - - -

FacebookDestroyLikeButton

Description

This command is not currently supported

Definition

FacebookDestroyLikeButton()



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/FacebookDownloadFriendsPhoto.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Extras/FacebookDownloadFriendsPhoto.htm deleted file mode 100644 index 0080984f..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/FacebookDownloadFriendsPhoto.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -FacebookDownloadFriendsPhoto - AGK Help - - - - - - -

FacebookDownloadFriendsPhoto

Description

The Facebook SDK has been removed from AppGameKit, this command no longer does anything

Definition

FacebookDownloadFriendsPhoto ( iIndex )



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/FacebookGetAccessToken.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Extras/FacebookGetAccessToken.htm deleted file mode 100644 index 0b0d2764..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/FacebookGetAccessToken.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -FacebookGetAccessToken - AGK Help - - - - - - -

FacebookGetAccessToken

Description

The Facebook SDK has been removed from AppGameKit, this command no longer does anything

Definition

string FacebookGetAccessToken()



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/FacebookGetFriends.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Extras/FacebookGetFriends.htm deleted file mode 100644 index 4c43cb38..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/FacebookGetFriends.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -FacebookGetFriends - AGK Help - - - - - - -

FacebookGetFriends

Description

The Facebook SDK has been removed from AppGameKit, this command no longer does anything

Definition

FacebookGetFriends()



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/FacebookGetFriendsCount.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Extras/FacebookGetFriendsCount.htm deleted file mode 100644 index 3747875e..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/FacebookGetFriendsCount.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -FacebookGetFriendsCount - AGK Help - - - - - - -

FacebookGetFriendsCount

Description

The Facebook SDK has been removed from AppGameKit, this command no longer does anything

Definition

integer FacebookGetFriendsCount()



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/FacebookGetFriendsID.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Extras/FacebookGetFriendsID.htm deleted file mode 100644 index d04d8ff0..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/FacebookGetFriendsID.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -FacebookGetFriendsID - AGK Help - - - - - - -

FacebookGetFriendsID

Description

The Facebook SDK has been removed from AppGameKit, this command no longer does anything

Definition

string FacebookGetFriendsID ( iIndex )



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/FacebookGetFriendsName.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Extras/FacebookGetFriendsName.htm deleted file mode 100644 index 68efa76a..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/FacebookGetFriendsName.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -FacebookGetFriendsName - AGK Help - - - - - - -

FacebookGetFriendsName

Description

The Facebook SDK has been removed from AppGameKit, this command no longer does anything

Definition

string FacebookGetFriendsName ( iIndex )



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/FacebookGetFriendsState.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Extras/FacebookGetFriendsState.htm deleted file mode 100644 index cadc3f33..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/FacebookGetFriendsState.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -FacebookGetFriendsState - AGK Help - - - - - - -

FacebookGetFriendsState

Description

The Facebook SDK has been removed from AppGameKit, this command no longer does anything

Definition

integer FacebookGetFriendsState()



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/FacebookGetUserID.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Extras/FacebookGetUserID.htm deleted file mode 100644 index 601e2df0..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/FacebookGetUserID.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -FacebookGetUserID - AGK Help - - - - - - -

FacebookGetUserID

Description

The Facebook SDK has been removed from AppGameKit, this command no longer does anything

Definition

string FacebookGetUserID()



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/FacebookGetUserName.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Extras/FacebookGetUserName.htm deleted file mode 100644 index 5ce586e7..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/FacebookGetUserName.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -FacebookGetUserName - AGK Help - - - - - - -

FacebookGetUserName

Description

The Facebook SDK has been removed from AppGameKit, this command no longer does anything

Definition

string FacebookGetUserName()



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/FacebookInviteFriend.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Extras/FacebookInviteFriend.htm deleted file mode 100644 index cb49ae64..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/FacebookInviteFriend.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -FacebookInviteFriend - AGK Help - - - - - - -

FacebookInviteFriend

Description

The Facebook SDK has been removed from AppGameKit, this command no longer does anything

Definition

FacebookInviteFriend ( szID, szMessage )



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/FacebookLogin.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Extras/FacebookLogin.htm deleted file mode 100644 index 00a7c6d3..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/FacebookLogin.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -FacebookLogin - AGK Help - - - - - - -

FacebookLogin

Description

The Facebook SDK has been removed from AppGameKit, this command no longer does anything

Definition

FacebookLogin()



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/FacebookLogout.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Extras/FacebookLogout.htm deleted file mode 100644 index 7be70613..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/FacebookLogout.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -FacebookLogout - AGK Help - - - - - - -

FacebookLogout

Description

The Facebook SDK has been removed from AppGameKit, this command no longer does anything

Definition

FacebookLogout()



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/FacebookPostOnFriendsWall.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Extras/FacebookPostOnFriendsWall.htm deleted file mode 100644 index b9e1047e..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/FacebookPostOnFriendsWall.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -FacebookPostOnFriendsWall - AGK Help - - - - - - -

FacebookPostOnFriendsWall

Description

The Facebook SDK has been removed from AppGameKit, this command no longer does anything

Definition

FacebookPostOnFriendsWall ( szID, szLink, szPicture, szName, szCaption, szDescription )



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/FacebookPostOnMyWall.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Extras/FacebookPostOnMyWall.htm deleted file mode 100644 index eade285b..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/FacebookPostOnMyWall.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -FacebookPostOnMyWall - AGK Help - - - - - - -

FacebookPostOnMyWall

Description

The Facebook SDK has been removed from AppGameKit, this command no longer does anything. You can use ShareText or ShareImage give the user the option of how to share their information.

Definition

FacebookPostOnMyWall ( szLink, szPicture, szName, szCaption, szDescription )



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/FacebookSetup.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Extras/FacebookSetup.htm deleted file mode 100644 index 6e8809d1..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/FacebookSetup.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -FacebookSetup - AGK Help - - - - - - -

FacebookSetup

Description

The Facebook SDK has been removed from AppGameKit, this command no longer does anything

Definition

FacebookSetup ( szID )

Parameters

  • szID - your Facebook app ID.


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/FacebookShowLikeButton.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Extras/FacebookShowLikeButton.htm deleted file mode 100644 index c53a68ee..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/FacebookShowLikeButton.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -FacebookShowLikeButton - AGK Help - - - - - - -

FacebookShowLikeButton

Description

This command is not currently supported

Definition

FacebookShowLikeButton ( szURL, iX, iY, iWidth, iHeight )

Parameters

  • szURL - URL that you want to like.
  • iX - x position of like button.
  • iY - y position of like button.
  • iWidth - width of like button.
  • iHeight - height of like button.


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/FirebaseLogEvent.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Extras/FirebaseLogEvent.htm deleted file mode 100644 index 21b4918c..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/FirebaseLogEvent.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -FirebaseLogEvent - AGK Help - - - - - - -

FirebaseLogEvent

Description

Tells Firebase to record an event that happened in your app, for example unlocking an achievement. These will appear in your Firebase project analytics page. Note that event names must not contain dashes or spaces, otherwise they will fail to register.

Definition

FirebaseLogEvent( event_name )

Parameters

  • event_name - The name of the event to pass to Firebase, some of these are reserved for automated events e.g. "first_open"


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/FirebaseSetup.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Extras/FirebaseSetup.htm deleted file mode 100644 index 91b4eb2b..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/FirebaseSetup.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -FirebaseSetup - AGK Help - - - - - - -

FirebaseSetup

Description

Starts the Firebase analytics system and the tracking of some automated events. Additional events can be tracked by using FirebaseLogEvent.
You must include the google services config file that was created when you setup your Firebase project, this can be added during export for Android or iOS. If you do not specify your own google services config file during export then all your tracking data will go to our AGK Firebase project and be ignored. Similarly if you use these commands during broadcasting then the tracking data will go to the AGK project and be ignored.

Definition

FirebaseSetup()



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/GameCenterAchievementsReset.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Extras/GameCenterAchievementsReset.htm deleted file mode 100644 index 260e6a45..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/GameCenterAchievementsReset.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GameCenterAchievementsReset - AGK Help - - - - - - -

GameCenterAchievementsReset

Description

Not yet functional

Definition

GameCenterAchievementsReset ( )



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/GameCenterAchievementsShow.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Extras/GameCenterAchievementsShow.htm deleted file mode 100644 index e4e1ae3e..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/GameCenterAchievementsShow.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GameCenterAchievementsShow - AGK Help - - - - - - -

GameCenterAchievementsShow

Description

Shows the user their achievements and progress.

Definition

GameCenterAchievementsShow ( )



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/GameCenterLogin.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Extras/GameCenterLogin.htm deleted file mode 100644 index 5a491e65..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/GameCenterLogin.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GameCenterLogin - AGK Help - - - - - - -

GameCenterLogin

Description

Call this once to log the user in to Game Center (iOS) or Google Play Games (Android), if they have logged in before this happens in the background and does not interrupt the user, otherwise a popup will appear asking them to log in and grant permission to continue.

Definition

GameCenterLogin()



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/GameCenterLogout.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Extras/GameCenterLogout.htm deleted file mode 100644 index 0daf5c9b..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/GameCenterLogout.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GameCenterLogout - AGK Help - - - - - - -

GameCenterLogout

Description

Call this to log the user out of Google Play Games. After this you may call GameCenterLogin again. On Game Center (iOS) this has no affect, the user must logout from the Game Center app.

Definition

GameCenterLogout()



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/GameCenterSetup.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Extras/GameCenterSetup.htm deleted file mode 100644 index a772e7dc..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/GameCenterSetup.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GameCenterSetup - AGK Help - - - - - - -

GameCenterSetup

Description

Call this once to setup your app for further Game Center commands.

Definition

GameCenterSetup()



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/GameCenterShowLeaderBoard.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Extras/GameCenterShowLeaderBoard.htm deleted file mode 100644 index 2adccd78..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/GameCenterShowLeaderBoard.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GameCenterShowLeaderBoard - AGK Help - - - - - - -

GameCenterShowLeaderBoard

Description

Shows the user the named leaderboard, the name must match the Leaderboard ID given to your board in iTunes connect, Google Game Services, or GameCircle.

Definition

GameCenterShowLeaderBoard ( szBoardID )

Parameters

  • szBoardID - The name of the leader board


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/GameCenterSubmitAchievement.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Extras/GameCenterSubmitAchievement.htm deleted file mode 100644 index 4c403bd6..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/GameCenterSubmitAchievement.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GameCenterSubmitAchievement - AGK Help - - - - - - -

GameCenterSubmitAchievement

Description

Change the users progress on reaching a named achievement, the name must match the Achievement ID given to the achievement in iTunes connect, Google Game Services, or GameCircle. The iPercentageComplete values should be between 0 and 100. However, for incremental achievements this value is actually the number of steps completed and may be outside of this range. The value will overwrite the current percentage or steps completed of the achievement.

Definition

GameCenterSubmitAchievement ( szAchievementID, iPercentageComplete )

Parameters

  • szAchievementID - The name of the achievement
  • iPercentageComplete - The users progress towards getting this achievement, or the number of steps completed


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/GameCenterSubmitScore.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Extras/GameCenterSubmitScore.htm deleted file mode 100644 index 5f409816..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/GameCenterSubmitScore.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GameCenterSubmitScore - AGK Help - - - - - - -

GameCenterSubmitScore

Description

Submits a score to a named leader board, this must match the Leaderboard ID given to your board in iTunes connect, Google Game Services, or GameCircle.

Definition

GameCenterSubmitScore( iScore, szBoardID )

Parameters

  • iScore - The score to submit
  • szBoardID - The name of the leader board


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/GetAppReceipt.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Extras/GetAppReceipt.htm deleted file mode 100644 index 6264968c..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/GetAppReceipt.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetAppReceipt - AGK Help - - - - - - -

GetAppReceipt

Description

Returns the app receipt that contains a list of all purchases as a base64 encoded string. This can be sent to a server you control to validate the purchases, including the purchase of the app itself. Only available on iOS, other platforms will return an empty string.

Definition

string GetAppReceipt()



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/GetClipboardText.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Extras/GetClipboardText.htm deleted file mode 100644 index 0287a236..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/GetClipboardText.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetClipboardText - AGK Help - - - - - - -

GetClipboardText

Description

Gets any text currently held in the device clipboard, the text remains in the clipboard so it can still be used by other apps. The clipboard is the same as that used by the copy/paste functionality of the device.

Definition

string GetClipboardText()



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/GetCloudDataAllowed.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Extras/GetCloudDataAllowed.htm deleted file mode 100644 index 5fdacf01..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/GetCloudDataAllowed.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetCloudDataAllowed - AGK Help - - - - - - -

GetCloudDataAllowed

Description

Returns 1 if the cloud data commands are available to use. Returns 0 if the user hasn't decided whether to allow or block access yet, this will be prompted in SetupCloudData if applicable. Returns -1 if the user has specifically denied access. Returns -2 if the user is not logged in or the device does not have iCloud or Google Drive. You can prompt the user to login and enable these when your app first starts, or when they choose to enable cloud backup in your own app settings. If this command returns -3 on Android then the Google cloud data has become corrupted and must be cleared in the Drive settings.

Definition

integer GetCloudDataAllowed()



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/GetCloudDataChanged.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Extras/GetCloudDataChanged.htm deleted file mode 100644 index f7831176..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/GetCloudDataChanged.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetCloudDataChanged - AGK Help - - - - - - -

GetCloudDataChanged

Description

Returns 1 if the cloud data has changed due to another device changing a value, this will remain 1 until you call GetCloudDataVariable. Otherwise returns 0. This will not become 1 when you change the value locally.

Definition

integer GetCloudDataChanged()



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/GetCloudDataVariable.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Extras/GetCloudDataVariable.htm deleted file mode 100644 index e8f49da4..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/GetCloudDataVariable.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetCloudDataVariable - AGK Help - - - - - - -

GetCloudDataVariable

Description

Returns the value of a cloud data variable by name. If the variable does not exist then the default value passed in will be returned instead. If you are calling this command from Tier 2 then you must delete the returned string when you are done with it by calling agk::DeleteString.

Definition

string GetCloudDataVariable( varName, defaultValue )

Parameters

  • varName - The name of the variable to check, must be less than 64 bytes
  • defaultValue - The value to return if the variable doesn't exist


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/GetFacebookDownloadFile.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Extras/GetFacebookDownloadFile.htm deleted file mode 100644 index baf418c8..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/GetFacebookDownloadFile.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetFacebookDownloadFile - AGK Help - - - - - - -

GetFacebookDownloadFile

Description

The Facebook SDK has been removed from AppGameKit, this command no longer does anything

Definition

string GetFacebookDownloadFile()



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/GetFacebookDownloadState.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Extras/GetFacebookDownloadState.htm deleted file mode 100644 index 7a10d61e..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/GetFacebookDownloadState.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetFacebookDownloadState - AGK Help - - - - - - -

GetFacebookDownloadState

Description

The Facebook SDK has been removed from AppGameKit, this command no longer does anything

Definition

integer GetFacebookDownloadState()



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/GetFacebookLoggedIn.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Extras/GetFacebookLoggedIn.htm deleted file mode 100644 index 965de0bd..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/GetFacebookLoggedIn.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetFacebookLoggedIn - AGK Help - - - - - - -

GetFacebookLoggedIn

Description

The Facebook SDK has been removed from AppGameKit, this command no longer does anything

Definition

integer GetFacebookLoggedIn()



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/GetGameCenterExists.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Extras/GetGameCenterExists.htm deleted file mode 100644 index b5e5b0c6..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/GetGameCenterExists.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetGameCenterExists - AGK Help - - - - - - -

GetGameCenterExists

Description

Returns 1 if the current platform supports Game Center or Google Play Games.

Definition

integer GetGameCenterExists()



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/GetGameCenterLoggedIn.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Extras/GetGameCenterLoggedIn.htm deleted file mode 100644 index 0b10990f..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/GetGameCenterLoggedIn.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetGameCenterLoggedIn - AGK Help - - - - - - -

GetGameCenterLoggedIn

Description

Will return 1 if the user is logged in to Game Center or Google Play Games, 0 if not. The login process is Asynchronous so after calling GameCenterLogin it may take a few seconds for this command to return 1. If the user fails to login or GameCenter is not available then this will return -1.

Definition

integer GetGameCenterLoggedIn()



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/GetGameCenterPlayerDisplayName.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Extras/GetGameCenterPlayerDisplayName.htm deleted file mode 100644 index ab696712..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/GetGameCenterPlayerDisplayName.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetGameCenterPlayerDisplayName - AGK Help - - - - - - -

GetGameCenterPlayerDisplayName

Description

Returns the display name for the currently logged in player. If no one is logged in, or the platform does not support GameCenter commands then this will return an empty string. If calling this command from Tier 2 then the returned string must be deleted with agk::DeleteString when you are done with it.

Definition

string GetGameCenterPlayerDisplayName()



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/GetGameCenterPlayerID.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Extras/GetGameCenterPlayerID.htm deleted file mode 100644 index 5e7ba163..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/GetGameCenterPlayerID.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetGameCenterPlayerID - AGK Help - - - - - - -

GetGameCenterPlayerID

Description

Returns the unique ID for the currently logged in player. If no one is logged in, or the platform does not support GameCenter commands then this will return an empty string. If calling this command from Tier 2 then the returned string must be deleted with agk::DeleteString when you are done with it.

Definition

string GetGameCenterPlayerID()



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/GetInAppPurchaseAvailable.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Extras/GetInAppPurchaseAvailable.htm deleted file mode 100644 index 2c5ef986..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/GetInAppPurchaseAvailable.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetInAppPurchaseAvailable - AGK Help - - - - - - -

GetInAppPurchaseAvailable

Description

Returns 1 if the extra content has been purchased and is therefore available. Returns 0 if the content is not available. It is recommended that you use the newer GetInAppPurchaseAvailable2 to get a more detailed response. Currently this command is only supported on iOS and Android.

Definition

integer GetInAppPurchaseAvailable ( iID )

Parameters

  • iID - this ID corresponds to the product IDs that have been added e.g. your first product


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/GetInAppPurchaseAvailable2.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Extras/GetInAppPurchaseAvailable2.htm deleted file mode 100644 index 1f155852..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/GetInAppPurchaseAvailable2.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetInAppPurchaseAvailable2 - AGK Help - - - - - - -

GetInAppPurchaseAvailable2

Description

A more detailed version of GetInAppPurchaseAvailable that gives the purchase state
Returns 0 if the product is not purchased
Returns 1 if the product is queued for purchased
Returns 2 if the product purchase is in progress
Returns 3 if the product purchase is pending (subject to payment clearance)
Returns 4 if the product is purchased
You should only reward the user once the product reaches state 4 (purchased). Currently this command is only supported on iOS and Android.

Definition

integer GetInAppPurchaseAvailable2 ( iID )

Parameters

  • iID - this ID corresponds to the product IDs that have been added e.g. your first product


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/GetInAppPurchaseDescription.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Extras/GetInAppPurchaseDescription.htm deleted file mode 100644 index 0c5f7dbb..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/GetInAppPurchaseDescription.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetInAppPurchaseDescription - AGK Help - - - - - - -

GetInAppPurchaseDescription

Description

Returns the description for the specified product, as defined by the current platform store. It may take a few seconds after calling InAppPurchaseSetup for this data to become available, so if you get an empty string try again later. When calling this from Tier 2 you must delete the returned string when you are done with it.

Definition

string GetInAppPurchaseDescription ( iID )

Parameters

  • iID - this ID corresponds to the product IDs that have been added e.g. your first product


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/GetInAppPurchaseIsRenewing.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Extras/GetInAppPurchaseIsRenewing.htm deleted file mode 100644 index 9c99bbdc..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/GetInAppPurchaseIsRenewing.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetInAppPurchaseIsRenewing - AGK Help - - - - - - -

GetInAppPurchaseIsRenewing

Description

This command returns 1 if the product is a subscription and it is set to auto-renew, 0 if it is a subscription that will not auto-renew, or -1 if the renew status could not be determined. This command will only work on Android. iOS requires that you process the app receipt with GetAppReceipt to detect renewal status.

Definition

integer GetInAppPurchaseIsRenewing( iID )

Parameters

  • iID - this ID corresponds to the product IDs that have been added e.g. your first product


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/GetInAppPurchaseLocalPrice.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Extras/GetInAppPurchaseLocalPrice.htm deleted file mode 100644 index 4774812c..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/GetInAppPurchaseLocalPrice.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetInAppPurchaseLocalPrice - AGK Help - - - - - - -

GetInAppPurchaseLocalPrice

Description

Returns the current price of the specified in app purchase product in the local currency, this will be a string with the currency symbol included where possible. It may take a few seconds after calling InAppPurchaseSetup for this data to become available, so if you get an empty string try again later. When calling this from Tier 2 you must delete the returned string when you are done with it.

Definition

string GetInAppPurchaseLocalPrice ( iID )

Parameters

  • iID - this ID corresponds to the product IDs that have been added e.g. your first product


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/GetInAppPurchaseSignature.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Extras/GetInAppPurchaseSignature.htm deleted file mode 100644 index 9468291f..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/GetInAppPurchaseSignature.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetInAppPurchaseSignature - AGK Help - - - - - - -

GetInAppPurchaseSignature

Description

Returns the signature for the last purchase of the given item, this can be checked against your public key to confirm the purchase was valid. It is recommended that you pass this signature to a server to do the check so that the check cannot be bypassed.

This has been deprecated on iOS, you should use the GetAppReceipt command instead that will return a list of all purchases related to the app.

Definition

string GetInAppPurchaseSignature(int iID)

Parameters

  • iID - The ID of the product to check. e.g. your first product ID is 0, your second is 1 etc.


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/GetInAppPurchaseState.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Extras/GetInAppPurchaseState.htm deleted file mode 100644 index b6711b00..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/GetInAppPurchaseState.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetInAppPurchaseState - AGK Help - - - - - - -

GetInAppPurchaseState

Description

This command is deprecated and always returns 1 since multiple purchases can now be ongoing at the same time. Use GetInAppPurchaseAvailable2 to check the purchase state.

Definition

integer GetInAppPurchaseState()



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/GetInAppPurchaseSubNumPlans.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Extras/GetInAppPurchaseSubNumPlans.htm deleted file mode 100644 index 7ade94d4..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/GetInAppPurchaseSubNumPlans.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetInAppPurchaseSubNumPlans - AGK Help - - - - - - -

GetInAppPurchaseSubNumPlans

Description

Definition

integer GetInAppPurchaseSubNumPlans( iID )

Parameters

  • iID - this ID corresponds to the product IDs that have been added e.g. your first product


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/GetInAppPurchaseSubPlanDuration.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Extras/GetInAppPurchaseSubPlanDuration.htm deleted file mode 100644 index 22c5e83c..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/GetInAppPurchaseSubPlanDuration.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetInAppPurchaseSubPlanDuration - AGK Help - - - - - - -

GetInAppPurchaseSubPlanDuration

Description

Definition

integer GetInAppPurchaseSubPlanDuration( iID, planIndex, periodIndex )

Parameters

  • iID - this ID corresponds to the product IDs that have been added e.g. your first product


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/GetInAppPurchaseSubPlanDurationUnit.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Extras/GetInAppPurchaseSubPlanDurationUnit.htm deleted file mode 100644 index 069e3d06..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/GetInAppPurchaseSubPlanDurationUnit.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetInAppPurchaseSubPlanDurationUnit - AGK Help - - - - - - -

GetInAppPurchaseSubPlanDurationUnit

Description

Definition

string GetInAppPurchaseSubPlanDurationUnit( iID, planIndex, periodIndex )

Parameters

  • iID - this ID corresponds to the product IDs that have been added e.g. your first product


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/GetInAppPurchaseSubPlanNumPeriods.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Extras/GetInAppPurchaseSubPlanNumPeriods.htm deleted file mode 100644 index 4ee1a9d9..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/GetInAppPurchaseSubPlanNumPeriods.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetInAppPurchaseSubPlanNumPeriods - AGK Help - - - - - - -

GetInAppPurchaseSubPlanNumPeriods

Description

Definition

integer GetInAppPurchaseSubPlanNumPeriods( iID, planIndex )

Parameters

  • iID - this ID corresponds to the product IDs that have been added e.g. your first product


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/GetInAppPurchaseSubPlanPaymentType.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Extras/GetInAppPurchaseSubPlanPaymentType.htm deleted file mode 100644 index 45fd7955..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/GetInAppPurchaseSubPlanPaymentType.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetInAppPurchaseSubPlanPaymentType - AGK Help - - - - - - -

GetInAppPurchaseSubPlanPaymentType

Description

Definition

integer GetInAppPurchaseSubPlanPaymentType( iID, planIndex, periodIndex )

Parameters

  • iID - this ID corresponds to the product IDs that have been added e.g. your first product


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/GetInAppPurchaseSubPlanPrice.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Extras/GetInAppPurchaseSubPlanPrice.htm deleted file mode 100644 index 19e04422..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/GetInAppPurchaseSubPlanPrice.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetInAppPurchaseSubPlanPrice - AGK Help - - - - - - -

GetInAppPurchaseSubPlanPrice

Description

Definition

string GetInAppPurchaseSubPlanPrice( iID, planIndex, periodIndex )

Parameters

  • iID - this ID corresponds to the product IDs that have been added e.g. your first product


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/GetInAppPurchaseSubPlanTags.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Extras/GetInAppPurchaseSubPlanTags.htm deleted file mode 100644 index eb1968bd..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/GetInAppPurchaseSubPlanTags.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetInAppPurchaseSubPlanTags - AGK Help - - - - - - -

GetInAppPurchaseSubPlanTags

Description

Definition

string GetInAppPurchaseSubPlanTags( iID, planIndex )

Parameters

  • iID - this ID corresponds to the product IDs that have been added e.g. your first product


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/GetInAppPurchaseSubPlanToken.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Extras/GetInAppPurchaseSubPlanToken.htm deleted file mode 100644 index 017da000..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/GetInAppPurchaseSubPlanToken.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetInAppPurchaseSubPlanToken - AGK Help - - - - - - -

GetInAppPurchaseSubPlanToken

Description

Definition

string GetInAppPurchaseSubPlanToken( iID, planIndex )

Parameters

  • iID - this ID corresponds to the product IDs that have been added e.g. your first product


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/GetInAppPurchaseToken.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Extras/GetInAppPurchaseToken.htm deleted file mode 100644 index 75b3e5f8..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/GetInAppPurchaseToken.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetInAppPurchaseToken - AGK Help - - - - - - -

GetInAppPurchaseToken

Description

On Android this returns a unique token for the last purchase of the given item, this can be sent to your server to check the validity of the purchase with Google, and to distinguish between different instances of a consumable purchase. You should only reward the user once per token for consumable purchases, it is recommended that you store a list of past tokens on a server so you can detect any token reuse, which could be used to cheat your system. Once you have rewarded the user for a consumable purchase you must call InAppPurchaseResetPurchase with the most recent token to allow it to be purchased again.

On iOS this returns a transaction ID that changes with every purchase the user makes. It can't be used to check with Apple if a transaction was genuine but it can be used to distinguish between multiple purchases of a consumable item. You can pass this token to InAppPurchaseResetPurchase to reset the purchase state to 0 but on iOS this is not required.

This only works on Android and iOS, other platforms will return an empty string

Definition

string GetInAppPurchaseToken(int iID)

Parameters

  • iID - The ID of the product to check. e.g. your first product ID is 0, your second is 1 etc.


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/GetLocalNotificationExists.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Extras/GetLocalNotificationExists.htm deleted file mode 100644 index 1d422fca..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/GetLocalNotificationExists.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetLocalNotificationExists - AGK Help - - - - - - -

GetLocalNotificationExists

Description

Returns 1 if a notification with this ID is waiting to be displayed, otherwise 0. Notifications are refreshed every 5 seconds, so this may continue to return 1 shortly after a notification has fired.

Definition

integer GetLocalNotificationExists( iID )

Parameters

  • iID - The ID of the notification to check


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/GetLocalNotificationMessage.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Extras/GetLocalNotificationMessage.htm deleted file mode 100644 index 15bfd63c..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/GetLocalNotificationMessage.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetLocalNotificationMessage - AGK Help - - - - - - -

GetLocalNotificationMessage

Description

Returns the message that the specified notification will display. If no notification exists at the specified ID then an empty string will be returned

Definition

string GetLocalNotificationMessage( iID )

Parameters

  • iID - The ID of the notification to check


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/GetLocalNotificationTime.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Extras/GetLocalNotificationTime.htm deleted file mode 100644 index 3203ca71..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/GetLocalNotificationTime.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetLocalNotificationTime - AGK Help - - - - - - -

GetLocalNotificationTime

Description

Returns the date and time that the specified notification is due to display. The returned time will be in unix timestamp format, which is measured by the number of seconds since 1st Jan 1970. If no notification exists at the specified ID then 0 is returned

Definition

integer GetLocalNotificationTime( iID )

Parameters

  • iID - The ID of the notification to check


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/GetPushNotificationToken.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Extras/GetPushNotificationToken.htm deleted file mode 100644 index bfa327c1..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/GetPushNotificationToken.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetPushNotificationToken - AGK Help - - - - - - -

GetPushNotificationToken

Description

Returns the push notification token for this device, this must be sent to your server that sends out the notifications so that it can send notifications to this device. If PushNotificationSetup returned 1 then you should keep calling this command until it returns a non-empty string. If PushNotificationSetup returned 0 then this command will always return an empty string.

Please see the guide on Android Push Notifications for more details on how to use the device token to send push notifications to this device.

Definition

string GetPushNotificationToken()



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/GetSmartWatchState.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Extras/GetSmartWatchState.htm deleted file mode 100644 index 0c2426f5..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/GetSmartWatchState.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetSmartWatchState - AGK Help - - - - - - -

GetSmartWatchState

Description

Returns the current state of the smart watch connection: 0=initial state, ActivateSmartWatch has not been called. 1=connecting, will transition to a more detailed state in a moment. 2=connection successful, you may send and receive data. -1=watch commands not supported on this device. -2=connection failed or no watch found. -3=watch found but it is not currently paired with the device, -4=watch found but our watch app is not currently installed.

Currently only works on iOS.

Definition

integer GetSmartWatchState()



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/InAppPurchaseActivate.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Extras/InAppPurchaseActivate.htm deleted file mode 100644 index be468fa8..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/InAppPurchaseActivate.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -InAppPurchaseActivate - AGK Help - - - - - - -

InAppPurchaseActivate

Description

Call this when you want to start the process of purchasing a product. Currently this command is only supported on iOS and Android.

Definition

InAppPurchaseActivate ( iID )

Parameters

  • iID - this ID corresponds to the product IDs that have been added e.g. your first product


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/InAppPurchaseActivateWithPlan.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Extras/InAppPurchaseActivateWithPlan.htm deleted file mode 100644 index 51e8bda4..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/InAppPurchaseActivateWithPlan.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -InAppPurchaseActivateWithPlan - AGK Help - - - - - - -

InAppPurchaseActivateWithPlan

Description

Call this when you want to start the process of purchasing a product with a specific plan. Subscriptions can have multiple purchase plans which you can enumerate with GetInAppPurchaseSubNumPlans. To start a purchase with a specific plan get the plan token with GetInAppPurchaseSubPlanToken and then pass it to this command. Currently this command is only supported on iOS and Android.

Definition

InAppPurchaseActivateWithPlan( iID, planToken )

Parameters

  • iID - this ID corresponds to the product IDs that have been added e.g. your first product


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/InAppPurchaseAddProductID.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Extras/InAppPurchaseAddProductID.htm deleted file mode 100644 index 23fcdd16..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/InAppPurchaseAddProductID.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -InAppPurchaseAddProductID - AGK Help - - - - - - -

InAppPurchaseAddProductID

Description

Use this command to add any product IDs into the list e.g. com.yourcompany.yourproduct.iap. The first product ID you add becomes 0, the second is 1 etc. You must also specify the type of product this is, non-consumable(0), consumable(0), or subscription(2). Previously consumable products were added as type=1 but they are now added as type=0 and InAppPurchaseResetPurchase is used to reset a consumable to a purchasable state.

Consumable products are like coins that can be bought again and again, whereas non-consumable products are one off purchases like unlocking the full version of an app. In Google Play consumable and non-consumable products are added the same way. Currently this command is only supported on iOS, Google Play, and Amazon. This must be called before InAppPurchaseSetup, after that no further products can be added.

Definition

InAppPurchaseAddProductID ( szID, type )

Parameters

  • szID - The product ID as specified in iTunes Connect or the Google Play developer console
  • type - The type of product this is, non consumable(0), consumable(0), or subscription(2)


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/InAppPurchaseRedeemOffer.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Extras/InAppPurchaseRedeemOffer.htm deleted file mode 100644 index 93dc61a4..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/InAppPurchaseRedeemOffer.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -InAppPurchaseRedeemOffer - AGK Help - - - - - - -

InAppPurchaseRedeemOffer

Description

Call this command to show the redeem offer dialog provided by the device (if any). This currently only applies to iOS, and will only work on iOS 14 or above, otherwise it will do nothing.
Android displays this option automatically when a user starts a purchase.

Definition

InAppPurchaseRedeemOffer()



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/InAppPurchaseResetPurchase.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Extras/InAppPurchaseResetPurchase.htm deleted file mode 100644 index 9c58af0c..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/InAppPurchaseResetPurchase.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -InAppPurchaseResetPurchase - AGK Help - - - - - - -

InAppPurchaseResetPurchase

Description

Call this command to reset the purchase state of an individual product. On Android this must be called for consumable products after you have dealt with a purchase to allow it to be purchased again. If you call this command on a non-consumable purchase then that purchase will be reset to an unpurchased state and the user will have to pay for it again, this should only be used during testing. Subscriptions cannot be reset and must be cancelled by the user through their Google Play account

On iOS this command is not necessary as it automatically allows consumable items to be purchased multiple times, however this command could still be useful to reset the GetInAppPurchaseAvailable2 state to 0 so you know it has been dealt with. Reseting a non-consumable purchase on iOS will reset the state to 0 but iOS will still remember the purchase and not charge the user again.

Use GetInAppPurchaseToken to get the token required to reset a purchase. Currently this command is only supported on Android and iOS.

Definition

InAppPurchaseResetPurchase( token )

Parameters

  • token - The most recent token from GetInAppPurchaseToken for this product


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/InAppPurchaseRestore.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Extras/InAppPurchaseRestore.htm deleted file mode 100644 index 30ee43d3..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/InAppPurchaseRestore.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -InAppPurchaseRestore - AGK Help - - - - - - -

InAppPurchaseRestore

Description

Restores any managed purchases made on this platform. For example if a user purchased at item then reinstalled the app the app would return 0 for GetInAppPurchaseAvailable unless it was purchased again or restored using this command.

Even though purchasing again wouldn't charge the user again for non-consumable items, using this restore command is a better user experience. Apple require you to have a button that calls this function somewhere in your app.

After calling this command you can call GetInAppPurchaseAvailable2 to check for purchases, it may take some time for the purchase state to update, so check GetInAppPurchaseAvailable2 regularly. This command is supported by both iOS and Android

Definition

InAppPurchaseRestore()



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/InAppPurchaseSetKeys.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Extras/InAppPurchaseSetKeys.htm deleted file mode 100644 index 91d31517..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/InAppPurchaseSetKeys.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -InAppPurchaseSetKeys - AGK Help - - - - - - -

InAppPurchaseSetKeys

Description

This command is only used by Ouya where you need to provide your public key in base64. This must be called before InAppPurchaseSetup

Definition

InAppPurchaseSetKeys ( szData1, szData2 )

Parameters

  • szData1 - Public Key
  • szData2 - Developer UUID (Ouya only)


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/InAppPurchaseSetTitle.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Extras/InAppPurchaseSetTitle.htm deleted file mode 100644 index 117f60a7..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/InAppPurchaseSetTitle.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -InAppPurchaseSetTitle - AGK Help - - - - - - -

InAppPurchaseSetTitle

Description

Sets the name of your application so that it can be displayed on any dialogs that get displayed when using the in app purchase commands. Currently this command is only supported on iOS and Android.

Definition

InAppPurchaseSetTitle ( szTitle )

Parameters

  • szTitle - Name of your application


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/InAppPurchaseSetup.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Extras/InAppPurchaseSetup.htm deleted file mode 100644 index ab98ab2e..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/InAppPurchaseSetup.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -InAppPurchaseSetup - AGK Help - - - - - - -

InAppPurchaseSetup

Description

After setting the in app purchase title and adding product IDs call InAppPurchaseSetup to finalise the process. After this point you can attempt to purchase unlockable content. Currently this command is only supported on iOS and Android.

Definition

InAppPurchaseSetup()



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/LoadSharedVariable.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Extras/LoadSharedVariable.htm deleted file mode 100644 index 7be1f443..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/LoadSharedVariable.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -LoadSharedVariable - AGK Help - - - - - - -

LoadSharedVariable

Description

Loads a variable that was saved by this app, or another app. This only works on iOS, Android 9 and below, and HTML5 platforms. Apps can only share a variable if they meet certain requirements based on the platform.

On iOS the apps must have the same Bundle Seed ID (also called App ID Prefix) and have the same explicit App ID up to the last dot. For example com.mycompany.mygroup.myapp1 and com.mycompany.mygroup.myapp2 would be able to share variables.

On Android 9 and below the apps must have the WRITE_EXTERNAL_STORAGE permission and have the same package name up to the last dot. For example com.mycompany.mygroup.myapp1 and com.mycompany.mygroup.myapp2 would be able to share variables. On Android shared variables are written to a user accessible location, so be aware that users may be able to read and/or edit the variables that you save.

On Android 10 or higher this command will not work as apps are restricted from writing to shared locations.

On HTML the apps must be hosted on the same domain, the values are stored as cookies.

Variables are identified by name, so using SaveSharedVariable("username", "Alice") will set the variable called "username" to the value "Alice". This can then be read by other apps by using LoadSharedVariable( "username", "" ). If a variable with the given name doesn't exist then the specified default value is returned instead

Definition

string LoadSharedVariable( varName, defaultValue )

Parameters

  • varName - The name of the variable to retrieve
  • defaultValue - The value to return if the variable doesn't exist


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/PushNotificationSetup.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Extras/PushNotificationSetup.htm deleted file mode 100644 index 54141d15..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/PushNotificationSetup.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -PushNotificationSetup - AGK Help - - - - - - -

PushNotificationSetup

Description

Returns 1 if setup was successful, 0 if it failed or the device does not support push notifications.

Definition

integer PushNotificationSetup()



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/RateApp.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Extras/RateApp.htm deleted file mode 100644 index 51fb2849..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/RateApp.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -RateApp - AGK Help - - - - - - -

RateApp

Description

Displays a dialog box asking the user to rate the app on the App Store. Currently this command is only supported on iOS.

Definition

RateApp ( szID, szTitle )

RateApp ( szID, szTitle, szMessage )

RateApp ( szID )

Parameters

  • szID - This is the ID of your app. You can obtain this from iTunes Connect.
  • szTitle - The string to use as the title of the dialog box, normally this is "Rate AppName"
  • szMessage - The string to use as the message of the dialog box


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/ReceiveSmartWatchData.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Extras/ReceiveSmartWatchData.htm deleted file mode 100644 index 073a1337..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/ReceiveSmartWatchData.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -ReceiveSmartWatchData - AGK Help - - - - - - -

ReceiveSmartWatchData

Description

Receives a queued message from the watch app. This will be in the form of a JSON string. If you are calling this command from Tier 2 you must delete the returned string when you are done with it by calling agk::DeleteString.

Currently only works on iOS.

Definition

string ReceiveSmartWatchData()



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RequestAppReview

Description

iOS 10.3+ and Android 5.0+ have the ability for the user to review your app from within the app itself, this command will tell iOS or Android to start this process. Note that it is not guaranteed to display anything when you call this command, and it should not be called in response to a button press or other user interaction. You should call it when there is a lull in the app such as the end of a level. If you want to start the review process in response to a user action, such as a button press, then you should use the OpenBrowser command to open the AppStore.

Definition

RequestAppReview()



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RequestPermission

Description

Only for Android, all other platforms will do nothing. Generates a system dialog asking the user for the specified device permission, used by certain Android commands. The permissions are as follows
"WriteExternal" - used by the SaveSharedVariable commands and any "raw:" paths that access the sdcard.
"Location" - used by the GPS commands
"Camera" - used by the SetDeviceCameraToImage command and for the AR camera feed
"RecordAudio" - used by the StartScreenRecording command
You can check the result of the request by calling CheckPermission. After the first request Android will give the user the option to stop displaying the request dialog. In this case this command will no longer generate a request dialog and instead do nothing. The user will have to go into the device app settings to reverse this decision.

Any permission not listed here does not require you to prompt the user for permission, it will be auto granted on install if your app requires it. All permissions that your app uses, even those that require prompting, must be specified in the APK export dialog by ticking the appropriate check boxes.

Definition

RequestPermission( szPermission )

Parameters

  • szPermission - The permission to request


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SaveSharedVariable

Description

Saves a variable so it can be accessed from other apps. This only works on iOS, Android 9 and below, and HTML5 platforms. Apps can only share a variable if they meet certain requirements based on the platform.

On iOS the apps must be created by the same Apple developer account, and have the same App Group added to their App IDs on the Apple developer portal. You will need to regenerate the provisioning profile after doing this. On iOS you must tell AGK what the App Group is by using SetSharedVariableAppGroup.

On Android 9 and below the apps must have the WRITE_EXTERNAL_STORAGE permission and have the same package name up to the last dot. For example com.mycompany.mygroup.myapp1 and com.mycompany.mygroup.myapp2 would be able to share variables. On Android shared variables are written to a user accessible location, so be aware that users may be able to read and/or edit the variables that you save.

On Android 10 or higher this command will not work as apps are restricted from writing to shared locations.

On HTML the apps must be hosted on the same domain, the values are stored as cookies.

Variables are identified by name, so using SaveSharedVariable("username", "Alice") will set the variable called "username" to the value "Alice". This can then be read by other apps by using LoadSharedVariable( "username", "" ) If two apps save different values to the same variable name then the value will be overwritten and only the most recent value will be accessible. Variable values will persist even if the app is deleted and re-installed. You should not use this command to store any sensitive information such as passwords in plain text. On iOS the length of the variable name plus the length of your App ID up to the last dot (e.g. com.mycompany.mygroup) must be less than 58.

Definition

SaveSharedVariable( varName, varValue )

Parameters

  • varName - The name to use to identify this variable
  • varValue - The value to save in this variable


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SendSmartWatchData

Description

Send data to the smart watch in the background, if watch app is not currently open the message will be queued and received by the watch app when it is next opened. The message must be in the form of a JSON string, for example "{"label":"my message"}". You can also use a type with the .toJSON() function to create a JSON string. The watch app will receive it as an NSDictionary with the labels as keys.

Currently only works on iOS.

Definition

SendSmartWatchData( szJson )

Parameters

  • szJson - A JSON string containing the message to send to the watch app.


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SetClipboardText

Description

Sets the device clipboard to the specified text, this overwrites anything that was previously in the device clipboard. The clipboard is the same as that used by the copy/paste functionality of the device.

Definition

SetClipboardText( szText )

Parameters

  • szText - The text to copy


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SetCloudDataVariable

Description

Sets a cloud data variable to the specified value. If multiple devices write a value at the same time then the cloud provider chooses one and sends it to all devices. The variable name must be less than 64 bytes, a single UTF8 character may be multiple bytes but typically 1 character equals 1 byte. It is recommended that variable names incorporate the app name, for example "myapp.myvariablename", since when broadcasting your apps they will all share a single data store in the AGK PLayer app. Varaible data is stored locally so GetCloudDataVariable will immediately return the new value, however syncing with the cloud is done in the background and may take several minutes. If the device has no internet connection then the data will be synced at the next available opportunity. On iOS you are limited to 1024 variables with 1MB total storage. On Android any data you store counts against the user's Google Drive storage limit, the user can clear your app data to free up space, but they cannot read the data you store.

You should not store sensitive information like passwords in plain text using these commands.

Definition

SetCloudDataVariable( varName, varValue )

Parameters

  • varName - The name of the variable to change, must be less than 64 bytes
  • varValue - The value to set the variable


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SetLocalNotification

Description

Creates a local notification that will appear at some point in the future. Notifications are referenced by ID and can be overwritten by creating a new notification with the same ID as the notification you want to overwrite. If a notification triggers whilst the app is open then the notification will not appear and it will silently disappear from the list of scheduled notifications. If the app is not open then a notification will display to the user and tapping on it will open up your app. If you set the deeplink parameter then that URL will be sent to the app when the notification is tapped. The URL can be retrieved by using the GetURLSchemeText command. The datetime parameter should be specified in unix time, which is measured in seconds since 1st Jan 1970, you can use the command GetUnixTime to return the current date and time then modify it as needed. If the date and time is in the past then the notification will be ignored, it will not overwrite any existing notification. The ID must be in the range 1 to 100 inclusive.

Definition

SetLocalNotification( iID, datetime, szMessage )

SetLocalNotification( iID, datetime, szMessage, szDeepLink )

Parameters

  • iID - The ID to use to reference this notification in future
  • datetime - The date and time to show this notification in unix time
  • szMessage - The message to display in the notification
  • szDeepLink - The URL to send to the app if the notification is tapped


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SetPushNotificationKeys

Description

This command is used on Android to set the SenderID used by the Firebase project. Currently keyName must be set to "SenderID" (case sensitive), and the keyValue must be set to the SenderID value that can be found in your Firebase project settings, in the Cloud Messaging tab.

Definition

SetPushNotificationKeys( keyName, keyValue )

Parameters

  • keyName - The key to set
  • keyValue - The key value


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SetSharedVariableAppGroup

Description

For iOS only. Tells AGK what App Group you are using to share data between apps. For example group.com.mycompany.mygroup.myvariables, this is created on the Apple developer portal and must be added to every App ID you want to access these variables. You will need to regenerate the provisioning profile for each app after adding an App Group to its App ID.

Definition

SetSharedVariableAppGroup( group )

Parameters

  • group - The name to use to identify this variable


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/SetSnapChatStickerSettings.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Extras/SetSnapChatStickerSettings.htm deleted file mode 100644 index 7aabc83e..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Extras/SetSnapChatStickerSettings.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetSnapChatStickerSettings - AGK Help - - - - - - -

SetSnapChatStickerSettings

Description

Sets the properties for any sticker images that are added to future calls to ShareSnapChatImage. The X and Y parameters should be in the range 0.0 to 1.0 for example in the X direction 1.0 is the far right of the image and 0.0 is the far left of the image.

Definition

SetSnapChatStickerSettings( x, y, width, height, angle )

Parameters

  • x - The X position of the sticker, default 0.5
  • y - The Y position of the sticker, default 0.5
  • width - The width of the sticker, default 250
  • height - The height of the sticker, default 250
  • angle - The angle of the sticker, default 0


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SetupCloudData

Description

Sets up the device to use cloud data on compatible platforms, currently only Android and iOS support this feature. Cloud data can be used to share settings across multiple devices running the same app. For example saving some app settings or progress on one device using the cloud data commands will make them available (after a short period of time) on all other devices on the same platform. Note that data does not cross platforms, so data saved on iOS is not available on Android, and data saved on Android is not available on iOS.

On iOS this uses iCloud Drive to store the data, so the user must be logged in to iCloud and have iCloud Drive turned on, you can detect if these have been done with GetCloudDataAllowed. You must also add iCloud to your provisioning profile, but you do not need to create any containers. You must use this provisioning profile when exporting your app. On iOS you are limited to 1MB of storage.

On Android this uses Android Drive AppData so the user must be logged in with a Google account on the device. You must also add a Google API project for your app here https: console.developers.google.com and create an OAuth client ID in the credentials section. Tell it that the request is coming from Android, give it a name of your choice, and tell it your app package name. You will need give it the SHA-1 fignerprint of the keystore file that you will use to sign your APK, this is so it can check that only APKs signed by you can use the generated OAuth client ID. The "keytool" program is part of the Java Development Kit (JDK). Once created you do not need to do anything with the OAuth token, it will be used automatically when you call the Cloud Data commands. On Android any data you store will count against a user's Google Drive storage limit, they cannot access the files stored by your app but they can clear the app data in their Drive settings.

Broadcast apps will use the AGK Player data store and will share variables across all your broadcast apps, so be aware of overwriting values if two of your apps share the same variable name. Data you store in the AGK Player data store will only be visible to you and your devices.

This command must be called before any other cloud data commands, except GetCloudDataAllowed which can be called at any time. On Android you should ask the user if they want to store data in their Drive before calling setup, as this command may ask the user to login to their Google Account.

Definition

SetupCloudData( reserved )

Parameters

  • reserved - Reserved, must be an empty string


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ShareSnapChatImage

Description

Sends the specified image to the SnapChat app on the current device, along with an optional sticker file, caption, and URL. The user can then modify the image using the SnapChat app and decide whether to share it with friends. If the user does not have the SnapChat app installed then the app store will be opened instead on the SnapChat app page.

Definition

ShareSnapChatImage( imageFile, stickerFile, caption, url )

Parameters

  • imageFile - The path to the image you want to share
  • stickerFile - The path to a sticker image to add to the image, can be an empty string
  • caption - The caption to add to the image, can be an empty string
  • url - The URL to add to the image, can be an empty string


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AddZipEntry

Description

Adds a local file into the zip file. The path variable is the path to the local file, the zipPath variable is the path that will be used inside the zip file, this is the only way to add folders to the zip file (by adding a file with a zipPath such as "folder1/myfile.txt").

The local file path is relative to the current directory set using SetFolder unless you start the path with a forward slash, in which case the path will be relative to the root of the write directory on the current platform.

Definition

AddZipEntry( zipID, path, zipPath )

Parameters

  • zipID - The ID of the zip file to add to.
  • path - The path of the file to add.
  • zipPath - The path for the file inside the zip.


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CancelZipExtract

Description

Stops any asynchronous zip extraction that is currently in progress, it may take a moment to finish the current file and then it will stop. Once it finishes GetZipExtractComplete will return 1 and GetZipExtractProgress will remain at whatever value it was currently at.

Definition

CancelZipExtract()



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ChooseRawFile

Description

Presents the user with an option to choose a file stored on their current platform (Windows/Mac only), for example a photo or sound file. If the user cancels the operation an empty string will be returned, otherwise the file will be copied to the apps current directory and the filename returned so that it can be used by your app.

You may specify an optional extension filter to limit the types of files the user will see when browsing. For example using an extension filter of "*.wav" would limit the user to choosing .wav files. For multiple extensions separate them with a semicolon like so "*.wav;*.mp3;*.png".

If using this command is used in tier 2 the returned string must be deleted when you are finished with it, even if it is an empty string. A null string will not be returned. If you set returnFullPath to 1 then the file will not be copied to the write folder, instead the full path will be returned to you and you can load it using the "raw:" prefix with the normal file commands.

Definition

string ChooseRawFile( ext )

string ChooseRawFile( ext, returnFullPath )

Parameters

  • ext - The extensions to allow
  • returnFullPath - 1 to return the full path, 0 to copy it to the write folder and return the write folder path


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CloseFile

Description

Closes a file and clears the ID used to create it, no further file commands can be called with this ID.

Definition

CloseFile( iFileID )

Parameters

  • iFileID - The ID of the file to close


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CloseRawFolder

Description

Closes a previously open folder and frees the file list that was generated for it. No actual file system changes are made, i.e. the folder is not held open on the file system. The folder is read in its entirety during OpenRawFolder so it does not need to exist on the file system after calling that command.

Definition

CloseRawFolder( ID )

Parameters

  • ID - The ID of the folder to close


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CloseZip

Description

Closes a zip file opened with CreateZip. This finalizes the zip and allows it to be opened for extraction.

Definition

CloseZip( zipID )

Parameters

  • zipID - The ID of the zip file to close.


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CountWindowsDrives

Description

Returns the number of drives currently available on this devices, only applies to Windows. Other platforms will return 0.

Definition

integer CountWindowsDrives()



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CreateZip

Description

Creates a zip file at the specified location and opens it ready for files to be added. Files cannot be read or extracted from a zip file using this command. Use ExtractZip to retrieve files from it.

The file path is relative to the current directory set using SetFolder unless you start the path with a forward slash, in which case the path will be relative to the root of the write directory on the current platform.

Definition

integer CreateZip( filename )

CreateZip( zipID, filename )

Parameters

  • zipID - The ID used to reference this zip file.
  • filename - The file name and path for this new zip file.


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DeleteFile

Description

Deletes a given file from the write folder. File paths must be relative, not absolute, you cannot delete files from the application folder or from elsewhere on the disk.

Definition

DeleteFile( szFile )

Parameters

  • szFile - The filename to delete.


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DeleteFolder

Description

Deletes a folder at the current path. By default this is determined by the command SetFolder. You can also use a filename beginning with "raw:" to delete a folder anywhere on the file system, for example DeleteFolder("raw:C:\Temp\MyFolder"). The folder must be empty for this command to succeed.

Definition

DeleteFolder( szName )

Parameters

  • szName - The name of the folder create.


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/File/ExtractZip.htm b/AGK/AGK Help Generator/AGK Txt/Reference/File/ExtractZip.htm deleted file mode 100644 index 2c963d92..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/File/ExtractZip.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -ExtractZip - AGK Help - - - - - - -

ExtractZip

Description

Extracts a zip file to a specified directory. Any folders created inside the zip file will be created in the extraction process. If the zip file is password protected specify the password to extract it. If you specify a wrong password, the extracted files from the zip archive will be empty.

The local file path is relative to the current directory set using SetFolder unless you start the path with a forward slash, in which case the path will be relative to the root of the write directory on the current platform.

Definition

ExtractZip(const zipfilename, path, password)

ExtractZip( zipfilename, path )

Parameters

  • zipfilename - The path to the zip file to extract.
  • path - The path to place the newly extracted zip files.
  • password - The password that was used to create the zip file.


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/File/ExtractZipASync.htm b/AGK/AGK Help Generator/AGK Txt/Reference/File/ExtractZipASync.htm deleted file mode 100644 index e3d3127a..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/File/ExtractZipASync.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -ExtractZipASync - AGK Help - - - - - - -

ExtractZipASync

Description

This command does the same as ExtractZip except it returns immediately and the zip extraction is done on a thread in the background. You can use GetZipExtractProgress and GetZipExtractComplete to check on its progress. If you call this command whilst a zip extraction is already in progress then nothing will happen. If the specified zip has no password then use an empty string.

Definition

ExtractZipASync(const zipfilename, path, password)

Parameters

  • zipfilename - The path to the zip file to extract.
  • path - The path to place the newly extracted zip files.
  • password - The password that was used to create the zip file.


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FileEOF

Description

Returns 1 if the given file has reached the end of its data stream, 0 otherwise. Only used when reading.

Definition

integer FileEOF( iFileID )

Parameters

  • iFileID - The ID of the file to check.


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/File/FileIsOpen.htm b/AGK/AGK Help Generator/AGK Txt/Reference/File/FileIsOpen.htm deleted file mode 100644 index 32417d06..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/File/FileIsOpen.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -FileIsOpen - AGK Help - - - - - - -

FileIsOpen

Description

Returns 1 if the given file was opened successfully, 0 if not. You can use GetErrorOccurred to check if it was the result of an error and GetLastError to get said error.

Definition

integer FileIsOpen( iFileID )

Parameters

  • iFileID - The ID of the file to check.


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/File/GetCurrentDir.htm b/AGK/AGK Help Generator/AGK Txt/Reference/File/GetCurrentDir.htm deleted file mode 100644 index 16d3b366..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/File/GetCurrentDir.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetCurrentDir - AGK Help - - - - - - -

GetCurrentDir

Description

This command is deprecated and has been replaced with GetFolder.

Definition

string GetCurrentDir()



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/File/GetDocumentsPath.htm b/AGK/AGK Help Generator/AGK Txt/Reference/File/GetDocumentsPath.htm deleted file mode 100644 index a0df5352..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/File/GetDocumentsPath.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetDocumentsPath - AGK Help - - - - - - -

GetDocumentsPath

Description

Returns the directory that contains the current users documents. On Windows this will be something like "C:\Users\Me\My Documents". This is different from the usual write path which is a system specified app write folder, for example "C:\Users\Me\AppData" on Windows.

The documents folder path can be used to write files that are easily accessible by the user. On Android 9 and below the documents path will be the internal storage root folder, on Android 10 and above it will be a folder in the Andorid/data folder that is separate for each app but still accessible to the user.

iOS does not have a user accessible folder so GetDocumentsPath will just return the normal write path where files will be inaccessible to the user.

Definition

string GetDocumentsPath()



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/File/GetFileCount.htm b/AGK/AGK Help Generator/AGK Txt/Reference/File/GetFileCount.htm deleted file mode 100644 index d040f7ab..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/File/GetFileCount.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetFileCount - AGK Help - - - - - - -

GetFileCount

Description

Returns the number of files in the current folder.

Definition

integer GetFileCount( mode )

integer GetFileCount()

Parameters

  • mode - 0 to count only files in the read folder, 1 to only count the write folder, 2 to count both


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/File/GetFileExists.htm b/AGK/AGK Help Generator/AGK Txt/Reference/File/GetFileExists.htm deleted file mode 100644 index cf7ae7df..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/File/GetFileExists.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetFileExists - AGK Help - - - - - - -

GetFileExists

Description

Returns 1 if the given file is located in either the resource directory or the write directory assigned to the app.

Definition

integer GetFileExists( szFile )

Parameters

  • szFile - The filename to check.


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/File/GetFilePos.htm b/AGK/AGK Help Generator/AGK Txt/Reference/File/GetFilePos.htm deleted file mode 100644 index 626c2d9a..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/File/GetFilePos.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetFilePos - AGK Help - - - - - - -

GetFilePos

Description

Returns the current read position in the file

Definition

integer GetFilePos( iFileID )

Parameters

  • iFileID - The ID of the file to check.


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/File/GetFileSize.htm b/AGK/AGK Help Generator/AGK Txt/Reference/File/GetFileSize.htm deleted file mode 100644 index f5466e49..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/File/GetFileSize.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetFileSize - AGK Help - - - - - - -

GetFileSize

Description

Returns the size in bytes of the opened file.

Definition

integer GetFileSize( iFileID )

Parameters

  • iFileID - The ID of the file to check.


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/File/GetFirstFile.htm b/AGK/AGK Help Generator/AGK Txt/Reference/File/GetFirstFile.htm deleted file mode 100644 index 2ac56c68..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/File/GetFirstFile.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetFirstFile - AGK Help - - - - - - -

GetFirstFile

Description

Returns the name of the first file found in the current folder, which is set using SetFolder. You can call GetNextFile to continue down the list of files in the current folder. Returns an empty string if there are no files in the current folder.

By default this command will combine the file lists from the read and write folders into a single list (mode=2) this can be changed to only return files in the read folder (mode=0) or only return files from the write folder (mode=1)

Note that the read folder does not exist when using broadcast or debug to run the app, as files are copied into the write folder of the AGK Player for these run modes. On the other hand the write folder starts out as empty when running the app directly from the IDE, or when running the final app executable in the project folder.

Definition

string GetFirstFile( mode )

string GetFirstFile()

Parameters

  • mode - 0 to only return files from the read folder, 1 to only return files from the write folder, 2 for both (default)


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/File/GetFirstFolder.htm b/AGK/AGK Help Generator/AGK Txt/Reference/File/GetFirstFolder.htm deleted file mode 100644 index 09bab3c1..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/File/GetFirstFolder.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetFirstFolder - AGK Help - - - - - - -

GetFirstFolder

Description

Returns the name of the first folder found in the current folder, which is set using SetFolder. You can call GetNextFolder to continue down the list of folders in the current folder. Returns an empty string if there are no folders in the current folder. Does not include . or .. Note that there is a known limitation on Android that any folders within the "assets" folder cannot be found using this command. You may be able to work around this by using MakeFolder to create the same folder structure in the write folder which AGK can then use to find files in the assets folder with GetFirstFile.

By default this command will combine the folder lists from the read and write folders into a single list (mode=2) this can be changed to only return folders in the read folder (mode=0) or only return folders from the write folder (mode=1)

Definition

string GetFirstFolder()

string GetFirstFolder( mode )

Parameters

  • mode - 0 to only return folders from the read folder, 1 to only return folders from the write folder, 2 for both (default)


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/File/GetFolder.htm b/AGK/AGK Help Generator/AGK Txt/Reference/File/GetFolder.htm deleted file mode 100644 index a5b1d679..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/File/GetFolder.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetFolder - AGK Help - - - - - - -

GetFolder

Description

Returns the current folder previously set with SetFolder. The returned path will always have a slash as the final character except when in the root folder in which case an empty string will be returned.

Definition

string GetFolder()



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/File/GetFolderCount.htm b/AGK/AGK Help Generator/AGK Txt/Reference/File/GetFolderCount.htm deleted file mode 100644 index d9751a23..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/File/GetFolderCount.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetFolderCount - AGK Help - - - - - - -

GetFolderCount

Description

Returns the number of folders in the current folder. Does not include . or ..

Definition

integer GetFolderCount( mode )

integer GetFolderCount()

Parameters

  • mode - 0 to count only folders in the read folder, 1 to only count the write folder, 2 to count both


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/File/GetNextFile.htm b/AGK/AGK Help Generator/AGK Txt/Reference/File/GetNextFile.htm deleted file mode 100644 index c080a95e..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/File/GetNextFile.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetNextFile - AGK Help - - - - - - -

GetNextFile

Description

Returns the name of the next file found in the current folder, which is set using SetFolder. GetFirstFile must have been called first for this to work, any call to SetFolder or OpenToWrite will require starting again with GetFirstFile.

Returns an empty string if there are no more files in the current folder.

Definition

string GetNextFile()



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/File/GetNextFolder.htm b/AGK/AGK Help Generator/AGK Txt/Reference/File/GetNextFolder.htm deleted file mode 100644 index 98672b36..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/File/GetNextFolder.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetNextFolder - AGK Help - - - - - - -

GetNextFolder

Description

Returns the name of the next folder found in the current folder, which is set using SetFolder. GetFirstFolder must have been called first for this to work, any call to SetFolder or OpenToWrite will require starting again with GetFirstFolder.

Returns an empty string if there are no more folders in the current folder. Does not include . or ..

Definition

string GetNextFolder()



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/File/GetRawFolderFileName.htm b/AGK/AGK Help Generator/AGK Txt/Reference/File/GetRawFolderFileName.htm deleted file mode 100644 index 8980890a..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/File/GetRawFolderFileName.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetRawFolderFileName - AGK Help - - - - - - -

GetRawFolderFileName

Description

Return a particular filename from the file list, the index must be in the range 0 to GetRawFolderNumFiles minus one.

Definition

string GetRawFolderFileName( ID, index )

Parameters

  • ID - The ID of the folder to check
  • index - The index of the file to return, indices start at 0


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/File/GetRawFolderFolderName.htm b/AGK/AGK Help Generator/AGK Txt/Reference/File/GetRawFolderFolderName.htm deleted file mode 100644 index 85310715..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/File/GetRawFolderFolderName.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetRawFolderFolderName - AGK Help - - - - - - -

GetRawFolderFolderName

Description

Return a particular folder name from the file list, the index must be in the range 0 to GetRawFolderNumFolders minus one.

Definition

string GetRawFolderFolderName( ID, index )

Parameters

  • ID - The ID of the folder to check
  • index - The index of the folder to return, indices start at 0


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/File/GetRawFolderNumFiles.htm b/AGK/AGK Help Generator/AGK Txt/Reference/File/GetRawFolderNumFiles.htm deleted file mode 100644 index 3692a39c..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/File/GetRawFolderNumFiles.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetRawFolderNumFiles - AGK Help - - - - - - -

GetRawFolderNumFiles

Description

Returns the number of files that were found when the OpenRawFolder was called.

Definition

integer GetRawFolderNumFiles( ID )

Parameters

  • ID - The ID of the folder to check


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/File/GetRawFolderNumFolders.htm b/AGK/AGK Help Generator/AGK Txt/Reference/File/GetRawFolderNumFolders.htm deleted file mode 100644 index 1111aeb8..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/File/GetRawFolderNumFolders.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetRawFolderNumFolders - AGK Help - - - - - - -

GetRawFolderNumFolders

Description

Returns the number of folders that were found when the OpenRawFolder was called.

Definition

integer GetRawFolderNumFolders( ID )

Parameters

  • ID - The ID of the folder to check


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/File/GetReadPath.htm b/AGK/AGK Help Generator/AGK Txt/Reference/File/GetReadPath.htm deleted file mode 100644 index 6088317d..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/File/GetReadPath.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetReadPath - AGK Help - - - - - - -

GetReadPath

Description

Returns the directory that contains the application executable on the current platform that the app is running on. Note that on Android this path is inaccessible in normal use and will return an empty string.

Definition

string GetReadPath()



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/File/GetWindowsDrive.htm b/AGK/AGK Help Generator/AGK Txt/Reference/File/GetWindowsDrive.htm deleted file mode 100644 index 89c2a352..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/File/GetWindowsDrive.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetWindowsDrive - AGK Help - - - - - - -

GetWindowsDrive

Description

Returns the drive letter of the specified drive, between 0 and CountWindowsDrives minus one. Values outside this range will return an empty string. The returned string will include the drive letter and a colon, nothing else. This only applies to Windows, other platforms will return an empty string. If you are calling this command from Tier 2 then you must delete the returned string with agk::DeleteString() when you are done with it.

Definition

string GetWindowsDrive( index )

Parameters

  • index - The index of the drive to return


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/File/GetWritePath.htm b/AGK/AGK Help Generator/AGK Txt/Reference/File/GetWritePath.htm deleted file mode 100644 index 5bb86583..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/File/GetWritePath.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetWritePath - AGK Help - - - - - - -

GetWritePath

Description

Returns the directory that new files will be written to on the current platform that the app is running on.

Definition

string GetWritePath()



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/File/GetZipExtractComplete.htm b/AGK/AGK Help Generator/AGK Txt/Reference/File/GetZipExtractComplete.htm deleted file mode 100644 index 8b143c5d..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/File/GetZipExtractComplete.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetZipExtractComplete - AGK Help - - - - - - -

GetZipExtractComplete

Description

Returns 0 if a zip extraction started with ExtractZipASync is in progress, or 1 if it has finished. It does not give an indication of if the extraction was successful, only that it has finished.

Definition

integer GetZipExtractComplete()



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/File/GetZipExtractProgress.htm b/AGK/AGK Help Generator/AGK Txt/Reference/File/GetZipExtractProgress.htm deleted file mode 100644 index dbbf78e4..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/File/GetZipExtractProgress.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetZipExtractProgress - AGK Help - - - - - - -

GetZipExtractProgress

Description

Returns a value between 0 and 100 to represent the progress of the zip extraction started with ExtractZipASync.

Definition

float GetZipExtractProgress()



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/File/IsAbsolutePath.htm b/AGK/AGK Help Generator/AGK Txt/Reference/File/IsAbsolutePath.htm deleted file mode 100644 index b1ce788f..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/File/IsAbsolutePath.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -IsAbsolutePath - AGK Help - - - - - - -

IsAbsolutePath

Description

Returns 1 if the given path is absolute, 0 if it is relative. This varies by platform, so a path beginning "C:/" is consider absolute on Windows but not on Linux, whilst a path beginning with a forward slash is considered absolute on Linux but not on Windows. The path may begin with the prefix "raw:" or not, both are accepted.

Definition

integer IsAbsolutePath( szPath )

Parameters

  • szPath - The path to check


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/File/JoinPaths.htm b/AGK/AGK Help Generator/AGK Txt/Reference/File/JoinPaths.htm deleted file mode 100644 index dbf7205f..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/File/JoinPaths.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -JoinPaths - AGK Help - - - - - - -

JoinPaths

Description

Joins two paths together and simplifies them, for example joining a path with ../ will remove the last folder from the path. A forward slash will be added between them if necessary, if the first path ends in a forward slash and the second path starts with a forward slash then one will be removed to make a valid path. Any back slashes will be converted to forward slashes. The first path can be relative or absolute, the second path must be relative. This will not be checked.

Definition

string JoinPaths( szPath, szPath2 )

Parameters

  • szPath - The first part of the path
  • szPath2 - The second part of the path


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/File/MakeFolder.htm b/AGK/AGK Help Generator/AGK Txt/Reference/File/MakeFolder.htm deleted file mode 100644 index 4cdb6034..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/File/MakeFolder.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -MakeFolder - AGK Help - - - - - - -

MakeFolder

Description

Creates a folder at the current path. By default this is determined by the command SetFolder. You can also use a filename beginning with "raw:" to create a folder anywhere on the file system, for example MakeFolder("raw:C:\Temp\MyFolder")

Definition

integer MakeFolder( szName )

Parameters

  • szName - The name of the folder create.


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/File/OpenRawFolder.htm b/AGK/AGK Help Generator/AGK Txt/Reference/File/OpenRawFolder.htm deleted file mode 100644 index da2235d2..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/File/OpenRawFolder.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -OpenRawFolder - AGK Help - - - - - - -

OpenRawFolder

Description

Opens a folder any where on the file system and reads the list of files and folders it contains. This is done immediately so any changes that occur to the folder after this command will not be noticed, you would need to call this command again to get the updated contents. The file path must be absolute for the current device, i.e. it must begin with a drive letter and colon on Windows, and a forward slash on all other platforms. The path must exist and be accessible to the current app or this command will generate an error. The path may begin with the text "raw:" or not, both forms are accepted. This command will return an ID that you can use to access the file list that was found, it will remain accessible until you close it with CloseRawFolder. Multiple folders can be open at the same time, they will each be given a different ID.

Definition

integer OpenRawFolder( szPath )

Parameters

  • szPath - The path to the folder to open


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/File/OpenToRead.htm b/AGK/AGK Help Generator/AGK Txt/Reference/File/OpenToRead.htm deleted file mode 100644 index 7eb0d054..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/File/OpenToRead.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -OpenToRead - AGK Help - - - - - - -

OpenToRead

Description

Opens a file stored on the local filesystem for reading into the specified ID. All platforms are restricted to a single folder for reading and writing so file paths must be relative, not absolute. This command will check the special write folder first, and if it cannot locate the file it will check the media folder, so you may load images, sounds, and other bundled media files using this command.

To read a file outside the normal read or write folders you can use "raw:" followed by an absolute path for the current platform, for example "raw:C:\MyFolder\MyFile.txt" on Windows or "raw:/sdcard/Documents/MyFile.txt" on Android.

On Raspberry Pi you can use this command to open a GPIO pin for reading by using the filename "gpio:" followed by the GPIO pin number, for example OpenToRead(1, "gpio:4"), this is case sensitive. You can then use ReadByte to read from the pin and CloseFile to close the pin.

Definition

OpenToRead( ID, szFile )

integer OpenToRead( szFile )

Parameters

  • ID - The ID to use for referencing this file later.
  • szFile - The filename to open for reading.


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/File/OpenToWrite.htm b/AGK/AGK Help Generator/AGK Txt/Reference/File/OpenToWrite.htm deleted file mode 100644 index 2f36d110..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/File/OpenToWrite.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -OpenToWrite - AGK Help - - - - - - -

OpenToWrite

Description

Opens a file stored on the local filesystem for writing into the specified ID. All platforms are restricted to a single folder for writing so file paths must be relative, not absolute. This write folder is not the same folder as the application itself, so images, sounds, and the application itself cannot be overwritten. Files written to this folder can be read using OpenToRead. If the file does not exist it will be created, if the file does exist it will be overwritten if append is 0. or appended to if append is 1. If a directory is given in the filename and does not exist it will be created.

To write a file outside the normal write folder you can use "raw:" followed by an absolute path for the current platform, for example "raw:C:\MyFolder\MyFile.txt" on Windows or "raw:/sdcard/Documents/MyFile.txt" on Android. If any folders in your chosen path do not exist they will be created.

On Raspberry Pi you can use this command to open a GPIO pin for writing by using the filename "gpio:" followed by the GPIO pin number, for example OpenToWrite(1, "gpio:4"), this is case sensitive. You can then use WriteByte to write 0 or 1 to the pin and CloseFile to close the pin.

Definition

OpenToWrite( ID, szFile )

integer OpenToWrite( szFile, append )

integer OpenToWrite( szFile )

OpenToWrite( ID, szFile, append )

Parameters

  • ID - The ID to use to reference this file later.
  • szFile - The filename to open for writing.
  • append - Set to 1 to append to the file, 0 to overwrite all data (optional, default 0).


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/File/ReadByte.htm b/AGK/AGK Help Generator/AGK Txt/Reference/File/ReadByte.htm deleted file mode 100644 index 406c6ea6..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/File/ReadByte.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -ReadByte - AGK Help - - - - - - -

ReadByte

Description

Reads a 1 byte unsigned integer (0-255) from the given file, which must have been opened for reading.

Definition

integer ReadByte( iFileID )

Parameters

  • iFileID - The ID of the file to read.


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/File/ReadFloat.htm b/AGK/AGK Help Generator/AGK Txt/Reference/File/ReadFloat.htm deleted file mode 100644 index 45344650..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/File/ReadFloat.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -ReadFloat - AGK Help - - - - - - -

ReadFloat

Description

Reads a 4 byte float from the given file, which must have been opened for reading.

Definition

float ReadFloat( iFileID )

Parameters

  • iFileID - The ID of the file to read.


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/File/ReadInteger.htm b/AGK/AGK Help Generator/AGK Txt/Reference/File/ReadInteger.htm deleted file mode 100644 index 0ef99fe7..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/File/ReadInteger.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -ReadInteger - AGK Help - - - - - - -

ReadInteger

Description

Reads a 4 byte integer from the given file, which must have been opened for reading.

Definition

integer ReadInteger( iFileID )

Parameters

  • iFileID - The ID of the file to read.


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/File/ReadLine.htm b/AGK/AGK Help Generator/AGK Txt/Reference/File/ReadLine.htm deleted file mode 100644 index 81c1ec1d..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/File/ReadLine.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -ReadLine - AGK Help - - - - - - -

ReadLine

Description

Reads a new line terminated string from the given file, which must have been opened for reading. If you use this command in tier 2 you must delete the returned string with agk::DeleteString when you are finished with it.

Definition

string ReadLine( iFileID )

Parameters

  • iFileID - The ID of the file to read.


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/File/ReadString.htm b/AGK/AGK Help Generator/AGK Txt/Reference/File/ReadString.htm deleted file mode 100644 index 429f5d60..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/File/ReadString.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -ReadString - AGK Help - - - - - - -

ReadString

Description

Reads a null terminated string from the given file, which must have been opened for reading. Note that this can only read strings in binary form such as those written using WriteString, if you are trying to read strings separated by new lines then use ReadLine instead. If you use this command in tier 2 you must delete the returned string with agk::DeleteString when you are finished with it.

Definition

string ReadString( iFileID )

Parameters

  • iFileID - The ID of the file to read.


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/File/ReadString2.htm b/AGK/AGK Help Generator/AGK Txt/Reference/File/ReadString2.htm deleted file mode 100644 index 14bcb1a7..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/File/ReadString2.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -ReadString2 - AGK Help - - - - - - -

ReadString2

Description

Reads a string from the given file, which must have been opened for reading. Note that this can only read strings in binary form such as those written using WriteString2, if you are trying to read strings separated by new lines then use ReadLine instead. If you use this command in tier 2 you must delete the returned string with agk::DeleteString when you are finished with it. This uses a different method from ReadString that is slightly faster but this command can only read strings written with WriteString2

Definition

string ReadString2( iFileID )

Parameters

  • iFileID - The ID of the file to read.


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/File/SetCurrentDir.htm b/AGK/AGK Help Generator/AGK Txt/Reference/File/SetCurrentDir.htm deleted file mode 100644 index 05c29ddb..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/File/SetCurrentDir.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetCurrentDir - AGK Help - - - - - - -

SetCurrentDir

Description

This command is deprecated and has been replaced with SetFolder.

Definition

integer SetCurrentDir( szPath )

Parameters

  • szPath - The directory to use as the new current directory.


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/File/SetFilePos.htm b/AGK/AGK Help Generator/AGK Txt/Reference/File/SetFilePos.htm deleted file mode 100644 index 8765b567..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/File/SetFilePos.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetFilePos - AGK Help - - - - - - -

SetFilePos

Description

Sets the current read position in the file

Definition

SetFilePos( iFileID, pos )

Parameters

  • iFileID - The ID of the file to check.
  • pos - The new position to continue reading from


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/File/SetFolder.htm b/AGK/AGK Help Generator/AGK Txt/Reference/File/SetFolder.htm deleted file mode 100644 index a808a477..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/File/SetFolder.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetFolder - AGK Help - - - - - - -

SetFolder

Description

In normal use only two folders are accessible to your AGK app; the read folder and the write folder. The read folder is the location of your executable and includes the media folder. The write folder (which also has read permission), is located in a platform safe location and is different depending on the device. On Windows, for example, the default write location is C:\Users\username\AppData\AGKApps\appName (By default this is a hidden folder on Windows and you may have to show hidden files to see it). These are your root folders. Any files created/written using OpenToWrite will be saved into the write folder.

For simplicity, AGK merges these two read and write folders into a single command set. What this means is that when you attempt to open or load a file, AGK will first look in the write folder before looking in the read folder.

When using SetFolder, its behavior is what you'd expect from the CD command in the Windows or Linux console; It works from the current directory. For instance, if the current read folder is C:\games\myApp\ then SetFolder("images") will put you in C:\games\myApp\images. Calling the command a second time with SetFolder("backgrounds") will place you at C:\games\myApp\images\backgrounds\.

There are two ways to return to the base path. The first is to call SetFolder("") using an empty string. The other is to precede your path with a forward slash, SetFolder("/stuff"). This also applies to loading your files with other commands as well. Assume you're still located in the images\backgrounds folders and you want to load bk.png located in the base of the read folder. You can simply say LoadImage("/bk.png") which will load C:\games\myApp\bk.png.

Setting the path to a folder that does not exist and using OpenToWrite will create that folder in the write path. SetFolder does not check that the folder exists, it just sets an internal path that will be used in the next file command. By default, AGK calls SetFolder("media") as the first thing it does.

This command returns 1 on success or 0 if you use an invalid path such as SetFolder("C:\").

Note: It is important to remember when setting paths to always use forward slashes instead of backslash. AGK will convert them into the appropriate file separator for the given platform.

If you want to access files outside of the read and write folders you can use the normal file commands such as OpenToRead with a "raw:" file path, see that command for more details. To access folders outside the read and write folders you can use the OpenRawFolder commands.

Definition

integer SetFolder( str )

Parameters

  • str - The path of the folder to set


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/File/SetRawWritePath.htm b/AGK/AGK Help Generator/AGK Txt/Reference/File/SetRawWritePath.htm deleted file mode 100644 index de67f3cf..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/File/SetRawWritePath.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetRawWritePath - AGK Help - - - - - - -

SetRawWritePath

Description

This command is now deprecated. The preferred method of accessing files outside of the usual write folder is to use the OpenRawFolder commands and "raw:" file paths.

Definition

SetRawWritePath( str )



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/File/SimplifyPath.htm b/AGK/AGK Help Generator/AGK Txt/Reference/File/SimplifyPath.htm deleted file mode 100644 index 7051ec66..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/File/SimplifyPath.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SimplifyPath - AGK Help - - - - - - -

SimplifyPath

Description

Removes any occurrences of ../ or ..\ and shortens the path appropriately by removing folders. Also replaces all back slashes with forward slashes, as forward slashes will work on any platform. This works with both relative and absolute paths, if the path is absolute then all occurrences of ../ will be removed even if there are too many. If the path is relative then any occurrences of ../ that start the path will not be removed. For example the relative path "../../MyFile.txt" cannot be simplified further, whereas "C:/../../MyFile.txt" will be converted to "C:/MyFile.txt". The path may begin with the prefix "raw:" or not, both are accepted. If you are using this function in Tier 2 then you must delete the returned string with agk::DeleteString() when you are done with it.

Definition

string SimplifyPath( szPath )

Parameters

  • szPath - The path to simplify


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/File/WriteByte.htm b/AGK/AGK Help Generator/AGK Txt/Reference/File/WriteByte.htm deleted file mode 100644 index ac3c880c..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/File/WriteByte.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -WriteByte - AGK Help - - - - - - -

WriteByte

Description

Writes a 1 byte unsigned integer (0-255) to the given file, which must have been opened for writing. Note that this command is not meant for human readable files and should only be used for files that will later be read with ReadByte. To create human readable files use WriteLine

Definition

WriteByte( iFileID, b )

Parameters

  • iFileID - The ID of the file to modify.
  • b - The byte to write.


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/File/WriteFloat.htm b/AGK/AGK Help Generator/AGK Txt/Reference/File/WriteFloat.htm deleted file mode 100644 index d6d9c487..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/File/WriteFloat.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -WriteFloat - AGK Help - - - - - - -

WriteFloat

Description

Writes a 4 byte float to the given file, which must have been opened for writing. Note that this command is not meant for human readable files and should only be used for files that will later be read with ReadFloat. To create human readable files use WriteLine

Definition

WriteFloat( iFileID, f )

Parameters

  • iFileID - The ID of the file to modify.
  • f - The float to write.


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/File/WriteInteger.htm b/AGK/AGK Help Generator/AGK Txt/Reference/File/WriteInteger.htm deleted file mode 100644 index 740cb663..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/File/WriteInteger.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -WriteInteger - AGK Help - - - - - - -

WriteInteger

Description

Writes a 4 byte integer to the given file, which must have been opened for writing. Note that this command is not meant for human readable files and should only be used for files that will later be read with ReadInteger. To create human readable files use WriteLine

Definition

WriteInteger( iFileID, i )

Parameters

  • iFileID - The ID of the file to modify.
  • i - The integer to write.


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/File/WriteLine.htm b/AGK/AGK Help Generator/AGK Txt/Reference/File/WriteLine.htm deleted file mode 100644 index e7a961f6..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/File/WriteLine.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -WriteLine - AGK Help - - - - - - -

WriteLine

Description

Writes a CR(\n) terminated string to the given file, which must have been opened for writing.

Definition

WriteLine( iFileID, str )

Parameters

  • iFileID - The ID of the file to modify.
  • str - The string to write.


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/File/WriteString.htm b/AGK/AGK Help Generator/AGK Txt/Reference/File/WriteString.htm deleted file mode 100644 index 8c4947b6..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/File/WriteString.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -WriteString - AGK Help - - - - - - -

WriteString

Description

Writes a null terminated string to the given file, which must have been opened for writing. Note that this command is not meant for human readable files and should only be used for files that will later be read with ReadString. To create human readable files use WriteLine

Definition

WriteString( iFileID, str )

Parameters

  • iFileID - The ID of the file to modify.
  • str - The string to write.


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/File/WriteString2.htm b/AGK/AGK Help Generator/AGK Txt/Reference/File/WriteString2.htm deleted file mode 100644 index f295d68c..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/File/WriteString2.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -WriteString2 - AGK Help - - - - - - -

WriteString2

Description

Writes a string to the given file, which must have been opened for writing. Note that this command is not meant for human readable files and should only be used for files that will later be read with ReadString2. To create human readable files use WriteLine This uses a different method from WriteString that will be faster for AGK to read later, but it is not compatible with ReadString, you must use ReadString2 to read strings written with WriteString2

Definition

WriteString2( iFileID, str )

Parameters

  • iFileID - The ID of the file to modify.
  • str - The string to write.


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Font.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Font.htm deleted file mode 100644 index 89f11e3f..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Font.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -Font - AGK Help - - - - - - -
\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Font/DeleteFont.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Font/DeleteFont.htm deleted file mode 100644 index 0fb54118..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Font/DeleteFont.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -DeleteFont - AGK Help - - - - - - -

DeleteFont

Description

Deletes the font at the given ID. The font must not currently be in use by any text objects.

Definition

DeleteFont( iFontID )

Parameters

  • iFontID - The ID of the font to delete.


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Font/GetFontExists.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Font/GetFontExists.htm deleted file mode 100644 index 7b523f0d..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Font/GetFontExists.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetFontExists - AGK Help - - - - - - -

GetFontExists

Description

Returns 1 if a font has been loaded successfully at the given ID.

Definition

integer GetFontExists( iFontID )

Parameters

  • iFontID - The ID of the font to check.


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Font/GetSystemFontExists.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Font/GetSystemFontExists.htm deleted file mode 100644 index 759bb59b..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Font/GetSystemFontExists.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetSystemFontExists - AGK Help - - - - - - -

GetSystemFontExists

Description

Returns 1 if the system contains a font with the given name, 0 otherwise. If 1 is returned then passing the same filename to LoadFont will succeed. On iOS this will always return 0 as the system font files are not accessible, however AGK comes with a built in font you can use by using font ID 0 with text objects.

Definition

integer GetSystemFontExists( szFontFile )

Parameters

  • szFontFile - The name of the font to check


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Font/LoadFont.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Font/LoadFont.htm deleted file mode 100644 index 4258bb1f..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Font/LoadFont.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -LoadFont - AGK Help - - - - - - -

LoadFont

Description

Loads a font file into AGK, typically in the TrueType format, but anything supported by FreeType should work. The szFontFile parameter can either be a font file located in your media folder or the name of a system font, this command will check your media folder first before checking for system fonts. If loading a system font then the file extension is optional, for example "Arial.ttf" and "Arial" would both load the system font "Arial" if it exists. When loading a system font the filename must not have any folder paths in the filename, i.e. no forward or backward slashes.
To improve performance you should only load a font once. For example if you wanted to use the "Arial" font in multiple places then you should load it into an ID then use that ID for all uses, rather than loading multiple copies of the Arial font file into separate IDs.

Definition

LoadFont( iFontID, szFontFile )

integer LoadFont( szFontFile )

Parameters

  • iFontID - The ID to use to reference this font in future
  • szFontFile - The filename of the font to load


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/HTTP.htm b/AGK/AGK Help Generator/AGK Txt/Reference/HTTP.htm deleted file mode 100644 index 4d7eca1a..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/HTTP.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -HTTP - AGK Help - - - - - - -
\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/HTTP/AddHTTPHeader.htm b/AGK/AGK Help Generator/AGK Txt/Reference/HTTP/AddHTTPHeader.htm deleted file mode 100644 index 0c920789..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/HTTP/AddHTTPHeader.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -AddHTTPHeader - AGK Help - - - - - - -

AddHTTPHeader

Description

Adds the specified header to all future requests. If the header already exists then its value will be overwritten by the new value. If the header is a standard header that is normally present then its value will be overwritten by the value you give. If the header is a standard header that is normally present and the value you give is the empty string then the standard header will be removed. Do not add the colon to either field, it will be added automatically between them. Note that this command does not work in the HTML5 version.

Definition

AddHTTPHeader( iHTTP, headerName, headerValue )

Parameters

  • iHTTP - The ID of the connection to change.
  • headerName - The name of the header to set, e.g. "Content-Type"
  • headerValue - The new value for the header


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/HTTP/CloseHTTPConnection.htm b/AGK/AGK Help Generator/AGK Txt/Reference/HTTP/CloseHTTPConnection.htm deleted file mode 100644 index b5196064..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/HTTP/CloseHTTPConnection.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -CloseHTTPConnection - AGK Help - - - - - - -

CloseHTTPConnection

Description

Closes the connection to the server, further connections can be created if you call SetHTTPHost again.

Definition

CloseHTTPConnection( iHTTP )

Parameters

  • iHTTP - The ID of the connection to close.


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/HTTP/CreateHTTPConnection.htm b/AGK/AGK Help Generator/AGK Txt/Reference/HTTP/CreateHTTPConnection.htm deleted file mode 100644 index 094de421..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/HTTP/CreateHTTPConnection.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -CreateHTTPConnection - AGK Help - - - - - - -

CreateHTTPConnection

Description

Creates an HTTP connection ready for use later. Returns the ID used to reference it later.

Definition

integer CreateHTTPConnection()



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/HTTP/DeleteHTTPConnection.htm b/AGK/AGK Help Generator/AGK Txt/Reference/HTTP/DeleteHTTPConnection.htm deleted file mode 100644 index 2fe30151..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/HTTP/DeleteHTTPConnection.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -DeleteHTTPConnection - AGK Help - - - - - - -

DeleteHTTPConnection

Description

Deletes a previously created HTTP connection.

Definition

DeleteHTTPConnection( iHTTP )

Parameters

  • iHTTP - The ID of the connection to delete.


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/HTTP/GetHTTPFile.htm b/AGK/AGK Help Generator/AGK Txt/Reference/HTTP/GetHTTPFile.htm deleted file mode 100644 index 18488549..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/HTTP/GetHTTPFile.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetHTTPFile - AGK Help - - - - - - -

GetHTTPFile

Description

Downloads an HTTP file from the server specified in SetHTTPHost and saves it to the location specified. Also allows you to send POST data to the server which can include variables or file data, e.g. "myvar=5&var2=test". This command returns immediately and continues the file download in the background. You can check on the progress of the download with GetHTTPFileProgress and GetHTTPFileComplete. The file will then be at the location you specified ready for use with AGK.

Definition

integer GetHTTPFile( iHTTP, szServerFile, szLocalFile, szPostData )

integer GetHTTPFile( iHTTP, szServerFile, szLocalFile )

Parameters

  • iHTTP - The ID of the connection to use.
  • szServerFile - The file to request from the server, include everything after the domain part of the URL.
  • szLocalFile - The location to save to file, this will be inside the write folder for the current device.
  • szPostData - The raw post data to send to the server, note that & and = are special characters that separate variables.


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/HTTP/GetHTTPFileComplete.htm b/AGK/AGK Help Generator/AGK Txt/Reference/HTTP/GetHTTPFileComplete.htm deleted file mode 100644 index dc8bc4b9..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/HTTP/GetHTTPFileComplete.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetHTTPFileComplete - AGK Help - - - - - - -

GetHTTPFileComplete

Description

Returns 1 if the file download previously started with GetHTTPFile has completed, 0 otherwise. Even if this returns 1 to say the download is finished it may have failed, check GetHTTPResponseReady for negative values before assuming the download was successful.

Definition

integer GetHTTPFileComplete( iHTTP )

Parameters

  • iHTTP - The ID of the connection to check.


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/HTTP/GetHTTPFileProgress.htm b/AGK/AGK Help Generator/AGK Txt/Reference/HTTP/GetHTTPFileProgress.htm deleted file mode 100644 index 57437941..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/HTTP/GetHTTPFileProgress.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetHTTPFileProgress - AGK Help - - - - - - -

GetHTTPFileProgress

Description

Returns the progress of the file download as a float value from 0 to 100. This should not be relied upon to work out when the download has finished and on some platforms may not produce an accurate representation of the download progress.

Use GetHTTPFileComplete or GetHTTPResponseReady to work out if the download has completed.

Definition

float GetHTTPFileProgress( iHTTP )

Parameters

  • iHTTP - The ID of the connection to check.


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/HTTP/GetHTTPResponse.htm b/AGK/AGK Help Generator/AGK Txt/Reference/HTTP/GetHTTPResponse.htm deleted file mode 100644 index 6c3243f4..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/HTTP/GetHTTPResponse.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetHTTPResponse - AGK Help - - - - - - -

GetHTTPResponse

Description

Returns the reply from the server from a previous sent SendHTTPRequestASync request. You must wait for GetHTTPResponseReady to return 1 before calling this command. In tier 2 you must delete the returned string with agk::DeleteString when you are done using it. Tier 2 has the additional command GetHTTPResponseReadyC which returns a const char that does not need deleting.

Definition

string GetHTTPResponse( iHTTP )

Parameters

  • iHTTP - The ID of the connection to check.


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/HTTP/GetHTTPResponseReady.htm b/AGK/AGK Help Generator/AGK Txt/Reference/HTTP/GetHTTPResponseReady.htm deleted file mode 100644 index 7c99cd97..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/HTTP/GetHTTPResponseReady.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetHTTPResponseReady - AGK Help - - - - - - -

GetHTTPResponseReady

Description

Returns 1 if the request previously sent with SendHTTPRequestASync has completed. You can get the response with GetHTTPResponse. Returns 0 if the request is still in progress, or -1 if the request failed.

Definition

integer GetHTTPResponseReady( iHTTP )

Parameters

  • iHTTP - The ID of the connection to check.


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/HTTP/GetHTTPStatusCode.htm b/AGK/AGK Help Generator/AGK Txt/Reference/HTTP/GetHTTPStatusCode.htm deleted file mode 100644 index 13e3879e..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/HTTP/GetHTTPStatusCode.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetHTTPStatusCode - AGK Help - - - - - - -

GetHTTPStatusCode

Description

Returns the status code that was returned from the server in the response. You must wait for GetHTTPResponseReady to return a non-zero value before checking this command, otherwise it will return 0. Usually the status code is equal to 200 when the request was successful

Definition

integer GetHTTPStatusCode( iHTTP )

Parameters

  • iHTTP - The ID of the connection to check.


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/HTTP/GetInternetState.htm b/AGK/AGK Help Generator/AGK Txt/Reference/HTTP/GetInternetState.htm deleted file mode 100644 index 4bba8271..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/HTTP/GetInternetState.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetInternetState - AGK Help - - - - - - -

GetInternetState

Description

Returns 1 if the device is connected to the internet, 0 if not.

Definition

integer GetInternetState()



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/HTTP/HTTPDecode.htm b/AGK/AGK Help Generator/AGK Txt/Reference/HTTP/HTTPDecode.htm deleted file mode 100644 index 4bd104cc..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/HTTP/HTTPDecode.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -HTTPDecode - AGK Help - - - - - - -

HTTPDecode

Description

Decodes a URL encoded string. It can decode all alphanumeric characters and most non-alphanumeric characters.

Definition

string HTTPDecode( str )

Parameters

  • str - The string to decode


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/HTTP/HTTPEncode.htm b/AGK/AGK Help Generator/AGK Txt/Reference/HTTP/HTTPEncode.htm deleted file mode 100644 index b42ad55c..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/HTTP/HTTPEncode.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -HTTPEncode - AGK Help - - - - - - -

HTTPEncode

Description

Encodes a string so that it can be sent to a server via HTTP without interfering with the HTTP request. For example if you wanted to send a POST variable that contained the characters & or = these would look like additional variables inside the string you want to send. Using HTTPEncode on this string would turn these characters into POST safe values which are then automatically converted back to their original characters once they reach something like a PHP script. This uses standard URL encoding for non-alphanumeric characters leaving alphanumeric characters alone.

Definition

string HTTPEncode( str )

Parameters

  • str - The string to encode


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/HTTP/OpenBrowser.htm b/AGK/AGK Help Generator/AGK Txt/Reference/HTTP/OpenBrowser.htm deleted file mode 100644 index b08743a4..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/HTTP/OpenBrowser.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -OpenBrowser - AGK Help - - - - - - -

OpenBrowser

Description

Opens the default browser of the current platform and points it to the page given.

Definition

OpenBrowser( url )

Parameters

  • url - THe url to open


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/HTTP/RemoveHTTPHeader.htm b/AGK/AGK Help Generator/AGK Txt/Reference/HTTP/RemoveHTTPHeader.htm deleted file mode 100644 index 6857dbad..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/HTTP/RemoveHTTPHeader.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -RemoveHTTPHeader - AGK Help - - - - - - -

RemoveHTTPHeader

Description

Removes a header that you have previously added, if you have not used AddHTTPHeader to add a header with the given name then this command does nothing. If the header name is a standard header that is normally included then this command does not remove it, use AddHTTPHeader with an empty string instead to overwrite it. If the header name is a standard header that you have overwritten then this command returns it to its normal value. Note that this command does not work in the HTML5 version.

Definition

RemoveHTTPHeader( iHTTP, headerName )

Parameters

  • iHTTP - The ID of the connection to change.
  • headerName - The name of the header to remove


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/HTTP/SendHTTPFile.htm b/AGK/AGK Help Generator/AGK Txt/Reference/HTTP/SendHTTPFile.htm deleted file mode 100644 index 20c9d6ec..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/HTTP/SendHTTPFile.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SendHTTPFile - AGK Help - - - - - - -

SendHTTPFile

Description

Send a file to the server specified in SetHTTPHost, for example if requesting http: www.thegamecreators.com/index.php szServerFile should be "index.php". Also allows you to send POST data to the server which can include variables or file data, e.g. "myvar=5&var2=test". This command returns immediately and waits for the server to reply in the background. You can check the status of the reply with GetHTTPResponseReady and when it is ready retrieve the response with GetHTTPResponse. You can check the progress of the upload with GetHTTPFileProgress.

Does not work when exported to HTML5

Definition

integer SendHTTPFile( iHTTP, szServerFile, szPostData, szLocalFile )

Parameters

  • iHTTP - The ID of the connection to use.
  • szServerFile - The file to request from the server, include everything after the domain part of the URL.
  • szPostData - The raw post data to send to the server, note that & and = are special characters that separate variables.
  • szLocalFile - The filename of the file you want to send to the server.


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/HTTP/SendHTTPRequest.htm b/AGK/AGK Help Generator/AGK Txt/Reference/HTTP/SendHTTPRequest.htm deleted file mode 100644 index 415fc4b5..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/HTTP/SendHTTPRequest.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SendHTTPRequest - AGK Help - - - - - - -

SendHTTPRequest

Description

Send a request to the server specified in SetHTTPHost(), for example if requesting http: www.thegamecreators.com/index.php szServerFile should be "index.php".

This command waits for the server to respond and returns the server reply. If using tier 2 you must delete this reply when finished with it.

Does not work when exported to HTML5

Definition

string SendHTTPRequest( iHTTP, szServerFile )

string SendHTTPRequest( iHTTP, szServerFile, szPostData )

Parameters

  • iHTTP - The ID of the connection to use.
  • szServerFile - The file to request from the server, include everything after the domain part of the URL.
  • szPostData - The raw post data to send to the server, note that & and = are special characters that separate variables.


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/HTTP/SendHTTPRequestASync.htm b/AGK/AGK Help Generator/AGK Txt/Reference/HTTP/SendHTTPRequestASync.htm deleted file mode 100644 index f96fb654..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/HTTP/SendHTTPRequestASync.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SendHTTPRequestASync - AGK Help - - - - - - -

SendHTTPRequestASync

Description

Send a request to the server specified in SetHTTPHost, for example if requesting http: www.thegamecreators.com/index.php szServerFile should be "index.php".

This command returns immediately and waits for the server to reply in the background. You can check the status of the reply with GetHTTPResponseReady and when it is ready retrieve the response with GetHTTPResponse.

Definition

integer SendHTTPRequestASync( iHTTP, szServerFile )

integer SendHTTPRequestASync( iHTTP, szServerFile, szPostData )

Parameters

  • iHTTP - The ID of the connection to use.
  • szServerFile - The file to request from the server, include everything after the domain part of the URL.
  • szPostData - The raw post data to send to the server, note that & and = are special characters that separate variables.


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/HTTP/SetHTTPHost.htm b/AGK/AGK Help Generator/AGK Txt/Reference/HTTP/SetHTTPHost.htm deleted file mode 100644 index fab5bb5a..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/HTTP/SetHTTPHost.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetHTTPHost - AGK Help - - - - - - -

SetHTTPHost

Description

Sets the domain of the host you want to connect to, for example to access www.thegamecreators.com/index.php you would use a host value of www.thegamecreators.com, do not include the http: that usually goes before it. Note that trying to use a specific port with www.thegamecreators.com:8080 may be ignored on some platforms and port 80 will be used in these cases.

When exporting to HTML5 note that web browsers limit which servers you can connect to. By default you are limited to files hosted by the same server as your app. However if the server sends an Access-Control-Allow-Origin header in its response that allows your app's server, then the browser will let you connect to it.

Definition

integer SetHTTPHost( iHTTP, szHost, iSecure )

integer SetHTTPHost( iHTTP, szHost, iSecure, szUser, szPass )

Parameters

  • iHTTP - The ID of the connection to set.
  • szHost - The domain to connect to.
  • iSecure - Set to 1 to use an HTTPS secure connection, 0 to use a standard HTTP connection.
  • szUser - The username to send to the server.
  • szPass - The password to send to the server.


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/HTTP/SetHTTPTimeout.htm b/AGK/AGK Help Generator/AGK Txt/Reference/HTTP/SetHTTPTimeout.htm deleted file mode 100644 index c10692e3..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/HTTP/SetHTTPTimeout.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetHTTPTimeout - AGK Help - - - - - - -

SetHTTPTimeout

Description

Sets the time in milliseconds that AGK will wait for a connection to be made before giving up.

Definition

SetHTTPTimeout( iHTTP, milliseconds )

Parameters

  • iHTTP - The ID of the connection to set.
  • milliseconds - The time in milliseconds to wait.


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/HTTP/SetHTTPVerifyCertificate.htm b/AGK/AGK Help Generator/AGK Txt/Reference/HTTP/SetHTTPVerifyCertificate.htm deleted file mode 100644 index 7162e779..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/HTTP/SetHTTPVerifyCertificate.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetHTTPVerifyCertificate - AGK Help - - - - - - -

SetHTTPVerifyCertificate

Description

Sets whether the device should verify the SSL certificate when making a secure connection. If the server you are connecting to is using a self signed certificate you will need to set this to 0 or the connection will fail. In all other cases you must leave this at 1 to ensure a secure connection to the server. Turning off verification will turn off protection against man in the middle attacks on SSL connections.

Definition

SetHTTPVerifyCertificate( iHTTP, mode )

Parameters

  • iHTTP - The ID of the connection to set.
  • mode - 1 to verify, 0 to not verify.


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Image.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Image.htm deleted file mode 100644 index 92fc2408..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Image.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -Image - AGK Help - - - - - - -
\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Image/CopyImage.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Image/CopyImage.htm deleted file mode 100644 index 721e6ec7..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Image/CopyImage.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -CopyImage - AGK Help - - - - - - -

CopyImage

Description

Copies a portion of the given image into a new image. The x, y, width, height values are in pixels and represent the portion of the image you would like to copy into a new image. The new image with have the same size as the width and height values given. If an image already exists with the new ID given it must be deleted before calling this command. This is a slow command and should not be called every frame.

Definition

CopyImage( newImage, fromImage, x, y, width, height )

integer CopyImage( fromImage, x, y, width, height )

Parameters

  • newImage - The ID of the new image to create, this image must not exist
  • fromImage - The ID of the image to copy
  • x - The x coordinate of the top left corner of the box to copy
  • y - The y coordinate of the top left corner of the box to copy
  • width - The width of the box to copy
  • height - The height of the box to copy


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Image/CreateImageColor.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Image/CreateImageColor.htm deleted file mode 100644 index 8f63e8a7..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Image/CreateImageColor.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -CreateImageColor - AGK Help - - - - - - -

CreateImageColor

Description

Creates a 1x1 pixel image of a specified color. This can be used to texture any object or sprite with a solid color.

Definition

CreateImageColor( imageID, red, green, blue, alpha )

integer CreateImageColor( red, green, blue, alpha )

Parameters

  • imageID - The image ID to use for this image.
  • red - The red component of the image (0 to 255)
  • green - The green component of the image (0 to 255)
  • blue - The blue component of the image (0 to 255)
  • alpha - The alpha component of the image (0 to 255), 0 is completely transparent


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Image/CreateRenderImage.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Image/CreateRenderImage.htm deleted file mode 100644 index f7150472..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Image/CreateRenderImage.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -CreateRenderImage - AGK Help - - - - - - -

CreateRenderImage

Description

Creates a blank image suitable for rendering and returns an ID to reference it. This can be used with SetRenderToImage to draw things to images. You can create RGBA images for normal rendering or depth images for capturing the depth buffer on devices that support it. You can also choose to use mipmapping on this image or not, this overrides the global SetGenerateMipmaps() command for this image only, this is because mipmaps on rendered images can be a performance hit so it should not be used unless necessary. Mipmaps should only be necessary if you intend to use this image to texture objects in your scene, if you are only using this image for full screen shaders you should not use mipmapping on it.

Definition

integer CreateRenderImage( width, height, format, mipmap )

CreateRenderImage( imageID, width, height, format, mipmap )

Parameters

  • width - The width of the image to create
  • height - The height of the image to create
  • format - 0=RGBA (32bit), 1=Depth
  • mipmap - 1 to use mipmapping on this image, 0 to turn it off
  • imageID - The image ID to use for this image


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Image/DecodeQRCode.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Image/DecodeQRCode.htm deleted file mode 100644 index 0209cf7a..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Image/DecodeQRCode.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -DecodeQRCode - AGK Help - - - - - - -

DecodeQRCode

Description

Attempts to decode a QR code and return the string encoded within it. Returns an empty string if it could not find a QR code in the image or failed to decode it. Multiple QR codes in the image are likely to cause the decode to fail.

Definition

string DecodeQRCode( image )

Parameters

  • image - The ID of the image to decode, can be an image captured from the camera


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Image/DeleteAllImages.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Image/DeleteAllImages.htm deleted file mode 100644 index 45b81e40..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Image/DeleteAllImages.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -DeleteAllImages - AGK Help - - - - - - -

DeleteAllImages

Description

Deletes all images loaded by LoadImage or LoadSubImage. This also resets the auto image ID to 10000.

Definition

DeleteAllImages()



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Image/DeleteImage.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Image/DeleteImage.htm deleted file mode 100644 index d6f8b1e8..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Image/DeleteImage.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -DeleteImage - AGK Help - - - - - - -

DeleteImage

Description

Delete an image from the global store using its ID.

Definition

DeleteImage( iImageIndex )

Parameters

  • iImageIndex - The ID of the image to delete


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Image/EncodeQRCode.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Image/EncodeQRCode.htm deleted file mode 100644 index 02d52c76..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Image/EncodeQRCode.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -EncodeQRCode - AGK Help - - - - - - -

EncodeQRCode

Description

Encodes the given text into a QR code and returns a new image ID containing that code. You can select the amount of error correction included in the code to allow part of the QR code to become damaged but still be readable. The higher the error correction mode the more likely it is that a damaged or obscured QR code will be read correctly, but higher error correction modes may produce a larger QR code.

Level 0 still provides a minimal level of error correction rather than none.

Definition

integer EncodeQRCode( text, errormode )

Parameters

  • text - The text to encode.
  • errormode - The level of error correction to include in the code from 0 (lowest) to 3 (highest)


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Image/GetCapturedImage.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Image/GetCapturedImage.htm deleted file mode 100644 index 6148cabd..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Image/GetCapturedImage.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetCapturedImage - AGK Help - - - - - - -

GetCapturedImage

Description

This function has been deprecated, use SetDeviceCameraToImage instead.

Returns the ID of a newly captured image created using ShowImageCaptureScreen. If this returns 0 then the user cancelled the process or you have not yet started it with ShowImageCaptureScreen. Once you have called this command to retrieve the image ID it will return 0 until ShowImageCaptureScreen is called again.

Definition

integer GetCapturedImage()



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Image/GetChosenImage.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Image/GetChosenImage.htm deleted file mode 100644 index b1d65400..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Image/GetChosenImage.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetChosenImage - AGK Help - - - - - - -

GetChosenImage

Description

Returns the ID of a newly chosen image picked using ShowChooseImageScreen. If this returns 0 then the user cancelled the process or you have not yet started it with ShowChooseImageScreen. Once you have called this command to retrieve the image ID it will return 0 until ShowChooseImageScreen is called again.

Definition

integer GetChosenImage()



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Image/GetDeviceCameraType.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Image/GetDeviceCameraType.htm deleted file mode 100644 index b156fc10..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Image/GetDeviceCameraType.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetDeviceCameraType - AGK Help - - - - - - -

GetDeviceCameraType

Description

Returns 1 if the given camera ID is a back facing camera, 2 if it is a front facing camera, or 0 if this is unknown.

Definition

integer GetDeviceCameraType( cameraID )

Parameters

  • cameraID - The ID of the device camera you want to check


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Image/GetImage.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Image/GetImage.htm deleted file mode 100644 index 4ebc00e6..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Image/GetImage.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetImage - AGK Help - - - - - - -

GetImage

Description

Before using this command consider using SetRenderToImage instead as it will be faster if you just want to draw some things to an image for use later as a texture.

GetImage grabs a portion of the backbuffer and creates a new image from it. The position and size values must be in screen coordinates. Returns the ID of the new image, this must be deleted when you are done with it. To use this command effectively you must know how AGK draws to the back buffer. When Sync is called AGK updates the positions of all objects with Update, then draws them all to the back buffer with Render, without clearing it, then displays the back buffer to the screen with Swap. It then clears the back buffer and returns to your code, so if you were to call GetImage immediately after Sync you would get a blank image filled with the current clear color. Therefore if you want to grab an image of the current scene fully drawn you must call Render then GetImage. The backbuffer will then be cleared automatically ready for the next rendering.

If you are using Update, Render, and Swap yourself instead of Sync, then call GetImage after Render, you will then need to call Render and Swap to draw to the screen.

This also allows you to do things such as drawing lines to the back buffer, getting an image of the result and then clearing it so it doesn't effect what is displayed to the screen.

Calling GetImage is a slow command and it is not recommended that it be called every frame. A better method would be to use SetRenderToImage to draw directly to the image on the GPU without transferring it back to the CPU.

Note that the image produced by this command is not guaranteed to have the same width and height as those given to the command, this is because the image is created from a portion of the screen which has a different size on different devices. For example, with a virtual resolution of 480x320, you would get an image of the full screen by calling this command with a width of 480 and a height of 320, but on an iPhone this would produce an image of 480x320 pixels, whilst on an iPad it would be around 1024x768 pixels. This should not effect how you use the image as applying it to a sprite and setting the sprite size to the same 480x320 will make the sprite fill the screen in both cases. It simply means that on the iPad you have a higher quality image to play with.

This also applies to the line drawing commands, drawing a line from 0,0 to 100,100 and then getting an image from 0,0 to 100,100 will produce a diagonal line image on all devices, but high resolution screen devices will produce an image of higher quality containing more pixels. Use GetImageWidth and GetImageHeight if you need to know the actual size of the image produced in pixels.

When drawing transparent sprites and using GetImage on them AGK has to undo the blending of the sprite with the background color to retrieve an image that can be used again in future transparent sprites.

Definition

GetImage( imageID, x, y, width, height )

integer GetImage( x, y, width, height )

Parameters

  • imageID - The image number that will contain the image captured
  • x - The x coordinate of the top left corner of the box to copy
  • y - The y coordinate of the top left corner of the box to copy
  • width - The width of the box to copy
  • height - The height of the box to copy


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Image/GetImageExists.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Image/GetImageExists.htm deleted file mode 100644 index 305fce83..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Image/GetImageExists.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetImageExists - AGK Help - - - - - - -

GetImageExists

Description

Returns 1 if the image exists, 0 if not.

Definition

integer GetImageExists( iImageIndex )

Parameters

  • iImageIndex - The ID of the image to check


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Image/GetImageFilename.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Image/GetImageFilename.htm deleted file mode 100644 index bf8df5b4..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Image/GetImageFilename.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetImageFilename - AGK Help - - - - - - -

GetImageFilename

Description

Returns the file name used to load this image. In tier 2 the returned string must be deleted when you are done with it.

Definition

string GetImageFilename( imageID )

Parameters

  • imageID - The ID of the image to check.


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Image/GetImageHeight.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Image/GetImageHeight.htm deleted file mode 100644 index 02b1c537..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Image/GetImageHeight.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetImageHeight - AGK Help - - - - - - -

GetImageHeight

Description

Returns the height of the image in pixels. Even though this command returns a float the value is guaranteed to be a whole number.

Definition

float GetImageHeight( iImageIndex )

Parameters

  • iImageIndex - The ID of the image to retrieve.


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Image/GetImageSizeFromFile.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Image/GetImageSizeFromFile.htm deleted file mode 100644 index 0adf542e..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Image/GetImageSizeFromFile.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetImageSizeFromFile - AGK Help - - - - - - -

GetImageSizeFromFile

Description

Opens the image file to extract the width and height values and then immediately closes the file. This is much faster than loading the entire image. This can be useful when using LoadImageResized to know how much to scale the image before loading it. Both the width and height will be returned in a single integer value, the top 16bits will be the width and the lower 16bits will be the height. You can extract these values in Tier 1 by doing
width = result >> 16
height = result && 0xFFFF

Definition

integer GetImageSizeFromFile( filename )

Parameters

  • filename - The filename of the image to check


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Image/GetImageWidth.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Image/GetImageWidth.htm deleted file mode 100644 index 77ae1035..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Image/GetImageWidth.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetImageWidth - AGK Help - - - - - - -

GetImageWidth

Description

Returns the width of the image in pixels. Even though this command returns a float the value is guaranteed to be a whole number.

Definition

float GetImageWidth( iImageIndex )

Parameters

  • iImageIndex - The ID of the image to retrieve.


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Image/GetNumDeviceCameras.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Image/GetNumDeviceCameras.htm deleted file mode 100644 index 0a26bb83..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Image/GetNumDeviceCameras.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetNumDeviceCameras - AGK Help - - - - - - -

GetNumDeviceCameras

Description

Returns the number of cameras available for SetDeviceCameraToImage. Currently oinly works on Android, iOS, and Windows

Definition

integer GetNumDeviceCameras()



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Image/IsCapturingImage.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Image/IsCapturingImage.htm deleted file mode 100644 index 34f17010..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Image/IsCapturingImage.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -IsCapturingImage - AGK Help - - - - - - -

IsCapturingImage

Description

This function has been deprecated, use SetDeviceCameraToImage instead.

Returns 1 if AGK is currently displaying a camera feed and waiting for the user to capture an image. When this returns 0 the user has either cancelled or captured an image, check GetCapturedImage to see what the result was.

Definition

integer IsCapturingImage()



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Image/IsChoosingImage.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Image/IsChoosingImage.htm deleted file mode 100644 index 73f422fe..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Image/IsChoosingImage.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -IsChoosingImage - AGK Help - - - - - - -

IsChoosingImage

Description

Returns 1 if AGK is currently displaying a choose image screen and waiting for the user to pick an image. When this returns 0 the user has either cancelled or chosen an image, check GetChosenImage to see what the result was.

Definition

integer IsChoosingImage()



\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Image/LoadImage.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Image/LoadImage.htm deleted file mode 100644 index 7f943730..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Image/LoadImage.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -LoadImage - AGK Help - - - - - - -

LoadImage

Description

Loads an image from a file into a specified image ID, can also be used to load an atlas texture that will be used by sub images. If loading an atlas texture a subimages.txt file must exist detailing all the images contained on it.

Image width and height must be between 1 and 2048 pixels, some devices may support larger sizes but this is not guaranteed. Images do not need to be a power of 2 in size (2,4,8,16,32,etc).

If you have lots of small images you could combine them into an atlas texture to improve performance.

Definition

LoadImage( ID, sImageFilename, bBlackToAlpha )

integer LoadImage( sImageFilename, bBlackToAlpha )

integer LoadImage( sImageFilename )

LoadImage( ID, sImageFilename )

Parameters

  • ID - The ID to use to reference this image later.
  • sImageFilename - The filename of the image to load.
  • bBlackToAlpha - Set to 1 to override the image's alpha channel to be transparent where there are black pixels and opaque otherwise (default 0)


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Image/LoadImageResized.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Image/LoadImageResized.htm deleted file mode 100644 index db7816d7..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Image/LoadImageResized.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -LoadImageResized - AGK Help - - - - - - -

LoadImageResized

Description

Loads an image, resizing it in the process. This allows you to have one high quality image and then resize it based on the device resolution at runtime, instead of having multiple levels of quality. Reducing the image size is preferred to increasing the image size as increasing the image size doesn't improve the quality, but both are supported. A value of 1.0 does not change the image size, a value less than 1 will make the image smaller, a value greater than 1 will make the image bigger. Scaling values must be greater than 0, but can be any fraction, i.e. a scale of 0.6742 would be valid. A scale of 0.5 would halve the image size, 2.0 would double to image size, and so on. The image can be resized differently in the X and Y directions, although this will cause stretching. If you load an atlas texture using this command then the subimages.txt file will also have its values resized so that LoadSubImage will still work correctly. The cache parameter is no longer used as the image scaling is now done by the GPU so has almost no impact on performance

Definition

integer LoadImageResized( szFilename, scaleX, scaleY, cache )

LoadImageResized( iImageID, szFilename, scaleX, scaleY, cache )

Parameters

  • szFilename - The name of the file to load
  • scaleX - The amount to scale in the X direction, 1.0 is the original size
  • scaleY - The amount to scale in the Y direction, 1.0 is the original size
  • cache - No longer used, must be 0
  • iImageID - The ID to use to reference this image in future


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LoadSubImage

Description

Loads a sub image from an atlas texture for use as a standalone image into a specified image ID. The subimages.txt file should start with the same name as the image file, for example an atlas image MyImage.png would have a subimages file named "MyImage subimages.txt". The subimages file contains a series of rows each describing an image that exists within the atlas image. Each line must have the format Name:X:Y:Width:Height with the delimiter : used between the fields. The Name field is the name you want to used to reference the sub image when loading, this should match the sImageFilename parameter of this LoadSubImage command. The X:Y fields are the X and Y pixel coordinates that represent the top left corner of the subimage, and the Width:Height fields are the size in pixels of the sub image. These values are then used to extract your named image from the atlas and load it into its own image ID to be used as if it were a normal image. The atlas image must remain loaded for the entire time you are using the loaded sub image. Note that when loading a sub image AGK will modify the UV coordinates slightly so that the image does not steal pixels from neighboring images during filtering, by default it shifts the UV inwards by 0.5 pixels. You can override this by setting SetSpriteUVBorder to 0 for sprites where you need pixel perfect results, but you will have to watch out for pixel bleeding around the edges, and may need to give your sub images a 1 pixel border of an appropriate color that it can safely steal from when filtering.

Definition

integer LoadSubImage ( iParentIndex, sImageFilename )

LoadSubImage ( iImageIndex, iParentIndex, sImageFilename )

Parameters

  • iParentIndex - The image ID that holds the atlas texture, loaded previously.
  • sImageFilename - The filename of the sub image as stored in subimages.txt. Do not use a path before the filename.
  • iImageIndex - The image ID to use to reference this image later.


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PrintImage

Description

Prints an image to a connected printer. This command is not guaranteed to work on all platforms. The size parameter determines how large the image is on the page, a value of 100 makes it use as much of the page as possible, 50 makes it use half this amount, 25 a quarter and so on.

Definition

PrintImage( image, size )

Parameters

  • image - the ID of the image to print
  • size - the amount of space to use on the page, between 0 and 100.


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ResizeImage

Description

Resizes an image to new width and height. If the image is an atlas image then its subimages.txt values will also be resized so that LoadSubImage will still work. Note that if you have previously used LoadSubImage on this image then resizing it will make those sub images display incorrectly. This command will not work on sub images themselves.

Definition

ResizeImage( imageID, width, height )

Parameters

  • imageID - The ID of the image to resize
  • width - The new width of the image
  • height - The new height of the image


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Image/SaveImage.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Image/SaveImage.htm deleted file mode 100644 index e06be83e..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Image/SaveImage.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SaveImage - AGK Help - - - - - - -

SaveImage

Description

Saves the image at the given ID to the file name specified. The file will be placed in the app's write folder at the location currently specified by SetFolder. Alternatively you can specify a path beginning with a forward slash to choose a location from the root of the write folder, ignoring any SetFolder folder.

It is recommended that you use the extension ".png" at the end of the filename to save in PNG format. Some platforms may support additional extensions such as ".jpg" but this is not guaranteed to work on all platforms.

Definition

SaveImage( iImageIndex, filename )

Parameters

  • iImageIndex - The ID of the image to change.
  • filename - The filename of the saved image


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SetDeviceCameraToImage

Description

Using an image ID greater than zero will stream the device camera to the chosen image. The image must not currently exist, it will be created by this command. Use an imageID of 0 to stop streaming, this will also delete the image.
The cameraID parameter is used when the device has multiple cameras, for example front and back facing cameras. Typically 0 refers the back facing camera. Use GetNumDeviceCameras to see how many cameras this device has and GetDeviceCameraType to check whether it is front or back facing. This parameter is ignored if the imageID is 0.
You can only have one device camera active at once, so to switch from back to front facing cameras you must first call this command with imageID set to 0 to stop the capture, then start it again with the new cameraID.
Returns 1 if it was successful, 0 if there was a problem or the current platform doesn't support this command. This is currently supported on iOS, Android 4.0.3 and above, and Windows.

Definition

integer SetDeviceCameraToImage( cameraID, imageID )

Parameters

  • cameraID - The ID of the device camera you want to use, could be back or front facing camera
  • imageID - The imageID you want to use for this image, must not exist


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Image/SetImageMagFilter.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Image/SetImageMagFilter.htm deleted file mode 100644 index 4ab9e3eb..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Image/SetImageMagFilter.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetImageMagFilter - AGK Help - - - - - - -

SetImageMagFilter

Description

Sets the filter for textures when the texture is larger than the screen space it is displayed in. You can use a mode of 0 to use the nearest pixel, which will appear blocky, or 1 to use a linear filter which will look blurry. When the image matches the screen space exactly then both filters will look the same when there is a slight difference, nearest tends to be sharper, but may flicker as it changes pixel choice.

Definition

SetImageMagFilter( iImageIndex, mode )

Parameters

  • iImageIndex - The ID of the image to change.
  • mode - The filter mode to use, 0=nearest, 1=linear


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Image/SetImageMask.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Image/SetImageMask.htm deleted file mode 100644 index 302fc830..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Image/SetImageMask.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetImageMask - AGK Help - - - - - - -

SetImageMask

Description

Copies a color channel from one image to another. You can specify the source and destination channels using the values 1,2,3,4 to represent red, green, blue, and alpha respectively.

This is a slow command and should not be called every frame.

The x,y offset values allow you to offset the source image on te destination image so a small source image can be used to mask any part of a large image. Any part of the large image outside the size of the small image will be left unchanged. negative offset values are supported to shift the source image off the top left of the destination image. If you add some transparent pixels to an image that currently has none, and you use the image on a sprite, then be sure to use SetSpriteTransparency to make the sprite transparent.

Definition

SetImageMask( iDstImage, iSrcImage, dst, src, x, y )

Parameters

  • iDstImage - The ID of the image to change.
  • iSrcImage - The ID of the image to use as a source.
  • dst - The ID of the color channel to use as the destination, 1-4 for RGBA,
  • src - The ID of the color channel to use as the source, 1-4 for RGBA,
  • x - The x offset for the source image on the destination image,
  • y - The y offset for the source image on the destination image.


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SetImageMinFilter

Description

Sets the filter for textures when the texture is smaller than the screen space it is displayed in. You can use a mode of 0 to use the nearest pixel, which will appear blocky, or 1 to use a linear filter which will look blurry. When the image matches the screen space exactly then both filters will look the same when there is a slight difference, nearest tends to be sharper, but may flicker as it changes pixel choice.

Definition

SetImageMinFilter( iImageIndex, mode )

Parameters

  • iImageIndex - The ID of the image to change.
  • mode - The filter mode to use, 0=nearest, 1=linear


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SetImageSubImages

Description

Sets the sub image data for an atlas image, which is the layout of where each sub image is located within the atlas image. Normally this is loaded automatically from the subimages.txt file when the image is loaded, but if this is not possible then this command can be used to set that data. The file must be a valid subimages.txt file in the same format as that specified in LoadSubImage Unlike the normal load image command the file does not need to be named subimages.txt, it can have any name and path

Definition

SetImageSubImages( iImageIndex, sSubImageFile )

Parameters

  • iImageIndex - The ID of the image to change
  • sSubImageFile - The path to the sub images file


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Image/SetImageTransparentColor.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Image/SetImageTransparentColor.htm deleted file mode 100644 index 6ba75881..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Image/SetImageTransparentColor.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetImageTransparentColor - AGK Help - - - - - - -

SetImageTransparentColor

Description

Turns a particular color completely transparent in the chosen image. This is a slow command and should not be called every frame.

Definition

SetImageTransparentColor( iImage, r, g, b )

Parameters

  • iImage - The ID of the image to change.
  • r - The red component of the color to set as transparent
  • g - The red component of the color to set as transparent
  • b - The red component of the color to set as transparent


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Image/SetImageWrapU.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Image/SetImageWrapU.htm deleted file mode 100644 index 258ae15a..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Image/SetImageWrapU.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetImageWrapU - AGK Help - - - - - - -

SetImageWrapU

Description

Sets the UV wrap mode of the image when the U coordinate goes outside the range 0-1. The default is mode 0 which clamps the pixel value to the last valid pixel, mode 1 repeats the texture starting from the opposite side.

To use UV values outside 0-1 successfully on all platforms the image in question must be a power of 2 in width and height, and not be part of an atlas texture. This applies to both clamp and repeat.

Definition

SetImageWrapU( iImageIndex, mode )

Parameters

  • iImageIndex - The ID of the image to change.
  • mode - The wrap mode to use, 0=clamp, 1=repeat


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Image/SetImageWrapV.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Image/SetImageWrapV.htm deleted file mode 100644 index 26759d6c..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Image/SetImageWrapV.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetImageWrapV - AGK Help - - - - - - -

SetImageWrapV

Description

Sets the UV wrap mode of the image when the V coordinate goes outside the range 0-1. The default is mode 0 which clamps the pixel value to the last valid pixel, mode 1 repeats the texture starting from the opposite side.

To use UV values outside 0-1 successfully on all platforms the image in question must be a power of 2 in width and height, and not be part of an atlas texture. This applies to both clamp and repeat.

Definition

SetImageWrapV( iImageIndex, mode )

Parameters

  • iImageIndex - The ID of the image to change.
  • mode - The wrap mode to use, 0=clamp, 1=repeat


\ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Image/ShowChooseImageScreen.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Image/ShowChooseImageScreen.htm deleted file mode 100644 index bafd489b..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Image/ShowChooseImageScreen.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -ShowChooseImageScreen - AGK Help - - - - - - -

ShowChooseImageScreen

Description

Presents the user with an option to choose an image stored on their current platform, for example a photo on a phone or an image saved on a PC. This does not immediately capture the image, depending on the platform your app may continue running in the background whilst the user is choosing an image, or it may pause execution whilst the image is chosen. In any case you must assume your app continues running but is no longer visible, use IsChoosingImage to check when the user returns from the image choosing process, and GetChosenImage to discover the result of the process.

This function returns 1 if it was successful in displaying the choose screen, 0 otherwise.

Definition

integer ShowChooseImageScreen()



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ShowImageCaptureScreen

Description

This function has been deprecated, use SetDeviceCameraToImage instead.

Presents the user with an option to take a photo with the device camera, if available. If the device does not have a camera, or otherwise cannot be used, this will return 0 and your app will continue as normal. This does not immediately capture the image, depending on the platform your app may continue running in the background whilst the user is taking a photo, or it may pause execution whilst the photo is taken. In any case you must assume your app continues running but is no longer visible, use IsCapturingImage to check when the user returns from the image capture process, and GetCapturedImage to discover the result of the process. This does not currently work on Mac.

Definition

integer ShowImageCaptureScreen()



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Index

  • ACos
  • ACosRad
  • ARControlCamera
  • ARCreateAnchorFromHitTest
  • ARCreateAnchorFromPlane
  • ARDeleteAnchor
  • ARDestroy
  • ARDrawBackground
  • ARFixObjectToAnchor
  • ARGetAnchorStatus
  • ARGetHitTestNormalX
  • ARGetHitTestNormalY
  • ARGetHitTestNormalZ
  • ARGetHitTestType
  • ARGetHitTestX
  • ARGetHitTestY
  • ARGetHitTestZ
  • ARGetLightEstimate
  • ARGetPlaneAngleX
  • ARGetPlaneAngleY
  • ARGetPlaneAngleZ
  • ARGetPlaneSizeX
  • ARGetPlaneSizeZ
  • ARGetPlaneX
  • ARGetPlaneY
  • ARGetPlaneZ
  • ARGetPlanes
  • ARGetPlanesFinish
  • ARGetStatus
  • ARHitTest
  • ARHitTestFinish
  • ARSetLightEstimationMode
  • ARSetPlaneDetectionMode
  • ARSetup
  • ASin
  • ASinRad
  • ATan
  • ATan2
  • ATan2Rad
  • ATanFull
  • ATanFullRad
  • ATanRad
  • Abs
  • ActivateSmartWatch
  • Add3DParticlesColorKeyFrame
  • Add3DParticlesForce
  • Add3DParticlesScaleKeyFrame
  • Add3DPhysicsRagDollBone
  • Add3DPhysicsRagDollHingeJoint
  • Add3DPhysicsRagDollTwistJoint
  • AddHTTPHeader
  • AddNetworkMessageByte
  • AddNetworkMessageFloat
  • AddNetworkMessageInteger
  • AddNetworkMessageString
  • AddObjectMeshFromMemblock
  • AddObjectShapeBox
  • AddObjectShapeCapsule
  • AddObjectShapeCone
  • AddObjectShapeCylinder
  • AddObjectShapeSphere
  • AddParticlesColorKeyFrame
  • AddParticlesForce
  • AddParticlesScaleKeyFrame
  • AddSpriteAnimationFrame
  • AddSpriteShapeBox
  • AddSpriteShapeChain
  • AddSpriteShapeCircle
  • AddSpriteShapePolygon
  • AddTweenChainCamera
  • AddTweenChainChar
  • AddTweenChainCustom
  • AddTweenChainObject
  • AddTweenChainSprite
  • AddTweenChainText
  • AddVirtualButton
  • AddVirtualJoystick
  • AddZipEntry
  • Asc
  • AssignTo3DPhysicsRagDollBoneObjectBone
  • Bin
  • ByteLen
  • CacheRewardAdChartboost
  • CalculateSpritePhysicsCOM
  • CancelLocalNotification
  • CancelZipExtract
  • Ceil
  • CheckPermission
  • ChooseRawFile
  • Chr
  • Clear3DParticlesColors
  • Clear3DParticlesForces
  • Clear3DParticlesScales
  • ClearDepthBuffer
  • ClearParticlesColors
  • ClearParticlesForces
  • ClearParticlesScales
  • ClearPointLights
  • ClearScreen
  • ClearSpriteAnimationFrames
  • ClearSpriteShapes
  • ClearTweenCamera
  • ClearTweenChain
  • ClearTweenChar
  • ClearTweenCustom
  • ClearTweenObject
  • ClearTweenSprite
  • ClearTweenText
  • ClearURLSchemeText
  • CloneObject
  • CloneSprite
  • CloseFile
  • CloseHTTPConnection
  • CloseNetwork
  • CloseRawFolder
  • CloseZip
  • CompareString
  • CompleteRawJoystickDetection
  • ConnectSocket
  • CopyImage
  • CopyMemblock
  • CopyNetworkMessage
  • Cos
  • CosRad
  • CountStringTokens
  • CountStringTokens2
  • CountWindowsDrives
  • Create3DParticles
  • Create3DPhysics6DOFJoint
  • Create3DPhysicsCharacterController
  • Create3DPhysicsConeTwistJoint
  • Create3DPhysicsDynamicBody
  • Create3DPhysicsFixedJoint
  • Create3DPhysicsHingeJoint
  • Create3DPhysicsKinematicBody
  • Create3DPhysicsPickJoint
  • Create3DPhysicsRagDoll
  • Create3DPhysicsRay
  • Create3DPhysicsSliderJoint
  • Create3DPhysicsStaticBody
  • Create3DPhysicsStaticPlane
  • Create3DPhysicsWorld
  • CreateAdvert
  • CreateAdvertEx
  • CreateBroadcastListener
  • CreateDistanceJoint
  • CreateDummySprite
  • CreateEditBox
  • CreateFileFromMemblock
  • CreateFullscreenAdvert
  • CreateGearJoint
  • CreateHTTPConnection
  • CreateImageColor
  • CreateImageFromMemblock
  • CreateImageFromPNGMemblock
  • CreateLineJoint
  • CreateMemblock
  • CreateMemblockFromFile
  • CreateMemblockFromImage
  • CreateMemblockFromObjectMesh
  • CreateMemblockFromSound
  • CreateMouseJoint
  • CreateMusicFromOGGMemblock
  • CreateNetworkMessage
  • CreateObjectBox
  • CreateObjectCapsule
  • CreateObjectCone
  • CreateObjectCylinder
  • CreateObjectFromHeightMap
  • CreateObjectFromMeshMemblock
  • CreateObjectFromObjectMesh
  • CreateObjectFromRawHeightMap
  • CreateObjectPlane
  • CreateObjectQuad
  • CreateObjectSphere
  • CreateParticles
  • CreatePhysicsForce
  • CreatePointLight
  • CreatePrismaticJoint
  • CreatePulleyJoint
  • CreatePulleyJoint2
  • CreateRenderImage
  • CreateRevoluteJoint
  • CreateRopeJoint
  • CreateSkeleton2D
  • CreateSocketListener
  • CreateSoundFromMemblock
  • CreateSoundFromOGGMemblock
  • CreateSprite
  • CreateText
  • CreateTweenCamera
  • CreateTweenChain
  • CreateTweenChar
  • CreateTweenCustom
  • CreateTweenObject
  • CreateTweenSprite
  • CreateTweenText
  • CreateUDPListener
  • CreateVector3
  • CreateWeldJoint
  • CreateZip
  • Crouch3DPhysicsCharacterController
  • Debug3DPhysicsCharacterController
  • Debug3DPhysicsWorld
  • DecodeQRCode
  • Delete3DParticles
  • Delete3DPhysicsBody
  • Delete3DPhysicsCharacterController
  • Delete3DPhysicsJoint
  • Delete3DPhysicsPickJoint
  • Delete3DPhysicsRagdoll
  • Delete3DPhysicsRay
  • Delete3DPhysicsStaticPlane
  • Delete3DPhysicsWorld
  • DeleteAdvert
  • DeleteAllImages
  • DeleteAllObjects
  • DeleteAllSprites
  • DeleteAllText
  • DeleteBroadcastListener
  • DeleteCloudDataVariable
  • DeleteEditBox
  • DeleteFile
  • DeleteFolder
  • DeleteFont
  • DeleteHTTPConnection
  • DeleteImage
  • DeleteJoint
  • DeleteMemblock
  • DeleteMusic
  • DeleteMusicOGG
  • DeleteNetworkClient
  • DeleteNetworkMessage
  • DeleteObject
  • DeleteObjectTree
  • DeleteObjectWithChildren
  • DeleteParticles
  • DeletePhysicsForce
  • DeletePointLight
  • DeleteShader
  • DeleteSharedVariable
  • DeleteSkeleton2D
  • DeleteSocket
  • DeleteSocketListener
  • DeleteSound
  • DeleteSprite
  • DeleteText
  • DeleteTween
  • DeleteTweenChain
  • DeleteUDPListener
  • DeleteVector3
  • DeleteVideo
  • DeleteVirtualButton
  • DeleteVirtualJoystick
  • DownloadExpansionFile
  • Draw3DParticles
  • DrawBox
  • DrawEllipse
  • DrawLine
  • DrawObject
  • DrawParticles
  • DrawSprite
  • DrawText
  • EnableClearColor
  • EnableClearDepth
  • EncodeQRCode
  • ExtractZip
  • ExtractZipASync
  • FMod
  • FacebookActivateAppTracking
  • FacebookDestroyLikeButton
  • FacebookDownloadFriendsPhoto
  • FacebookGetAccessToken
  • FacebookGetFriends
  • FacebookGetFriendsCount
  • FacebookGetFriendsID
  • FacebookGetFriendsName
  • FacebookGetFriendsState
  • FacebookGetUserID
  • FacebookGetUserName
  • FacebookInviteFriend
  • FacebookLogin
  • FacebookLogout
  • FacebookPostOnFriendsWall
  • FacebookPostOnMyWall
  • FacebookSetup
  • FacebookShowLikeButton
  • FileEOF
  • FileIsOpen
  • Finalize3DPhysicsRagDoll
  • FindString
  • FindStringCount
  • FindStringReverse
  • FinishPulleyJoint
  • FirebaseLogEvent
  • FirebaseSetup
  • FixCameraToObject
  • FixEditBoxToScreen
  • FixObjectPivot
  • FixObjectToBone
  • FixObjectToCamera
  • FixObjectToObject
  • FixParticlesToScreen
  • FixSkeleton2DToScreen
  • FixSpriteToScreen
  • FixSpriteToSkeleton2D
  • FixTextToScreen
  • Floor
  • FlushSocket
  • ForcePresent
  • GameCenterAchievementsReset
  • GameCenterAchievementsShow
  • GameCenterLogin
  • GameCenterLogout
  • GameCenterSetup
  • GameCenterShowLeaderBoard
  • GameCenterSubmitAchievement
  • GameCenterSubmitScore
  • Get3DParticlesActive
  • Get3DParticlesDirectionRange1
  • Get3DParticlesDirectionRange2
  • Get3DParticlesDirectionX
  • Get3DParticlesDirectionY
  • Get3DParticlesDirectionZ
  • Get3DParticlesExists
  • Get3DParticlesFrequency
  • Get3DParticlesLife
  • Get3DParticlesMaxReached
  • Get3DParticlesSize
  • Get3DParticlesVisible
  • Get3DParticlesX
  • Get3DParticlesY
  • Get3DParticlesZ
  • Get3DPhysicsActiveObjects
  • Get3DPhysicsCharacterControllerExists
  • Get3DPhysicsCharacterControllerGravity
  • Get3DPhysicsCharacterControllerMaxSlope
  • Get3DPhysicsJointEnabled
  • Get3DPhysicsJointPositionVector
  • Get3DPhysicsJointRotationVector
  • Get3DPhysicsRagdollExist
  • Get3DPhysicsRagdollFromBoneObject
  • Get3DPhysicsRayCastClosestContactPosition
  • Get3DPhysicsRayCastClosestObjectHit
  • Get3DPhysicsRayCastContactPosition
  • Get3DPhysicsRayCastFraction
  • Get3DPhysicsRayCastNormalVector
  • Get3DPhysicsRayCastNumHits
  • Get3DPhysicsRayCastObjectHit
  • Get3DPhysicsTotalJoints
  • Get3DPhysicsTotalObjects
  • Get3DVectorXFromScreen
  • Get3DVectorYFromScreen
  • Get3DVectorZFromScreen
  • GetAccelerometerExists
  • GetAppInstalled
  • GetAppName
  • GetAppPackageName
  • GetAppReceipt
  • GetAppRunning
  • GetBroadcastMessage
  • GetButtonPressed
  • GetButtonReleased
  • GetButtonState
  • GetCameraAngleX
  • GetCameraAngleY
  • GetCameraAngleZ
  • GetCameraExists
  • GetCameraFOV
  • GetCameraQuatW
  • GetCameraQuatX
  • GetCameraQuatY
  • GetCameraQuatZ
  • GetCameraWorldAngleX
  • GetCameraWorldAngleY
  • GetCameraWorldAngleZ
  • GetCameraWorldQuatW
  • GetCameraWorldQuatX
  • GetCameraWorldQuatY
  • GetCameraWorldQuatZ
  • GetCameraWorldX
  • GetCameraWorldY
  • GetCameraWorldZ
  • GetCameraX
  • GetCameraY
  • GetCameraZ
  • GetCapturedImage
  • GetCharBuffer
  • GetCharBufferLength
  • GetChosenImage
  • GetClipSpaceMode
  • GetClipboardText
  • GetCloudDataAllowed
  • GetCloudDataChanged
  • GetCloudDataVariable
  • GetColorAlpha
  • GetColorBlue
  • GetColorGreen
  • GetColorRed
  • GetConsentStatusAdMob
  • GetContactSpriteID1
  • GetContactSpriteID2
  • GetContactWorldX
  • GetContactWorldY
  • GetCurrentDate
  • GetCurrentDir
  • GetCurrentEditBox
  • GetCurrentTime
  • GetDayOfWeek
  • GetDaysFromUnix
  • GetDeviceBaseName
  • GetDeviceCameraType
  • GetDeviceDPI
  • GetDeviceHeight
  • GetDeviceID
  • GetDeviceIP
  • GetDeviceIPv6
  • GetDeviceLanguage
  • GetDeviceNetworkType
  • GetDevicePlatform
  • GetDeviceType
  • GetDeviceWidth
  • GetDirectionAngle
  • GetDirectionSpeed
  • GetDirectionX
  • GetDirectionY
  • GetDisplayAspect
  • GetDisplayCutoutBottom
  • GetDisplayCutoutLeft
  • GetDisplayCutoutRight
  • GetDisplayCutoutTop
  • GetDisplayNumCutouts
  • GetDocumentsPath
  • GetDrawing3DSetupTime
  • GetDrawingSetupTime
  • GetDrawingTime
  • GetEditBoxActive
  • GetEditBoxChanged
  • GetEditBoxCursorPosition
  • GetEditBoxDepth
  • GetEditBoxExists
  • GetEditBoxHasFocus
  • GetEditBoxHeight
  • GetEditBoxLines
  • GetEditBoxText
  • GetEditBoxVisible
  • GetEditBoxWidth
  • GetEditBoxX
  • GetEditBoxY
  • GetErrorMode
  • GetErrorOccurred
  • GetExpansionFileError
  • GetExpansionFileProgress
  • GetExpansionFileState
  • GetFacebookDownloadFile
  • GetFacebookDownloadState
  • GetFacebookLoggedIn
  • GetFileCount
  • GetFileExists
  • GetFilePos
  • GetFileSize
  • GetFirstContact
  • GetFirstFile
  • GetFirstFolder
  • GetFogMode
  • GetFolder
  • GetFolderCount
  • GetFontExists
  • GetFractalX
  • GetFractalXY
  • GetFractalXYZ
  • GetFrameTime
  • GetFullscreenAdvertLoadedAdMob
  • GetFullscreenAdvertLoadedAmazon
  • GetFullscreenAdvertLoadedChartboost
  • GetGPSSensorExists
  • GetGameCenterExists
  • GetGameCenterLoggedIn
  • GetGameCenterPlayerDisplayName
  • GetGameCenterPlayerID
  • GetGyroSensorExists
  • GetHTTPFile
  • GetHTTPFileComplete
  • GetHTTPFileProgress
  • GetHTTPResponse
  • GetHTTPResponseReady
  • GetHTTPStatusCode
  • GetHoursFromUnix
  • GetImage
  • GetImageExists
  • GetImageFilename
  • GetImageHeight
  • GetImageMemoryUsage
  • GetImageSizeFromFile
  • GetImageWidth
  • GetInAppPurchaseAvailable
  • GetInAppPurchaseAvailable2
  • GetInAppPurchaseDescription
  • GetInAppPurchaseIsRenewing
  • GetInAppPurchaseLocalPrice
  • GetInAppPurchaseSignature
  • GetInAppPurchaseState
  • GetInAppPurchaseSubNumPlans
  • GetInAppPurchaseSubPlanDuration
  • GetInAppPurchaseSubPlanDurationUnit
  • GetInAppPurchaseSubPlanNumPeriods
  • GetInAppPurchaseSubPlanPaymentType
  • GetInAppPurchaseSubPlanPrice
  • GetInAppPurchaseSubPlanTags
  • GetInAppPurchaseSubPlanToken
  • GetInAppPurchaseToken
  • GetInternetState
  • GetJointExists
  • GetJointReactionForceX
  • GetJointReactionForceY
  • GetJointReactionTorque
  • GetJoystickExists
  • GetJoystickX
  • GetJoystickY
  • GetKeyboardExists
  • GetLastChar
  • GetLastError
  • GetLeapYear
  • GetLightSensorExists
  • GetLoadedImages
  • GetLocalNotificationExists
  • GetLocalNotificationMessage
  • GetLocalNotificationTime
  • GetMagneticSensorExists
  • GetManagedSpriteCount
  • GetManagedSpriteDrawCalls
  • GetManagedSpriteDrawnCount
  • GetManagedSpriteSortedCount
  • GetMaxDeviceHeight
  • GetMaxDeviceWidth
  • GetMemblockByte
  • GetMemblockByteSigned
  • GetMemblockExists
  • GetMemblockFloat
  • GetMemblockInt
  • GetMemblockSHA1
  • GetMemblockSHA256
  • GetMemblockShort
  • GetMemblockSize
  • GetMemblockString
  • GetMeshMemblockVertexAlpha
  • GetMeshMemblockVertexBlue
  • GetMeshMemblockVertexGreen
  • GetMeshMemblockVertexNormalX
  • GetMeshMemblockVertexNormalY
  • GetMeshMemblockVertexNormalZ
  • GetMeshMemblockVertexRed
  • GetMeshMemblockVertexU
  • GetMeshMemblockVertexV
  • GetMeshMemblockVertexX
  • GetMeshMemblockVertexY
  • GetMeshMemblockVertexZ
  • GetMilliseconds
  • GetMinutesFromUnix
  • GetMonthFromUnix
  • GetMouseExists
  • GetMultiTouchExists
  • GetMusicDuration
  • GetMusicDurationOGG
  • GetMusicExists
  • GetMusicExistsOGG
  • GetMusicLoopCountOGG
  • GetMusicPlaying
  • GetMusicPlayingOGG
  • GetMusicPosition
  • GetMusicPositionOGG
  • GetNFCExists
  • GetNetworkClientDisconnected
  • GetNetworkClientFloat
  • GetNetworkClientIP
  • GetNetworkClientInteger
  • GetNetworkClientName
  • GetNetworkClientPing
  • GetNetworkClientUserData
  • GetNetworkExists
  • GetNetworkFirstClient
  • GetNetworkMessage
  • GetNetworkMessageByte
  • GetNetworkMessageFloat
  • GetNetworkMessageFromClient
  • GetNetworkMessageFromIP
  • GetNetworkMessageFromPort
  • GetNetworkMessageInteger
  • GetNetworkMessageString
  • GetNetworkMyClientID
  • GetNetworkNextClient
  • GetNetworkNumClients
  • GetNetworkServerID
  • GetNetworkServerIP
  • GetNextContact
  • GetNextFile
  • GetNextFolder
  • GetNoiseX
  • GetNoiseXY
  • GetNoiseXYZ
  • GetNumDeviceCameras
  • GetNumProcessors
  • GetObject3DPhysicsAngularDamp
  • GetObject3DPhysicsAngularSleepingThreshold
  • GetObject3DPhysicsAngularVelocityX
  • GetObject3DPhysicsAngularVelocityY
  • GetObject3DPhysicsAngularVelocityZ
  • GetObject3DPhysicsContactObjectB
  • GetObject3DPhysicsContactVector
  • GetObject3DPhysicsContactX
  • GetObject3DPhysicsContactY
  • GetObject3DPhysicsContactZ
  • GetObject3DPhysicsFirstContact
  • GetObject3DPhysicsFriction
  • GetObject3DPhysicsGroup
  • GetObject3DPhysicsLinearDamp
  • GetObject3DPhysicsLinearSleepingThreshold
  • GetObject3DPhysicsLinearVelocityX
  • GetObject3DPhysicsLinearVelocityY
  • GetObject3DPhysicsLinearVelocityZ
  • GetObject3DPhysicsMask
  • GetObject3DPhysicsMass
  • GetObject3DPhysicsMaxLinearVelocity
  • GetObject3DPhysicsNextContact
  • GetObject3DPhysicsRestitution
  • GetObject3DPhysicsRollingFriction
  • GetObjectAlpha
  • GetObjectAngleX
  • GetObjectAngleY
  • GetObjectAngleZ
  • GetObjectAnimationDuration
  • GetObjectAnimationName
  • GetObjectAnimationTime
  • GetObjectBoneAngleX
  • GetObjectBoneAngleY
  • GetObjectBoneAngleZ
  • GetObjectBoneByName
  • GetObjectBoneName
  • GetObjectBoneQuatW
  • GetObjectBoneQuatX
  • GetObjectBoneQuatY
  • GetObjectBoneQuatZ
  • GetObjectBoneWorldAngleX
  • GetObjectBoneWorldAngleY
  • GetObjectBoneWorldAngleZ
  • GetObjectBoneWorldQuatW
  • GetObjectBoneWorldQuatX
  • GetObjectBoneWorldQuatY
  • GetObjectBoneWorldQuatZ
  • GetObjectBoneWorldX
  • GetObjectBoneWorldY
  • GetObjectBoneWorldZ
  • GetObjectBoneX
  • GetObjectBoneY
  • GetObjectBoneZ
  • GetObjectCastShadowMode
  • GetObjectChildID
  • GetObjectColorBlue
  • GetObjectColorGreen
  • GetObjectColorRed
  • GetObjectCullMode
  • GetObjectDepthBias
  • GetObjectDepthReadMode
  • GetObjectDepthWrite
  • GetObjectExists
  • GetObjectHeightMapHeight
  • GetObjectInScreen
  • GetObjectIsAnimating
  • GetObjectIsTweening
  • GetObjectMeshName
  • GetObjectMeshPSSource
  • GetObjectMeshSizeMaxX
  • GetObjectMeshSizeMaxY
  • GetObjectMeshSizeMaxZ
  • GetObjectMeshSizeMinX
  • GetObjectMeshSizeMinY
  • GetObjectMeshSizeMinZ
  • GetObjectMeshVSSource
  • GetObjectName
  • GetObjectNumAnimations
  • GetObjectNumBones
  • GetObjectNumChildren
  • GetObjectNumMeshes
  • GetObjectNumTextures
  • GetObjectQuatW
  • GetObjectQuatX
  • GetObjectQuatY
  • GetObjectQuatZ
  • GetObjectRayCastBounceX
  • GetObjectRayCastBounceY
  • GetObjectRayCastBounceZ
  • GetObjectRayCastDistance
  • GetObjectRayCastHitID
  • GetObjectRayCastNormalX
  • GetObjectRayCastNormalY
  • GetObjectRayCastNormalZ
  • GetObjectRayCastNumHits
  • GetObjectRayCastSlideX
  • GetObjectRayCastSlideY
  • GetObjectRayCastSlideZ
  • GetObjectRayCastX
  • GetObjectRayCastY
  • GetObjectRayCastZ
  • GetObjectReceiveShadowMode
  • GetObjectSizeMaxX
  • GetObjectSizeMaxY
  • GetObjectSizeMaxZ
  • GetObjectSizeMinX
  • GetObjectSizeMinY
  • GetObjectSizeMinZ
  • GetObjectTextureName
  • GetObjectTransparency
  • GetObjectVisible
  • GetObjectWorldAngleX
  • GetObjectWorldAngleY
  • GetObjectWorldAngleZ
  • GetObjectWorldQuatW
  • GetObjectWorldQuatX
  • GetObjectWorldQuatY
  • GetObjectWorldQuatZ
  • GetObjectWorldX
  • GetObjectWorldY
  • GetObjectWorldZ
  • GetObjectX
  • GetObjectY
  • GetObjectZ
  • GetObjects3DPhysicsContactPositionVector
  • GetOrientation
  • GetParticleDrawnPointCount
  • GetParticleDrawnQuadCount
  • GetParticlesActive
  • GetParticlesAngle
  • GetParticlesAngleRad
  • GetParticlesDepth
  • GetParticlesDirectionX
  • GetParticlesDirectionY
  • GetParticlesExists
  • GetParticlesFrequency
  • GetParticlesLife
  • GetParticlesMaxReached
  • GetParticlesSize
  • GetParticlesVisible
  • GetParticlesX
  • GetParticlesY
  • GetPaused
  • GetPhysicsCollision
  • GetPhysicsCollisionWorldX
  • GetPhysicsCollisionWorldY
  • GetPhysicsCollisionX
  • GetPhysicsCollisionY
  • GetPhysicsIslandCount
  • GetPhysicsSolveTime
  • GetPhysicsTime
  • GetPixelsDrawn
  • GetPointLightExists
  • GetPointerPressed
  • GetPointerReleased
  • GetPointerState
  • GetPointerX
  • GetPointerY
  • GetPolygonsDrawn
  • GetProximitySensorExists
  • GetPushNotificationToken
  • GetRawAccelX
  • GetRawAccelY
  • GetRawAccelZ
  • GetRawFirstTouchEvent
  • GetRawFolderFileName
  • GetRawFolderFolderName
  • GetRawFolderNumFiles
  • GetRawFolderNumFolders
  • GetRawGPSAltitude
  • GetRawGPSLatitude
  • GetRawGPSLongitude
  • GetRawGyroVelocityX
  • GetRawGyroVelocityY
  • GetRawGyroVelocityZ
  • GetRawJoystickButtonPressed
  • GetRawJoystickButtonReleased
  • GetRawJoystickButtonState
  • GetRawJoystickConnected
  • GetRawJoystickExists
  • GetRawJoystickName
  • GetRawJoystickPOV
  • GetRawJoystickRX
  • GetRawJoystickRY
  • GetRawJoystickRZ
  • GetRawJoystickSlider
  • GetRawJoystickX
  • GetRawJoystickY
  • GetRawJoystickZ
  • GetRawKeyPressed
  • GetRawKeyReleased
  • GetRawKeyState
  • GetRawLastKey
  • GetRawLightLevel
  • GetRawMagneticX
  • GetRawMagneticY
  • GetRawMagneticZ
  • GetRawMouseFifthPressed
  • GetRawMouseFifthReleased
  • GetRawMouseFifthState
  • GetRawMouseFourthPressed
  • GetRawMouseFourthReleased
  • GetRawMouseFourthState
  • GetRawMouseLeftPressed
  • GetRawMouseLeftReleased
  • GetRawMouseLeftState
  • GetRawMouseMiddlePressed
  • GetRawMouseMiddleReleased
  • GetRawMouseMiddleState
  • GetRawMouseRightPressed
  • GetRawMouseRightReleased
  • GetRawMouseRightState
  • GetRawMouseWheel
  • GetRawMouseWheelDelta
  • GetRawMouseX
  • GetRawMouseY
  • GetRawNextTouchEvent
  • GetRawProximityDistance
  • GetRawRotationVectorW
  • GetRawRotationVectorW2
  • GetRawRotationVectorX
  • GetRawRotationVectorX2
  • GetRawRotationVectorY
  • GetRawRotationVectorY2
  • GetRawRotationVectorZ
  • GetRawRotationVectorZ2
  • GetRawTouchCount
  • GetRawTouchCurrentX
  • GetRawTouchCurrentY
  • GetRawTouchLastX
  • GetRawTouchLastY
  • GetRawTouchReleased
  • GetRawTouchStartX
  • GetRawTouchStartY
  • GetRawTouchTime
  • GetRawTouchType
  • GetRawTouchValue
  • GetRayCastFraction
  • GetRayCastNormalX
  • GetRayCastNormalY
  • GetRayCastSpriteID
  • GetRayCastX
  • GetRayCastY
  • GetReadPath
  • GetRendererName
  • GetResumed
  • GetRewardAdLoadedAdMob
  • GetRewardAdLoadedChartboost
  • GetRewardAdRewardedAdMob
  • GetRewardAdRewardedChartboost
  • GetRewardAdValueAdMob
  • GetRotationVectorSensorExists
  • GetScreenBoundsBottom
  • GetScreenBoundsLeft
  • GetScreenBoundsRight
  • GetScreenBoundsSafeBottom
  • GetScreenBoundsSafeLeft
  • GetScreenBoundsSafeRight
  • GetScreenBoundsSafeTop
  • GetScreenBoundsTop
  • GetScreenXFrom3D
  • GetScreenYFrom3D
  • GetSeconds
  • GetSecondsFromUnix
  • GetShaderExists
  • GetShadowMappingMode
  • GetShadowMappingSupported
  • GetShadowPolygonsDrawn
  • GetSkeleton2DAngle
  • GetSkeleton2DAnimationTime
  • GetSkeleton2DBone
  • GetSkeleton2DBoneAngle
  • GetSkeleton2DBoneCurrAngle
  • GetSkeleton2DBoneCurrX
  • GetSkeleton2DBoneCurrY
  • GetSkeleton2DBoneParent
  • GetSkeleton2DBoneX
  • GetSkeleton2DBoneY
  • GetSkeleton2DCurrentTime
  • GetSkeleton2DDepth
  • GetSkeleton2DExists
  • GetSkeleton2DIsAnimating
  • GetSkeleton2DIsTweening
  • GetSkeleton2DX
  • GetSkeleton2DY
  • GetSmartWatchState
  • GetSocketByte
  • GetSocketBytesAvailable
  • GetSocketConnected
  • GetSocketExists
  • GetSocketFloat
  • GetSocketInteger
  • GetSocketListenerConnection
  • GetSocketRemoteIP
  • GetSocketString
  • GetSoundExists
  • GetSoundInstanceLoopCount
  • GetSoundInstancePlaying
  • GetSoundInstanceRate
  • GetSoundInstanceVolume
  • GetSoundInstances
  • GetSoundMaxRate
  • GetSoundMinRate
  • GetSoundsPlaying
  • GetSpeechNumVoices
  • GetSpeechVoiceID
  • GetSpeechVoiceLanguage
  • GetSpeechVoiceName
  • GetSpriteActive
  • GetSpriteAngle
  • GetSpriteAngleRad
  • GetSpriteCollision
  • GetSpriteColorAlpha
  • GetSpriteColorBlue
  • GetSpriteColorGreen
  • GetSpriteColorRed
  • GetSpriteContactSpriteID2
  • GetSpriteContactWorldX
  • GetSpriteContactWorldY
  • GetSpriteCurrentFrame
  • GetSpriteDepth
  • GetSpriteDistance
  • GetSpriteDistancePoint1X
  • GetSpriteDistancePoint1Y
  • GetSpriteDistancePoint2X
  • GetSpriteDistancePoint2Y
  • GetSpriteExists
  • GetSpriteFirstContact
  • GetSpriteFlippedH
  • GetSpriteFlippedV
  • GetSpriteFrameCount
  • GetSpriteGroup
  • GetSpriteHeight
  • GetSpriteHit
  • GetSpriteHitCategory
  • GetSpriteHitGroup
  • GetSpriteHitTest
  • GetSpriteImageID
  • GetSpriteInBox
  • GetSpriteInCircle
  • GetSpriteInScreen
  • GetSpriteNextContact
  • GetSpriteNumShapes
  • GetSpriteOffsetX
  • GetSpriteOffsetY
  • GetSpritePhysicsAngularVelocity
  • GetSpritePhysicsCOMX
  • GetSpritePhysicsCOMY
  • GetSpritePhysicsGravityScale
  • GetSpritePhysicsInertia
  • GetSpritePhysicsIsAwake
  • GetSpritePhysicsIsBullet
  • GetSpritePhysicsMass
  • GetSpritePhysicsVelocityX
  • GetSpritePhysicsVelocityY
  • GetSpritePixelFromX
  • GetSpritePixelFromY
  • GetSpritePlaying
  • GetSpriteScaleX
  • GetSpriteScaleY
  • GetSpriteShapeNumVertices
  • GetSpriteShapeVertexX
  • GetSpriteShapeVertexY
  • GetSpriteTransparency
  • GetSpriteVisible
  • GetSpriteWidth
  • GetSpriteX
  • GetSpriteXByOffset
  • GetSpriteXFromPixel
  • GetSpriteXFromWorld
  • GetSpriteY
  • GetSpriteYByOffset
  • GetSpriteYFromPixel
  • GetSpriteYFromWorld
  • GetStorageRemaining
  • GetStorageTotal
  • GetStringToken
  • GetStringToken2
  • GetSupportedShaderVaryings
  • GetSystemFontExists
  • GetTextAlignment
  • GetTextCharAngle
  • GetTextCharAngleRad
  • GetTextCharColorAlpha
  • GetTextCharColorBlue
  • GetTextCharColorGreen
  • GetTextCharColorRed
  • GetTextCharX
  • GetTextCharY
  • GetTextColorAlpha
  • GetTextColorBlue
  • GetTextColorGreen
  • GetTextColorRed
  • GetTextDepth
  • GetTextExists
  • GetTextHitTest
  • GetTextInput
  • GetTextInputCancelled
  • GetTextInputCompleted
  • GetTextInputState
  • GetTextLength
  • GetTextLineSpacing
  • GetTextSize
  • GetTextSpacing
  • GetTextString
  • GetTextToSpeechReady
  • GetTextTotalHeight
  • GetTextTotalWidth
  • GetTextVisible
  • GetTextX
  • GetTextY
  • GetTweenCameraExists
  • GetTweenCameraPlaying
  • GetTweenChainEndTime
  • GetTweenChainPlaying
  • GetTweenCharEndTime
  • GetTweenCharExists
  • GetTweenCharPlaying
  • GetTweenCharTime
  • GetTweenCustomEndTime
  • GetTweenCustomExists
  • GetTweenCustomFloat1
  • GetTweenCustomFloat2
  • GetTweenCustomFloat3
  • GetTweenCustomFloat4
  • GetTweenCustomInteger1
  • GetTweenCustomInteger2
  • GetTweenCustomInteger3
  • GetTweenCustomInteger4
  • GetTweenCustomPlaying
  • GetTweenCustomTime
  • GetTweenExists
  • GetTweenObjectEndTime
  • GetTweenObjectExists
  • GetTweenObjectPlaying
  • GetTweenObjectTime
  • GetTweenSpriteEndTime
  • GetTweenSpriteExists
  • GetTweenSpritePlaying
  • GetTweenSpriteTime
  • GetTweenTextEndTime
  • GetTweenTextExists
  • GetTweenTextPlaying
  • GetTweenTextTime
  • GetUDPNetworkMessage
  • GetURLSchemeText
  • GetUnassignedImageFileName
  • GetUnassignedImages
  • GetUnixFromDate
  • GetUnixTime
  • GetUpdateTime
  • GetVector3Add
  • GetVector3Cross
  • GetVector3Distance
  • GetVector3Dot
  • GetVector3Length
  • GetVector3Multiply
  • GetVector3X
  • GetVector3Y
  • GetVector3Z
  • GetVerticesProcessed
  • GetVideoDuration
  • GetVideoHeight
  • GetVideoPlaying
  • GetVideoPosition
  • GetVideoWidth
  • GetViewOffsetX
  • GetViewOffsetY
  • GetViewZoom
  • GetVirtualButtonExists
  • GetVirtualButtonPressed
  • GetVirtualButtonReleased
  • GetVirtualButtonState
  • GetVirtualHeight
  • GetVirtualJoystickExists
  • GetVirtualJoystickX
  • GetVirtualJoystickY
  • GetVirtualWidth
  • GetWindowHeight
  • GetWindowWidth
  • GetWindowsDrive
  • GetWorldXFromSprite
  • GetWorldYFromSprite
  • GetWritePath
  • GetYearFromUnix
  • GetZipExtractComplete
  • GetZipExtractProgress
  • HTTPDecode
  • HTTPEncode
  • Hex
  • HexToBase64
  • HostNetwork
  • InAppPurchaseActivate
  • InAppPurchaseActivateWithPlan
  • InAppPurchaseAddProductID
  • InAppPurchaseRedeemOffer
  • InAppPurchaseResetPurchase
  • InAppPurchaseRestore
  • InAppPurchaseSetKeys
  • InAppPurchaseSetTitle
  • InAppPurchaseSetup
  • InstanceObject
  • Is3dPhysicsRagdollStatic
  • IsAbsolutePath
  • IsCapturingImage
  • IsChoosingImage
  • IsDarkTheme
  • IsInvertedDepth
  • IsNetworkActive
  • IsPinAppAvailable
  • IsScreenRecording
  • IsSoundRecording
  • IsSpeaking
  • IsSupportedDepthTexture
  • IsTopLeftOrigin
  • JoinNetwork
  • JoinPaths
  • Jump3DPhysicsCharacterController
  • KickNetworkClient
  • Left
  • Len
  • LoadConsentStatusAdMob
  • LoadFont
  • LoadFullScreenShader
  • LoadImage
  • LoadImageResized
  • LoadMusic
  • LoadMusicOGG
  • LoadObject
  • LoadObjectShape
  • LoadObjectWithChildren
  • LoadShader
  • LoadShaderFromString
  • LoadSharedVariable
  • LoadSkeleton2DFromSpineFile
  • LoadSkeleton2DFromSpriterFile
  • LoadSound
  • LoadSoundOGG
  • LoadSprite
  • LoadSpriteShader
  • LoadSubImage
  • LoadVideo
  • Log
  • Log
  • Lower
  • MakeColor
  • MakeFolder
  • MaximizeWindow
  • Message
  • Mid
  • MinimizeApp
  • Mod
  • Move3DPhysicsCharacterController
  • MoveCameraLocalX
  • MoveCameraLocalY
  • MoveCameraLocalZ
  • MoveObjectLocalX
  • MoveObjectLocalY
  • MoveObjectLocalZ
  • ObjectRayCast
  • ObjectSphereCast
  • ObjectSphereSlide
  • Offset3DParticles
  • OffsetParticles
  • OpenBrowser
  • OpenRawFolder
  • OpenToRead
  • OpenToWrite
  • OverrideConsentAdMob
  • OverrideConsentChartboost
  • PauseMusic
  • PauseMusicOGG
  • PauseTweenCamera
  • PauseTweenChain
  • PauseTweenChar
  • PauseTweenCustom
  • PauseTweenObject
  • PauseTweenSprite
  • PauseTweenText
  • PauseVideo
  • PhysicsRayCast
  • PhysicsRayCastCategory
  • PhysicsRayCastGroup
  • PinApp
  • PlayMusic
  • PlayMusicOGG
  • PlayObjectAnimation
  • PlaySkeleton2DAnimation
  • PlaySound
  • PlaySprite
  • PlayTweenCamera
  • PlayTweenChain
  • PlayTweenChar
  • PlayTweenCustom
  • PlayTweenObject
  • PlayTweenSprite
  • PlayTweenText
  • PlayVideo
  • PlayVideoToImage
  • PlayYoutubeVideo
  • Pow
  • Print
  • PrintC
  • PrintImage
  • PushNotificationSetup
  • Random
  • Random2
  • RandomSign
  • RateApp
  • Ray3DPhysicsExist
  • RayCast3DPhysics
  • RayCast3DPhysicsObject
  • ReadByte
  • ReadFloat
  • ReadInteger
  • ReadLine
  • ReadString
  • ReadString2
  • ReceiveSmartWatchData
  • RecordSound
  • RemoveHTTPHeader
  • Render
  • Render2DBack
  • Render2DFront
  • Render3D
  • RenderShadowMap
  • ReplaceString
  • RequestAdvertRefresh
  • RequestAppReview
  • RequestConsentAdMob
  • RequestPermission
  • Reset3DParticleCount
  • Reset3DPhysicsWorld
  • ResetObjectAnimation
  • ResetParticleCount
  • ResetRewardAdMob
  • ResetRewardChartboost
  • ResetSpriteUV
  • ResetTimer
  • ResizeImage
  • RestoreApp
  • ResumeMusic
  • ResumeMusicOGG
  • ResumeSprite
  • ResumeTweenCamera
  • ResumeTweenChar
  • ResumeTweenCustom
  • ResumeTweenObject
  • ResumeTweenSprite
  • ResumeTweenText
  • Right
  • Rotate3DPhysicsCharacterController
  • RotateCameraGlobalX
  • RotateCameraGlobalY
  • RotateCameraGlobalZ
  • RotateCameraLocalX
  • RotateCameraLocalY
  • RotateCameraLocalZ
  • RotateObjectBoneLocalX
  • RotateObjectBoneLocalY
  • RotateObjectBoneLocalZ
  • RotateObjectGlobalX
  • RotateObjectGlobalY
  • RotateObjectGlobalZ
  • RotateObjectLocalX
  • RotateObjectLocalY
  • RotateObjectLocalZ
  • Round
  • RunApp
  • SaveImage
  • SaveObject
  • SaveObjectShape
  • SaveSharedVariable
  • SaveSound
  • ScreenFPS
  • ScreenToWorldX
  • ScreenToWorldY
  • SeekMusic
  • SeekMusicOGG
  • SendHTTPFile
  • SendHTTPRequest
  • SendHTTPRequestASync
  • SendNetworkMessage
  • SendSmartWatchData
  • SendSocketByte
  • SendSocketFloat
  • SendSocketInteger
  • SendSocketString
  • SendUDPNetworkMessage
  • Set3DParticlesActive
  • Set3DParticlesColorInterpolation
  • Set3DParticlesDirection
  • Set3DParticlesDirectionRange
  • Set3DParticlesFrequency
  • Set3DParticlesImage
  • Set3DParticlesLife
  • Set3DParticlesMax
  • Set3DParticlesPosition
  • Set3DParticlesSize
  • Set3DParticlesStartZone
  • Set3DParticlesTransparency
  • Set3DParticlesVelocityRange
  • Set3DParticlesVisible
  • Set3DPhysicsCharacterControllerFallSpeed
  • Set3DPhysicsCharacterControllerGravity
  • Set3DPhysicsCharacterControllerJumpSpeed
  • Set3DPhysicsCharacterControllerMaxSlope
  • Set3DPhysicsCharacterControllerPosition
  • Set3DPhysicsCharacterControllerStepHeight
  • Set3DPhysicsGravity
  • Set3DPhysicsHingeJointMaxMotorImpulse
  • Set3DPhysicsHingeJointMotorIsEnabled
  • Set3DPhysicsHingeJointMotorVelocity
  • Set3DPhysicsJointBreakingThreshold
  • Set3DPhysicsJointConeTwistLimits
  • Set3DPhysicsJointEnabled
  • Set3DPhysicsJointHingeLimits
  • Set3DPhysicsJointSliderAngularLimits
  • Set3DPhysicsJointSliderLinearLimits
  • Set3DPhysicsRagdollBonesVisible
  • Set3DPhysicsRagdollDamping
  • Set3DPhysicsRagdollDeactivation
  • Set3DPhysicsRagdollDeactivationTime
  • Set3DPhysicsRagdollSleepingThresholds
  • Set3DPhysicsSliderJointMaxLinearMotorForce
  • Set3DPhysicsSliderJointPoweredLinearMotorIsEnabled
  • Set3DPhysicsSliderJointTargetLinearMotorVelocity
  • Set3DPhysicsStaticPlanePosition
  • Set3DPhysicsStaticPlaneRotation
  • Set3DPhysicsTwistJointMaxMotorImpulse
  • Set3DPhysicsTwistJointMotorIsEnabled
  • Set3DPhysicsTwistJointMotorRotationTarget
  • Set3DphysicsRagdollStatic
  • SetAdMobChildRating
  • SetAdMobDetails
  • SetAdMobRewardAdDetails
  • SetAdMobTesting
  • SetAdvertLocation
  • SetAdvertLocationEx
  • SetAdvertPosition
  • SetAdvertVisible
  • SetAmazonAdDetails
  • SetAmazonAdTesting
  • SetAmbientColor
  • SetAntialiasMode
  • SetBorderColor
  • SetButtonScreenPosition
  • SetCameraAspect
  • SetCameraBounds
  • SetCameraFOV
  • SetCameraLookAt
  • SetCameraOffCenter
  • SetCameraOrthoWidth
  • SetCameraPosition
  • SetCameraRange
  • SetCameraRotation
  • SetCameraRotationQuat
  • SetChartboostDetails
  • SetClearColor
  • SetClipboardText
  • SetCloudDataVariable
  • SetCurrentDir
  • SetCursorBlinkTime
  • SetDefaultMagFilter
  • SetDefaultMinFilter
  • SetDefaultWrapU
  • SetDefaultWrapV
  • SetDeviceCameraToImage
  • SetDisplayAspect
  • SetEditBoxActive
  • SetEditBoxBackgroundColor
  • SetEditBoxBackgroundImage
  • SetEditBoxBorderColor
  • SetEditBoxBorderImage
  • SetEditBoxBorderSize
  • SetEditBoxCursorBlinkTime
  • SetEditBoxCursorColor
  • SetEditBoxCursorPosition
  • SetEditBoxCursorWidth
  • SetEditBoxDepth
  • SetEditBoxExtendedFontImage
  • SetEditBoxFocus
  • SetEditBoxFont
  • SetEditBoxFontImage
  • SetEditBoxInputType
  • SetEditBoxMaxChars
  • SetEditBoxMaxLines
  • SetEditBoxMultiLine
  • SetEditBoxPasswordMode
  • SetEditBoxPosition
  • SetEditBoxScissor
  • SetEditBoxSize
  • SetEditBoxText
  • SetEditBoxTextColor
  • SetEditBoxTextSize
  • SetEditBoxUseAlternateInput
  • SetEditBoxVisible
  • SetEditBoxWrapMode
  • SetErrorMode
  • SetExpansionFileKey
  • SetExpansionFileVersion
  • SetFilePos
  • SetFogColor
  • SetFogMode
  • SetFogRange
  • SetFogSunColor
  • SetFolder
  • SetGenerateMipmaps
  • SetGlobal3DDepth
  • SetHTTPHost
  • SetHTTPTimeout
  • SetHTTPVerifyCertificate
  • SetImageMagFilter
  • SetImageMask
  • SetImageMinFilter
  • SetImageSubImages
  • SetImageTransparentColor
  • SetImageWrapU
  • SetImageWrapV
  • SetImmersiveMode
  • SetInneractiveDetails
  • SetIntendedDeviceSize
  • SetJointDamping
  • SetJointLimitOff
  • SetJointLimitOn
  • SetJointMotorOff
  • SetJointMotorOn
  • SetJointMouseMaxForce
  • SetJointMouseTarget
  • SetJoystickDeadZone
  • SetJoystickScreenPosition
  • SetLocalNotification
  • SetMemblockByte
  • SetMemblockByteSigned
  • SetMemblockFloat
  • SetMemblockInt
  • SetMemblockShort
  • SetMemblockString
  • SetMeshMemblockVertexColor
  • SetMeshMemblockVertexNormal
  • SetMeshMemblockVertexPosition
  • SetMeshMemblockVertexUV
  • SetMusicFileVolume
  • SetMusicLoopCountOGG
  • SetMusicLoopTimesOGG
  • SetMusicSystemVolume
  • SetMusicSystemVolumeOGG
  • SetMusicVolumeOGG
  • SetNetworkAllowClients
  • SetNetworkClientUserData
  • SetNetworkLatency
  • SetNetworkLocalFloat
  • SetNetworkLocalInteger
  • SetNetworkNoMoreClients
  • SetObject3DPhysicsAngularVelocity
  • SetObject3DPhysicsAnisotropicFriction
  • SetObject3DPhysicsCanSleep
  • SetObject3DPhysicsDamping
  • SetObject3DPhysicsDeactivationTime
  • SetObject3DPhysicsFriction
  • SetObject3DPhysicsGroupAndMask
  • SetObject3DPhysicsLinearVelocity
  • SetObject3DPhysicsMass
  • SetObject3DPhysicsMaxLinearVelocity
  • SetObject3DPhysicsRestitution
  • SetObject3DPhysicsRollingFriction
  • SetObject3DPhysicsSleepingThreshold
  • SetObjectAlpha
  • SetObjectAlphaMask
  • SetObjectAnimationFrame
  • SetObjectAnimationSpeed
  • SetObjectBlendModes
  • SetObjectBoneCanAnimate
  • SetObjectBoneLookAt
  • SetObjectBonePosition
  • SetObjectBoneRotation
  • SetObjectBoneRotationQuat
  • SetObjectCastShadow
  • SetObjectCollisionMode
  • SetObjectColor
  • SetObjectColorEmissive
  • SetObjectCullMode
  • SetObjectDepthBias
  • SetObjectDepthRange
  • SetObjectDepthReadMode
  • SetObjectDepthWrite
  • SetObjectFogMode
  • SetObjectImage
  • SetObjectLightMap
  • SetObjectLightMode
  • SetObjectLookAt
  • SetObjectMeshCastShadow
  • SetObjectMeshCollisionMode
  • SetObjectMeshFromMemblock
  • SetObjectMeshImage
  • SetObjectMeshLightMap
  • SetObjectMeshNormalMap
  • SetObjectMeshNormalMapScale
  • SetObjectMeshShader
  • SetObjectMeshUVOffset
  • SetObjectMeshUVScale
  • SetObjectMeshVisible
  • SetObjectNormalMap
  • SetObjectNormalMapScale
  • SetObjectPosition
  • SetObjectReceiveShadow
  • SetObjectRotation
  • SetObjectRotationQuat
  • SetObjectScale
  • SetObjectScalePermanent
  • SetObjectScreenCulling
  • SetObjectShader
  • SetObjectShaderConstantArrayByName
  • SetObjectShaderConstantArrayFloatByName
  • SetObjectShaderConstantArrayVec2ByName
  • SetObjectShaderConstantArrayVec3ByName
  • SetObjectShaderConstantArrayVec4ByName
  • SetObjectShaderConstantByName
  • SetObjectShaderConstantDefault
  • SetObjectShapeBox
  • SetObjectShapeCapsule
  • SetObjectShapeCompound
  • SetObjectShapeCone
  • SetObjectShapeConvexHull
  • SetObjectShapeCylinder
  • SetObjectShapeSphere
  • SetObjectShapeStaticPolygon
  • SetObjectTransparency
  • SetObjectUVOffset
  • SetObjectUVScale
  • SetObjectVisible
  • SetOrientationAllowed
  • SetParticlesActive
  • SetParticlesAngle
  • SetParticlesAngleRad
  • SetParticlesColorInterpolation
  • SetParticlesDepth
  • SetParticlesDirection
  • SetParticlesFaceDirection
  • SetParticlesFrequency
  • SetParticlesImage
  • SetParticlesLife
  • SetParticlesMax
  • SetParticlesPosition
  • SetParticlesRotationRange
  • SetParticlesRotationRangeRad
  • SetParticlesSize
  • SetParticlesStartZone
  • SetParticlesTransparency
  • SetParticlesVelocityRange
  • SetParticlesVisible
  • SetPhysicsCCD
  • SetPhysicsDebugOff
  • SetPhysicsDebugOn
  • SetPhysicsForcePosition
  • SetPhysicsForcePower
  • SetPhysicsForceRange
  • SetPhysicsGravity
  • SetPhysicsMaxPolygonPoints
  • SetPhysicsScale
  • SetPhysicsSleeping
  • SetPhysicsThreading
  • SetPhysicsWallBottom
  • SetPhysicsWallLeft
  • SetPhysicsWallRight
  • SetPhysicsWallTop
  • SetPointLightColor
  • SetPointLightMode
  • SetPointLightPosition
  • SetPointLightRadius
  • SetPresentMode
  • SetPrintColor
  • SetPrintFont
  • SetPrintSize
  • SetPrintSpacing
  • SetPushNotificationKeys
  • SetRandomSeed
  • SetRandomSeed2
  • SetRawJoystickDeadZone
  • SetRawMousePosition
  • SetRawMouseVisible
  • SetRawTouchMoveSensitivity
  • SetRawTouchValue
  • SetRawWritePath
  • SetRenderToImage
  • SetRenderToScreen
  • SetResolutionMode
  • SetScissor
  • SetScreenResolution
  • SetShaderConstantArrayByName
  • SetShaderConstantArrayFloatByName
  • SetShaderConstantArrayVec2ByName
  • SetShaderConstantArrayVec3ByName
  • SetShaderConstantArrayVec4ByName
  • SetShaderConstantByName
  • SetShaderErrorMode
  • SetShadowBias
  • SetShadowCascadeValues
  • SetShadowLightStepSize
  • SetShadowMapSize
  • SetShadowMappingMode
  • SetShadowRange
  • SetShadowSmoothing
  • SetSharedVariableAppGroup
  • SetSkeleton2DAnimationFrame
  • SetSkeleton2DAnimationSpeed
  • SetSkeleton2DBoneAngle
  • SetSkeleton2DBoneMode
  • SetSkeleton2DBonePosition
  • SetSkeleton2DBoneScale
  • SetSkeleton2DDepth
  • SetSkeleton2DFlip
  • SetSkeleton2DPosition
  • SetSkeleton2DRotation
  • SetSkeleton2DVisible
  • SetSkyBoxHorizonColor
  • SetSkyBoxHorizonSize
  • SetSkyBoxSkyColor
  • SetSkyBoxSunColor
  • SetSkyBoxSunSize
  • SetSkyBoxSunVisible
  • SetSkyBoxVisible
  • SetSleepMode
  • SetSnapChatStickerSettings
  • SetSortCreated
  • SetSortDepth
  • SetSortTextures
  • SetSortTransparentDepth
  • SetSoundDeviceMode
  • SetSoundInstanceBalance
  • SetSoundInstanceRate
  • SetSoundInstanceVolume
  • SetSoundSystemVolume
  • SetSpeechLanguage
  • SetSpeechLanguageByID
  • SetSpeechRate
  • SetSpriteActive
  • SetSpriteAdditionalImage
  • SetSpriteAngle
  • SetSpriteAngleRad
  • SetSpriteAnimation
  • SetSpriteBlendModes
  • SetSpriteCategoryBit
  • SetSpriteCategoryBits
  • SetSpriteCollideBit
  • SetSpriteCollideBits
  • SetSpriteColor
  • SetSpriteColorAlpha
  • SetSpriteColorBlue
  • SetSpriteColorGreen
  • SetSpriteColorRed
  • SetSpriteDepth
  • SetSpriteFlip
  • SetSpriteFrame
  • SetSpriteGroup
  • SetSpriteImage
  • SetSpriteOffset
  • SetSpritePhysicsAllowSleep
  • SetSpritePhysicsAngularDamping
  • SetSpritePhysicsAngularImpulse
  • SetSpritePhysicsAngularVelocity
  • SetSpritePhysicsCOM
  • SetSpritePhysicsCanRotate
  • SetSpritePhysicsDamping
  • SetSpritePhysicsDelete
  • SetSpritePhysicsDensity
  • SetSpritePhysicsForce
  • SetSpritePhysicsFriction
  • SetSpritePhysicsGravityScale
  • SetSpritePhysicsImpulse
  • SetSpritePhysicsInitiallyAwake
  • SetSpritePhysicsIsBullet
  • SetSpritePhysicsIsSensor
  • SetSpritePhysicsMass
  • SetSpritePhysicsOff
  • SetSpritePhysicsOn
  • SetSpritePhysicsRestitution
  • SetSpritePhysicsTorque
  • SetSpritePhysicsVelocity
  • SetSpritePosition
  • SetSpritePositionByOffset
  • SetSpriteScale
  • SetSpriteScaleByOffset
  • SetSpriteScissor
  • SetSpriteShader
  • SetSpriteShape
  • SetSpriteShapeBox
  • SetSpriteShapeChain
  • SetSpriteShapeCircle
  • SetSpriteShapePolygon
  • SetSpriteSize
  • SetSpriteSnap
  • SetSpriteSpeed
  • SetSpriteTransparency
  • SetSpriteUV
  • SetSpriteUVBorder
  • SetSpriteUVOffset
  • SetSpriteUVScale
  • SetSpriteVisible
  • SetSpriteX
  • SetSpriteY
  • SetSunActive
  • SetSunColor
  • SetSunDirection
  • SetSyncRate
  • SetTextAlignment
  • SetTextAngle
  • SetTextAngleRad
  • SetTextBold
  • SetTextCharAngle
  • SetTextCharAngleRad
  • SetTextCharBold
  • SetTextCharColor
  • SetTextCharColorAlpha
  • SetTextCharColorBlue
  • SetTextCharColorGreen
  • SetTextCharColorRed
  • SetTextCharPosition
  • SetTextCharX
  • SetTextCharY
  • SetTextColor
  • SetTextColorAlpha
  • SetTextColorBlue
  • SetTextColorGreen
  • SetTextColorRed
  • SetTextDefaultExtendedFontImage
  • SetTextDefaultFontImage
  • SetTextDefaultMagFilter
  • SetTextDefaultMinFilter
  • SetTextDepth
  • SetTextExtendedFontImage
  • SetTextFont
  • SetTextFontImage
  • SetTextInputMaxChars
  • SetTextLineSpacing
  • SetTextMaxWidth
  • SetTextPosition
  • SetTextScissor
  • SetTextShader
  • SetTextShaderConstantArrayByName
  • SetTextShaderConstantByName
  • SetTextShaderConstantDefault
  • SetTextSize
  • SetTextSpacing
  • SetTextString
  • SetTextTransparency
  • SetTextVisible
  • SetTextX
  • SetTextY
  • SetTransitionMode
  • SetTweenCameraAngleX
  • SetTweenCameraAngleY
  • SetTweenCameraAngleZ
  • SetTweenCameraFOV
  • SetTweenCameraX
  • SetTweenCameraY
  • SetTweenCameraZ
  • SetTweenChainTime
  • SetTweenCharAlpha
  • SetTweenCharAngle
  • SetTweenCharBlue
  • SetTweenCharGreen
  • SetTweenCharRed
  • SetTweenCharX
  • SetTweenCharY
  • SetTweenCustomFloat1
  • SetTweenCustomFloat2
  • SetTweenCustomFloat3
  • SetTweenCustomFloat4
  • SetTweenCustomInteger1
  • SetTweenCustomInteger2
  • SetTweenCustomInteger3
  • SetTweenCustomInteger4
  • SetTweenDuration
  • SetTweenObjectAlpha
  • SetTweenObjectAngleX
  • SetTweenObjectAngleY
  • SetTweenObjectAngleZ
  • SetTweenObjectBlue
  • SetTweenObjectGreen
  • SetTweenObjectRed
  • SetTweenObjectScaleX
  • SetTweenObjectScaleY
  • SetTweenObjectScaleZ
  • SetTweenObjectX
  • SetTweenObjectY
  • SetTweenObjectZ
  • SetTweenSpriteAlpha
  • SetTweenSpriteAngle
  • SetTweenSpriteBlue
  • SetTweenSpriteGreen
  • SetTweenSpriteRed
  • SetTweenSpriteSizeX
  • SetTweenSpriteSizeY
  • SetTweenSpriteX
  • SetTweenSpriteXByOffset
  • SetTweenSpriteY
  • SetTweenSpriteYByOffset
  • SetTweenTextAlpha
  • SetTweenTextAngle
  • SetTweenTextBlue
  • SetTweenTextGreen
  • SetTweenTextLineSpacing
  • SetTweenTextRed
  • SetTweenTextSize
  • SetTweenTextSpacing
  • SetTweenTextX
  • SetTweenTextY
  • SetVSync
  • SetVector3
  • SetVideoDimensions
  • SetVideoPosition
  • SetVideoVolume
  • SetViewOffset
  • SetViewZoom
  • SetViewZoomMode
  • SetVirtualButtonActive
  • SetVirtualButtonAlpha
  • SetVirtualButtonColor
  • SetVirtualButtonImageDown
  • SetVirtualButtonImageUp
  • SetVirtualButtonPosition
  • SetVirtualButtonSize
  • SetVirtualButtonText
  • SetVirtualButtonVisible
  • SetVirtualJoystickActive
  • SetVirtualJoystickAlpha
  • SetVirtualJoystickDeadZone
  • SetVirtualJoystickImageInner
  • SetVirtualJoystickImageOuter
  • SetVirtualJoystickPosition
  • SetVirtualJoystickSize
  • SetVirtualJoystickVisible
  • SetVirtualResolution
  • SetWindowAllowResize
  • SetWindowPosition
  • SetWindowSize
  • SetWindowTitle
  • SetupCloudData
  • SetupNoise
  • Sha1
  • Sha256
  • Sha512
  • ShareFile
  • ShareImage
  • ShareImageAndText
  • ShareSnapChatImage
  • ShareText
  • ShowChooseImageScreen
  • ShowFullscreenAdvertAdMob
  • ShowFullscreenAdvertAmazon
  • ShowFullscreenAdvertChartboost
  • ShowImageCaptureScreen
  • ShowRewardAdAdMob
  • ShowRewardAdChartboost
  • SimplifyPath
  • Sin
  • SinRad
  • Sleep
  • Spaces
  • Speak
  • SphereCast3DPhysics
  • SphereCast3DPhysicsObject
  • SpriteRayCast
  • SpriteRayCastCategory
  • SpriteRayCastGroup
  • SpriteRayCastSingle
  • Sqrt
  • Stand3DPhysicsCharacterController
  • StartGPSTracking
  • StartScreenRecording
  • StartTextInput
  • Step3DPhysicsWorld
  • StepPhysics
  • StopGPSTracking
  • StopMusic
  • StopMusicOGG
  • StopObjectAnimation
  • StopScreenRecording
  • StopSkeleton2DAnimation
  • StopSound
  • StopSoundInstance
  • StopSoundRecording
  • StopSpeaking
  • StopSprite
  • StopTextInput
  • StopTweenCamera
  • StopTweenChain
  • StopTweenChar
  • StopTweenCustom
  • StopTweenObject
  • StopTweenSprite
  • StopTweenText
  • StopVideo
  • Str
  • StringToBase64
  • StripString
  • Swap
  • Sync
  • Tan
  • TanRad
  • TerminateApp
  • TextToSpeechSetup
  • Timer
  • TrimString
  • Trunc
  • TruncateString
  • TweenBounce
  • TweenEaseIn1
  • TweenEaseIn2
  • TweenEaseOut1
  • TweenEaseOut2
  • TweenLinear
  • TweenOvershoot
  • TweenSmooth1
  • TweenSmooth2
  • Update
  • Update2D
  • Update3D
  • Update3DParticles
  • Update3DPhysicsPickJoint
  • UpdateAllTweens
  • UpdateDeviceSize
  • UpdateParticles
  • UpdateTweenCamera
  • UpdateTweenChain
  • UpdateTweenChar
  • UpdateTweenCustom
  • UpdateTweenObject
  • UpdateTweenSprite
  • UpdateTweenText
  • Upper
  • UseNewDefaultFonts
  • Val
  • ValFloat
  • VibrateDevice
  • ViewFile
  • WorldToScreenX
  • WorldToScreenY
  • WriteByte
  • WriteFloat
  • WriteInteger
  • WriteLine
  • WriteString
  • WriteString2


  • \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw.htm deleted file mode 100644 index ba04ab66..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -Input-Raw - AGK Help - - - - - - -

    Input-Raw

    The commands listed in this section are for dealing with specific hardware requirements - they are not cross platform. You must check for existance on the current device before using them.

    Multitouch

    Joysticks

    Sensors

    Mouse

    Existence

    Keyboard



    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/CompleteRawJoystickDetection.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/CompleteRawJoystickDetection.htm deleted file mode 100644 index 6a48888b..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/CompleteRawJoystickDetection.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -CompleteRawJoystickDetection - AGK Help - - - - - - -

    CompleteRawJoystickDetection

    Description

    Waits for the detection of physical joysticks to complete, on some systems this may take a few seconds so is run in a separate thread along side the main application. If you do not use any of the real joystick commands (include the AGK joystick) you may ignore this command and let the joystick detection complete whenever it likes. However if you do wish to use joystick commands in your app you must call this command to make sure that the total number of joysticks connected have been found. After this initial detection process plugging in additional joysticks will not be detected.

    Definition

    CompleteRawJoystickDetection()



    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetAccelerometerExists.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetAccelerometerExists.htm deleted file mode 100644 index a6aa8fcd..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetAccelerometerExists.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetAccelerometerExists - AGK Help - - - - - - -

    GetAccelerometerExists

    Description

    Returns 1 if the current device has an accelerometer that is currently supported by AGK, 0 if not.

    Definition

    integer GetAccelerometerExists()



    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetCameraExists.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetCameraExists.htm deleted file mode 100644 index a85a2cbe..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetCameraExists.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetCameraExists - AGK Help - - - - - - -

    GetCameraExists

    Description

    Returns 1 if the current device has a camera, 0 if not. On some platforms this command enumerates the hardware devices to check for a camera which may be slow. It is not recommended that you call this every frame. On Windows this command will successfully detect a new camera being plugged in whilst the app is running.

    Definition

    integer GetCameraExists()



    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetCharBuffer.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetCharBuffer.htm deleted file mode 100644 index 15eca4a1..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetCharBuffer.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetCharBuffer - AGK Help - - - - - - -

    GetCharBuffer

    Description

    Returns a string of all the characters pressed since the last time this command was called, after this command is called the buffer is cleared. This only works on devices with a physical keyboard. The buffer is limited to 1024 characters, after which additional characters will be ignored. In Tier 2 the string is encoded in UTF-8, and must be deleted with agk::DeleteString when you are done with it.

    Definition

    string GetCharBuffer()



    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetCharBufferLength.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetCharBufferLength.htm deleted file mode 100644 index b797bb36..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetCharBufferLength.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetCharBufferLength - AGK Help - - - - - - -

    GetCharBufferLength

    Description

    Returns the current length of the char buffer wihtout modifying it. Note that this is the length in characters, not bytes, which may be different when the string contains unicode characters.

    Definition

    integer GetCharBufferLength()



    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetGPSSensorExists.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetGPSSensorExists.htm deleted file mode 100644 index d6a11ef7..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetGPSSensorExists.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetGPSSensorExists - AGK Help - - - - - - -

    GetGPSSensorExists

    Description

    Returns 1 if the current device has a GPS receiver that is currently supported by AGK, 0 if not.

    Definition

    integer GetGPSSensorExists()



    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetGyroSensorExists.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetGyroSensorExists.htm deleted file mode 100644 index 2108770c..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetGyroSensorExists.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetGyroSensorExists - AGK Help - - - - - - -

    GetGyroSensorExists

    Description

    Returns 1 if the current device has a gyroscope that is currently supported by AGK, 0 if not.

    Definition

    integer GetGyroSensorExists()



    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetJoystickExists.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetJoystickExists.htm deleted file mode 100644 index 07aefee5..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetJoystickExists.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetJoystickExists - AGK Help - - - - - - -

    GetJoystickExists

    Description

    Returns 1 if the current device has at least one physical joystick available as an input method. 0 if it has no joystick physical joysticks. If you find that the platform has no physical joysticks you can create virtual ones that appear on screen for use by touch screens or mice with AddVirtualJoystick. GetJoystickExists does not count virtual joysticks in its check. On some platforms joystick detection is run on a background thread that may not complete for some time after your app has started, to wait for the thread to complete use CompleteRawJoystickDetection to be sure that any connected joysticks have been found.

    Definition

    integer GetJoystickExists()



    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetKeyboardExists.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetKeyboardExists.htm deleted file mode 100644 index 7fc3382c..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetKeyboardExists.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetKeyboardExists - AGK Help - - - - - - -

    GetKeyboardExists

    Description

    Returns 1 if the current device has a full sized keyboard, 2 if the device has a virtual or mobile phone keyboard and 0 for no keyboard at all.

    Definition

    integer GetKeyboardExists()



    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetLightSensorExists.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetLightSensorExists.htm deleted file mode 100644 index b3625ff6..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetLightSensorExists.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetLightSensorExists - AGK Help - - - - - - -

    GetLightSensorExists

    Description

    Returns 1 if the current device has an ambient light sensor that is currently supported by AGK, 0 if not.

    Definition

    integer GetLightSensorExists()



    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetMagneticSensorExists.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetMagneticSensorExists.htm deleted file mode 100644 index c76ec594..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetMagneticSensorExists.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetMagneticSensorExists - AGK Help - - - - - - -

    GetMagneticSensorExists

    Description

    Returns 1 if the current device has a magnetism sensor that is currently supported by AGK, 0 if not.

    Definition

    integer GetMagneticSensorExists()



    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetMouseExists.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetMouseExists.htm deleted file mode 100644 index 4dd9becc..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetMouseExists.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetMouseExists - AGK Help - - - - - - -

    GetMouseExists

    Description

    Returns 1 if the current device has a mouse, 0 if not.

    Definition

    integer GetMouseExists()



    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetMultiTouchExists.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetMultiTouchExists.htm deleted file mode 100644 index 4c4b949f..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetMultiTouchExists.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetMultiTouchExists - AGK Help - - - - - - -

    GetMultiTouchExists

    Description

    Returns 1 if the current device supports multitouch, 0 if not.

    Definition

    integer GetMultiTouchExists()



    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetNFCExists.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetNFCExists.htm deleted file mode 100644 index 111da0cf..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetNFCExists.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetNFCExists - AGK Help - - - - - - -

    GetNFCExists

    Description

    Returns 1 if the current device has an NFC device built-in, otherwise 0 is returned. This command is not yet functional.

    Definition

    integer GetNFCExists()



    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetProximitySensorExists.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetProximitySensorExists.htm deleted file mode 100644 index 0f88193f..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetProximitySensorExists.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetProximitySensorExists - AGK Help - - - - - - -

    GetProximitySensorExists

    Description

    Returns 1 if the current device has a proximity sensor that is currently supported by AGK, 0 if not.

    Definition

    integer GetProximitySensorExists()



    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRawAccelX.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRawAccelX.htm deleted file mode 100644 index 8fc68dd1..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRawAccelX.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetRawAccelX - AGK Help - - - - - - -

    GetRawAccelX

    Description

    If an accelerometer exists, returns the current accelerometer reading for the X direction in the range -1 to 1. This matches the screen coordinate system of positive being to the right. If no accelerometer exists this will always return 0. You can use the GetDirectionX command to emulate a direction input. If you have not used SetOrientationAllowed to select your desired orientation then this command will lock the device in the current orientation to prevent the accelerometer rotating the screen. You should use SetOrientationAllowed if you want to enable screen rotation when using the accelerometer.

    Definition

    float GetRawAccelX()



    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRawAccelY.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRawAccelY.htm deleted file mode 100644 index c9d8c791..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRawAccelY.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetRawAccelY - AGK Help - - - - - - -

    GetRawAccelY

    Description

    If an accelerometer exists, returns the current accelerometer reading for the Y direction in the range -1 to 1. This matches the screen coordinate system of positive being down. If no accelerometer exists this will always return 0. You can use the GetDirectionY command to emulate a direction input. If you have not used SetOrientationAllowed to select your desired orientation then this command will lock the device in the current orientation to prevent the accelerometer rotating the screen. You should use SetOrientationAllowed if you want to enable screen rotation when using the accelerometer.

    Definition

    float GetRawAccelY()



    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRawAccelZ.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRawAccelZ.htm deleted file mode 100644 index 3a325c51..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRawAccelZ.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetRawAccelZ - AGK Help - - - - - - -

    GetRawAccelZ

    Description

    If an accelerometer exists, returns the current accelerometer reading for the Z direction in the range -1 to 1. A positive Z value means the screen is facing upwards. If no accelerometer exists this will always return 0, there is no emulated command for the Z direction. If you have not used SetOrientationAllowed to select your desired orientation then this command will lock the device in the current orientation to prevent the accelerometer rotating the screen. You should use SetOrientationAllowed if you want to enable screen rotation when using the accelerometer.

    Definition

    float GetRawAccelZ()



    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRawFirstTouchEvent.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRawFirstTouchEvent.htm deleted file mode 100644 index 717f683c..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRawFirstTouchEvent.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetRawFirstTouchEvent - AGK Help - - - - - - -

    GetRawFirstTouchEvent

    Description

    Returns an index to the first touch event available for reading. By default the AGK does not count an event until it knows what type of event it is, e.g. short, long, drag, etc. To receive unknown events as well set bIncludeUnknown to 1. Use 0 to ignore unknown events. All you can be sure about with unknown events is that the finger is currently on screen and has been there less than 1 second. After 1 second it automatically becomes a hold event. If the user lifts their finger off the screen it becomes a short event, and if they move their finger it becomes a drag event. If no events are available it returns 0.

    Definition

    integer GetRawFirstTouchEvent( bIncludeUnknown )

    Parameters

    • bIncludeUnknown - Set to true to receive unknown events which may become any type of event in the future.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRawGPSAltitude.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRawGPSAltitude.htm deleted file mode 100644 index 1c96deea..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRawGPSAltitude.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetRawGPSAltitude - AGK Help - - - - - - -

    GetRawGPSAltitude

    Description

    Returns the most up to date altitude available in meters above sea level.

    Definition

    float GetRawGPSAltitude()



    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRawGPSLatitude.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRawGPSLatitude.htm deleted file mode 100644 index 3bd1737f..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRawGPSLatitude.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetRawGPSLatitude - AGK Help - - - - - - -

    GetRawGPSLatitude

    Description

    Returns the most up to date latitude available.

    Definition

    float GetRawGPSLatitude()



    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRawGPSLongitude.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRawGPSLongitude.htm deleted file mode 100644 index 36075305..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRawGPSLongitude.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetRawGPSLongitude - AGK Help - - - - - - -

    GetRawGPSLongitude

    Description

    Returns the most up to date longitude available.

    Definition

    float GetRawGPSLongitude()



    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRawGyroVelocityX.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRawGyroVelocityX.htm deleted file mode 100644 index 5a81fbf6..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRawGyroVelocityX.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetRawGyroVelocityX - AGK Help - - - - - - -

    GetRawGyroVelocityX

    Description

    If a gyroscope exists, returns the X component of the current device rotation speed. If you have not used SetOrientationAllowed to select your desired orientation then this command will lock the device in the current orientation to prevent the screen from rotating. You should use SetOrientationAllowed if you want to enable screen rotation when using the gyroscope.

    Definition

    float GetRawGyroVelocityX()



    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRawGyroVelocityY.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRawGyroVelocityY.htm deleted file mode 100644 index 5e06f0ac..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRawGyroVelocityY.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetRawGyroVelocityY - AGK Help - - - - - - -

    GetRawGyroVelocityY

    Description

    If a gyroscope exists, returns the Y component of the current device rotation speed. If you have not used SetOrientationAllowed to select your desired orientation then this command will lock the device in the current orientation to prevent the screen from rotating. You should use SetOrientationAllowed if you want to enable screen rotation when using the gyroscope.

    Definition

    float GetRawGyroVelocityY()



    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRawGyroVelocityZ.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRawGyroVelocityZ.htm deleted file mode 100644 index b62d74b1..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRawGyroVelocityZ.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetRawGyroVelocityZ - AGK Help - - - - - - -

    GetRawGyroVelocityZ

    Description

    If a gyroscope exists, returns the Z component of the current device rotation speed. If you have not used SetOrientationAllowed to select your desired orientation then this command will lock the device in the current orientation to prevent the screen from rotating. You should use SetOrientationAllowed if you want to enable screen rotation when using the gyroscope.

    Definition

    float GetRawGyroVelocityZ()



    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRawJoystickButtonPressed.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRawJoystickButtonPressed.htm deleted file mode 100644 index 719822d5..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRawJoystickButtonPressed.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetRawJoystickButtonPressed - AGK Help - - - - - - -

    GetRawJoystickButtonPressed

    Description

    Returns 1 if the given button was pressed this frame, otherwise returns 0. Once the button has been pressed this function returns to 0, to check the state of the button use GetRawJoystickButtonState.

    AGK supports up to 64 joystick buttons in the range 1-64.

    Definition

    integer GetRawJoystickButtonPressed( index, button )

    Parameters

    • index - The ID of the joystick to check.
    • button - The ID of the button to check.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRawJoystickButtonReleased.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRawJoystickButtonReleased.htm deleted file mode 100644 index 74edf4f6..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRawJoystickButtonReleased.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetRawJoystickButtonReleased - AGK Help - - - - - - -

    GetRawJoystickButtonReleased

    Description

    Returns 1 if the given button was released this frame, otherwise returns 0. Once the button has been released this function returns to 0, to check the state of the button use GetRawJoystickButtonState.

    AGK supports up to 64 joystick buttons in the range 1-64.

    Definition

    integer GetRawJoystickButtonReleased( index, button )

    Parameters

    • index - The ID of the joystick to check.
    • button - The ID of the button to check.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRawJoystickButtonState.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRawJoystickButtonState.htm deleted file mode 100644 index b1157ec6..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRawJoystickButtonState.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetRawJoystickButtonState - AGK Help - - - - - - -

    GetRawJoystickButtonState

    Description

    Returns 1 if the given button is currently down, otherwise returns 0. To detect the instance that a button is pressed or released use GetRawJoystickButtonPressed or GetRawJoystickButtonReleased.

    AGK supports up to 64 joystick buttons in the range 1-64.

    Definition

    integer GetRawJoystickButtonState( index, button )

    Parameters

    • index - The ID of the joystick to check.
    • button - The ID of the button to check.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRawJoystickConnected.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRawJoystickConnected.htm deleted file mode 100644 index a792b390..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRawJoystickConnected.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetRawJoystickConnected - AGK Help - - - - - - -

    GetRawJoystickConnected

    Description

    Returns 1 if the specified joystick is connected, 0 if not. This only applies to joysticks that were plugged in when the app started, plugging in a new joystick after the app has started will not be detected. Use GetRawJoystickExists to find out which joysticks were detected at startup. This command currently does not work on Mac.

    Definition

    integer GetRawJoystickConnected( index )

    Parameters

    • index - The ID of the joystick to check.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRawJoystickExists.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRawJoystickExists.htm deleted file mode 100644 index ea252781..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRawJoystickExists.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetRawJoystickExists - AGK Help - - - - - - -

    GetRawJoystickExists

    Description

    Returns 1 if a joystick exists at the given index. Physical joysticks are detected at startup and placed in IDs 1-8 incrementally. You should call CompleteRawJoystickDetection at some point before this command to make sure that all present joysticks have been discovered. After the initial detection process plugging in additional joysticks will not be detected (except on Android which will detect new joysticks). Unplugging a joystick will not delete its index and this command will still return 1. You can use GetRawJoystickConnected to detect when a previously detected joystick is disconnected. If a disconnected joystick is reattached the AGK will attempt to reconnect to it.

    An alternative version of this command exists GetJoystickExists, in which case it will return 1 if there are any raw joysticks attached.

    Definition

    integer GetRawJoystickExists( index )

    Parameters

    • index - The ID of the joystick to check.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRawJoystickName.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRawJoystickName.htm deleted file mode 100644 index 5c9cd497..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRawJoystickName.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetRawJoystickName - AGK Help - - - - - - -

    GetRawJoystickName

    Description

    Returns the name of the joystick as discovered by the operating system, currently only works on Windows and Linux. In Tier 2 the string is encoded in UTF-8, and must be deleted with agk::DeleteString when you are done with it.

    Definition

    string GetRawJoystickName( index )

    Parameters

    • index - The ID of the joystick to check.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRawJoystickPOV.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRawJoystickPOV.htm deleted file mode 100644 index dd544eda..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRawJoystickPOV.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetRawJoystickPOV - AGK Help - - - - - - -

    GetRawJoystickPOV

    Description

    Returns the current value of the joystick POV, this can vary based on joystick type. Currently the POV index must be either 0, 1, 2, or 3

    Definition

    integer GetRawJoystickPOV( index, pov )

    Parameters

    • index - The ID of the joystick to check.
    • pov - The index of the POV to check.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRawJoystickRX.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRawJoystickRX.htm deleted file mode 100644 index d42ab9aa..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRawJoystickRX.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetRawJoystickRX - AGK Help - - - - - - -

    GetRawJoystickRX

    Description

    Returns the current rotational X value (if applicable) for the physical joystick at the given index. This will be in the range -1.0 to 1.0 with 0 being centered. In reality some joystick devices use this value for a second analogue stick.

    Definition

    float GetRawJoystickRX( index )

    Parameters

    • index - The ID of the joystick to check.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRawJoystickRY.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRawJoystickRY.htm deleted file mode 100644 index 5f24addf..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRawJoystickRY.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetRawJoystickRY - AGK Help - - - - - - -

    GetRawJoystickRY

    Description

    Returns the current rotational Y value (if applicable) for the physical joystick at the given index. This will be in the range -1.0 to 1.0 with 0 being centered. In reality some joystick devices use this value for a second analogue stick.

    Definition

    float GetRawJoystickRY( index )

    Parameters

    • index - The ID of the joystick to check.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRawJoystickRZ.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRawJoystickRZ.htm deleted file mode 100644 index 84c73ccd..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRawJoystickRZ.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetRawJoystickRZ - AGK Help - - - - - - -

    GetRawJoystickRZ

    Description

    Returns the current rotational Z value (if applicable) for the physical joystick at the given index. This will be in the range -1.0 to 1.0 with 0 being centered. In reality some joystick devices use this value for a second analogue stick.

    Definition

    float GetRawJoystickRZ( index )

    Parameters

    • index - The ID of the joystick to check.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRawJoystickSlider.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRawJoystickSlider.htm deleted file mode 100644 index 821b2651..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRawJoystickSlider.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetRawJoystickSlider - AGK Help - - - - - - -

    GetRawJoystickSlider

    Description

    Returns the current value of the joystick slider, this can vary based on joystick type. Currently the slider index must be either 0 or 1. Sliders are typically used for additional axes.

    Definition

    integer GetRawJoystickSlider( index, slider )

    Parameters

    • index - The ID of the joystick to check.
    • slider - The index of the slider to check.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRawJoystickX.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRawJoystickX.htm deleted file mode 100644 index b0467a47..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRawJoystickX.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetRawJoystickX - AGK Help - - - - - - -

    GetRawJoystickX

    Description

    Returns the current X value for the physical joystick at the given index. This will be in the range -1.0 to 1.0 with 0 being centered.

    Definition

    float GetRawJoystickX( index )

    Parameters

    • index - The ID of the joystick to check.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRawJoystickY.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRawJoystickY.htm deleted file mode 100644 index f7f6dbae..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRawJoystickY.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetRawJoystickY - AGK Help - - - - - - -

    GetRawJoystickY

    Description

    Returns the current Y value for the physical joystick at the given index. This will be in the range -1.0 to 1.0 with 0 being centered.

    Definition

    float GetRawJoystickY( index )

    Parameters

    • index - The ID of the joystick to check.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRawJoystickZ.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRawJoystickZ.htm deleted file mode 100644 index 9d114d0b..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRawJoystickZ.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetRawJoystickZ - AGK Help - - - - - - -

    GetRawJoystickZ

    Description

    Returns the current Z value (if applicable) for the physical joystick at the given index. This will be in the range -1.0 to 1.0 with 0 being centered.

    Definition

    float GetRawJoystickZ( index )

    Parameters

    • index - The ID of the joystick to check.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRawKeyPressed.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRawKeyPressed.htm deleted file mode 100644 index aed0cd80..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRawKeyPressed.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetRawKeyPressed - AGK Help - - - - - - -

    GetRawKeyPressed

    Description

    Returns 1 if the key code given was pressed this frame, then returns 0 whilst the key is held down. This only applies to platforms with a full sized keyboard such as PC and Mac, otherwise all keys will return 0. You can check if a keyboard exists by checking GetKeyboardExists returns 1. Key codes are in the range 0 to 255, anything out of range will return 0. Check out the scan codes page in the guides section of the help files to see which key matches which key code

    Definition

    integer GetRawKeyPressed( key )

    Parameters

    • key - The key code of the key to check.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRawKeyReleased.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRawKeyReleased.htm deleted file mode 100644 index b9b9fa4d..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRawKeyReleased.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetRawKeyReleased - AGK Help - - - - - - -

    GetRawKeyReleased

    Description

    Returns 1 if the key code given was released this frame, then returns 0 whilst the key is up. This only applies to platforms with a full sized keyboard such as PC and Mac, otherwise all keys will return 0. You can check if a keyboard exists by checking GetKeyboardExists returns 1. Key codes are in the range 0 to 255, anything out of range will return 0. Check out the scan codes page in the guides section of the help files to see which key matches which key code

    Definition

    integer GetRawKeyReleased( key )

    Parameters

    • key - The key code of the key to check.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRawKeyState.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRawKeyState.htm deleted file mode 100644 index c52f8904..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRawKeyState.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetRawKeyState - AGK Help - - - - - - -

    GetRawKeyState

    Description

    Returns 1 if the key code given is currently down. 0 if it is up. This only applies to platforms with a full sized keyboard such as PC and Mac, otherwise all keys will return 0. You can check if a keyboard exists by checking GetKeyboardExists returns 1. Key codes are in the range 0 to 255, anything out of range will return 0. Check out the scan codes page in the guides section of the help files to see which key matches which key code

    Definition

    integer GetRawKeyState( key )

    Parameters

    • key - The key code of the key to check.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRawLastKey.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRawLastKey.htm deleted file mode 100644 index dc50c003..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRawLastKey.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetRawLastKey - AGK Help - - - - - - -

    GetRawLastKey

    Description

    Returns the key code of the last key pressed. This only applies to platforms with a full sized keyboard such as PC, Mac, and Linux. You can check if a keyboard exists by using GetKeyboardExists. This function continue to return the last key pressed even when the key has been released. Check out the scan codes page in the guides section of the help files to see which key matches which key code

    Definition

    integer GetRawLastKey( )



    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRawLightLevel.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRawLightLevel.htm deleted file mode 100644 index ee8a10be..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRawLightLevel.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetRawLightLevel - AGK Help - - - - - - -

    GetRawLightLevel

    Description

    If an ambient light sensor exists, get the measurement of the surrounding light in lumels as a float.

    Definition

    float GetRawLightLevel()



    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRawMagneticX.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRawMagneticX.htm deleted file mode 100644 index 4921623e..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRawMagneticX.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetRawMagneticX - AGK Help - - - - - - -

    GetRawMagneticX

    Description

    If an magnetic sensor exists, returns the X component of any surrounding magnetic field. On iOS it may take a few seconds to start displaying data other than 0, during this process the device is using motion data to calibrate the magnetic sensor

    Definition

    float GetRawMagneticX()



    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRawMagneticY.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRawMagneticY.htm deleted file mode 100644 index a69aed12..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRawMagneticY.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetRawMagneticY - AGK Help - - - - - - -

    GetRawMagneticY

    Description

    If an magnetic sensor exists, returns the Y component of any surrounding magnetic field. On iOS it may take a few seconds to start displaying data other than 0, during this process the device is using motion data to calibrate the magnetic sensor

    Definition

    float GetRawMagneticY()



    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRawMagneticZ.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRawMagneticZ.htm deleted file mode 100644 index e73e87af..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRawMagneticZ.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetRawMagneticZ - AGK Help - - - - - - -

    GetRawMagneticZ

    Description

    If an magnetic sensor exists, returns the Z component of any surrounding magnetic field. On iOS it may take a few seconds to start displaying data other than 0, during this process the device is using motion data to calibrate the magnetic sensor

    Definition

    float GetRawMagneticZ()



    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRawMouseFifthPressed.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRawMouseFifthPressed.htm deleted file mode 100644 index 64903b73..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRawMouseFifthPressed.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetRawMouseFifthPressed - AGK Help - - - - - - -

    GetRawMouseFifthPressed

    Description

    Returns 1 if the fifth mouse button has been pressed, then returns 0 whilst the button is held down. If no mouse exists it will always return 0.

    Definition

    integer GetRawMouseFifthPressed()



    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRawMouseFifthReleased.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRawMouseFifthReleased.htm deleted file mode 100644 index 74568fa2..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRawMouseFifthReleased.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetRawMouseFifthReleased - AGK Help - - - - - - -

    GetRawMouseFifthReleased

    Description

    Returns 1 if the fifth mouse button has been released, then returns 0 whilst the button is up. If no mouse exists it will always return 0.

    Definition

    integer GetRawMouseFifthReleased()



    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRawMouseFifthState.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRawMouseFifthState.htm deleted file mode 100644 index cc71a45c..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRawMouseFifthState.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetRawMouseFifthState - AGK Help - - - - - - -

    GetRawMouseFifthState

    Description

    Returns 1 if the fifth mouse button is currently down, 0 if not. If no mouse exists it will always return 0.

    Definition

    integer GetRawMouseFifthState()



    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRawMouseFourthPressed.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRawMouseFourthPressed.htm deleted file mode 100644 index fb32c9b5..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRawMouseFourthPressed.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetRawMouseFourthPressed - AGK Help - - - - - - -

    GetRawMouseFourthPressed

    Description

    Returns 1 if the fourth mouse button has been pressed, then returns 0 whilst the button is held down. If no mouse exists it will always return 0.

    Definition

    integer GetRawMouseFourthPressed()



    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRawMouseFourthReleased.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRawMouseFourthReleased.htm deleted file mode 100644 index 6e30155f..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRawMouseFourthReleased.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetRawMouseFourthReleased - AGK Help - - - - - - -

    GetRawMouseFourthReleased

    Description

    Returns 1 if the fourth mouse button has been released, then returns 0 whilst the button is up. If no mouse exists it will always return 0.

    Definition

    integer GetRawMouseFourthReleased()



    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRawMouseFourthState.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRawMouseFourthState.htm deleted file mode 100644 index 831e9b5d..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRawMouseFourthState.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetRawMouseFourthState - AGK Help - - - - - - -

    GetRawMouseFourthState

    Description

    Returns 1 if the fourth mouse button is currently down, 0 if not. If no mouse exists it will always return 0.

    Definition

    integer GetRawMouseFourthState()



    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRawMouseLeftPressed.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRawMouseLeftPressed.htm deleted file mode 100644 index 2aca5cfc..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRawMouseLeftPressed.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetRawMouseLeftPressed - AGK Help - - - - - - -

    GetRawMouseLeftPressed

    Description

    Returns 1 if the left mouse button has been pressed, then returns 0 whilst the button is held down. If no mouse exists it will always return 0.

    Definition

    integer GetRawMouseLeftPressed()



    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRawMouseLeftReleased.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRawMouseLeftReleased.htm deleted file mode 100644 index 0cffda9f..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRawMouseLeftReleased.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetRawMouseLeftReleased - AGK Help - - - - - - -

    GetRawMouseLeftReleased

    Description

    Returns 1 if the left mouse button has been released, then returns 0 whilst the button is up. If no mouse exists it will always return 0.

    Definition

    integer GetRawMouseLeftReleased()



    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRawMouseLeftState.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRawMouseLeftState.htm deleted file mode 100644 index fd8468b7..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRawMouseLeftState.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetRawMouseLeftState - AGK Help - - - - - - -

    GetRawMouseLeftState

    Description

    Returns 1 if the left mouse button is currently down, 0 if not. If no mouse exists it will always return 0.

    Definition

    integer GetRawMouseLeftState()



    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRawMouseMiddlePressed.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRawMouseMiddlePressed.htm deleted file mode 100644 index cf74be4b..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRawMouseMiddlePressed.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetRawMouseMiddlePressed - AGK Help - - - - - - -

    GetRawMouseMiddlePressed

    Description

    Returns 1 if the middle mouse button has been pressed, then returns 0 whilst the button is held down. If no mouse exists it will always return 0.

    Definition

    integer GetRawMouseMiddlePressed()



    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRawMouseMiddleReleased.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRawMouseMiddleReleased.htm deleted file mode 100644 index 062d7594..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRawMouseMiddleReleased.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetRawMouseMiddleReleased - AGK Help - - - - - - -

    GetRawMouseMiddleReleased

    Description

    Returns 1 if the middle mouse button has been released, then returns 0 whilst the button is up. If no mouse exists it will always return 0.

    Definition

    integer GetRawMouseMiddleReleased()



    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRawMouseMiddleState.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRawMouseMiddleState.htm deleted file mode 100644 index e254eba4..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRawMouseMiddleState.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetRawMouseMiddleState - AGK Help - - - - - - -

    GetRawMouseMiddleState

    Description

    Returns 1 if the middle mouse button is currently down, 0 if not. If no mouse exists it will always return 0.

    Definition

    integer GetRawMouseMiddleState()



    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRawMouseRightPressed.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRawMouseRightPressed.htm deleted file mode 100644 index e82c6e42..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRawMouseRightPressed.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetRawMouseRightPressed - AGK Help - - - - - - -

    GetRawMouseRightPressed

    Description

    Returns 1 if the right mouse button has been pressed, then returns 0 whilst the button is held down. If no mouse exists it will always return 0.

    Definition

    integer GetRawMouseRightPressed()



    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRawMouseRightReleased.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRawMouseRightReleased.htm deleted file mode 100644 index 70c333b9..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRawMouseRightReleased.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetRawMouseRightReleased - AGK Help - - - - - - -

    GetRawMouseRightReleased

    Description

    Returns 1 if the right mouse button has been released, then returns 0 whilst the button is up. If no mouse exists it will always return 0.

    Definition

    integer GetRawMouseRightReleased()



    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRawMouseRightState.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRawMouseRightState.htm deleted file mode 100644 index 0df20e55..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRawMouseRightState.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetRawMouseRightState - AGK Help - - - - - - -

    GetRawMouseRightState

    Description

    Returns 1 if the right mouse button is currently down, 0 if not. If no mouse exists it will always return 0.

    Definition

    integer GetRawMouseRightState()



    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRawMouseWheel.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRawMouseWheel.htm deleted file mode 100644 index f3a2068e..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRawMouseWheel.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetRawMouseWheel - AGK Help - - - - - - -

    GetRawMouseWheel

    Description

    Returns the current position of the mouse wheel, can be positive or negative, starts at 0. If no mouse exists it will always return 0.

    Definition

    float GetRawMouseWheel()



    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRawMouseWheelDelta.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRawMouseWheelDelta.htm deleted file mode 100644 index 0130e2de..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRawMouseWheelDelta.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetRawMouseWheelDelta - AGK Help - - - - - - -

    GetRawMouseWheelDelta

    Description

    Returns the difference between the current mouse wheel position and the previous mouse wheel position, can be positive or negative, updated once a frame. If no mouse exists it will always return 0.

    Definition

    float GetRawMouseWheelDelta()



    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRawMouseX.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRawMouseX.htm deleted file mode 100644 index 4b5dc961..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRawMouseX.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetRawMouseX - AGK Help - - - - - - -

    GetRawMouseX

    Description

    Returns the X component of the current mouse position in screen coordinates. If no mouse exists it will always return 0.

    Definition

    float GetRawMouseX()



    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRawMouseY.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRawMouseY.htm deleted file mode 100644 index 26d91f39..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRawMouseY.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetRawMouseY - AGK Help - - - - - - -

    GetRawMouseY

    Description

    Returns the Y component of the current mouse position in screen coordinates. If no mouse exists it will always return 0.

    Definition

    float GetRawMouseY()



    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRawNextTouchEvent.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRawNextTouchEvent.htm deleted file mode 100644 index 028ec5d9..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRawNextTouchEvent.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetRawNextTouchEvent - AGK Help - - - - - - -

    GetRawNextTouchEvent

    Description

    Returns an index to the next touch event available for reading, if no more events are available it returns 0.

    Definition

    integer GetRawNextTouchEvent( )



    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRawProximityDistance.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRawProximityDistance.htm deleted file mode 100644 index 7c402e9e..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRawProximityDistance.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetRawProximityDistance - AGK Help - - - - - - -

    GetRawProximityDistance

    Description

    If a proximity sensor exists, returns the distance of the device from any object currently in front of it, untested as no device supported it during testing.

    Definition

    float GetRawProximityDistance()



    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRawRotationVectorW.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRawRotationVectorW.htm deleted file mode 100644 index 1787cc8d..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRawRotationVectorW.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetRawRotationVectorW - AGK Help - - - - - - -

    GetRawRotationVectorW

    Description

    Returns the W component of the current device orientation as a quaternion. This can be applied to objects with the SetObjectRotationQuat to mimic the device orientation with an object. This command is designed for use with objects, if you want to orientate the camera use GetRawRotationVectorW2

    Definition

    float GetRawRotationVectorW()



    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRawRotationVectorW2.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRawRotationVectorW2.htm deleted file mode 100644 index 73fd13dd..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRawRotationVectorW2.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetRawRotationVectorW2 - AGK Help - - - - - - -

    GetRawRotationVectorW2

    Description

    Returns the W component of the current device orientation as a quaternion. This can be applied to cameras with SetCameraRotationQuat to use the device like a virtual reality headset. This command does internal calculations based on the SetOrientationAllowed values to produce the correct camera orientation for the current device orientation. This command is designed for use with cameras, if you want to orientate an object use GetRawRotationVectorW

    Definition

    float GetRawRotationVectorW2()



    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRawRotationVectorX.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRawRotationVectorX.htm deleted file mode 100644 index 820e4b83..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRawRotationVectorX.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetRawRotationVectorX - AGK Help - - - - - - -

    GetRawRotationVectorX

    Description

    Returns the X component of the current device orientation as a quaternion. This can be applied to objects with the SetObjectRotationQuat to mimic the device orientation with an object. This command is designed for use with objects, if you want to orientate the camera use GetRawRotationVectorX2

    Definition

    float GetRawRotationVectorX()



    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRawRotationVectorX2.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRawRotationVectorX2.htm deleted file mode 100644 index 2a613d21..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRawRotationVectorX2.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetRawRotationVectorX2 - AGK Help - - - - - - -

    GetRawRotationVectorX2

    Description

    Returns the X component of the current device orientation as a quaternion. This can be applied to cameras with SetCameraRotationQuat to use the device like a virtual reality headset. This command does internal calculations based on the SetOrientationAllowed values to produce the correct camera orientation for the current device orientation. This command is designed for use with cameras, if you want to orientate an object use GetRawRotationVectorX

    Definition

    float GetRawRotationVectorX2()



    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRawRotationVectorY.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRawRotationVectorY.htm deleted file mode 100644 index f120ba21..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRawRotationVectorY.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetRawRotationVectorY - AGK Help - - - - - - -

    GetRawRotationVectorY

    Description

    Returns the Y component of the current device orientation as a quaternion. This can be applied to objects with the SetObjectRotationQuat to mimic the device orientation with an object. This command is designed for use with objects, if you want to orientate the camera use GetRawRotationVectorY2

    Definition

    float GetRawRotationVectorY()



    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRawRotationVectorY2.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRawRotationVectorY2.htm deleted file mode 100644 index bceb4d4e..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRawRotationVectorY2.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetRawRotationVectorY2 - AGK Help - - - - - - -

    GetRawRotationVectorY2

    Description

    Returns the Y component of the current device orientation as a quaternion. This can be applied to cameras with SetCameraRotationQuat to use the device like a virtual reality headset. This command does internal calculations based on the SetOrientationAllowed values to produce the correct camera orientation for the current device orientation. This command is designed for use with cameras, if you want to orientate an object use GetRawRotationVectorY

    Definition

    float GetRawRotationVectorY2()



    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRawRotationVectorZ.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRawRotationVectorZ.htm deleted file mode 100644 index c8975293..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRawRotationVectorZ.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetRawRotationVectorZ - AGK Help - - - - - - -

    GetRawRotationVectorZ

    Description

    Returns the Z component of the current device orientation as a quaternion. This can be applied to objects with the SetObjectRotationQuat to mimic the device orientation with an object. This command is designed for use with objects, if you want to orientate the camera use GetRawRotationVectorZ2

    Definition

    float GetRawRotationVectorZ()



    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRawRotationVectorZ2.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRawRotationVectorZ2.htm deleted file mode 100644 index 16cd9413..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRawRotationVectorZ2.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetRawRotationVectorZ2 - AGK Help - - - - - - -

    GetRawRotationVectorZ2

    Description

    Returns the Z component of the current device orientation as a quaternion. This can be applied to cameras with SetCameraRotationQuat to use the device like a virtual reality headset. This command does internal calculations based on the SetOrientationAllowed values to produce the correct camera orientation for the current device orientation. This command is designed for use with cameras, if you want to orientate an object use GetRawRotationVectorZ

    Definition

    float GetRawRotationVectorZ2()



    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRawTouchCount.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRawTouchCount.htm deleted file mode 100644 index e267bd74..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRawTouchCount.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetRawTouchCount - AGK Help - - - - - - -

    GetRawTouchCount

    Description

    Returns the number of touch events currently taking place. By default the AGK does not count an event until it knows what type of event it is, e.g. short, long, drag, etc. To count unknown events as well, set bIncludeUnknown to 1. Use 0 to ignore unknown events.

    Definition

    integer GetRawTouchCount( bIncludeUnknown )

    Parameters

    • bIncludeUnknown - Set to 1 to count unknown events which may become any type of touch event in the future.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRawTouchCurrentX.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRawTouchCurrentX.htm deleted file mode 100644 index 3e9c7b39..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRawTouchCurrentX.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetRawTouchCurrentX - AGK Help - - - - - - -

    GetRawTouchCurrentX

    Description

    Returns the X position in screen coordinates where the touch event is currently located. This coordinate will be in view coordinates, if you are offsetting the view port you may want to convert it to world coordinates using ScreenToWorldX.

    Definition

    float GetRawTouchCurrentX( iIndex )

    Parameters

    • iIndex - The index of the event to check, received from GetRawNextTouchEvent or GetRawFirstTouchEvent.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRawTouchCurrentY.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRawTouchCurrentY.htm deleted file mode 100644 index 83d09f95..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRawTouchCurrentY.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetRawTouchCurrentY - AGK Help - - - - - - -

    GetRawTouchCurrentY

    Description

    Returns the Y position in screen coordinates where the touch event is currently located. This coordinate will be in view coordinates, if you are offsetting the view port you may want to convert it to world coordinates using ScreenToWorldY.

    Definition

    float GetRawTouchCurrentY( iIndex )

    Parameters

    • iIndex - The index of the event to check, received from GetRawNextTouchEvent or GetRawFirstTouchEvent.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRawTouchLastX.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRawTouchLastX.htm deleted file mode 100644 index cf69ae00..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRawTouchLastX.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetRawTouchLastX - AGK Help - - - - - - -

    GetRawTouchLastX

    Description

    Returns the X position in screen coordinates where the touch event was last recorded before its current location. This coordinate will be in view coordinates, if you are offsetting the view port you may want to convert it to world coordinates using ScreenToWorldX.

    Definition

    float GetRawTouchLastX( iIndex )

    Parameters

    • iIndex - The index of the event to check, received from GetRawNextTouchEvent or GetRawFirstTouchEvent.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRawTouchLastY.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRawTouchLastY.htm deleted file mode 100644 index 3a909f58..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRawTouchLastY.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetRawTouchLastY - AGK Help - - - - - - -

    GetRawTouchLastY

    Description

    Returns the Y position in screen coordinates where the touch event was last recorded before its current location. This coordinate will be in view coordinates, if you are offsetting the view port you may want to convert it to world coordinates using ScreenToWorldY.

    Definition

    float GetRawTouchLastY( iIndex )

    Parameters

    • iIndex - The index of the event to check, received from GetRawNextTouchEvent or GetRawFirstTouchEvent.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRawTouchReleased.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRawTouchReleased.htm deleted file mode 100644 index fe3b85be..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRawTouchReleased.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetRawTouchReleased - AGK Help - - - - - - -

    GetRawTouchReleased

    Description

    Returns 1 if the touch has been released, this will always be 1 for short events, hold and drag events will keep reporting 0 until they are released at which point you may wish to take some action. Each event will only report released as 1 once before being removed from the event list. If a touch event is ignored (not queried) for one frame after it is released it will be deleted from the event list.

    Definition

    integer GetRawTouchReleased( iIndex )

    Parameters

    • iIndex - The index of the event to check, received from GetRawNextTouchEvent or GetRawFirstTouchEvent.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRawTouchStartX.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRawTouchStartX.htm deleted file mode 100644 index 2de85cd5..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRawTouchStartX.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetRawTouchStartX - AGK Help - - - - - - -

    GetRawTouchStartX

    Description

    Returns the X position in screen coordinates where the touch event started. This coordinate will be in view coordinates, if you are offsetting the view port you may want to convert it to world coordinates using ScreenToWorldX.

    Definition

    float GetRawTouchStartX( iIndex )

    Parameters

    • iIndex - The index of the event to check, received from GetRawNextTouchEvent or GetRawFirstTouchEvent.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRawTouchStartY.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRawTouchStartY.htm deleted file mode 100644 index 45913d6d..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRawTouchStartY.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetRawTouchStartY - AGK Help - - - - - - -

    GetRawTouchStartY

    Description

    Returns the Y position in screen coordinates where the touch event started. This coordinate will be in view coordinates, if you are offsetting the view port you may want to convert it to world coordinates using ScreenToWorldY.

    Definition

    float GetRawTouchStartY( iIndex )

    Parameters

    • iIndex - The index of the event to check, received from GetRawNextTouchEvent or GetRawFirstTouchEvent.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRawTouchTime.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRawTouchTime.htm deleted file mode 100644 index 42eee22c..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRawTouchTime.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetRawTouchTime - AGK Help - - - - - - -

    GetRawTouchTime

    Description

    Returns the total time that this event took, from press to release in seconds.

    Definition

    float GetRawTouchTime( iIndex )

    Parameters

    • iIndex - The index of the event to check, received from GetRawNextTouchEvent or GetRawFirstTouchEvent.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRawTouchType.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRawTouchType.htm deleted file mode 100644 index ca4679a1..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRawTouchType.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetRawTouchType - AGK Help - - - - - - -

    GetRawTouchType

    Description

    Returns the type of the given touch event. All you can be sure about with unknown events is that the finger is currently on screen and has been there less than 1 second. After 1 second it automatically becomes a hold event. If the user lifts their finger off the screen before this then it becomes a short event, and if they move their finger further than the distance specified by SetRawTouchMoveSensitivity then it becomes a drag event. If the current event is not known then it returns 0. Events may change from being hold events to being drag events, but short and drag events do not change type. Unknown events are guaranteed to change type once more information is available. Possible return values are 0 to indicate unknown, 1 for a short touch, 2 for a hold and 3 for dragging.

    Definition

    integer GetRawTouchType( iIndex )

    Parameters

    • iIndex - The index of the event to check, received from GetRawNextTouchEvent or GetRawFirstTouchEvent.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRawTouchValue.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRawTouchValue.htm deleted file mode 100644 index 05a0f3e3..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRawTouchValue.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetRawTouchValue - AGK Help - - - - - - -

    GetRawTouchValue

    Description

    Retrieves a value previously stored in this event by SetRawTouchValue.

    Definition

    integer GetRawTouchValue( iIndex )

    Parameters

    • iIndex - The index of the event to check, received from GetRawNextTouchEvent or GetRawFirstTouchEvent.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRotationVectorSensorExists.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRotationVectorSensorExists.htm deleted file mode 100644 index 31209cd4..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/GetRotationVectorSensorExists.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetRotationVectorSensorExists - AGK Help - - - - - - -

    GetRotationVectorSensorExists

    Description

    Returns 1 if the current device has a rotation vector sensor that is currently supported by AGK, 0 if not.

    Definition

    integer GetRotationVectorSensorExists()



    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/SetRawJoystickDeadZone.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/SetRawJoystickDeadZone.htm deleted file mode 100644 index ff85c392..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/SetRawJoystickDeadZone.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetRawJoystickDeadZone - AGK Help - - - - - - -

    SetRawJoystickDeadZone

    Description

    Sets the dead zone for all real joysticks so that any X or Y value below the given threshold will return 0 instead. This value must be between 0 and 1, by default it is set to 0.15.

    Definition

    SetRawJoystickDeadZone( threshold )

    Parameters

    • threshold - The value below which 0 will be returned.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/SetRawMousePosition.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/SetRawMousePosition.htm deleted file mode 100644 index 0702532b..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/SetRawMousePosition.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetRawMousePosition - AGK Help - - - - - - -

    SetRawMousePosition

    Description

    Attempts to position any mouse pointer used on this platform. Not guaranteed to work on all platforms. Will only work whilst your app window has focus.

    Definition

    SetRawMousePosition( x, y )

    Parameters

    • x - The X component of the new mouse position.
    • y - The Y component of the new mouse position.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/SetRawMouseVisible.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/SetRawMouseVisible.htm deleted file mode 100644 index b668e89a..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/SetRawMouseVisible.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetRawMouseVisible - AGK Help - - - - - - -

    SetRawMouseVisible

    Description

    Attempts to hide or show any mouse pointer used on this platform. Not guaranteed to work on all platforms.

    Definition

    SetRawMouseVisible( visible )

    Parameters

    • visible - 1 to make it visible, 0 to hide it.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/SetRawTouchMoveSensitivity.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/SetRawTouchMoveSensitivity.htm deleted file mode 100644 index 499d96e5..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/SetRawTouchMoveSensitivity.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetRawTouchMoveSensitivity - AGK Help - - - - - - -

    SetRawTouchMoveSensitivity

    Description

    Sets the distance a touch event has to move before it gets classed as a drag event. By default this is set at 6.

    Definition

    SetRawTouchMoveSensitivity( distance )

    Parameters

    • distance - The distance the touch event has to move in virtual coordinates


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/SetRawTouchValue.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/SetRawTouchValue.htm deleted file mode 100644 index 717bbd17..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/SetRawTouchValue.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetRawTouchValue - AGK Help - - - - - - -

    SetRawTouchValue

    Description

    Allows you to set some custom data to be stored in this event that you can retrieve later. Could be a value or pointer.

    Definition

    SetRawTouchValue( iIndex, value )

    Parameters

    • iIndex - The index of the event to check, received from GetRawNextTouchEvent or GetRawFirstTouchEvent.
    • value - The value to store with this event.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/StartGPSTracking.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/StartGPSTracking.htm deleted file mode 100644 index c997d18e..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/StartGPSTracking.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -StartGPSTracking - AGK Help - - - - - - -

    StartGPSTracking

    Description

    Starts the process of getting a GPS location if possible on the current device. This may produce a permission request on some platforms the first time you call it. If the user denies permission then GetGPSSensorExists may return 0 from then on. You should only call this command when the user is doing an activity they know will require a location, otherwise they may deny it and never get asked again (they will have to go into their device settings to enable it). This command will consume a lot of battery power, so use StopGPSTracking when you no longer need a location. This command works on iOS, Android, Mac, and Windows 7 and above. It may take some time from calling this command to get an accurate location from GetRawGPSLatitude and GetRawGPSLongitude.

    Definition

    StartGPSTracking()



    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/StopGPSTracking.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/StopGPSTracking.htm deleted file mode 100644 index c38bd8d8..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Input-Raw/StopGPSTracking.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -StopGPSTracking - AGK Help - - - - - - -

    StopGPSTracking

    Description

    Stops GPS location updates, use this to save battery power when you no longer need a location.

    Definition

    StopGPSTracking()



    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Input.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Input.htm deleted file mode 100644 index 15fee6d6..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Input.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -Input - AGK Help - - - - - - -

    Input

    The commands listed in this section are guaranteed to function in some way on all platforms, those not supported natively are emulated.

    Pointer

    Virtual Joystick

    Accelerometer

    Text Input

    Button

    Edit Box

    Joystick

    Virtual Button



    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Input/AddVirtualButton.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Input/AddVirtualButton.htm deleted file mode 100644 index 486a014b..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Input/AddVirtualButton.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -AddVirtualButton - AGK Help - - - - - - -

    AddVirtualButton

    Description

    Creates an on-screen button that can be controlled by a touch screen, mouse, or other pointer device. These are separate to physical joystick buttons or keyboard keys so you could have a virtual button with ID 1 and a real joystick button with ID 1. You may have up to 100 virtual buttons on screen at the same time. If a virtual button is on screen and is clicked or touched the button will capture that event and GetRawMouseLeftState will return 0 (up), and a touch event will not be generated for that action.

    Definition

    AddVirtualButton( index, x, y, size )

    Parameters

    • index - The ID of the virtual button to create, must be in the range 1 to 100.
    • x - The x position of the center of the button in screen coordinates.
    • y - The y position of the center of the button in screen coordinates.
    • size - The diameter of the button in screen coordinates.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Input/AddVirtualJoystick.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Input/AddVirtualJoystick.htm deleted file mode 100644 index 52de3638..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Input/AddVirtualJoystick.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -AddVirtualJoystick - AGK Help - - - - - - -

    AddVirtualJoystick

    Description

    Creates an on-screen joystick that can be controlled by a touch screen, mouse, or other pointer device. These are separate to physical joysticks so you could have a virtual joystick with ID 1 and a real joystick with ID 1. You may have up to 4 virtual joysticks on screen at the same time.

    If a virtual joystick is on screen and is clicked or touched the joystick will capture that event and GetRawMouseLeftState will return 0 (up), and a touch event will not be generated for that action.

    Definition

    AddVirtualJoystick( index, x, y, size )

    Parameters

    • index - The ID of the virtual joystick to create, must be in the range 1 to 4.
    • x - The x position of the center of the joystick in screen coordinates.
    • y - The y position of the center of the joystick in screen coordinates.
    • size - The diameter of the joystick in screen coordinates.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Input/CreateEditBox.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Input/CreateEditBox.htm deleted file mode 100644 index b21a221a..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Input/CreateEditBox.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -CreateEditBox - AGK Help - - - - - - -

    CreateEditBox

    Description

    Create an edit box that can be positioned anywhere on screen. It returns the ID used to reference this edit box later.

    Definition

    integer CreateEditBox()

    CreateEditBox( index )

    Parameters

    • index - The ID to use for this edit box.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Input/DeleteEditBox.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Input/DeleteEditBox.htm deleted file mode 100644 index 1b1d053e..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Input/DeleteEditBox.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -DeleteEditBox - AGK Help - - - - - - -

    DeleteEditBox

    Description

    Deletes any edit box at the given ID.

    Definition

    DeleteEditBox( index )

    Parameters

    • index - The ID of the edit box to delete.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Input/DeleteVirtualButton.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Input/DeleteVirtualButton.htm deleted file mode 100644 index 52d71231..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Input/DeleteVirtualButton.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -DeleteVirtualButton - AGK Help - - - - - - -

    DeleteVirtualButton

    Description

    Deletes the virtual button at the given index. No further virtual button commands can be called on this index unless it is recreated using AddVirtualButton.

    Definition

    DeleteVirtualButton( index )

    Parameters

    • index - The ID of the virtual button to delete.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Input/DeleteVirtualJoystick.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Input/DeleteVirtualJoystick.htm deleted file mode 100644 index 6d0e0b71..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Input/DeleteVirtualJoystick.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -DeleteVirtualJoystick - AGK Help - - - - - - -

    DeleteVirtualJoystick

    Description

    Deletes a virtual joystick and removes it from screen. No further virtual joystick commands can be called on this index unless it is recreated using AddVirtualJoystick.

    Definition

    DeleteVirtualJoystick( index )

    Parameters

    • index - The ID of the virtual joystick to delete.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Input/FixEditBoxToScreen.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Input/FixEditBoxToScreen.htm deleted file mode 100644 index cdd1f90c..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Input/FixEditBoxToScreen.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -FixEditBoxToScreen - AGK Help - - - - - - -

    FixEditBoxToScreen

    Description

    By default sprites and edit boxes are created in world coordinates and SetViewOffset can be used to move around the world. Use this command to instead fix the edit box to the screen so it will move with the viewport when the viewport is moved around. You can still reposition an edit box that is fixed to the screen, it only affects what happens when the viewport is moved.

    Definition

    FixEditBoxToScreen( index, fix )

    Parameters

    • index - The ID of the edit box to modify.
    • fix - 0=to move when the view port moves, 1=stay fixed to the screen no matter where the viewport is moved to.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Input/GetButtonPressed.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Input/GetButtonPressed.htm deleted file mode 100644 index ebb23cd8..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Input/GetButtonPressed.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetButtonPressed - AGK Help - - - - - - -

    GetButtonPressed

    Description

    This function returns 1 if the specified button has just been pressed, then returns 0 while the button is held down. The AGK buttons are an emulated input method that uses whatever device inputs are available to produce 5 buttons. If a real joystick is found then the first 5 buttons from that will be used for the AGK button commands. Otherwise the AGK looks for a full-size keyboard and if found will use the following keys in the following order Space, E, R, Q, Control, to represent buttons 1 to 5 respectively. If neither a joystick nor keyboard is found then a virtual button is created that will appear on screen and can be pressed with either touch screen inputs or a mouse. Every platform is guaranteed to have a method of activating the AGK buttons.

    Definition

    integer GetButtonPressed( index )

    Parameters

    • index - The ID of the button to check, must be in the range 1 to 5 inclusive.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Input/GetButtonReleased.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Input/GetButtonReleased.htm deleted file mode 100644 index 5cd3f8d2..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Input/GetButtonReleased.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetButtonReleased - AGK Help - - - - - - -

    GetButtonReleased

    Description

    This function returns 1 if the specified button has just been released, then returns 0 whilst the button is up. The AGK buttons are an emulated input method that uses whatever device inputs are available to produce 5 buttons. If a real joystick is found then the first 5 buttons from that will be used for the AGK button commands. Otherwise the AGK looks for a full-size keyboard and if found will use the following keys in the following order Space, E, R, Q, Control, to represent buttons 1 to 5 respectively. If neither a joystick nor keyboard is found then a virtual button is created that will appear on screen and can be pressed with either touch screen inputs or a mouse. Every platform is guaranteed to have a method of activating the AGK buttons.

    Definition

    integer GetButtonReleased( index )

    Parameters

    • index - The ID of the button to check, must be in the range 1 to 5 inclusive.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Input/GetButtonState.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Input/GetButtonState.htm deleted file mode 100644 index f11c0b6b..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Input/GetButtonState.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetButtonState - AGK Help - - - - - - -

    GetButtonState

    Description

    This function returns 1 if the specified button is currently being held down.

    The AGK buttons are an emulated input method that uses whatever device inputs are available to produce 5 buttons. If a real joystick is found then the first 5 buttons from that will be used for the AGK button commands. Otherwise the AGK looks for a full-size keyboard and if found will use the following keys in the following order Space, E, R, Q, Control, to represent buttons 1 to 5 respectively. If neither a joystick nor keyboard is found then a virtual button is created that will appear on screen and can be pressed with either touch screen inputs or a mouse. Every platform is guaranteed to have a method of activating the AGK buttons.

    Definition

    integer GetButtonState( index )

    Parameters

    • index - The ID of the button to check, must be in the range 1 to 5 inclusive.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Input/GetCurrentEditBox.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Input/GetCurrentEditBox.htm deleted file mode 100644 index 924b2728..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Input/GetCurrentEditBox.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetCurrentEditBox - AGK Help - - - - - - -

    GetCurrentEditBox

    Description

    Returns the ID of the currently active edit box, only one edit box may focus at a time. If no edit box currently has focus it returns 0.

    Definition

    integer GetCurrentEditBox()



    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Input/GetDirectionAngle.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Input/GetDirectionAngle.htm deleted file mode 100644 index 5d89f880..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Input/GetDirectionAngle.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetDirectionAngle - AGK Help - - - - - - -

    GetDirectionAngle

    Description

    Returns the current direction angle with respect to x=0, y=-1 (up). The angle will be in the range 0-360. The direction is an emulated value that will use an accelerometer where available or keyboard arrow keys if not.

    Definition

    float GetDirectionAngle()



    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Input/GetDirectionSpeed.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Input/GetDirectionSpeed.htm deleted file mode 100644 index b9d37108..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Input/GetDirectionSpeed.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetDirectionSpeed - AGK Help - - - - - - -

    GetDirectionSpeed

    Description

    Returns the current direction speed as an absolute value between 0 and 1.4, this is used with GetDirectionAngle to determine the extent of the direction. The direction is an emulated value that will use an accelerometer where available or keyboard arrow keys if not.

    Definition

    float GetDirectionSpeed()



    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Input/GetDirectionX.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Input/GetDirectionX.htm deleted file mode 100644 index b17eb061..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Input/GetDirectionX.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetDirectionX - AGK Help - - - - - - -

    GetDirectionX

    Description

    Returns the current direction value in the X direction. The direction is an emulated value that will use an accelerometer where available or keyboard arrow keys if not.

    Definition

    float GetDirectionX()



    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Input/GetDirectionY.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Input/GetDirectionY.htm deleted file mode 100644 index b8ca1111..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Input/GetDirectionY.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetDirectionY - AGK Help - - - - - - -

    GetDirectionY

    Description

    Returns the current direction value in the Y direction. The direction is an emulated value that will use an accelerometer where available or keyboard arrow keys if not.

    Definition

    float GetDirectionY()



    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Input/GetEditBoxActive.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Input/GetEditBoxActive.htm deleted file mode 100644 index 704a96af..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Input/GetEditBoxActive.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetEditBoxActive - AGK Help - - - - - - -

    GetEditBoxActive

    Description

    Returns 1 if the edit box is enabled and can be clicked on, 0 if the edit box is disabled and cannot be changed.

    Definition

    integer GetEditBoxActive( index )

    Parameters

    • index - The ID of the edit box to check.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Input/GetEditBoxChanged.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Input/GetEditBoxChanged.htm deleted file mode 100644 index d3d93fe2..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Input/GetEditBoxChanged.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetEditBoxChanged - AGK Help - - - - - - -

    GetEditBoxChanged

    Description

    Returns 1 if the edit box has just lost focus, meaning the text may have changed and is not likely to change again in the short term.

    Definition

    integer GetEditBoxChanged( index )

    Parameters

    • index - The ID of the edit box to check.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Input/GetEditBoxCursorPosition.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Input/GetEditBoxCursorPosition.htm deleted file mode 100644 index 0cb5ee4b..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Input/GetEditBoxCursorPosition.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetEditBoxCursorPosition - AGK Help - - - - - - -

    GetEditBoxCursorPosition

    Description

    Gets the cursor to the specified position in the text, i.e. position 0 is left of the first character, position 1 is left of the second character, and so on.

    Definition

    integer GetEditBoxCursorPosition( index )

    Parameters

    • index - The ID of the edit box to check.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Input/GetEditBoxDepth.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Input/GetEditBoxDepth.htm deleted file mode 100644 index 7870ae25..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Input/GetEditBoxDepth.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetEditBoxDepth - AGK Help - - - - - - -

    GetEditBoxDepth

    Description

    Returns the current depth of the edit box with 0 being the front of the screen and 10000 being the back.

    Definition

    integer GetEditBoxDepth(uint32_t index)

    Parameters

    • index - The ID of the edit box to check.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Input/GetEditBoxExists.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Input/GetEditBoxExists.htm deleted file mode 100644 index 7bf6c23d..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Input/GetEditBoxExists.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetEditBoxExists - AGK Help - - - - - - -

    GetEditBoxExists

    Description

    Returns 1 if an edit box with the given ID exists, 0 otherwise.

    Definition

    integer GetEditBoxExists( index )

    Parameters

    • index - The ID of the edit box to check.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Input/GetEditBoxHasFocus.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Input/GetEditBoxHasFocus.htm deleted file mode 100644 index 2fabd37c..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Input/GetEditBoxHasFocus.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetEditBoxHasFocus - AGK Help - - - - - - -

    GetEditBoxHasFocus

    Description

    Returns 1 if the edit box has been clicked on and is accepting input.

    Definition

    integer GetEditBoxHasFocus( index )

    Parameters

    • index - The ID of the edit box to check.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Input/GetEditBoxHeight.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Input/GetEditBoxHeight.htm deleted file mode 100644 index b24d0308..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Input/GetEditBoxHeight.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetEditBoxHeight - AGK Help - - - - - - -

    GetEditBoxHeight

    Description

    Returns the current height of the edit box. This is the height of the actual text entry box, any border will extend beyond this value.

    Definition

    float GetEditBoxHeight( index )

    Parameters

    • index - The ID of the edit box to check.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Input/GetEditBoxLines.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Input/GetEditBoxLines.htm deleted file mode 100644 index 1e5bd72e..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Input/GetEditBoxLines.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetEditBoxLines - AGK Help - - - - - - -

    GetEditBoxLines

    Description

    Returns the number of lines of text the user has entered into the edit box.

    Definition

    integer GetEditBoxLines( index )

    Parameters

    • index - The ID of the edit box to check.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Input/GetEditBoxText.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Input/GetEditBoxText.htm deleted file mode 100644 index 92bf4e15..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Input/GetEditBoxText.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetEditBoxText - AGK Help - - - - - - -

    GetEditBoxText

    Description

    Returns the text currently being displayed in the edit box.

    Definition

    string GetEditBoxText( index )

    Parameters

    • index - The ID of the edit box to check.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Input/GetEditBoxVisible.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Input/GetEditBoxVisible.htm deleted file mode 100644 index 82f6e458..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Input/GetEditBoxVisible.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetEditBoxVisible - AGK Help - - - - - - -

    GetEditBoxVisible

    Description

    Returns 1 if the edit box is visible and can be clicked on, 0 if the edit box is invisible and cannot be changed.

    Definition

    integer GetEditBoxVisible( index )

    Parameters

    • index - The ID of the edit box to check.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Input/GetEditBoxWidth.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Input/GetEditBoxWidth.htm deleted file mode 100644 index 70a51c22..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Input/GetEditBoxWidth.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetEditBoxWidth - AGK Help - - - - - - -

    GetEditBoxWidth

    Description

    Returns the current width of the edit box. This is the width of the actual text entry box, any border will extend beyond this value.

    Definition

    float GetEditBoxWidth( index )

    Parameters

    • index - The ID of the edit box to check.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Input/GetEditBoxX.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Input/GetEditBoxX.htm deleted file mode 100644 index 96afadd1..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Input/GetEditBoxX.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetEditBoxX - AGK Help - - - - - - -

    GetEditBoxX

    Description

    Returns the current X position of the edit box. This is the top left corner of the actual text entry box, any border will extend to the left of this point.

    Definition

    float GetEditBoxX( index )

    Parameters

    • index - The ID of the edit box to check.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Input/GetEditBoxY.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Input/GetEditBoxY.htm deleted file mode 100644 index 8ac5ddaf..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Input/GetEditBoxY.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetEditBoxY - AGK Help - - - - - - -

    GetEditBoxY

    Description

    Returns the current Y position of the edit box. This is the top left corner of the actual text entry box, any border will extend above this point.

    Definition

    float GetEditBoxY( index )

    Parameters

    • index - The ID of the edit box to check.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Input/GetJoystickX.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Input/GetJoystickX.htm deleted file mode 100644 index 424f7ae5..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Input/GetJoystickX.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetJoystickX - AGK Help - - - - - - -

    GetJoystickX

    Description

    The AGK joystick is an emulated input method that uses whatever device inputs are available to produce a joystick style input in the range -1 to 1. If a physical joystick is attached to the system then that will be used, otherwise if a full sized keyboard is found the keys W,A,S,D will be used as the four directions for the joystick. If neither of these exist then a virtual joystick will be created on screen that can be controlled with either a touch screen or mouse. The virtual joystick used will be index 1, if it already exists its values will be fed into this emulated joystick command. You may position this virtual joystick at a position of your choice on screen using SetJoystickScreenPosition. Every platform is guaranteed to have a method of generating an AGK joystick X value.

    Definition

    float GetJoystickX()



    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Input/GetJoystickY.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Input/GetJoystickY.htm deleted file mode 100644 index 629cc93c..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Input/GetJoystickY.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetJoystickY - AGK Help - - - - - - -

    GetJoystickY

    Description

    The AGK joystick is an emulated input method that uses whatever device inputs are available to produce a joystick style input in the range -1 to 1. If a physical joystick is attached to the system then that will be used, otherwise if a full sized keyboard is found the keys W,A,S,D will be used as the four directions for the joystick. If neither of these exist then a virtual joystick will be created on screen that can be controlled with either a touch screen or mouse. The virtual joystick used will be index 1, if it already exists its values will be fed into this emulated joystick command. You may position this virtual joystick at a position of your choice on screen using SetJoystickScreenPosition. Every platform is guaranteed to have a method of generating an AGK joystick Y value.

    Definition

    float GetJoystickY()



    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Input/GetLastChar.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Input/GetLastChar.htm deleted file mode 100644 index 8544a24b..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Input/GetLastChar.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetLastChar - AGK Help - - - - - - -

    GetLastChar

    Description

    Returns the unicode value of the last character input

    Definition

    integer GetLastChar()



    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Input/GetPointerPressed.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Input/GetPointerPressed.htm deleted file mode 100644 index 477799be..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Input/GetPointerPressed.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetPointerPressed - AGK Help - - - - - - -

    GetPointerPressed

    Description

    This is an emulated input method that uses whatever device inputs are available to produce a screen pointer. If the device has a mouse then this will return 1 if the left mouse button is pressed, 0 if not. Otherwise the AGK will check for a touch screen and, if found, return 1 if one or more touch events exist. On devices that have neither mice nor touch screens the AGK will attempt to create some form of screen pointer controlled by analog sticks or similar.

    There are three commands for getting the state of the pointer press, GetPointerPressed returns 1 the instant the pointer is pressed and then returns 0, GetPointerReleased returns 1 the instant the pointer is released and then returns 0, GetPointerState returns 1 the entire time the pointer is in the pressed state.

    Definition

    integer GetPointerPressed()



    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Input/GetPointerReleased.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Input/GetPointerReleased.htm deleted file mode 100644 index ba11999e..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Input/GetPointerReleased.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetPointerReleased - AGK Help - - - - - - -

    GetPointerReleased

    Description

    This is an emulated input method that uses whatever device inputs are available to produce a screen pointer. If the device has a mouse then this will return 1 if the left mouse button is released, 0 if not. Otherwise the AGK will check for a touch screen and, if found, return 1 if one or more touch events are released. On devices that have neither mice nor touch screens the AGK will attempt to create some form of screen pointer controlled by analog sticks or similar.

    There are three commands for getting the state of the pointer press, GetPointerPressed returns 1 the instant the pointer is pressed and then returns 0, GetPointerReleased returns 1 the instant the pointer is released and then returns 0, GetPointerState returns 1 the entire time the pointer is in the pressed state.

    Definition

    integer GetPointerReleased()



    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Input/GetPointerState.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Input/GetPointerState.htm deleted file mode 100644 index 51c7679b..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Input/GetPointerState.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetPointerState - AGK Help - - - - - - -

    GetPointerState

    Description

    This is an emulated input method that uses whatever device inputs are available to produce a screen pointer. If the device has a mouse then this will return 1 if the left mouse button is currently down, 0 if not. Otherwise the AGK will check for a touch screen and, if found, return 1 if one or more touch events are currently being pressed. On devices that have neither mice nor touch screens the AGK will attempt to create some form of screen pointer controlled by analog sticks or similar.

    There are three commands for getting the state of the pointer press, GetPointerPressed returns 1 the instant the pointer is pressed and then returns 0, GetPointerReleased returns 1 the instant the pointer is released and then returns 0, GetPointerState returns 1 the entire time the pointer is in the pressed state.

    Definition

    integer GetPointerState()



    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Input/GetPointerX.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Input/GetPointerX.htm deleted file mode 100644 index 01e3320b..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Input/GetPointerX.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetPointerX - AGK Help - - - - - - -

    GetPointerX

    Description

    This is an emulated input method that uses whatever device inputs are available to produce a screen pointer. If the device has a mouse then this returns the current X position of the mouse. Otherwise the AGK will check for a touch screen and, if found, will return the X position of the most recent touch event. If no events are taking place it is the last X position recorded by a touch event. On devices that have neither mice nor touch screens the AGK will attempt to create some form of screen pointer controlled by analog sticks or similar.

    This coordinate will be in view coordinates, if you are offsetting the view port you may want to convert it to world coordinates using ScreenToWorldX.

    Definition

    float GetPointerX()



    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Input/GetPointerY.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Input/GetPointerY.htm deleted file mode 100644 index 9dea70a4..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Input/GetPointerY.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetPointerY - AGK Help - - - - - - -

    GetPointerY

    Description

    This is an emulated input method that uses whatever device inputs are available to produce a screen pointer. If the device has a mouse then this returns the current Y position of the mouse. Otherwise the AGK will check for a touch screen and, if found, will return the Y position of the most recent touch event. If no events are taking place it is the last Y position recorded by a touch event. On devices that have neither mice nor touch screens the AGK will attempt to create some form of screen pointer controlled by analog sticks or similar.

    This coordinate will be in view coordinates, if you are offsetting the view port you may want to convert it to world coordinates using ScreenToWorldY.

    Definition

    float GetPointerY()



    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Input/GetTextInput.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Input/GetTextInput.htm deleted file mode 100644 index 1ae1ff1c..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Input/GetTextInput.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetTextInput - AGK Help - - - - - - -

    GetTextInput

    Description

    Returns the string that the user input. It will contain characters encoded with UTF-8, some devices may also allow newline characters to be returned. This commands value is not defined until GetTextInputCompleted returns 1.

    Definition

    string GetTextInput()



    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Input/GetTextInputCancelled.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Input/GetTextInputCancelled.htm deleted file mode 100644 index 0953c082..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Input/GetTextInputCancelled.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetTextInputCancelled - AGK Help - - - - - - -

    GetTextInputCancelled

    Description

    Returns 1 if the user cancelled the text input, 0 if not. This commands value is not defined until GetTextInputCompleted returns 1.

    Definition

    integer GetTextInputCancelled()



    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Input/GetTextInputCompleted.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Input/GetTextInputCompleted.htm deleted file mode 100644 index 196e8264..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Input/GetTextInputCompleted.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetTextInputCompleted - AGK Help - - - - - - -

    GetTextInputCompleted

    Description

    Returns 1 for the frame that the user completed inputting text (successfully or not). After completion this command will return to 0. At this point you can check if the user cancelled the input by using GetTextInputCancelled.

    Definition

    integer GetTextInputCompleted()



    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Input/GetTextInputState.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Input/GetTextInputState.htm deleted file mode 100644 index 027dd07c..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Input/GetTextInputState.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetTextInputState - AGK Help - - - - - - -

    GetTextInputState

    Description

    Returns 0 if the user is currently inputting text, 1 if not.

    Definition

    integer GetTextInputState()



    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Input/GetVirtualButtonExists.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Input/GetVirtualButtonExists.htm deleted file mode 100644 index da93ec1a..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Input/GetVirtualButtonExists.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetVirtualButtonExists - AGK Help - - - - - - -

    GetVirtualButtonExists

    Description

    Returns 1 if a virtual button exists at the given index. 0 otherwise.

    Definition

    integer GetVirtualButtonExists( index )

    Parameters

    • index - The ID of the virtual button to check.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Input/GetVirtualButtonPressed.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Input/GetVirtualButtonPressed.htm deleted file mode 100644 index 0e789457..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Input/GetVirtualButtonPressed.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetVirtualButtonPressed - AGK Help - - - - - - -

    GetVirtualButtonPressed

    Description

    Returns 1 if a virtual button was pressed this frame, after the initial press this function will return to 0. Use GetVirtualButtonState to check if a virtual button is up or down.

    Definition

    integer GetVirtualButtonPressed( index )

    Parameters

    • index - The ID of the virtual button to check.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Input/GetVirtualButtonReleased.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Input/GetVirtualButtonReleased.htm deleted file mode 100644 index 5965be43..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Input/GetVirtualButtonReleased.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetVirtualButtonReleased - AGK Help - - - - - - -

    GetVirtualButtonReleased

    Description

    Returns 1 if a virtual button was released this frame, after the initial release this function will return to 0. Use GetVirtualButtonState to check if a virtual button is up or down.

    Definition

    integer GetVirtualButtonReleased( index )

    Parameters

    • index - The ID of the virtual button to check.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Input/GetVirtualButtonState.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Input/GetVirtualButtonState.htm deleted file mode 100644 index db7a21be..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Input/GetVirtualButtonState.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetVirtualButtonState - AGK Help - - - - - - -

    GetVirtualButtonState

    Description

    Returns 1 if a virtual button is currently down, 0 if it is up. Use GetVirtualButtonPressed or GetVirtualButtonReleased to check for the instance a button is pressed or released.

    Definition

    integer GetVirtualButtonState( index )

    Parameters

    • index - The ID of the virtual button to check.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Input/GetVirtualJoystickExists.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Input/GetVirtualJoystickExists.htm deleted file mode 100644 index 1c410b44..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Input/GetVirtualJoystickExists.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetVirtualJoystickExists - AGK Help - - - - - - -

    GetVirtualJoystickExists

    Description

    Returns 1 if a virtual joystick exists at the given index. Must be in the range 1 to 4.

    Definition

    integer GetVirtualJoystickExists( index )

    Parameters

    • index - The ID of the virtual joystick to check.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Input/GetVirtualJoystickX.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Input/GetVirtualJoystickX.htm deleted file mode 100644 index 4d9f276f..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Input/GetVirtualJoystickX.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetVirtualJoystickX - AGK Help - - - - - - -

    GetVirtualJoystickX

    Description

    Returns the X value of the virtual joystick at the given index. This will be in the range -1.0 to 1.0 with 0 being centered. When the user is not interacting with the virtual joystick this will return 0.

    Definition

    float GetVirtualJoystickX( index )

    Parameters

    • index - The ID of the virtual joystick to check.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Input/GetVirtualJoystickY.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Input/GetVirtualJoystickY.htm deleted file mode 100644 index 34a984ff..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Input/GetVirtualJoystickY.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetVirtualJoystickY - AGK Help - - - - - - -

    GetVirtualJoystickY

    Description

    Returns the Y value of the virtual joystick at the given index. This will be in the range -1.0 to 1.0 with 0 being centered. When the user is not interacting with the virtual joystick this will return 0.

    Definition

    float GetVirtualJoystickY( index )

    Parameters

    • index - The ID of the virtual joystick to check.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Input/SetButtonScreenPosition.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Input/SetButtonScreenPosition.htm deleted file mode 100644 index 554b7fd2..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Input/SetButtonScreenPosition.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetButtonScreenPosition - AGK Help - - - - - - -

    SetButtonScreenPosition

    Description

    This function positions a virtual button at the given position only if it is necessary for this device, for example if a real joystick or keyboard are present then this command will have no noticeable effect. It is recommended you call this command anyway, just in case a virtual button is needed.

    The AGK buttons are an emulated input method that uses whatever device inputs are available to produce 5 buttons. If a real joystick is found then the first 5 buttons from that will be used for the AGK button commands. Otherwise the AGK looks for a full-size keyboard and if found will use the following keys in the following order Space, E, R, Q, Control, to represent buttons 1 to 5 respectively. If neither a joystick nor keyboard is found then a virtual button is created that will appear on screen and can be pressed with either touch screen inputs or a mouse. Every platform is guaranteed to have a method of activating the AGK buttons. If a virtual button is created it will be centered on the given X,Y position.

    Definition

    SetButtonScreenPosition( index, x, y, size )

    Parameters

    • index - The ID of the button to position, must be in the range 1 to 5 inclusive.
    • x - The X coordinate of the button position in screen coordinates.
    • y - The Y coordinate of the button position in screen coordinates.
    • size - The diameter of the button position in screen coordinates.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Input/SetCursorBlinkTime.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Input/SetCursorBlinkTime.htm deleted file mode 100644 index e0af8f46..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Input/SetCursorBlinkTime.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetCursorBlinkTime - AGK Help - - - - - - -

    SetCursorBlinkTime

    Description

    Sets the time in seconds between the cursor appearing and disappearing in the fullscreen edit box

    Definition

    SetCursorBlinkTime( seconds )

    Parameters

    • seconds - The time in seconds.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Input/SetEditBoxActive.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Input/SetEditBoxActive.htm deleted file mode 100644 index 8ff5e3ee..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Input/SetEditBoxActive.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetEditBoxActive - AGK Help - - - - - - -

    SetEditBoxActive

    Description

    Toggles the active status of this edit box, when active is set to 1 the edit box can be clicked on, gain focus and be changed, when set to 0 the edit box cannot be changed nor gain focus.

    Definition

    SetEditBoxActive( index, active )

    Parameters

    • index - The ID of the edit box to modify.
    • active - The new state of the edit box, 1 for active, 0 for inactive.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Input/SetEditBoxBackgroundColor.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Input/SetEditBoxBackgroundColor.htm deleted file mode 100644 index 6ef56cd3..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Input/SetEditBoxBackgroundColor.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetEditBoxBackgroundColor - AGK Help - - - - - - -

    SetEditBoxBackgroundColor

    Description

    Sets the color of the main text entry box.

    Definition

    SetEditBoxBackgroundColor( index, red, green, blue, alpha )

    Parameters

    • index - The ID of the edit box to modify.
    • red - The red component of the color (0 to 255).
    • green - The green component of the color (0 to 255).
    • blue - The blue component of the color (0 to 255).
    • alpha - The alpha component of the color (0 to 255). 255 is fully opaque.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Input/SetEditBoxBackgroundImage.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Input/SetEditBoxBackgroundImage.htm deleted file mode 100644 index 4c1aaa78..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Input/SetEditBoxBackgroundImage.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetEditBoxBackgroundImage - AGK Help - - - - - - -

    SetEditBoxBackgroundImage

    Description

    Sets an image to use for the background, this can be used together with the background color. Use 0 to remove the background image.

    Definition

    SetEditBoxBackgroundImage( index, image )

    Parameters

    • index - The ID of the edit box to modify.
    • image - The ID of the image to use.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Input/SetEditBoxBorderColor.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Input/SetEditBoxBorderColor.htm deleted file mode 100644 index be588ea1..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Input/SetEditBoxBorderColor.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetEditBoxBorderColor - AGK Help - - - - - - -

    SetEditBoxBorderColor

    Description

    Sets the color of any border present. You can also use an image by using SetEditBoxBorderImage().

    Definition

    SetEditBoxBorderColor( index, red, green, blue, alpha )

    Parameters

    • index - The ID of the edit box to modify.
    • red - The red component of the color (0 to 255).
    • green - The green component of the color (0 to 255).
    • blue - The blue component of the color (0 to 255).
    • alpha - The alpha component of the color (0 to 255). 255 is fully opaque.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Input/SetEditBoxBorderImage.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Input/SetEditBoxBorderImage.htm deleted file mode 100644 index 484656db..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Input/SetEditBoxBorderImage.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetEditBoxBorderImage - AGK Help - - - - - - -

    SetEditBoxBorderImage

    Description

    Sets an image to use for the border, this can be used together with the border color. Use 0 to remove the border image.

    Definition

    SetEditBoxBorderImage( index, image )

    Parameters

    • index - The ID of the edit box to modify.
    • image - The ID of the image to use.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Input/SetEditBoxBorderSize.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Input/SetEditBoxBorderSize.htm deleted file mode 100644 index 01548cd3..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Input/SetEditBoxBorderSize.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetEditBoxBorderSize - AGK Help - - - - - - -

    SetEditBoxBorderSize

    Description

    Sets the size of the border in world coordinates that will surround the text entry box. For example a value of 2 would add a 2 pixel border around the entry box.

    Definition

    SetEditBoxBorderSize( index, size )

    Parameters

    • index - The ID of the edit box to modify.
    • size - The size of the border.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Input/SetEditBoxCursorBlinkTime.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Input/SetEditBoxCursorBlinkTime.htm deleted file mode 100644 index bff6d01b..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Input/SetEditBoxCursorBlinkTime.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetEditBoxCursorBlinkTime - AGK Help - - - - - - -

    SetEditBoxCursorBlinkTime

    Description

    Sets the time in seconds between the cursor being visible and invisible in the text entry box.

    Definition

    SetEditBoxCursorBlinkTime( index, time )

    Parameters

    • index - The ID of the edit box to modify.
    • time - The time in seconds.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Input/SetEditBoxCursorColor.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Input/SetEditBoxCursorColor.htm deleted file mode 100644 index 7d809b20..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Input/SetEditBoxCursorColor.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetEditBoxCursorColor - AGK Help - - - - - - -

    SetEditBoxCursorColor

    Description

    Sets the color of the flashing cursor in this edit box.

    Definition

    SetEditBoxCursorColor( index, red, green, blue )

    Parameters

    • index - The ID of the edit box to modify.
    • red - The red component of the color (0 to 255).
    • green - The green component of the color (0 to 255).
    • blue - The blue component of the color (0 to 255).


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Input/SetEditBoxCursorPosition.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Input/SetEditBoxCursorPosition.htm deleted file mode 100644 index 755355cb..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Input/SetEditBoxCursorPosition.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetEditBoxCursorPosition - AGK Help - - - - - - -

    SetEditBoxCursorPosition

    Description

    Sets the cursor to the specified position in the text, i.e. position 0 is left of the first character, position 1 is left of the second character, and so on. If the position value is out of range it will be clamped to the nearest character. The current cursor position is guaranteed to be in view of the user, so this can be used to left or right justify text by setting the cursor to the far left or right of the text.

    Definition

    SetEditBoxCursorPosition( index, pos )

    Parameters

    • index - The ID of the edit box to modify.
    • pos - The new position of the cursor


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Input/SetEditBoxCursorWidth.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Input/SetEditBoxCursorWidth.htm deleted file mode 100644 index 03b1e936..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Input/SetEditBoxCursorWidth.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetEditBoxCursorWidth - AGK Help - - - - - - -

    SetEditBoxCursorWidth

    Description

    Sets the width in world coordinates of the text input cursor, by default this is set to 1.5 Note that functions that change the text size or edit box size may overwrite this value.

    Definition

    SetEditBoxCursorWidth( index, width )

    Parameters

    • index - The ID of the edit box to modify.
    • width - The new width of the cursor.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Input/SetEditBoxDepth.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Input/SetEditBoxDepth.htm deleted file mode 100644 index 4ba5e42e..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Input/SetEditBoxDepth.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetEditBoxDepth - AGK Help - - - - - - -

    SetEditBoxDepth

    Description

    Sets the depth of the edit box so it may appear behind or infront of other sprites and text objects.

    Definition

    SetEditBoxDepth( index, depth )

    Parameters

    • index - The ID of the edit box to modify.
    • depth - The depth in the range 0 (front) to 10000 (back).


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Input/SetEditBoxExtendedFontImage.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Input/SetEditBoxExtendedFontImage.htm deleted file mode 100644 index 6422b2c7..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Input/SetEditBoxExtendedFontImage.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetEditBoxExtendedFontImage - AGK Help - - - - - - -

    SetEditBoxExtendedFontImage

    Description

    Sets the extended font image to use for this edit box, must have been previously loaded with LoadImage(). Use 0 to remove the extended font image. If you do not set this image the edit box will not accept extended characters such as £ é á etc.

    Definition

    SetEditBoxExtendedFontImage( index, image )

    Parameters

    • index - The ID of the edit box to modify.
    • image - The ID of the image to use, 0 to use no image.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Input/SetEditBoxFocus.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Input/SetEditBoxFocus.htm deleted file mode 100644 index fd90f38b..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Input/SetEditBoxFocus.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetEditBoxFocus - AGK Help - - - - - - -

    SetEditBoxFocus

    Description

    Toggles the focus status of this edit box, when focus is set to 1 the cursor starts flashing and any key presses will add text to the edit box. When set to 0 the cursor disappears and text will not be added.

    Definition

    SetEditBoxFocus( index, focus )

    Parameters

    • index - The ID of the edit box to modify.
    • focus - The new state of the edit box, 1 for active, 0 for inactive.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Input/SetEditBoxFont.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Input/SetEditBoxFont.htm deleted file mode 100644 index fbc49a4b..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Input/SetEditBoxFont.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetEditBoxFont - AGK Help - - - - - - -

    SetEditBoxFont

    Description

    Sets the font to use for this edit box, must have been previously loaded with LoadFont. Use 0 to return the edit box to its default font.

    Definition

    SetEditBoxFont( index, fontID )

    Parameters

    • index - The ID of the edit box to modify.
    • fontID - The ID of the font to use, 0 for default font.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Input/SetEditBoxFontImage.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Input/SetEditBoxFontImage.htm deleted file mode 100644 index 918372e6..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Input/SetEditBoxFontImage.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetEditBoxFontImage - AGK Help - - - - - - -

    SetEditBoxFontImage

    Description

    Sets the font image to use for this edit box, must have been previously loaded with LoadImage(). Use 0 to return the edit box to its default font.

    Definition

    SetEditBoxFontImage( index, image )

    Parameters

    • index - The ID of the edit box to modify.
    • image - The ID of the image to use, 0 for default font.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Input/SetEditBoxInputType.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Input/SetEditBoxInputType.htm deleted file mode 100644 index 6b0fd72e..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Input/SetEditBoxInputType.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetEditBoxInputType - AGK Help - - - - - - -

    SetEditBoxInputType

    Description

    Sets the type of keyboard that will appear on mobile devices when editing this edit box. Where possible a keyboard of that type will be displayed, for example a keyboard with numbers only.

    Definition

    SetEditBoxInputType( index, inputType )

    Parameters

    • index - The ID of the edit box to modify.
    • inputType - 0 for normal text, 1 for numbers only.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Input/SetEditBoxMaxChars.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Input/SetEditBoxMaxChars.htm deleted file mode 100644 index 662d6b6f..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Input/SetEditBoxMaxChars.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetEditBoxMaxChars - AGK Help - - - - - - -

    SetEditBoxMaxChars

    Description

    Sets the maximum number of characters that can be entered in this edit box. Use 0 for unlimited.

    Definition

    SetEditBoxMaxChars( index, max )

    Parameters

    • index - The ID of the edit box to modify.
    • max - The maximum number of characters.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Input/SetEditBoxMaxLines.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Input/SetEditBoxMaxLines.htm deleted file mode 100644 index 685666e7..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Input/SetEditBoxMaxLines.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetEditBoxMaxLines - AGK Help - - - - - - -

    SetEditBoxMaxLines

    Description

    Sets the maximum number of lines that can be entered into this multiline edit box. Use 0 for unlimited.

    Definition

    SetEditBoxMaxLines( index, max )

    Parameters

    • index - The ID of the edit box to modify.
    • max - The maximum number of lines.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Input/SetEditBoxMultiLine.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Input/SetEditBoxMultiLine.htm deleted file mode 100644 index 2c094ef4..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Input/SetEditBoxMultiLine.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetEditBoxMultiLine - AGK Help - - - - - - -

    SetEditBoxMultiLine

    Description

    Sets whether the edit box will wrap text to a new line when it reaches the edge of the edit box. The default is for multiline to be 0 so text is one continuous line in the box.

    Definition

    SetEditBoxMultiLine( index, multiline )

    Parameters

    • index - The ID of the edit box to modify.
    • multiline - 1 to enable multiline, 0 to disable.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Input/SetEditBoxPasswordMode.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Input/SetEditBoxPasswordMode.htm deleted file mode 100644 index 2f02bfd3..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Input/SetEditBoxPasswordMode.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetEditBoxPasswordMode - AGK Help - - - - - - -

    SetEditBoxPasswordMode

    Description

    Sets whether the edit box display stars instead of the text input. Using GetEditBoxText will still return the actual characters entered by the user.

    Definition

    SetEditBoxPasswordMode( index, mode )

    Parameters

    • index - The ID of the edit box to modify.
    • mode - 1 to display stars, 0 to display the normal input.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Input/SetEditBoxPosition.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Input/SetEditBoxPosition.htm deleted file mode 100644 index d0358919..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Input/SetEditBoxPosition.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetEditBoxPosition - AGK Help - - - - - - -

    SetEditBoxPosition

    Description

    Sets the position in world coordinates of the edit box using it's top left corner. This sets the position of the actual text entry box, its border will extend to the left and above this point.

    Definition

    SetEditBoxPosition( index, x, y )

    Parameters

    • index - The ID of the edit box to modify.
    • x - The X value of the position.
    • y - The Y value of the position.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Input/SetEditBoxScissor.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Input/SetEditBoxScissor.htm deleted file mode 100644 index 22de44e5..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Input/SetEditBoxScissor.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetEditBoxScissor - AGK Help - - - - - - -

    SetEditBoxScissor

    Description

    Clips the edit box to the specified world coordinates when drawn.

    Definition

    SetEditBoxScissor( index, x, y, x2, y2 )

    Parameters

    • index - The ID of the edit box to modify.
    • x - The x coordinate of the top left corner of the box to use as a clip boundary.
    • y - The y coordinate of the top left corner of the box to use as a clip boundary.
    • x2 - The x coordinate of the bottom right corner of the box to use as a clip boundary.
    • y2 - The y coordinate of the bottom right corner of the box to use as a clip boundary.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Input/SetEditBoxSize.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Input/SetEditBoxSize.htm deleted file mode 100644 index 25ef6ad6..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Input/SetEditBoxSize.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetEditBoxSize - AGK Help - - - - - - -

    SetEditBoxSize

    Description

    Sets the size of the edit box in world coordinates. This sets the size of the actual text entry box, its border will extend beyond these values. SetEditBoxSize will make the text smaller if it is too tall for the new edit box height.

    Definition

    SetEditBoxSize( index, width, height )

    Parameters

    • index - The ID of the edit box to modify.
    • width - The width of the new size.
    • height - The height of the new size.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Input/SetEditBoxText.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Input/SetEditBoxText.htm deleted file mode 100644 index 3f5c78d7..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Input/SetEditBoxText.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetEditBoxText - AGK Help - - - - - - -

    SetEditBoxText

    Description

    Sets the text which is currently being displayed in the edit box.

    Definition

    SetEditBoxText( index, str )

    Parameters

    • index - The ID of the edit box to modify.
    • str - The new text to display.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Input/SetEditBoxTextColor.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Input/SetEditBoxTextColor.htm deleted file mode 100644 index 05b18241..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Input/SetEditBoxTextColor.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetEditBoxTextColor - AGK Help - - - - - - -

    SetEditBoxTextColor

    Description

    Sets the color of the text being input.

    Definition

    SetEditBoxTextColor( index, red, green, blue )

    Parameters

    • index - The ID of the edit box to modify.
    • red - The red component of the color (0 to 255).
    • green - The green component of the color (0 to 255).
    • blue - The blue component of the color (0 to 255).


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Input/SetEditBoxTextSize.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Input/SetEditBoxTextSize.htm deleted file mode 100644 index 467489c0..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Input/SetEditBoxTextSize.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetEditBoxTextSize - AGK Help - - - - - - -

    SetEditBoxTextSize

    Description

    Sets the height in world coordinates of the text in this edit box. By default it is set to the edit box's height minus 2. SetEditBoxTextSize will not allow the text height to be set greater than the height of the edit box.

    Definition

    SetEditBoxTextSize( index, size )

    Parameters

    • index - The ID of the edit box to modify.
    • size - The new size of font to use.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Input/SetEditBoxUseAlternateInput.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Input/SetEditBoxUseAlternateInput.htm deleted file mode 100644 index 54c5ac04..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Input/SetEditBoxUseAlternateInput.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetEditBoxUseAlternateInput - AGK Help - - - - - - -

    SetEditBoxUseAlternateInput

    Description

    Sets whether the edit box will use an alternate text input method if the edit box would be hidden by a virtual keyboard. This only applies to mobile platforms like iOS and Android and the alternate input method is usually a smaller edit box placed just above the keyboard. The edit box will still update in real time as if it is being typed into directly, but since it is covered by the keyboard the user will not see it. By default this is turned on. If you wish you can turn it off and move the edit box into view when GetEditBoxHasFocus returns 1, be sure to move it back again when GetEditBoxHasFocus returns 0.

    Definition

    SetEditBoxUseAlternateInput( index, mode )

    Parameters

    • index - The ID of the edit box to modify.
    • mode - 1 to use alternate input (default), 0 to use the normal input.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Input/SetEditBoxVisible.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Input/SetEditBoxVisible.htm deleted file mode 100644 index 338ff038..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Input/SetEditBoxVisible.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetEditBoxVisible - AGK Help - - - - - - -

    SetEditBoxVisible

    Description

    Toggles the visible status of this edit box, when visible is set to 1 the edit box can be clicked on, gain focus and be changed, when set to 0 the edit box is not shown, cannot be changed, nor gain focus.

    Definition

    SetEditBoxVisible( index, visible )

    Parameters

    • index - The ID of the edit box to modify.
    • visible - The new state of the edit box, 1 for visible, 0 for invisible.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Input/SetEditBoxWrapMode.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Input/SetEditBoxWrapMode.htm deleted file mode 100644 index 83a7549b..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Input/SetEditBoxWrapMode.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetEditBoxWrapMode - AGK Help - - - - - - -

    SetEditBoxWrapMode

    Description

    When SetEditBoxMultiLine is set to 0 this command sets whether the single line of text will scroll to the right or wrap to a new line when it over flows the edit box width. The use will still not be allowed to enter new line characters themselves.

    Definition

    SetEditBoxWrapMode( index, mode )

    Parameters

    • index - The ID of the edit box to modify.
    • mode - 0 to scroll to the right (default), 1 to wrap to a new line.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Input/SetJoystickDeadZone.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Input/SetJoystickDeadZone.htm deleted file mode 100644 index e45a1ba7..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Input/SetJoystickDeadZone.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetJoystickDeadZone - AGK Help - - - - - - -

    SetJoystickDeadZone

    Description

    Sets the dead zone for the universal joysticks so that any X or Y value below the given threshold will return 0 instead. This value must be between 0 and 1, by default it is set to 0.15.

    Definition

    SetJoystickDeadZone( threshold )

    Parameters

    • threshold - The value below which 0 will be returned.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Input/SetJoystickScreenPosition.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Input/SetJoystickScreenPosition.htm deleted file mode 100644 index cb0ecf1c..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Input/SetJoystickScreenPosition.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetJoystickScreenPosition - AGK Help - - - - - - -

    SetJoystickScreenPosition

    Description

    The AGK joystick is an emulated input method that uses whatever device inputs are available to produce a joystick style input in the range -1 to 1. This command positions a virtual joystick on screen only if it is necessary to emulate this input. For example if a real joystick or keyboard are available then this command has no noticeable effect. It is recommended that you always call this command anyway if you intend to use GetJoystickX or GetJoystickY just incase a virtual joystick is needed. Any virtual joystick will be centered on the given X and Y position.

    Definition

    SetJoystickScreenPosition( x, y, size )

    Parameters

    • x - The X coordinate of the new position in screen coordinates.
    • y - The Y coordinate of the new position in screen coordinates.
    • size - The diameter of the joystick in screen coordinates.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Input/SetTextInputMaxChars.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Input/SetTextInputMaxChars.htm deleted file mode 100644 index a200360c..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Input/SetTextInputMaxChars.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetTextInputMaxChars - AGK Help - - - - - - -

    SetTextInputMaxChars

    Description

    Sets the maximum number of characters that can be entered in the fullscreen edit box. Use 0 for unlimited.

    Definition

    SetTextInputMaxChars( max )

    Parameters

    • max - The maximum number of characters.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Input/SetVirtualButtonActive.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Input/SetVirtualButtonActive.htm deleted file mode 100644 index 0c02c35e..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Input/SetVirtualButtonActive.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetVirtualButtonActive - AGK Help - - - - - - -

    SetVirtualButtonActive

    Description

    Sets whether the virtual will capture mouse and touch events. If set to 0 it will not capture input and will not update its pressed state, it will return to 0 (up). This will not affect the virtual button's visibility, use SetVirtualButtonVisible to change if it is visible.

    Definition

    SetVirtualButtonActive( index, active )

    Parameters

    • index - The ID of the virtual button to set.
    • active - 1 to accept input, 0 to deactivate it.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Input/SetVirtualButtonAlpha.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Input/SetVirtualButtonAlpha.htm deleted file mode 100644 index 24a2477a..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Input/SetVirtualButtonAlpha.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetVirtualButtonAlpha - AGK Help - - - - - - -

    SetVirtualButtonAlpha

    Description

    Sets the transparency of the virtual button at the given index. The alpha value should be in the range 0-255 where 255 is fully opaque.

    Definition

    SetVirtualButtonAlpha( index, alpha )

    Parameters

    • index - The ID of the virtual button to set.
    • alpha - The new alpha value for this button.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Input/SetVirtualButtonColor.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Input/SetVirtualButtonColor.htm deleted file mode 100644 index 9da0f64a..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Input/SetVirtualButtonColor.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetVirtualButtonColor - AGK Help - - - - - - -

    SetVirtualButtonColor

    Description

    Sets the color of the virtual button at the given index. By default buttons are greyscale so that they can accept various colors. Colors should be specified in the range 0-255.

    Definition

    SetVirtualButtonColor( index, red, green, blue )

    Parameters

    • index - The ID of the virtual button to set.
    • red - The red component of the new color.
    • green - The green component of the new color.
    • blue - The blue component of the new color.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Input/SetVirtualButtonImageDown.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Input/SetVirtualButtonImageDown.htm deleted file mode 100644 index 3d3042fa..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Input/SetVirtualButtonImageDown.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetVirtualButtonImageDown - AGK Help - - - - - - -

    SetVirtualButtonImageDown

    Description

    Sets the image used by the button when it is pressed. You can use an image ID of 0 to return it to the default image.

    Definition

    SetVirtualButtonImageDown( index, imageID )

    Parameters

    • index - The ID of the virtual button to set.
    • imageID - The image ID to use for this button.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Input/SetVirtualButtonImageUp.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Input/SetVirtualButtonImageUp.htm deleted file mode 100644 index 512bab40..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Input/SetVirtualButtonImageUp.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetVirtualButtonImageUp - AGK Help - - - - - - -

    SetVirtualButtonImageUp

    Description

    Sets the image used by the button when it is not being pressed. You can use an image ID of 0 to return it to the default image.

    Definition

    SetVirtualButtonImageUp( index, imageID )

    Parameters

    • index - The ID of the virtual button to set.
    • imageID - The image ID to use for this button.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Input/SetVirtualButtonPosition.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Input/SetVirtualButtonPosition.htm deleted file mode 100644 index 8cf624fe..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Input/SetVirtualButtonPosition.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetVirtualButtonPosition - AGK Help - - - - - - -

    SetVirtualButtonPosition

    Description

    Sets the position of the virtual button in screen coordinates. You can use GetVirtualWidth and GetVirtualHeight to find the current bounds of the screen. The button will be centered on the given x and y position.

    Definition

    SetVirtualButtonPosition( index, x, y )

    Parameters

    • index - The ID of the virtual button to set.
    • x - The x coordinate of the new position in screen coordinates.
    • y - The y coordinate of the new position in screen coordinates.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Input/SetVirtualButtonSize.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Input/SetVirtualButtonSize.htm deleted file mode 100644 index 3f5d5cec..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Input/SetVirtualButtonSize.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetVirtualButtonSize - AGK Help - - - - - - -

    SetVirtualButtonSize

    Description

    Sets the size of the virtual button in screen coordinates.

    Definition

    SetVirtualButtonSize( index, sizeX, sizeY )

    SetVirtualButtonSize( index, size )

    Parameters

    • index - The ID of the virtual button to set.
    • sizeX - The new X size of the button in screen coordinates.
    • sizeY - The new Y size of the button in screen coordinates.
    • size - The new diameter of the button in screen coordinates.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Input/SetVirtualButtonText.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Input/SetVirtualButtonText.htm deleted file mode 100644 index 7d6932a6..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Input/SetVirtualButtonText.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetVirtualButtonText - AGK Help - - - - - - -

    SetVirtualButtonText

    Description

    Sets the text displayed in the center of the button.

    Definition

    SetVirtualButtonText( index, str )

    Parameters

    • index - The ID of the virtual button to set.
    • str - The text to display.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Input/SetVirtualButtonVisible.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Input/SetVirtualButtonVisible.htm deleted file mode 100644 index 94361ed8..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Input/SetVirtualButtonVisible.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetVirtualButtonVisible - AGK Help - - - - - - -

    SetVirtualButtonVisible

    Description

    Sets whether the virtual is visible on screen, this does not affect its ability to accept input, use SetVirtualButtonActive to affect if a virtual button will accept input. An invisible button can still be active.

    Definition

    SetVirtualButtonVisible( index, visible )

    Parameters

    • index - The ID of the virtual button to set.
    • visible - 1 to show the button, 0 to hide it.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Input/SetVirtualJoystickActive.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Input/SetVirtualJoystickActive.htm deleted file mode 100644 index 68b51e6c..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Input/SetVirtualJoystickActive.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetVirtualJoystickActive - AGK Help - - - - - - -

    SetVirtualJoystickActive

    Description

    Sets whether the joystick will capture mouse and touch events. If set to 0 it will not capture input and will not update its X and Y values, they will return to 0. This will not affect the virtual joystick's visibility, use SetVirtualJoystickVisible to change if it is visible.

    Definition

    SetVirtualJoystickActive( index, active )

    Parameters

    • index - The ID of the virtual joystick to set.
    • active - 1 to allow input, 0 to deactivate it.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Input/SetVirtualJoystickAlpha.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Input/SetVirtualJoystickAlpha.htm deleted file mode 100644 index f557e379..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Input/SetVirtualJoystickAlpha.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetVirtualJoystickAlpha - AGK Help - - - - - - -

    SetVirtualJoystickAlpha

    Description

    Sets the transparency of the virtual joystick on screen. The virtual joystick is composed of two parts the inner movable part, and the outer static part. Alpha1 sets the transparency of the outer part in the range 0-255 with 255 being fully opaque. Alpha2 sets the transparency of the inner part in the range 0-255.

    Definition

    SetVirtualJoystickAlpha( index, alpha1, alpha2 )

    Parameters

    • index - The ID of the virtual joystick to set.
    • alpha1 - The alpha value of the outer part of the joystick.
    • alpha2 - The alpha value of the inner part of the joystick.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Input/SetVirtualJoystickDeadZone.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Input/SetVirtualJoystickDeadZone.htm deleted file mode 100644 index 33b78edc..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Input/SetVirtualJoystickDeadZone.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetVirtualJoystickDeadZone - AGK Help - - - - - - -

    SetVirtualJoystickDeadZone

    Description

    Sets the dead zone for all virtual joysticks so that any X or Y value below the given threshold will return 0 instead. This value must be between 0 and 1, by default it is set to 0.15.

    Definition

    SetVirtualJoystickDeadZone( threshold )

    Parameters

    • threshold - The value below which 0 will be returned.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Input/SetVirtualJoystickImageInner.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Input/SetVirtualJoystickImageInner.htm deleted file mode 100644 index d5fe722c..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Input/SetVirtualJoystickImageInner.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetVirtualJoystickImageInner - AGK Help - - - - - - -

    SetVirtualJoystickImageInner

    Description

    Sets the image used by the inner (moveable) portion of the joystick. You can use an image ID of 0 to return it to the default image.

    Definition

    SetVirtualJoystickImageInner( index, imageID )

    Parameters

    • index - The ID of the virtual joystick to set.
    • imageID - The image ID to use for this joystick.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Input/SetVirtualJoystickImageOuter.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Input/SetVirtualJoystickImageOuter.htm deleted file mode 100644 index 05c156d8..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Input/SetVirtualJoystickImageOuter.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetVirtualJoystickImageOuter - AGK Help - - - - - - -

    SetVirtualJoystickImageOuter

    Description

    Sets the image used by the outer (fixed) portion of the joystick. You can use an image ID of 0 to return it to the default image.

    Definition

    SetVirtualJoystickImageOuter( index, imageID )

    Parameters

    • index - The ID of the virtual joystick to set.
    • imageID - The image ID to use for this joystick.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Input/SetVirtualJoystickPosition.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Input/SetVirtualJoystickPosition.htm deleted file mode 100644 index 8b1d5336..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Input/SetVirtualJoystickPosition.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetVirtualJoystickPosition - AGK Help - - - - - - -

    SetVirtualJoystickPosition

    Description

    Sets the position of the virtual joystick in screen coordinates. You can use GetVirtualWidth and GetVirtualHeight to find the current bounds of the screen. The joystick will be centered on the given x and y position. Moving a virtual joystick whilst it is in use will alter the current X and Y values being returned.

    Definition

    SetVirtualJoystickPosition( index, x, y )

    Parameters

    • index - The ID of the virtual joystick to set.
    • x - The x coordinate of the new position.
    • y - The y coordinate of the new position.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Input/SetVirtualJoystickSize.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Input/SetVirtualJoystickSize.htm deleted file mode 100644 index 702d1756..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Input/SetVirtualJoystickSize.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetVirtualJoystickSize - AGK Help - - - - - - -

    SetVirtualJoystickSize

    Description

    Sets the diameter of the virtual joystick in screen coordinates. Resizing a virtual joystick whilst it is in use will alter the current X and Y values being returned.

    Definition

    SetVirtualJoystickSize( index, size )

    Parameters

    • index - The ID of the virtual joystick to set.
    • size - The new diameter of the joystick in screen coordinates.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Input/SetVirtualJoystickVisible.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Input/SetVirtualJoystickVisible.htm deleted file mode 100644 index c8af3787..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Input/SetVirtualJoystickVisible.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetVirtualJoystickVisible - AGK Help - - - - - - -

    SetVirtualJoystickVisible

    Description

    Sets whether the joystick is visible on screen, this does not affect its ability to accept input, use SetVirtualJoystickActive to affect if a virtual joystick will accept input. An invisible joystick can still be active.

    Definition

    SetVirtualJoystickVisible( index, visible )

    Parameters

    • index - The ID of the virtual joystick to set.
    • visible - 1 to display the joystick, 0 to hide it.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Input/StartTextInput.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Input/StartTextInput.htm deleted file mode 100644 index 0baefb29..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Input/StartTextInput.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -StartTextInput - AGK Help - - - - - - -

    StartTextInput

    Description

    This command pops up a text entry prompt over your app whilst your app continues in the background. Accepted characters are ASCII values in the range 32 to 126 inclusive, unless you have activated the new default fonts with UseNewDefaultFonts, in which case any Unicode characters can be used. If a virtual keyboard is required for text entry on this device then it will be displayed over your app. You cannot assume that any part of your app will be visible whilst text entry is in progress, although your code will continue running. When the user has finished entering text GetTextInputCompleted will return 1 and GetTextInputCancelled will let you know if they completed the text entry or cancelled it. On keyboard based devices cancelling is done with the escape key whilst completing is done with the enter key. If successful you can get the inputted text with GetTextInput.

    Definition

    StartTextInput( initial )

    StartTextInput( )

    Parameters

    • initial - The initial string to display to the user that they can edit.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Input/StopTextInput.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Input/StopTextInput.htm deleted file mode 100644 index 43d358f9..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Input/StopTextInput.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -StopTextInput - AGK Help - - - - - - -

    StopTextInput

    Description

    This command stops and hides any text entry prompt previously started with StartTextInput command.

    Definition

    StopTextInput( )



    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Maths.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Maths.htm deleted file mode 100644 index a2b57859..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Maths.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -Maths - AGK Help - - - - - - -
    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Maths/CreateVector3.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Maths/CreateVector3.htm deleted file mode 100644 index 415ad2d4..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Maths/CreateVector3.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -CreateVector3 - AGK Help - - - - - - -

    CreateVector3

    Description

    Creates a vector and fills it with the values passed in. Returns a vector ID

    Definition

    integer CreateVector3( x, y, z )

    integer CreateVector3()

    Parameters

    • x - The x component of the vector
    • y - The y component of the vector
    • z - The z component of the vector


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Maths/DeleteVector3.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Maths/DeleteVector3.htm deleted file mode 100644 index b2266ea0..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Maths/DeleteVector3.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -DeleteVector3 - AGK Help - - - - - - -

    DeleteVector3

    Description

    Deletes the Vector

    Definition

    DeleteVector3( vectorID )

    Parameters

    • vectorID - Id of Vector


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Maths/GetVector3Add.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Maths/GetVector3Add.htm deleted file mode 100644 index 32f673ab..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Maths/GetVector3Add.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetVector3Add - AGK Help - - - - - - -

    GetVector3Add

    Description

    Fills the resultVec vector with the sum of the resultVec vector and the addVec vector.

    Definition

    GetVector3Add( resultVec, addVec )

    Parameters

    • resultVec - ID of the vector to add and hold results.
    • addVec - ID of vector to add.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Maths/GetVector3Cross.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Maths/GetVector3Cross.htm deleted file mode 100644 index 351272f8..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Maths/GetVector3Cross.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetVector3Cross - AGK Help - - - - - - -

    GetVector3Cross

    Description

    Fills the result vector with the cross product of 2 vectors passed in.

    Definition

    GetVector3Cross( resultVec, vectorU, vectorV )

    Parameters

    • resultVec - ID of Vector for results
    • vectorU - ID of the first vector
    • vectorV - ID of the second vector


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Maths/GetVector3Distance.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Maths/GetVector3Distance.htm deleted file mode 100644 index 64d8ecc7..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Maths/GetVector3Distance.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetVector3Distance - AGK Help - - - - - - -

    GetVector3Distance

    Description

    Returns the distance between the 2 vectors.

    Definition

    float GetVector3Distance( vectorU, vectorV )

    Parameters

    • vectorU - ID of the first vector
    • vectorV - ID of the second vector


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Maths/GetVector3Dot.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Maths/GetVector3Dot.htm deleted file mode 100644 index e8da2d9a..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Maths/GetVector3Dot.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetVector3Dot - AGK Help - - - - - - -

    GetVector3Dot

    Description

    Returns the dot product of 2 vectors

    Definition

    float GetVector3Dot( vectorU, vectorV )

    Parameters

    • vectorU - ID of the first vector
    • vectorV - ID of the second vector


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Maths/GetVector3Length.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Maths/GetVector3Length.htm deleted file mode 100644 index 9a90055d..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Maths/GetVector3Length.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetVector3Length - AGK Help - - - - - - -

    GetVector3Length

    Description

    Returns the length of the vector

    Definition

    float GetVector3Length( vectorID )

    Parameters

    • vectorID - ID of the vector


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Maths/GetVector3Multiply.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Maths/GetVector3Multiply.htm deleted file mode 100644 index 2ef88c9a..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Maths/GetVector3Multiply.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetVector3Multiply - AGK Help - - - - - - -

    GetVector3Multiply

    Description

    Multiplies the components of the given vector by the given multiplier

    Definition

    GetVector3Multiply( resultVec, multiplier )

    Parameters

    • resultVec - ID of the vector to multiply.
    • multiplier - float value to multiply by.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Maths/GetVector3X.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Maths/GetVector3X.htm deleted file mode 100644 index 6f80ac58..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Maths/GetVector3X.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetVector3X - AGK Help - - - - - - -

    GetVector3X

    Description

    Gets the x from the vector.

    Definition

    float GetVector3X( vectorID )

    Parameters

    • vectorID - id of the vector


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Maths/GetVector3Y.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Maths/GetVector3Y.htm deleted file mode 100644 index 112305a2..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Maths/GetVector3Y.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetVector3Y - AGK Help - - - - - - -

    GetVector3Y

    Description

    Gets the y from the vector.

    Definition

    float GetVector3Y( vectorID )

    Parameters

    • vectorID - id of the vector


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Maths/GetVector3Z.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Maths/GetVector3Z.htm deleted file mode 100644 index 894171c7..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Maths/GetVector3Z.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetVector3Z - AGK Help - - - - - - -

    GetVector3Z

    Description

    Gets the z from the vector.

    Definition

    float GetVector3Z( vectorID )

    Parameters

    • vectorID - id of the vector


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Maths/SetVector3.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Maths/SetVector3.htm deleted file mode 100644 index f692ba26..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Maths/SetVector3.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetVector3 - AGK Help - - - - - - -

    SetVector3

    Description

    Fills the specified vector.

    Definition

    SetVector3( vectorID, x, y, z )

    Parameters

    • vectorID - Id of Vector
    • x - The x component of the vector
    • y - The y component of the vector
    • z - The z component of the vector


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Memblock.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Memblock.htm deleted file mode 100644 index 7163a914..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Memblock.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -Memblock - AGK Help - - - - - - -
    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Memblock/AddObjectMeshFromMemblock.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Memblock/AddObjectMeshFromMemblock.htm deleted file mode 100644 index 61e23f89..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Memblock/AddObjectMeshFromMemblock.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -AddObjectMeshFromMemblock - AGK Help - - - - - - -

    AddObjectMeshFromMemblock

    Description

    Adds a new mesh to the object, constructed from the given memblock. The first 4 bytes of the memblock represent the number of vertices in the mesh. The second 4 bytes represent the number of indices in the mesh, this may be 0 in which case every three vertices represents a polygon, and no vertices can be shared. If the number of indices is greater than 0 then every three indices represent a polygon and vertices may be shared between polygons. Indices start at 0 so index 0 references the first vertex in the list. The third 4 bytes represents the number of attributes per vertex, e.g. position, normals, and UV data are all potential attributes, so a vertex containing all three would have 3 attributes. A vertex must have a position attribute, everything else is optional. The fourth 4 bytes represent the size of a single vertex in bytes, this can be calculated from the attribute data but is given for convenience. The fifth 4 bytes is offset for the beginning of the vertex data, so you can reach it easily. The sixth 4 bytes is offset for the beginning of the index data, will be 0 if there are no indices. After those 6 values, starting at offset 24, is the vertex attribute data. The vertex attribute data describes how the vertex data is laid out, for example if it has normals, UV data, etc. For each attribute there is a 1 byte data type, 1 byte component count, 1 byte normalize flag, 1 byte string length, and X bytes of string data for the attribute name. The data type will be 0 for floats (used for almost everything, e.g. position, normals, etc) or 1 for unsigned bytes (used for vertex colors). The component count is the number of values per attribute, e.g. position has 3 components, x,y,z, UV data has 2 components, and vertex colors have 4 components. Note that any unsigned byte data type must have 4 components even if some are unused. The normalize flag is only used for unsigned byte data types and will convert values in the range 0-255 into 0.0-1.0 for use in a shader. Usually the normalize flag will be 1 for color attributes and 0 for everything else. The string length byte must always be a multiple of 4 for alignment reasons, the string itself might have slightly less characters but always round up to the nearest multiple of 4 for the string length value. e.g. a string of length 5 should have a string length value of 8. Note that a string of 4 characters has a null terminator on the end which makes it length 5, so even though it has a multiple of 4 characters already it must use a length value of 8 due to the null terminator. The attribute name string will be used by the shader to recognise what the vertex data is, the attribute names recognised by AGK are "position", "normal", "tangent", "binormal", "color", "uv", "uv1", "boneweights", and "boneindices", however you may add attributes with any name you like as long as you write a matching shader that has the same names. If you are not using your own shader and instead rely on AGK to draw the object then you must stick to the above attribute names. Following the attribute data is the raw vertex data, which usually starts with the "position" attribute. It will be a 4 byte float for the X position, a 4 byte float for the Y position, and a 4 byte float for the Z position. This continues for each attribute specified in the attribute data. Note that color data will always be 4 bytes in total, 1 unsigned byte for each color channel. You can access individual vertices by using the vertex size provided above and the vertex index like so offset=vertexDataOffset+(vertexIndex*vertexSize). Lastly is the index data, if present. Each index is a 4 byte integer which references a vertex in the vertex data. Every three indices represents a polygon.

    Definition

    AddObjectMeshFromMemblock( objID, memID )

    Parameters

    • objID - The ID of the object to modify
    • memID - The index of the memblock to use to create the new mesh


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Memblock/CopyMemblock.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Memblock/CopyMemblock.htm deleted file mode 100644 index 10c8327d..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Memblock/CopyMemblock.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -CopyMemblock - AGK Help - - - - - - -

    CopyMemblock

    Description

    Copies a portion of one memblock to another. Both memblocks must exist and can be of different sizes.

    Definition

    CopyMemblock( memSrcID, memDstID, srcOffset, dstOffset, size )

    Parameters

    • memSrcID - The ID of the memblock to copy from.
    • memDstID - The ID of the memblock to copy to.
    • srcOffset - The offset in the source memblock to start copying from.
    • dstOffset - The offset of the destination memblock to copy to.
    • size - The number of bytes to copy.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Memblock/CreateFileFromMemblock.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Memblock/CreateFileFromMemblock.htm deleted file mode 100644 index 127ee4df..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Memblock/CreateFileFromMemblock.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -CreateFileFromMemblock - AGK Help - - - - - - -

    CreateFileFromMemblock

    Description

    Creates a file from a memblock without any processing of the memblock data, the file will be a byte for byte copy of the memblock data. You can use relative paths in the file name to write to sub folders or use SetFolder to browse there first. You can use absolute paths by adding a forward slash to the beginning of the filename, in this case the folder set with SetFolder is ignored. For example /media/file.txt will place it in the media folder even if SetFolder was used to browse to /media/somefolder

    Definition

    CreateFileFromMemblock( filename, memID )

    Parameters

    • filename - The name of the file to create, if it already exists it will be overwritten.
    • memID - The ID of the memblock to read, the memblock is unaffected by this command.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Memblock/CreateImageFromMemblock.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Memblock/CreateImageFromMemblock.htm deleted file mode 100644 index 1fcb61d7..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Memblock/CreateImageFromMemblock.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -CreateImageFromMemblock - AGK Help - - - - - - -

    CreateImageFromMemblock

    Description

    Creates an image from a memblock. The memblock must exist, if the image exists it will be overwritten, if not it will be created. The first 4 bytes of the memlbock store the image width, the next 4 bytes store the image height, the next 4 bytes store the bit depth, currently this must be 32. After that the raw image data begins in the format RGBA, with each component stored in a single byte, so each pixel takes up 4 bytes. The size of the image data can be calculated by width*height*4 bytes (for now bit depth can be assumed to be 32 bits = 4 bytes). Note that due to little endian format writing the image data with bytes will result in offsets 0=R, 1=G, 2=B, 3=A, but writing them all as a single integer will be interpreted as a value with A as the most significant byte, followed by B, then G, then R as the least significant byte. The pixel data starts in the top left corner of the image an proceeds left to right then top to bottom resulting in the image being stored as a sequence of rows ending in the bottom right corner. This command uses a lot of GPU bandwidth so it is not recommended that this command be called every frame on large images.

    Definition

    CreateImageFromMemblock( imageID, memID )

    integer CreateImageFromMemblock( memID )

    Parameters

    • imageID - The ID of the image to create or modify.
    • memID - The ID of the memblock to read, the memblock is unaffected by this command.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Memblock/CreateImageFromPNGMemblock.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Memblock/CreateImageFromPNGMemblock.htm deleted file mode 100644 index 7c84d53f..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Memblock/CreateImageFromPNGMemblock.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -CreateImageFromPNGMemblock - AGK Help - - - - - - -

    CreateImageFromPNGMemblock

    Description

    Creates an image from a memblock. The memblock must exist, if the image exists it will be overwritten, if not it will be created. The memblock must contain a valid PNG file such as one loaded with CreateMemblockFromFile(memID, "image.png")

    Definition

    CreateImageFromPNGMemblock( imageID, memID )

    integer CreateImageFromPNGMemblock( memID )

    Parameters

    • imageID - The ID of the image to create.
    • memID - The ID of the memblock to read, the memblock is unaffected by this command.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Memblock/CreateMemblock.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Memblock/CreateMemblock.htm deleted file mode 100644 index d87882fc..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Memblock/CreateMemblock.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -CreateMemblock - AGK Help - - - - - - -

    CreateMemblock

    Description

    Creates a section of memory of the given size for read or write access. A memblock must not already exist with your chosen memID.

    Definition

    CreateMemblock( memID, size )

    integer CreateMemblock( size )

    Parameters

    • memID - The ID of the memblock you want to use.
    • size - The size of the memblock in bytes. max 100,000,000.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Memblock/CreateMemblockFromFile.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Memblock/CreateMemblockFromFile.htm deleted file mode 100644 index 627e8ad9..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Memblock/CreateMemblockFromFile.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -CreateMemblockFromFile - AGK Help - - - - - - -

    CreateMemblockFromFile

    Description

    Creates a memblock from a file without any processing of the file data, the memblock will be a byte for byte copy of the file. Returns an ID that can be used to reference this memblock later. You can use relative paths in the file name to read from sub folders or use SetFolder to browse there first. You can use absolute paths by adding a forward slash to the beginning of the filename, in this case the folder set with SetFolder is ignored. For example /media/file.txt will read it from the media folder even if SetFolder was used to browse to /media/somefolder

    Definition

    integer CreateMemblockFromFile( filename )

    CreateMemblockFromFile( memID, filename )

    Parameters

    • filename - The name of the file to read, if it doesn't exist this will fail.
    • memID - The ID of the memblock to create.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Memblock/CreateMemblockFromImage.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Memblock/CreateMemblockFromImage.htm deleted file mode 100644 index 65e7a3b2..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Memblock/CreateMemblockFromImage.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -CreateMemblockFromImage - AGK Help - - - - - - -

    CreateMemblockFromImage

    Description

    Creates a memblock from a loaded image, atlas sub images are not supported. The image must exist and is unaffected by this command. The first 4 bytes of the memlbock store the image width, the next 4 bytes store the image height, the next 4 bytes store the bit depth, currently this will always be 32. After that the raw image data begins in the format RGBA, with each component stored in a single byte, so each pixel takes up 4 bytes. The size of the image data can be calculated by width*height*4 bytes (for now bit depth can be assumed to be 32 bits = 4 bytes). Note that due to little endian format reading the image data with bytes will return offsets 0=R, 1=G, 2=B, 3=A, but reading them all as a single integer will produce a value with A as the most significant byte, followed by B, then G, then R as the least significant byte. The pixel data starts in the top left corner of the image an proceeds left to right then top to bottom resulting in the image being stored as a sequence of rows ending in the bottom right corner. Returns an ID that can be used to reference this memblock in other commands.

    Definition

    integer CreateMemblockFromImage( imageID )

    CreateMemblockFromImage( memID, imageID )

    Parameters

    • imageID - The ID of the image to read.
    • memID - The ID of the memblock to create.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Memblock/CreateMemblockFromObjectMesh.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Memblock/CreateMemblockFromObjectMesh.htm deleted file mode 100644 index d1e9ba34..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Memblock/CreateMemblockFromObjectMesh.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -CreateMemblockFromObjectMesh - AGK Help - - - - - - -

    CreateMemblockFromObjectMesh

    Description

    Creates a memblock from an object mesh. An object can contain one or more meshes, mesh indices are in the range 1 to GetObjectNumMeshes inclusive. The mesh is copied into the memblock so any changes to the memblock do not immediately affect the mesh, you must use one of the other commands such as SetObjectMeshFromMemblock to copy the memblock back into a mesh. The first 4 bytes of the memblock represent the number of vertices in the mesh. The second 4 bytes represent the number of indices in the mesh, this may be 0 in which case every three vertices represents a polygon, and no vertices can be shared. If the number of indices is greater than 0 then every three indices represent a polygon and vertices may be shared between polygons. Indices start at 0 so index 0 references the first vertex in the list. The third 4 bytes represents the number of attributes per vertex, e.g. position, normals, and UV data are all potential attributes, so a vertex containing all three would have 3 attributes. A vertex must have a position attribute, everything else is optional. The fourth 4 bytes represent the size of a single vertex in bytes, this can be calculated from the attribute data but is given for convenience. The fifth 4 bytes is offset for the beginning of the vertex data, so you can reach it easily. The sixth 4 bytes is offset for the beginning of the index data, will be 0 if there are no indices. After those 6 values, starting at offset 24, is the vertex attribute data. The vertex attribute data describes how the vertex data is laid out, for example if it has normals, UV data, etc. For each attribute there is a 1 byte data type, 1 byte component count, 1 byte normalize flag, 1 byte string length, and X bytes of string data for the attribute name. The data type will be 0 for floats (used for almost everything, e.g. position, normals, etc) or 1 for unsigned bytes (used for vertex colors). The component count is the number of values per attribute, e.g. position has 3 components, x,y,z, UV data has 2 components, and vertex colors have 4 components. Note that any unsigned byte data type must have 4 components even if some are unused. The normalize flag is only used for unsigned byte data types and will convert values in the range 0-255 into 0.0-1.0 for use in a shader. Usually the normalize flag will be 1 for color attributes and 0 for everything else. The string length byte will always be a multiple of 4 to simplify alignment issues, the string itself might have slightly less characters and be padded with null terminators, but read all the bytes specified and you will get the correct length string. The attribute name string will be used by the shader to recognise what the vertex data is, the attribute names recognised by AGK are "position", "normal", "tangent", "binormal", "color", "uv", "uv1", "boneweights", and "boneindices", however you may add attributes with any name you like as long as you write a matching shader that has the same names. If you are not using your own shader and instead rely on AGK to draw the object then you must stick to the above attribute names. Following the attribute data is the raw vertex data, which usually starts with the "position" attribute. It will be a 4 byte float for the X position, a 4 byte float for the Y position, and a 4 byte float for the Z position. This continues for each attribute specified in the attribute data. Note that color data will always be 4 bytes in total, 1 unsigned byte for each color channel. You can access individual vertices by using the vertex size provided above and the vertex index like so offset=vertexDataOffset+(vertexIndex*vertexSize). Lastly is the index data, if present. Each index is a 4 byte integer which references a vertex in the vertex data. Every three indices represents a polygon. If you plan on making regular changes to the mesh you should keep the memblock around after using SetObjectMeshFromMemblock instead of regenerating from the object it everytime you want to make a change. Then call SetObjectMeshFromMemblock again when you want to push your new changes onto the object.

    Definition

    integer CreateMemblockFromObjectMesh( objID, meshIndex )

    CreateMemblockFromObjectMesh( memID, objID, meshIndex )

    Parameters

    • objID - The ID of the object containing the mesh to read
    • meshIndex - The index of the mesh to copy into a memblock
    • memID - The ID of the new memblock


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Memblock/CreateMemblockFromSound.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Memblock/CreateMemblockFromSound.htm deleted file mode 100644 index e78d9f2a..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Memblock/CreateMemblockFromSound.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -CreateMemblockFromSound - AGK Help - - - - - - -

    CreateMemblockFromSound

    Description

    Creates a memblock from a loaded sound file. The sound file must have been loaded with LoadSound and is unaffected by this command. The first 2 bytes of the memlbock store the number of channels (1 or 2 supported), the next 2 bytes store the bits per sample (8 or 16 supported), the next 4 bytes store the samples per second, for example 44100. The next 4 bytes are the number of frames in the sound data, the size of the sound data in bytes can be calculated from this with the formula numFrames*(bitsPerSample/8)*channels. In a 2 channel sound a frame contains 2 samples, one for each channel. In a mono sound a frame contains 1 sample. The rest of the memblock is raw sound data, for example in an 8bit stereo sound with 3 frames the raw data would look like this. byte offset 0 = Frame 1, left channel data byte offset 1 = Frame 1, right channel data byte offset 2 = Frame 2, left channel data byte offset 3 = Frame 2, right channel data byte offset 4 = Frame 3, left channel data byte offset 5 = Frame 3, right channel data The duration of the sound can be calculated with the following formula, numFrames/samplesPerSecond. This command does not work with sound instance IDs, only sound file IDs. Returns an ID that can be used to reference this memblock in other commands.

    Definition

    integer CreateMemblockFromSound( soundID )

    CreateMemblockFromSound( memID, soundID )

    Parameters

    • soundID - The ID of the sound to read.
    • memID - The ID of the memblock to create.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Memblock/CreateMusicFromOGGMemblock.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Memblock/CreateMusicFromOGGMemblock.htm deleted file mode 100644 index b0a3bdb3..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Memblock/CreateMusicFromOGGMemblock.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -CreateMusicFromOGGMemblock - AGK Help - - - - - - -

    CreateMusicFromOGGMemblock

    Description

    Creates a music entity from a memblock. The memblock must exist. This will create a new music ID and return it The memblock must contain a valid OGG file such as one loaded with CreateMemblockFromFile(memID, "music.ogg")

    Definition

    integer CreateMusicFromOGGMemblock( memID )

    CreateMusicFromOGGMemblock( musicID, memID )

    Parameters

    • memID - The ID of the memblock to read, the memblock is unaffected by this command.
    • musicID - The ID of the music to create.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Memblock/CreateObjectFromMeshMemblock.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Memblock/CreateObjectFromMeshMemblock.htm deleted file mode 100644 index d68a2b02..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Memblock/CreateObjectFromMeshMemblock.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -CreateObjectFromMeshMemblock - AGK Help - - - - - - -

    CreateObjectFromMeshMemblock

    Description

    Creates an object with a single mesh constructed from the given memblock. Any subsequent changes to the memblock will not affect the mesh, you should call SetObjectMeshFromMemblock to modify an existing mesh. The first 4 bytes of the memblock represent the number of vertices in the mesh. The second 4 bytes represent the number of indices in the mesh, this may be 0 in which case every three vertices represents a polygon, and no vertices can be shared. If the number of indices is greater than 0 then every three indices represent a polygon and vertices may be shared between polygons. Indices start at 0 so index 0 references the first vertex in the list. The third 4 bytes represents the number of attributes per vertex, e.g. position, normals, and UV data are all potential attributes, so a vertex containing all three would have 3 attributes. A vertex must have a position attribute, everything else is optional. The fourth 4 bytes represent the size of a single vertex in bytes, this can be calculated from the attribute data but is given for convenience. The fifth 4 bytes is offset for the beginning of the vertex data, so you can reach it easily. The sixth 4 bytes is offset for the beginning of the index data, will be 0 if there are no indices. After those 6 values, starting at offset 24, is the vertex attribute data. The vertex attribute data describes how the vertex data is laid out, for example if it has normals, UV data, etc. For each attribute there is a 1 byte data type, 1 byte component count, 1 byte normalize flag, 1 byte string length, and X bytes of string data for the attribute name. The data type will be 0 for floats (used for almost everything, e.g. position, normals, etc) or 1 for unsigned bytes (used for vertex colors). The component count is the number of values per attribute, e.g. position has 3 components, x,y,z, UV data has 2 components, and vertex colors have 4 components. Note that any unsigned byte data type must have 4 components even if some are unused. The normalize flag is only used for unsigned byte data types and will convert values in the range 0-255 into 0.0-1.0 for use in a shader. Usually the normalize flag will be 1 for color attributes and 0 for everything else. The string length byte must always be a multiple of 4 for alignment reasons, the string itself might have slightly less characters but always round up to the nearest multiple of 4 for the string length value. e.g. a string of length 5 should have a string length value of 8. Note that a string of 4 characters has a null terminator on the end which makes it length 5, so even though it has a multiple of 4 characters already it must use a length value of 8 due to the null terminator. The attribute name string will be used by the shader to recognise what the vertex data is, the attribute names recognised by AGK are "position", "normal", "tangent", "binormal", "color", "uv", "uv1", "boneweights", and "boneindices", however you may add attributes with any name you like as long as you write a matching shader that has the same names. If you are not using your own shader and instead rely on AGK to draw the object then you must stick to the above attribute names. Following the attribute data is the raw vertex data, which usually starts with the "position" attribute. It will be a 4 byte float for the X position, a 4 byte float for the Y position, and a 4 byte float for the Z position. This continues for each attribute specified in the attribute data. Note that color data will always be 4 bytes in total, 1 unsigned byte for each color channel. You can access individual vertices by using the vertex size provided above and the vertex index like so offset=vertexDataOffset+(vertexIndex*vertexSize). Lastly is the index data, if present. Each index is a 4 byte integer which references a vertex in the vertex data. Every three indices represents a polygon.

    Definition

    integer CreateObjectFromMeshMemblock( memID )

    CreateObjectFromMeshMemblock( objID, memID )

    Parameters

    • memID - The index of the memblock to use to create the object mesh
    • objID - The ID of the object to create


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Memblock/CreateSoundFromMemblock.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Memblock/CreateSoundFromMemblock.htm deleted file mode 100644 index 3c663967..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Memblock/CreateSoundFromMemblock.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -CreateSoundFromMemblock - AGK Help - - - - - - -

    CreateSoundFromMemblock

    Description

    Creates an sound from a memblock. The memblock must exist, this creates a new sound and returns the ID. This will not affect any sound instances already playing, only future ones. The first 2 bytes of the memlbock store the number of channels (1 or 2 supported), the next 2 bytes store the bits per sample (8 or 16 supported), the next 4 bytes store the samples per second, for example 44100. The next 4 bytes are the number of frames in the sound data, the size of the sound data in bytes can be calculated from this with the formula numFrames*(bitsPerSample/8)*channels. In a 2 channel sound a frame contains 2 samples, one for each channel. In a mono sound a frame contains 1 sample. The rest of the memblock is raw sound data, for example in an 8bit stereo sound with 3 frames the raw data would look like this. byte offset 0 = Frame 1, left channel data byte offset 1 = Frame 1, right channel data byte offset 2 = Frame 2, left channel data byte offset 3 = Frame 2, right channel data byte offset 4 = Frame 3, left channel data byte offset 5 = Frame 3, right channel data Returns the ID of the new sound.

    Definition

    integer CreateSoundFromMemblock( memID )

    CreateSoundFromMemblock( soundID, memID )

    Parameters

    • memID - The ID of the memblock to read, the memblock is unaffected by this command.
    • soundID - The ID of the sound to create or modify.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Memblock/CreateSoundFromOGGMemblock.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Memblock/CreateSoundFromOGGMemblock.htm deleted file mode 100644 index 2eb19ebb..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Memblock/CreateSoundFromOGGMemblock.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -CreateSoundFromOGGMemblock - AGK Help - - - - - - -

    CreateSoundFromOGGMemblock

    Description

    Creates an sound from a memblock. The memblock must exist, this creates a new sound and returns the ID. This will not affect any sound instances already playing, only future ones. The memblock must contain a valid OGG file such as one loaded with CreateMemblockFromFile(memID, "sound.ogg")

    Definition

    integer CreateSoundFromOGGMemblock( memID )

    CreateSoundFromOGGMemblock( soundID, memID )

    Parameters

    • memID - The ID of the memblock to read, the memblock is unaffected by this command.
    • soundID - The ID of the sound to create or modify.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Memblock/DeleteMemblock.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Memblock/DeleteMemblock.htm deleted file mode 100644 index 54865612..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Memblock/DeleteMemblock.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -DeleteMemblock - AGK Help - - - - - - -

    DeleteMemblock

    Description

    Deletes the memblock at the given ID. If the memblock does not exist or has already been deleted then this command does nothing.

    Definition

    DeleteMemblock( memID )

    Parameters

    • memID - The ID of the memblock to delete.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Memblock/GetMemblockByte.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Memblock/GetMemblockByte.htm deleted file mode 100644 index 38df604d..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Memblock/GetMemblockByte.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetMemblockByte - AGK Help - - - - - - -

    GetMemblockByte

    Description

    Returns the byte value at the given offset. The offset must be less than the size of the memblock. The first value is at offset 0. The returned value will be an unsigned byte between 0 and 255.

    Definition

    integer GetMemblockByte( memID, offset )

    Parameters

    • memID - The ID of the memblock to check.
    • offset - The offset from the start of the memblock of the value to return, between 0 and size.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Memblock/GetMemblockByteSigned.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Memblock/GetMemblockByteSigned.htm deleted file mode 100644 index e9b978a0..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Memblock/GetMemblockByteSigned.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetMemblockByteSigned - AGK Help - - - - - - -

    GetMemblockByteSigned

    Description

    Returns the byte value at the given offset. The offset must be less than the size of the memblock. The first value is at offset 0. The returned value will be a signed byte between -128 and 127.

    Definition

    integer GetMemblockByteSigned( memID, offset )

    Parameters

    • memID - The ID of the memblock to check.
    • offset - The offset from the start of the memblock of the value to return, between 0 and size.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Memblock/GetMemblockExists.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Memblock/GetMemblockExists.htm deleted file mode 100644 index 7510b7af..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Memblock/GetMemblockExists.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetMemblockExists - AGK Help - - - - - - -

    GetMemblockExists

    Description

    Returns 1 if a memblock with the given ID exists, 0 if not.

    Definition

    integer GetMemblockExists( memID )

    Parameters

    • memID - The ID of the memblock to check.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Memblock/GetMemblockFloat.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Memblock/GetMemblockFloat.htm deleted file mode 100644 index ce66e856..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Memblock/GetMemblockFloat.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetMemblockFloat - AGK Help - - - - - - -

    GetMemblockFloat

    Description

    Returns the float (4 byte) value at the given offset. The offset must be less than the size of the memblock. The first value is at offset 0. For best performance the offset should be a multiple of 4 because reading float values that are not aligned to 4 byte boundaries incurs a hardware performance penalty. Float values are stored in IEEE 754 format so writing an float and then reading it back in bytes would return various components of the float format.

    Definition

    float GetMemblockFloat( memID, offset )

    Parameters

    • memID - The ID of the memblock to check.
    • offset - The offset from the start of the memblock of the value to return, between 0 and size.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Memblock/GetMemblockInt.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Memblock/GetMemblockInt.htm deleted file mode 100644 index 70b4ff10..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Memblock/GetMemblockInt.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetMemblockInt - AGK Help - - - - - - -

    GetMemblockInt

    Description

    Returns the int (4 byte) value at the given offset. The offset must be less than the size of the memblock. The first value is at offset 0. For best performance the offset should be a multiple of 4 because reading integer values that are not aligned to 4 byte boundaries incurs a hardware performance penalty. Int values are stored in little endian format so writing an int of 23 at offset 0 and then reading it back in bytes would return the byte at offset 0 as 23, the byte at offset 1 as 0, the byte at offset 2 as 0, and the byte at offset 3 as 0. The returned value will be a signed integer between -2,147,483,648 and 2,147,483,647.

    Definition

    integer GetMemblockInt( memID, offset )

    Parameters

    • memID - The ID of the memblock to check.
    • offset - The offset from the start of the memblock of the value to return, between 0 and size.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Memblock/GetMemblockSHA1.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Memblock/GetMemblockSHA1.htm deleted file mode 100644 index 710e4439..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Memblock/GetMemblockSHA1.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetMemblockSHA1 - AGK Help - - - - - - -

    GetMemblockSHA1

    Description

    Hashes the memblock with SHA1 and returns the resulting hash

    Definition

    string GetMemblockSHA1( memID )

    Parameters

    • memID - The ID of the memblock to hash


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Memblock/GetMemblockSHA256.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Memblock/GetMemblockSHA256.htm deleted file mode 100644 index 272b3b3b..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Memblock/GetMemblockSHA256.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetMemblockSHA256 - AGK Help - - - - - - -

    GetMemblockSHA256

    Description

    Hashes the memblock with SHA256 and returns the resulting hash

    Definition

    string GetMemblockSHA256( memID )

    Parameters

    • memID - The ID of the memblock to hash


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Memblock/GetMemblockShort.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Memblock/GetMemblockShort.htm deleted file mode 100644 index 1bb6d4ae..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Memblock/GetMemblockShort.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetMemblockShort - AGK Help - - - - - - -

    GetMemblockShort

    Description

    Returns the short (2 byte) value at the given offset. The offset must be less than the size of the memblock. The first value is at offset 0. For best performance the offset should be a multiple of 2 because reading short values that are not aligned to 2 byte boundaries incurs a hardware performance penalty. Short values are stored in little endian format so writing a short of 23 at offset 0 and then reading it back in bytes would return the byte at offset 0 as 23 and the byte at offset 1 as 0. The returned value will be a signed short between -32768 and 32767.

    Definition

    integer GetMemblockShort( memID, offset )

    Parameters

    • memID - The ID of the memblock to check.
    • offset - The offset from the start of the memblock of the value to return, between 0 and size.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Memblock/GetMemblockSize.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Memblock/GetMemblockSize.htm deleted file mode 100644 index 7634488c..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Memblock/GetMemblockSize.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetMemblockSize - AGK Help - - - - - - -

    GetMemblockSize

    Description

    Returns the size of the given memblock in bytes.

    Definition

    integer GetMemblockSize( memID )

    Parameters

    • memID - The ID of the memblock to check.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Memblock/GetMemblockString.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Memblock/GetMemblockString.htm deleted file mode 100644 index 21b3c342..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Memblock/GetMemblockString.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetMemblockString - AGK Help - - - - - - -

    GetMemblockString

    Description

    Returns a given number of bytes at the given offset and interprets them as a string. The offset plus length must be less than the size of the memblock. The first value is at offset 0. The string will be null terminated even if no null terminator is found in the memblock. If a null terminator occurs before length is reached then all the bytes will still be read, but only the characters up to the first null terminator will be accessible in AGK. If you are using tier 2 you must delete the pointer returned from this function.

    Definition

    string GetMemblockString( memID, offset, length )

    Parameters

    • memID - The ID of the memblock to check.
    • offset - The offset from the start of the memblock of the value to return, between 0 and size.
    • length - The number of bytes to read


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Memblock/GetMeshMemblockVertexAlpha.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Memblock/GetMeshMemblockVertexAlpha.htm deleted file mode 100644 index 8692fe3e..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Memblock/GetMeshMemblockVertexAlpha.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetMeshMemblockVertexAlpha - AGK Help - - - - - - -

    GetMeshMemblockVertexAlpha

    Description

    Provides a quick way to get the alpha value of the specified vertex from the memblock. It uses the attribute data from the beginning of the memblock to work out the vertex offset and the location of the color values.

    Definition

    integer GetMeshMemblockVertexAlpha( memID, vertexIndex )

    Parameters

    • memID - The ID of the memblock to check
    • vertexIndex - The index of the vertex to check


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Memblock/GetMeshMemblockVertexBlue.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Memblock/GetMeshMemblockVertexBlue.htm deleted file mode 100644 index 43f8a3eb..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Memblock/GetMeshMemblockVertexBlue.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetMeshMemblockVertexBlue - AGK Help - - - - - - -

    GetMeshMemblockVertexBlue

    Description

    Provides a quick way to get the blue value of the specified vertex from the memblock. It uses the attribute data from the beginning of the memblock to work out the vertex offset and the location of the color values.

    Definition

    integer GetMeshMemblockVertexBlue( memID, vertexIndex )

    Parameters

    • memID - The ID of the memblock to check
    • vertexIndex - The index of the vertex to check


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Memblock/GetMeshMemblockVertexGreen.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Memblock/GetMeshMemblockVertexGreen.htm deleted file mode 100644 index 9c4e45f2..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Memblock/GetMeshMemblockVertexGreen.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetMeshMemblockVertexGreen - AGK Help - - - - - - -

    GetMeshMemblockVertexGreen

    Description

    Provides a quick way to get the green value of the specified vertex from the memblock. It uses the attribute data from the beginning of the memblock to work out the vertex offset and the location of the color values.

    Definition

    integer GetMeshMemblockVertexGreen( memID, vertexIndex )

    Parameters

    • memID - The ID of the memblock to check
    • vertexIndex - The index of the vertex to check


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Memblock/GetMeshMemblockVertexNormalX.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Memblock/GetMeshMemblockVertexNormalX.htm deleted file mode 100644 index 6fe7c42c..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Memblock/GetMeshMemblockVertexNormalX.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetMeshMemblockVertexNormalX - AGK Help - - - - - - -

    GetMeshMemblockVertexNormalX

    Description

    Provides a quick way to get the X component of the normal of the specified vertex from the memblock. It uses the attribute data from the beginning of the memblock to work out the vertex offset and the location of the normal values.

    Definition

    float GetMeshMemblockVertexNormalX( memID, vertexIndex )

    Parameters

    • memID - The ID of the memblock to check
    • vertexIndex - The index of the vertex to check


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Memblock/GetMeshMemblockVertexNormalY.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Memblock/GetMeshMemblockVertexNormalY.htm deleted file mode 100644 index 7c996ac6..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Memblock/GetMeshMemblockVertexNormalY.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetMeshMemblockVertexNormalY - AGK Help - - - - - - -

    GetMeshMemblockVertexNormalY

    Description

    Provides a quick way to get the Y component of the normal of the specified vertex from the memblock. It uses the attribute data from the beginning of the memblock to work out the vertex offset and the location of the normal values.

    Definition

    float GetMeshMemblockVertexNormalY( memID, vertexIndex )

    Parameters

    • memID - The ID of the memblock to check
    • vertexIndex - The index of the vertex to check


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Memblock/GetMeshMemblockVertexNormalZ.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Memblock/GetMeshMemblockVertexNormalZ.htm deleted file mode 100644 index 1227689c..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Memblock/GetMeshMemblockVertexNormalZ.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetMeshMemblockVertexNormalZ - AGK Help - - - - - - -

    GetMeshMemblockVertexNormalZ

    Description

    Provides a quick way to get the Z component of the normal of the specified vertex from the memblock. It uses the attribute data from the beginning of the memblock to work out the vertex offset and the location of the normal values.

    Definition

    float GetMeshMemblockVertexNormalZ( memID, vertexIndex )

    Parameters

    • memID - The ID of the memblock to check
    • vertexIndex - The index of the vertex to check


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Memblock/GetMeshMemblockVertexRed.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Memblock/GetMeshMemblockVertexRed.htm deleted file mode 100644 index 956135a2..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Memblock/GetMeshMemblockVertexRed.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetMeshMemblockVertexRed - AGK Help - - - - - - -

    GetMeshMemblockVertexRed

    Description

    Provides a quick way to get the red value of the specified vertex from the memblock. It uses the attribute data from the beginning of the memblock to work out the vertex offset and the location of the color values.

    Definition

    integer GetMeshMemblockVertexRed( memID, vertexIndex )

    Parameters

    • memID - The ID of the memblock to check
    • vertexIndex - The index of the vertex to check


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Memblock/GetMeshMemblockVertexU.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Memblock/GetMeshMemblockVertexU.htm deleted file mode 100644 index acda2890..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Memblock/GetMeshMemblockVertexU.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetMeshMemblockVertexU - AGK Help - - - - - - -

    GetMeshMemblockVertexU

    Description

    Provides a quick way to get the U value of the specified vertex from the memblock. It uses the attribute data from the beginning of the memblock to work out the vertex offset and the location of the UV values.

    Definition

    float GetMeshMemblockVertexU( memID, vertexIndex )

    Parameters

    • memID - The ID of the memblock to check
    • vertexIndex - The index of the vertex to check


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Memblock/GetMeshMemblockVertexV.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Memblock/GetMeshMemblockVertexV.htm deleted file mode 100644 index f66c1672..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Memblock/GetMeshMemblockVertexV.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetMeshMemblockVertexV - AGK Help - - - - - - -

    GetMeshMemblockVertexV

    Description

    Provides a quick way to get the V value of the specified vertex from the memblock. It uses the attribute data from the beginning of the memblock to work out the vertex offset and the location of the UV values.

    Definition

    float GetMeshMemblockVertexV( memID, vertexIndex )

    Parameters

    • memID - The ID of the memblock to check
    • vertexIndex - The index of the vertex to check


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Memblock/GetMeshMemblockVertexX.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Memblock/GetMeshMemblockVertexX.htm deleted file mode 100644 index e9fc28e5..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Memblock/GetMeshMemblockVertexX.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetMeshMemblockVertexX - AGK Help - - - - - - -

    GetMeshMemblockVertexX

    Description

    Provides a quick way to get the X position of the specified vertex from the memblock. It uses the attribute data from the beginning of the memblock to work out the vertex offset and the location of the position values.

    Definition

    float GetMeshMemblockVertexX( memID, vertexIndex )

    Parameters

    • memID - The ID of the memblock to check
    • vertexIndex - The index of the vertex to check


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Memblock/GetMeshMemblockVertexY.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Memblock/GetMeshMemblockVertexY.htm deleted file mode 100644 index 680d517b..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Memblock/GetMeshMemblockVertexY.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetMeshMemblockVertexY - AGK Help - - - - - - -

    GetMeshMemblockVertexY

    Description

    Provides a quick way to get the Y position of the specified vertex from the memblock. It uses the attribute data from the beginning of the memblock to work out the vertex offset and the location of the position values.

    Definition

    float GetMeshMemblockVertexY( memID, vertexIndex )

    Parameters

    • memID - The ID of the memblock to check
    • vertexIndex - The index of the vertex to check


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Memblock/GetMeshMemblockVertexZ.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Memblock/GetMeshMemblockVertexZ.htm deleted file mode 100644 index 076d67cd..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Memblock/GetMeshMemblockVertexZ.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetMeshMemblockVertexZ - AGK Help - - - - - - -

    GetMeshMemblockVertexZ

    Description

    Provides a quick way to get the Z position of the specified vertex from the memblock. It uses the attribute data from the beginning of the memblock to work out the vertex offset and the location of the position values.

    Definition

    float GetMeshMemblockVertexZ( memID, vertexIndex )

    Parameters

    • memID - The ID of the memblock to check
    • vertexIndex - The index of the vertex to check


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Memblock/SetMemblockByte.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Memblock/SetMemblockByte.htm deleted file mode 100644 index 0d7d1835..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Memblock/SetMemblockByte.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetMemblockByte - AGK Help - - - - - - -

    SetMemblockByte

    Description

    Writes a single byte value at the given offset. The offset must be less than the size of the memblock. The first value is at offset 0. The given value will be truncated to the range 0 and 255.

    Definition

    SetMemblockByte( memID, offset, value )

    Parameters

    • memID - The ID of the memblock to modify.
    • offset - The offset from the start of the memblock to write to, between 0 and size.
    • value - The value to write.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Memblock/SetMemblockByteSigned.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Memblock/SetMemblockByteSigned.htm deleted file mode 100644 index 9dbaaa96..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Memblock/SetMemblockByteSigned.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetMemblockByteSigned - AGK Help - - - - - - -

    SetMemblockByteSigned

    Description

    Writes a single byte value at the given offset. The offset must be less than the size of the memblock. The first value is at offset 0. The given value will be truncated to the range -128 and 127.

    Definition

    SetMemblockByteSigned( memID, offset, value )

    Parameters

    • memID - The ID of the memblock to modify.
    • offset - The offset from the start of the memblock to write to, between 0 and size.
    • value - The value to write.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Memblock/SetMemblockFloat.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Memblock/SetMemblockFloat.htm deleted file mode 100644 index b8ba1e9c..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Memblock/SetMemblockFloat.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetMemblockFloat - AGK Help - - - - - - -

    SetMemblockFloat

    Description

    Write a float (4 byte) value at the given offset. The offset must be less than the size of the memblock. The first value is at offset 0. For best performance the offset should be a multiple of 4 because writing float values that are not aligned to 4 byte boundaries incurs a hardware performance penalty. Float values are stored in IEEE 754 format so writing an float and then reading it back in bytes would return various components of the float format.

    Definition

    SetMemblockFloat( memID, offset, value )

    Parameters

    • memID - The ID of the memblock to modify.
    • offset - The offset from the start of the memblock to write to, between 0 and size.
    • value - The value to write.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Memblock/SetMemblockInt.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Memblock/SetMemblockInt.htm deleted file mode 100644 index acff2528..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Memblock/SetMemblockInt.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetMemblockInt - AGK Help - - - - - - -

    SetMemblockInt

    Description

    Writes an int (4 byte) value at the given offset. The offset must be less than the size of the memblock. The first value is at offset 0. For best performance the offset should be a multiple of 4 because writing integer values that are not aligned to 4 byte boundaries incurs a hardware performance penalty. Int values are stored in little endian format so writing an int of 23 at offset 0 and then reading it back in bytes would return the byte at offset 0 as 23, the byte at offset 1 as 0, the byte at offset 2 as 0, and the byte at offset 3 as 0.

    Definition

    SetMemblockInt( memID, offset, value )

    Parameters

    • memID - The ID of the memblock to modify.
    • offset - The offset from the start of the memblock to write to, between 0 and size.
    • value - The value to write.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Memblock/SetMemblockShort.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Memblock/SetMemblockShort.htm deleted file mode 100644 index 53fd777d..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Memblock/SetMemblockShort.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetMemblockShort - AGK Help - - - - - - -

    SetMemblockShort

    Description

    Writes a short (2 byte) value at the given offset. The offset must be less than the size of the memblock. The first value is at offset 0. For best performance the offset should be a multiple of 2 because writing short values that are not aligned to 2 byte boundaries incurs a hardware performance penalty. Short values are stored in little endian format so writing a short of 23 at offset 0 and then reading it back in bytes would return the byte at offset 0 as 23 and the byte at offset 1 as 0. The given value will be truncated to the range -32768 and 32767.

    Definition

    SetMemblockShort( memID, offset, value )

    Parameters

    • memID - The ID of the memblock to modify.
    • offset - The offset from the start of the memblock to write to, between 0 and size.
    • value - The value to write.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Memblock/SetMemblockString.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Memblock/SetMemblockString.htm deleted file mode 100644 index b1986c6a..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Memblock/SetMemblockString.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetMemblockString - AGK Help - - - - - - -

    SetMemblockString

    Description

    Writes a string to a memblock as raw bytes. The first null terminator found will end the string and a single null terminator will be written to the memblock data. To read the string out of the memblock again you will need to know its length, so it is recommended that you also write a string length value before the string data to help read the string back later. The offset plus the length of the string, plus 1 for the null terminator, must be less than the memblock size.

    Definition

    SetMemblockString( memID, offset, value )

    Parameters

    • memID - The ID of the memblock to modify.
    • offset - The offset from the start of the memblock to write to, between 0 and size.
    • value - The string to write.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Memblock/SetMeshMemblockVertexColor.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Memblock/SetMeshMemblockVertexColor.htm deleted file mode 100644 index f1349cb9..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Memblock/SetMeshMemblockVertexColor.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetMeshMemblockVertexColor - AGK Help - - - - - - -

    SetMeshMemblockVertexColor

    Description

    Provides a quick way to modify the color values of a vertex inside a mesh memblock. It uses the attribute data from the beginning of the memblock to work out the vertex offset and change the color values. Vertices start at index 0. Color values must be between 0 and 255.

    Definition

    SetMeshMemblockVertexColor( memID, vertexIndex, red, green, blue, alpha )

    Parameters

    • memID - The ID of the memblock to modify
    • vertexIndex - The index of the vertex to modify
    • red - The new red value for this vertex
    • green - The new green value for this vertex
    • blue - The new blue value for this vertex
    • alpha - The new alpha value for this vertex


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Memblock/SetMeshMemblockVertexNormal.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Memblock/SetMeshMemblockVertexNormal.htm deleted file mode 100644 index f9109122..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Memblock/SetMeshMemblockVertexNormal.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetMeshMemblockVertexNormal - AGK Help - - - - - - -

    SetMeshMemblockVertexNormal

    Description

    Provides a quick way to modify the normal of a vertex inside a mesh memblock. It uses the attribute data from the beginning of the memblock to work out the vertex offset and change the normal values. Vertices start at index 0.

    Definition

    SetMeshMemblockVertexNormal( memID, vertexIndex, x, y, z )

    Parameters

    • memID - The ID of the memblock to modify
    • vertexIndex - The index of the vertex to modify
    • x - The X component of the new normal for this vertex
    • y - The Y component of the new normal for this vertex
    • z - The Z component of the new normal for this vertex


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Memblock/SetMeshMemblockVertexPosition.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Memblock/SetMeshMemblockVertexPosition.htm deleted file mode 100644 index ce7bf63f..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Memblock/SetMeshMemblockVertexPosition.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetMeshMemblockVertexPosition - AGK Help - - - - - - -

    SetMeshMemblockVertexPosition

    Description

    Provides a quick way to modify the position of a vertex inside a mesh memblock. It uses the attribute data from the beginning of the memblock to work out the vertex offset and change the position values. Vertices start at index 0.

    Definition

    SetMeshMemblockVertexPosition( memID, vertexIndex, x, y, z )

    Parameters

    • memID - The ID of the memblock to modify
    • vertexIndex - The index of the vertex to modify
    • x - The new X position for this vertex
    • y - The new Y position for this vertex
    • z - The new Z position for this vertex


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Memblock/SetMeshMemblockVertexUV.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Memblock/SetMeshMemblockVertexUV.htm deleted file mode 100644 index 447d12d6..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Memblock/SetMeshMemblockVertexUV.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetMeshMemblockVertexUV - AGK Help - - - - - - -

    SetMeshMemblockVertexUV

    Description

    Provides a quick way to modify the UV values of a vertex inside a mesh memblock. It uses the attribute data from the beginning of the memblock to work out the vertex offset and change the UV values. Vertices start at index 0.

    Definition

    SetMeshMemblockVertexUV( memID, vertexIndex, u, v )

    Parameters

    • memID - The ID of the memblock to modify
    • vertexIndex - The index of the vertex to modify
    • u - The new U value for this vertex
    • v - The new V value for this vertex


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Memblock/SetObjectMeshFromMemblock.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Memblock/SetObjectMeshFromMemblock.htm deleted file mode 100644 index 5e665d72..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Memblock/SetObjectMeshFromMemblock.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetObjectMeshFromMemblock - AGK Help - - - - - - -

    SetObjectMeshFromMemblock

    Description

    Changes an object's mesh based on the memblock provided. The memblock need not have the same number of attributes or vertices as the original mesh, but it will improve performance if it does. The first 4 bytes of the memblock represent the number of vertices in the mesh. The second 4 bytes represent the number of indices in the mesh, this may be 0 in which case every three vertices represents a polygon, and no vertices can be shared. If the number of indices is greater than 0 then every three indices represent a polygon and vertices may be shared between polygons. Indices start at 0 so index 0 references the first vertex in the list. The third 4 bytes represents the number of attributes per vertex, e.g. position, normals, and UV data are all potential attributes, so a vertex containing all three would have 3 attributes. A vertex must have a position attribute, everything else is optional. The fourth 4 bytes represent the size of a single vertex in bytes, this can be calculated from the attribute data but is given for convenience. The fifth 4 bytes is offset for the beginning of the vertex data, so you can reach it easily. The sixth 4 bytes is offset for the beginning of the index data, will be 0 if there are no indices. After those 6 values, starting at offset 24, is the vertex attribute data. The vertex attribute data describes how the vertex data is laid out, for example if it has normals, UV data, etc. For each attribute there is a 1 byte data type, 1 byte component count, 1 byte normalize flag, 1 byte string length, and X bytes of string data for the attribute name. The data type will be 0 for floats (used for almost everything, e.g. position, normals, etc) or 1 for unsigned bytes (used for vertex colors). The component count is the number of values per attribute, e.g. position has 3 components, x,y,z, UV data has 2 components, and vertex colors have 4 components. Note that any unsigned byte data type must have 4 components even if some are unused. The normalize flag is only used for unsigned byte data types and will convert values in the range 0-255 into 0.0-1.0 for use in a shader. Usually the normalize flag will be 1 for color attributes and 0 for everything else. The string length byte must always be a multiple of 4 for alignment reasons, the string itself might have slightly less characters but always round up to the nearest multiple of 4 for the string length value. e.g. a string of length 5 should have a string length value of 8. Note that a string of 4 characters has a null terminator on the end which makes it length 5, so even though it has a multiple of 4 characters already it must use a length value of 8 due to the null terminator. The attribute name string will be used by the shader to recognise what the vertex data is, the attribute names recognised by AGK are "position", "normal", "tangent", "binormal", "color", "uv", "uv1", "boneweights", and "boneindices", however you may add attributes with any name you like as long as you write a matching shader that has the same names. If you are not using your own shader and instead rely on AGK to draw the object then you must stick to the above attribute names. Following the attribute data is the raw vertex data, which usually starts with the "position" attribute. It will be a 4 byte float for the X position, a 4 byte float for the Y position, and a 4 byte float for the Z position. This continues for each attribute specified in the attribute data. Note that color data will always be 4 bytes in total, 1 unsigned byte for each color channel. You can access individual vertices by using the vertex size provided above and the vertex index like so offset=vertexDataOffset+(vertexIndex*vertexSize). Lastly is the index data, if present. Each index is a 4 byte integer which references a vertex in the vertex data. Every three indices represents a polygon. If you plan on making regular changes to the mesh you should keep the memblock around after using SetObjectMeshFromMemblock instead of regenerating from the object it everytime you want to make a change. Then call SetObjectMeshFromMemblock again when you want to push your new changes onto the object.

    Definition

    SetObjectMeshFromMemblock( objID, meshIndex, memID )

    Parameters

    • objID - The ID of the object to modify
    • meshIndex - The index of the mesh to modify
    • memID - The index of the memblock to use to modify the mesh


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Multiplayer.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Multiplayer.htm deleted file mode 100644 index 1626c59c..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Multiplayer.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -Multiplayer - AGK Help - - - - - - -
    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Multiplayer/AddNetworkMessageByte.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Multiplayer/AddNetworkMessageByte.htm deleted file mode 100644 index e019e196..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Multiplayer/AddNetworkMessageByte.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -AddNetworkMessageByte - AGK Help - - - - - - -

    AddNetworkMessageByte

    Description

    Adds an unsigned byte to a previously created network message. This can be called on messages created by CreateNetworkMessage or on messages received from the network.

    Definition

    AddNetworkMessageByte( iMsgID, value )

    Parameters

    • iMsgID - The ID of the message to modify.
    • value - The value to add to the message.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Multiplayer/AddNetworkMessageFloat.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Multiplayer/AddNetworkMessageFloat.htm deleted file mode 100644 index be2ccb5f..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Multiplayer/AddNetworkMessageFloat.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -AddNetworkMessageFloat - AGK Help - - - - - - -

    AddNetworkMessageFloat

    Description

    Adds a float to a previously created network message. This can be called on messages created by CreateNetworkMessage or on messages received from the network.

    Definition

    AddNetworkMessageFloat( iMsgID, value )

    Parameters

    • iMsgID - The ID of the message to modify.
    • value - The value to add to the message.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Multiplayer/AddNetworkMessageInteger.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Multiplayer/AddNetworkMessageInteger.htm deleted file mode 100644 index 59aa5d9c..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Multiplayer/AddNetworkMessageInteger.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -AddNetworkMessageInteger - AGK Help - - - - - - -

    AddNetworkMessageInteger

    Description

    Adds an integer to a previously created network message. This can be called on messages created by CreateNetworkMessage or on messages received from the network.

    Definition

    AddNetworkMessageInteger( iMsgID, value )

    Parameters

    • iMsgID - The ID of the message to modify.
    • value - The value to add to the message.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Multiplayer/AddNetworkMessageString.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Multiplayer/AddNetworkMessageString.htm deleted file mode 100644 index 316bb234..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Multiplayer/AddNetworkMessageString.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -AddNetworkMessageString - AGK Help - - - - - - -

    AddNetworkMessageString

    Description

    Adds a string to a previously created network message. This can be called on messages created by CreateNetworkMessage or on messages received from the network.

    Definition

    AddNetworkMessageString( iMsgID, value )

    Parameters

    • iMsgID - The ID of the message to modify.
    • value - The string to add to the message.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Multiplayer/CloseNetwork.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Multiplayer/CloseNetwork.htm deleted file mode 100644 index 24d3adf4..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Multiplayer/CloseNetwork.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -CloseNetwork - AGK Help - - - - - - -

    CloseNetwork

    Description

    Disconnects from the specified network. The ID is freed and can no longer be used in other network commands.

    Definition

    CloseNetwork( iNetID )

    Parameters

    • iNetID - The ID of the network to disconnect from.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Multiplayer/ConnectSocket.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Multiplayer/ConnectSocket.htm deleted file mode 100644 index 1639a42a..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Multiplayer/ConnectSocket.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -ConnectSocket - AGK Help - - - - - - -

    ConnectSocket

    Description

    Creates a socket and attempts to connect to the specified IP address. This will create a TCP connection that you can then use to send and receive data. This command will return immediately and connect in the background, you should use GetSocketConnected to check if the socket connects successfully or fails. You should give a timeout value that is long enough for the socket to connect, typically 3000 milliseconds is a good value, but high latency connections might need longer. If the connection times out then this command will return 0. The port number must match the listening port of the device you are connecting to.

    This works slightly differently when exported to HTML5, it uses a WebSocket which sends an HTTP style header and requires an HTTP style response to connect.

    Definition

    integer ConnectSocket( socketID, szIP, port, timeout )

    integer ConnectSocket( szIP, port, timeout )

    Parameters

    • socketID - An ID to use to reference this socket later
    • szIP - The IP address to connect to, this can be IPv4 or IPv6
    • port - The TCP port to connect to, in the range 1025 to 65535
    • timeout - The time in milliseconds to wait before aborting the connection attempt


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Multiplayer/CopyNetworkMessage.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Multiplayer/CopyNetworkMessage.htm deleted file mode 100644 index 6f456ace..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Multiplayer/CopyNetworkMessage.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -CopyNetworkMessage - AGK Help - - - - - - -

    CopyNetworkMessage

    Description

    Creates a network message that is a copy of an existing message. It returns an ID that can be used to interact with the message. Messages created in this way can read from the beginning or added to, and the source messsage can be either a message you have created, or one you have received. The new message becomes completely independent of the source message and can be sent using SendNetworkMessage without affecting the original.

    Definition

    integer CopyNetworkMessage( iFromMsgID )

    Parameters

    • iFromMsgID - The ID of the message to copy


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Multiplayer/CreateBroadcastListener.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Multiplayer/CreateBroadcastListener.htm deleted file mode 100644 index 0bf932d0..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Multiplayer/CreateBroadcastListener.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -CreateBroadcastListener - AGK Help - - - - - - -

    CreateBroadcastListener

    Description

    Broadcasts are special network communications as they do not use a destination address and are instead received by all devices on a network. Broadcast packets are not forwarded by routers so can only be used on the local area network, or more specifically the local subnet. This can be useful for discovering devices as one device can send a broadcast packet containing its IP address and another device can pick it up, read the IP and connect back to the first device to create a two-way connection.

    Warning, if the device listening for broadcasts is an iOS device then it may not be able to receive broadcast packets without permission from Apple. As of writing receiving is still allowed but sending requires permission from Apple, this may change in future

    AGK networks are broadcast in this manner on port 45631 and send a packet containing the name of a network that has been hosted by another AGK device. By using a broadcast listener you can pick these messages up, extract the network names and display them to the user for them to choose which network they want to connect to.

    If the device is on an IPv6 network then these rules change slightly. CreateBroadcastListener must be called with a multicast address, which begins with ff, for example ff02::1 and the broadcast listener will only receive packets sent to this multicast address. If no address is specified then the broadcaster will only receive IPv4 broadcasts. If you pass the address "anyip6" then the broadcast listener will listen on the AGK multicast address "FF02::41:474B" which is used for named network discovery on port 45631.

    Returns an ID you can use to interact with this broadcast listener.

    Definition

    integer CreateBroadcastListener( szIP, port )

    integer CreateBroadcastListener( port )

    Parameters

    • szIP - The multicast IP to listen for, only applies to IPv6 networks, if left empty then it will listen for IPv4 broadcasts.
    • port - The port that the messages are being broadcast on, in the case of AGK networks this will be port 45631.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Multiplayer/CreateNetworkMessage.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Multiplayer/CreateNetworkMessage.htm deleted file mode 100644 index a74b366d..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Multiplayer/CreateNetworkMessage.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -CreateNetworkMessage - AGK Help - - - - - - -

    CreateNetworkMessage

    Description

    Creates a network message that can be sent to another network device. It returns an ID that can be used to interact with the message. Messages created in this way can only be added to, not read from. Once passed to a network the message ID is destroyed and handled by the background network code.

    Definition

    integer CreateNetworkMessage( )



    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Multiplayer/CreateSocketListener.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Multiplayer/CreateSocketListener.htm deleted file mode 100644 index 91df4471..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Multiplayer/CreateSocketListener.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -CreateSocketListener - AGK Help - - - - - - -

    CreateSocketListener

    Description

    Creates a socket listener that listens on a specified port for incoming socket connections. When a connection occurs it will be held in a queue until you retrieve it with GetSocketListenerConnection. If you want to reject a connection you must retrieve it and then delete it. The listener will continue accepting connections until it is deleted. If your device has multiple network interfaces then you can specify which one to listen on by using the IP address parameter. To listen on all interfaces use an empty string as the IP address.

    If the device has both IPv4 and IPv6 addresses then the listener can only listen on one or the other, not both. To listen for both IPv4 and IPv6 connections you need to create two listeners, one for the IPv4 connections and one for the IPv6 connections. Connections from either will behave exactly the same after they are connected. To create an IPv6 listener pass an IPv6 IP address to CreateSocketListener, or "anyip6" to listen on any suitable IPv6 address. If you pass an empty string or "anyip4" as the IP address then it will listen for IPv4 connections.

    You can have multiple listeners active at the same time, but they must all use different ports or IPs.

    When choosing a port number you should avoid low values as these will frequently be used by other apps and services. If something is already listening on a port then your attempt to listen on it will fail. Returns 0 if it failed to start listening.

    Definition

    integer CreateSocketListener( listenerID, szIP, port )

    integer CreateSocketListener( szIP, port )

    Parameters

    • listenerID - An ID to use to reference this listener in the future
    • szIP - The IP address of the interface to listen on, can be IPv4 or IPv6, or "anyip4", or "anyip6"
    • port - The TCP port to listen on, in the range 1025 to 65535


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Multiplayer/CreateUDPListener.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Multiplayer/CreateUDPListener.htm deleted file mode 100644 index 705f642f..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Multiplayer/CreateUDPListener.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -CreateUDPListener - AGK Help - - - - - - -

    CreateUDPListener

    Description

    Creates a UDP listener that will recieve UDP packets on the specified IP and port. The port value must be in the range 1 to 65535, although values below 1024 are likely to be protected by the operating system. If the port is already occupied then this command will fail and return 0. The IP address may be an IPv4 or IPv6 address, and can be used to bind to a single incomming network connection when a device has more than one IP. To bind to any IP address use the IP address "anyip4" or "anyip6". A single UDP listener can listen on either an IPv4 or an IPv6 address, but not both at the same time. To listen on both you should create two listeners, one for IPv4 and one for IPv6, in this case they may both use the same port. This command will return the ID of the listener that you can use to reference it in future commands.

    Definition

    integer CreateUDPListener( listenerID, ip, port )

    integer CreateUDPListener( ip, port )

    Parameters

    • listenerID - The ID to use to reference this listener in future.
    • ip - The local IP address to bind to.
    • port - The local port to bind to.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Multiplayer/DeleteBroadcastListener.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Multiplayer/DeleteBroadcastListener.htm deleted file mode 100644 index f2439b5e..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Multiplayer/DeleteBroadcastListener.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -DeleteBroadcastListener - AGK Help - - - - - - -

    DeleteBroadcastListener

    Description

    Deletes a broadcast listener and frees up the port for something else to listen on it.

    Definition

    DeleteBroadcastListener( iID )

    Parameters

    • iID - The ID of the broadcast listener to delete.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Multiplayer/DeleteNetworkClient.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Multiplayer/DeleteNetworkClient.htm deleted file mode 100644 index 8a4053bb..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Multiplayer/DeleteNetworkClient.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -DeleteNetworkClient - AGK Help - - - - - - -

    DeleteNetworkClient

    Description

    Deletes a disconnected client from the client list. If this function is called on a client that is not disconnected it will produce an error and not affect the client. Does not delete the client immediately, the background code may take a few frames to get around to deleting it. Calling this command multiple times on a disconnected client should not cause a problem.

    Definition

    DeleteNetworkClient( iNetID, client )

    Parameters

    • iNetID - The ID of the network to check.
    • client - the ID of the client to delete.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Multiplayer/DeleteNetworkMessage.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Multiplayer/DeleteNetworkMessage.htm deleted file mode 100644 index 25cdd21e..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Multiplayer/DeleteNetworkMessage.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -DeleteNetworkMessage - AGK Help - - - - - - -

    DeleteNetworkMessage

    Description

    Deletes a network message, this should be called on messages received from network devices and messages that have not been sent to a network device (if code decides to back out of sending a message). Messages that have been created and sent will be handled and deleted by the network code and should not be deleted using this command.

    Definition

    DeleteNetworkMessage( iMsgID )

    Parameters

    • iMsgID - The ID of the message to read.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Multiplayer/DeleteSocket.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Multiplayer/DeleteSocket.htm deleted file mode 100644 index 99e96986..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Multiplayer/DeleteSocket.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -DeleteSocket - AGK Help - - - - - - -

    DeleteSocket

    Description

    Deletes the socket ID so it can be used again. If the socket is currently connected then the connection is closed first.

    Definition

    DeleteSocket( socketID )

    Parameters

    • socketID - The ID of the socket to delete


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Multiplayer/DeleteSocketListener.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Multiplayer/DeleteSocketListener.htm deleted file mode 100644 index 4dd0b461..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Multiplayer/DeleteSocketListener.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -DeleteSocketListener - AGK Help - - - - - - -

    DeleteSocketListener

    Description

    Stops the socket listener from receiving connections and frees the ID to be used again. If any connections are still in the queue and have yet to be collected using GetSocketListenerConnection then they will be closed and deleted.

    Definition

    DeleteSocketListener( listenerID )

    Parameters

    • listenerID - The ID of the listener to check


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Multiplayer/DeleteUDPListener.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Multiplayer/DeleteUDPListener.htm deleted file mode 100644 index d0e10719..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Multiplayer/DeleteUDPListener.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -DeleteUDPListener - AGK Help - - - - - - -

    DeleteUDPListener

    Description

    Deletes the specified UDP listenere and frees up the port it was using.

    Definition

    DeleteUDPListener( listenerID )

    Parameters

    • listenerID - The ID of the listener to delete


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Multiplayer/FlushSocket.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Multiplayer/FlushSocket.htm deleted file mode 100644 index e08ae6da..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Multiplayer/FlushSocket.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -FlushSocket - AGK Help - - - - - - -

    FlushSocket

    Description

    Immediately sends any waiting data to the remote host. If you do not call this then data will will wait forever in the buffer until you write more than 1400 bytes to the socket, at which point it will automatically be flushed. Every time you call this command a new packet will be sent, so when you are sending multiple values you should not call it after each value, as that would waste network bandwidth. You should write all the values and then flush so they will be sent together. If there is no data waiting to be sent this command does nothing. Returns 1 if the socket was successfully flushed, 0 if the socket disconnected.

    Definition

    integer FlushSocket( socketID )

    Parameters

    • socketID - The ID of the socket to check


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Multiplayer/GetBroadcastMessage.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Multiplayer/GetBroadcastMessage.htm deleted file mode 100644 index 1ebded03..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Multiplayer/GetBroadcastMessage.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetBroadcastMessage - AGK Help - - - - - - -

    GetBroadcastMessage

    Description

    Checks a broadcast listener for any broadcasts. Returns 0 if nothing has been received. Returns a message ID if something has been received, you can access the contents of this message using network message commands. The message must be deleted when you have finished reading from it.

    Definition

    integer GetBroadcastMessage( iID )

    Parameters

    • iID - The ID of the broadcast listener to check.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Multiplayer/GetDeviceIP.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Multiplayer/GetDeviceIP.htm deleted file mode 100644 index c9a551cd..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Multiplayer/GetDeviceIP.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetDeviceIP - AGK Help - - - - - - -

    GetDeviceIP

    Description

    Returns the IPv4 address of the current device, this can be used by other devices to connect to this device. To get the IPv6 address use GetDeviceIPv6 instead.

    Definition

    string GetDeviceIP()



    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Multiplayer/GetDeviceIPv6.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Multiplayer/GetDeviceIPv6.htm deleted file mode 100644 index 98098a79..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Multiplayer/GetDeviceIPv6.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetDeviceIPv6 - AGK Help - - - - - - -

    GetDeviceIPv6

    Description

    Returns the IPv6 address of the current device, this can be used by other devices to connect to this device. To get the IPv4 address use GetDeviceIP instead.

    Definition

    string GetDeviceIPv6()



    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Multiplayer/GetNetworkClientDisconnected.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Multiplayer/GetNetworkClientDisconnected.htm deleted file mode 100644 index 8f44c649..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Multiplayer/GetNetworkClientDisconnected.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetNetworkClientDisconnected - AGK Help - - - - - - -

    GetNetworkClientDisconnected

    Description

    Checks whether the specified client has disconnected. Disconnected clients are not automatically removed from the client list, allowing you to handle their clean up properly. Once you have dealt with this client you must remove it from the client list by calling DeleteNetworkClient. The client may persist for a little while until the background network code gets around to actually deleting it so be prepared for this client to hang around for a few frames declaring that it is disconnected and make sure you only clean it up once. You can detect this by setting one of the SetNetworkClientUserData values to notify yourself that it has been dealt with.

    Definition

    integer GetNetworkClientDisconnected( iNetID, client )

    Parameters

    • iNetID - The ID of the network to check.
    • client - the ID of the client to check.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Multiplayer/GetNetworkClientFloat.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Multiplayer/GetNetworkClientFloat.htm deleted file mode 100644 index 67e2f911..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Multiplayer/GetNetworkClientFloat.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetNetworkClientFloat - AGK Help - - - - - - -

    GetNetworkClientFloat

    Description

    Gets a copy of a remote client's float variable by name. Can also be used on the client's own variables if the clientID equals GetNetworkMyClientID. If the variable was set as a resetting variable it will return to 0 once read, this does not affect other clients ability to read the original value. They will each reset their own copy.

    If the specified client has not set a variable of the given name the value 0 is returned.

    Definition

    float GetNetworkClientFloat( iNetID, client, name )

    Parameters

    • iNetID - The ID of the network to check.
    • client - The ID of the client to check.
    • name - The name of the variable to return.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Multiplayer/GetNetworkClientIP.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Multiplayer/GetNetworkClientIP.htm deleted file mode 100644 index c0353d9e..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Multiplayer/GetNetworkClientIP.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetNetworkClientIP - AGK Help - - - - - - -

    GetNetworkClientIP

    Description

    Returns the IP address being used by the specified client. This command only works on the server as clients do not connect directly to each other

    Definition

    string GetNetworkClientIP( iNetID, client )

    Parameters

    • iNetID - The ID of the network to check.
    • client - the ID of the client to check.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Multiplayer/GetNetworkClientInteger.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Multiplayer/GetNetworkClientInteger.htm deleted file mode 100644 index a34388e9..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Multiplayer/GetNetworkClientInteger.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetNetworkClientInteger - AGK Help - - - - - - -

    GetNetworkClientInteger

    Description

    Gets a copy of a remote client's integer variable by name. Can also be used on the client's own variables if the clientID equals GetNetworkMyClientID. If the variable was set as a resetting variable it will return to 0 once read, this does not affect other clients ability to read the original value. They will each reset their own copy.

    If the specified client has not set a variable of the given name the value 0 is returned.

    Definition

    integer GetNetworkClientInteger( iNetID, client, name )

    Parameters

    • iNetID - The ID of the network to check.
    • client - The ID of the client to check.
    • name - The name of the variable to return.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Multiplayer/GetNetworkClientName.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Multiplayer/GetNetworkClientName.htm deleted file mode 100644 index 55e6ee06..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Multiplayer/GetNetworkClientName.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetNetworkClientName - AGK Help - - - - - - -

    GetNetworkClientName

    Description

    Returns the name the client used to identify itself when it connected to the host.

    Definition

    string GetNetworkClientName( iNetID, client )

    Parameters

    • iNetID - The ID of the network to check.
    • client - the ID of the client to check.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Multiplayer/GetNetworkClientPing.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Multiplayer/GetNetworkClientPing.htm deleted file mode 100644 index b0b33dcb..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Multiplayer/GetNetworkClientPing.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetNetworkClientPing - AGK Help - - - - - - -

    GetNetworkClientPing

    Description

    Returns the ping between the given client and the host. To get the total transit time of data from one client to another you must add the two ping times for both clients together as all data goes via the host. If you use the host's client ID it will return 0 as the host has no ping to itself. The value returned is in seconds as a floating point value.

    Definition

    float GetNetworkClientPing( iNetID, client )

    Parameters

    • iNetID - The ID of the network to check.
    • client - The ID of the client to check.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Multiplayer/GetNetworkClientUserData.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Multiplayer/GetNetworkClientUserData.htm deleted file mode 100644 index 23e41c65..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Multiplayer/GetNetworkClientUserData.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetNetworkClientUserData - AGK Help - - - - - - -

    GetNetworkClientUserData

    Description

    Reads one of the local data slots assigned to the client set using SetNetworkClientUserData.

    Definition

    integer GetNetworkClientUserData( iNetID, client, index )

    Parameters

    • iNetID - The ID of the network to get the value from.
    • client - The ID of the client on the network to get the value from.
    • index - The index (0-4) of the data slot to read.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Multiplayer/GetNetworkExists.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Multiplayer/GetNetworkExists.htm deleted file mode 100644 index 5e2cbec6..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Multiplayer/GetNetworkExists.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetNetworkExists - AGK Help - - - - - - -

    GetNetworkExists

    Description

    Returns 1 if a network exists at the given ID, otherwise it returns 0.

    Definition

    integer GetNetworkExists( iNetID )

    Parameters

    • iNetID - The ID of the network to check


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Multiplayer/GetNetworkFirstClient.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Multiplayer/GetNetworkFirstClient.htm deleted file mode 100644 index 4db855a4..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Multiplayer/GetNetworkFirstClient.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetNetworkFirstClient - AGK Help - - - - - - -

    GetNetworkFirstClient

    Description

    Returns the Client ID of the first client in the client list. Use this function to start going through the list of clients and continue with GetNetworkNextClient until it returns 0. It is very important that once this command is called GetNetworkNextClient is called until it returns 0 as the background network code cannot continue until it knows you are finished with the client list.

    The local client will also be returned at some point, which can be detected by comparing the returned ID with GetNetworkMyClientID. The host client will also be returned at some point which can be detected by comparing the returned ID with GetNetworkServerID.

    Definition

    integer GetNetworkFirstClient( iNetID )

    Parameters

    • iNetID - The ID of the network to check.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Multiplayer/GetNetworkMessage.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Multiplayer/GetNetworkMessage.htm deleted file mode 100644 index 4ad89e08..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Multiplayer/GetNetworkMessage.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetNetworkMessage - AGK Help - - - - - - -

    GetNetworkMessage

    Description

    Check the network for any messages sent to this client. If none are found it returns 0. If a message is found it returns a message ID you can use to read the message. You must delete the message using DeleteNetworkMessage when you are done reading it. You should keep calling GetNetworkMessage until it returns 0 to make sure you have received all the messages. You can use the message reading commands to find out which client ID sent the message.

    Definition

    integer GetNetworkMessage( iNetID )

    Parameters

    • iNetID - The ID of the network to check for messages.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Multiplayer/GetNetworkMessageByte.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Multiplayer/GetNetworkMessageByte.htm deleted file mode 100644 index 9689a4d4..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Multiplayer/GetNetworkMessageByte.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetNetworkMessageByte - AGK Help - - - - - - -

    GetNetworkMessageByte

    Description

    Gets a single unsigned byte from the message and advances the message pointer to the next message item. Messages should be created and read according to known formats, e.g. string, int, string as there is no immediate way for the receiver to know the format of a message. You could use an initial integer to specify a message type ID which you can use to identify the message format.

    Definition

    integer GetNetworkMessageByte( iMsgID )

    Parameters

    • iMsgID - The ID of the message to read.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Multiplayer/GetNetworkMessageFloat.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Multiplayer/GetNetworkMessageFloat.htm deleted file mode 100644 index 0a770451..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Multiplayer/GetNetworkMessageFloat.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetNetworkMessageFloat - AGK Help - - - - - - -

    GetNetworkMessageFloat

    Description

    Gets a single float from the message and advances the message pointer to the next message item. Messages should be created and read according to known formats, e.g. string, int, string as there is no immediate way for the receiver to know the format of a message. You could use an initial integer to specify a message type ID which you can use to identify the message format.

    Definition

    float GetNetworkMessageFloat( iMsgID )

    Parameters

    • iMsgID - The ID of the message to read.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Multiplayer/GetNetworkMessageFromClient.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Multiplayer/GetNetworkMessageFromClient.htm deleted file mode 100644 index 1572d392..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Multiplayer/GetNetworkMessageFromClient.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetNetworkMessageFromClient - AGK Help - - - - - - -

    GetNetworkMessageFromClient

    Description

    Returns the client ID that sent this message. Only applicable to messages received from networks, broadcast listener and UDP messages will return 0 for this function. It will also return 0 for messages created using CreateNetworkMessage.

    Definition

    integer GetNetworkMessageFromClient( iMsgID )

    Parameters

    • iMsgID - The ID of the message to read.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Multiplayer/GetNetworkMessageFromIP.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Multiplayer/GetNetworkMessageFromIP.htm deleted file mode 100644 index 06bce7d0..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Multiplayer/GetNetworkMessageFromIP.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetNetworkMessageFromIP - AGK Help - - - - - - -

    GetNetworkMessageFromIP

    Description

    Returns the IP that sent this message. Only applicable to messages received from UDP and broadcast listeners, network messages will return an empty string for this function. It will also return an empty string for messages created using CreateNetworkMessage. This could be an IPv4 or IPv6 address.

    Definition

    string GetNetworkMessageFromIP( iMsgID )

    Parameters

    • iMsgID - The ID of the message to read.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Multiplayer/GetNetworkMessageFromPort.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Multiplayer/GetNetworkMessageFromPort.htm deleted file mode 100644 index dc3abc78..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Multiplayer/GetNetworkMessageFromPort.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetNetworkMessageFromPort - AGK Help - - - - - - -

    GetNetworkMessageFromPort

    Description

    Returns the source port that was used by this message. Only applicable to messages received from UDP and broadcast listeners, network messages will return 0 for this function. It will also return 0 for messages created using CreateNetworkMessage. This will be in the range 0 to 65535.

    Definition

    integer GetNetworkMessageFromPort( iMsgID )

    Parameters

    • iMsgID - The ID of the message to read.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Multiplayer/GetNetworkMessageInteger.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Multiplayer/GetNetworkMessageInteger.htm deleted file mode 100644 index 804499e3..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Multiplayer/GetNetworkMessageInteger.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetNetworkMessageInteger - AGK Help - - - - - - -

    GetNetworkMessageInteger

    Description

    Gets a single integer from the message and advances the message pointer to the next message item. Messages should be created and read according to known formats, e.g. string, int, string as there is no immediate way for the receiver to know the format of a message. You could use an initial integer to specify a message type ID which you can use to identify the message format.

    Definition

    integer GetNetworkMessageInteger( iMsgID )

    Parameters

    • iMsgID - The ID of the message to read.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Multiplayer/GetNetworkMessageString.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Multiplayer/GetNetworkMessageString.htm deleted file mode 100644 index d6ff4faf..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Multiplayer/GetNetworkMessageString.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetNetworkMessageString - AGK Help - - - - - - -

    GetNetworkMessageString

    Description

    Gets a single string from the message and advances the message pointer to the next message item. Messages should be created and read according to known formats, e.g. string, int, string as there is no immediate way for the receiver to know the format of a message. You could use an initial integer to specify a message type ID which you can use to identify the message format.

    Definition

    string GetNetworkMessageString( iMsgID )

    Parameters

    • iMsgID - The ID of the message to read.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Multiplayer/GetNetworkMyClientID.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Multiplayer/GetNetworkMyClientID.htm deleted file mode 100644 index 954548b1..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Multiplayer/GetNetworkMyClientID.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetNetworkMyClientID - AGK Help - - - - - - -

    GetNetworkMyClientID

    Description

    Each client is assigned a unique ID by the host when it connects. This function returns the ID that you have been assigned. The host also assigns itself an ID which can be found using GetNetworkServerID.

    Definition

    integer GetNetworkMyClientID( iNetID )

    Parameters

    • iNetID - The ID of the network to check.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Multiplayer/GetNetworkNextClient.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Multiplayer/GetNetworkNextClient.htm deleted file mode 100644 index b5da590f..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Multiplayer/GetNetworkNextClient.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetNetworkNextClient - AGK Help - - - - - - -

    GetNetworkNextClient

    Description

    Returns the Client ID of the next client in the client list. Use this function to continue going through the list of clients started with GetNetworkFirstClient. It is very important that this command is called until it returns 0 as the background network code cannot continue until it knows you are finished with the client list.

    The local client will also be returned at some point, which can be detected by comparing the returned ID with GetNetworkMyClientID. The host client will also be returned at some point which can be detected by comparing the returned ID with GetNetworkServerID.

    Definition

    integer GetNetworkNextClient( iNetID )

    Parameters

    • iNetID - The ID of the network to check.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Multiplayer/GetNetworkNumClients.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Multiplayer/GetNetworkNumClients.htm deleted file mode 100644 index 314661af..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Multiplayer/GetNetworkNumClients.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetNetworkNumClients - AGK Help - - - - - - -

    GetNetworkNumClients

    Description

    Returns the number of clients connected to the specified network. The host counts as a client as does the local client. Meaning that on a connected network there should be at least 2 clients.

    A host waiting for clients returns 1 if it is on its own. A client trying to connect returns 0 until it connects and the host accepts the client, giving it a unique ID, it should then return 2.

    Definition

    integer GetNetworkNumClients( iNetID )

    Parameters

    • iNetID - The ID of the network to check.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Multiplayer/GetNetworkServerID.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Multiplayer/GetNetworkServerID.htm deleted file mode 100644 index 8333037a..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Multiplayer/GetNetworkServerID.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetNetworkServerID - AGK Help - - - - - - -

    GetNetworkServerID

    Description

    Returns the client ID of the host's client. This is useful if you use the server to handle game setup variables such as board size, game length, etc, as only the host client should have a copy of these such variables.

    Definition

    integer GetNetworkServerID( iNetID )

    Parameters

    • iNetID - The ID of the network to check.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Multiplayer/GetNetworkServerIP.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Multiplayer/GetNetworkServerIP.htm deleted file mode 100644 index 918b4366..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Multiplayer/GetNetworkServerIP.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetNetworkServerIP - AGK Help - - - - - - -

    GetNetworkServerIP

    Description

    Returns the IP address being used by the server. This command only works on clients as the server can get its own IP using GetDeviceIP and GetDeviceIPv6.

    Definition

    string GetNetworkServerIP( iNetID )

    Parameters

    • iNetID - The ID of the network to check.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Multiplayer/GetSocketByte.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Multiplayer/GetSocketByte.htm deleted file mode 100644 index 091fbc76..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Multiplayer/GetSocketByte.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetSocketByte - AGK Help - - - - - - -

    GetSocketByte

    Description

    Will read a single byte from the socket connection and return it. If there is no data waiting to be read then this command will return immediately and return 0. You can check how much data there is to read by using GetSocketBytesAvailable.

    Definition

    integer GetSocketByte( socketID )

    Parameters

    • socketID - The ID of the socket to read


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Multiplayer/GetSocketBytesAvailable.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Multiplayer/GetSocketBytesAvailable.htm deleted file mode 100644 index 54c85d9f..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Multiplayer/GetSocketBytesAvailable.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetSocketBytesAvailable - AGK Help - - - - - - -

    GetSocketBytesAvailable

    Description

    Returns the number of bytes available to be read. If this returns 0 then the read commands, like GetSocketInteger will return no data.

    Definition

    integer GetSocketBytesAvailable( socketID )

    Parameters

    • socketID - The ID of the socket to check


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Multiplayer/GetSocketConnected.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Multiplayer/GetSocketConnected.htm deleted file mode 100644 index 5d0ea0eb..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Multiplayer/GetSocketConnected.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetSocketConnected - AGK Help - - - - - - -

    GetSocketConnected

    Description

    Returns 1 if the specified socket is connected, 0 if it is still in the process of connecting. If the socket becomes disconnected or fails to connect then this will return -1.

    Definition

    integer GetSocketConnected( socketID )

    Parameters

    • socketID - The ID of the socket to check


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Multiplayer/GetSocketExists.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Multiplayer/GetSocketExists.htm deleted file mode 100644 index 1c3a722b..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Multiplayer/GetSocketExists.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetSocketExists - AGK Help - - - - - - -

    GetSocketExists

    Description

    Returns 1 if the specified socket exists, 0 otherwise.

    Definition

    integer GetSocketExists( socketID )

    Parameters

    • socketID - The ID of the socket to check


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Multiplayer/GetSocketFloat.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Multiplayer/GetSocketFloat.htm deleted file mode 100644 index fd95b5c2..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Multiplayer/GetSocketFloat.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetSocketFloat - AGK Help - - - - - - -

    GetSocketFloat

    Description

    Will read a 4 byte float from the socket connection and return it. If there is less than 4 bytes of data waiting to be read then this command will return immediately and return 0. You can check how much data there is to read by using GetSocketBytesAvailable.

    Definition

    float GetSocketFloat( socketID )

    Parameters

    • socketID - The ID of the socket to read


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Multiplayer/GetSocketInteger.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Multiplayer/GetSocketInteger.htm deleted file mode 100644 index 6e481062..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Multiplayer/GetSocketInteger.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetSocketInteger - AGK Help - - - - - - -

    GetSocketInteger

    Description

    Will read a 4 byte integer from the socket connection and return it. If there is less than 4 bytes of data waiting to be read then this command will return immediately and return 0. You can check how much data there is to read by using GetSocketBytesAvailable.

    Definition

    integer GetSocketInteger( socketID )

    Parameters

    • socketID - The ID of the socket to read


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Multiplayer/GetSocketListenerConnection.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Multiplayer/GetSocketListenerConnection.htm deleted file mode 100644 index 5c61152a..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Multiplayer/GetSocketListenerConnection.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetSocketListenerConnection - AGK Help - - - - - - -

    GetSocketListenerConnection

    Description

    Returns the ID of a socket that has connected to your device. The listener will accept connections in the background and add them to a queue, this command removes one of the sockets from the queue and hands control of it to you. If you do not want to accept the connection you should delete it using DeleteSocket. You should call GetSocketListenerConnection in a loop until it returns 0 to be sure you have dealt with all connected sockets. You can find out the IP address of the device that connected to you by calling GetSocketRemoteIP on the returned socket.

    Definition

    integer GetSocketListenerConnection( listenerID )

    Parameters

    • listenerID - The ID of the listener to check


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Multiplayer/GetSocketRemoteIP.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Multiplayer/GetSocketRemoteIP.htm deleted file mode 100644 index 80375907..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Multiplayer/GetSocketRemoteIP.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetSocketRemoteIP - AGK Help - - - - - - -

    GetSocketRemoteIP

    Description

    Returns the IP address of the computer or device at the other end of the connection. This could be an IPv4 or IPv6 address.

    Definition

    string GetSocketRemoteIP( socketID )

    Parameters

    • socketID - The ID of the socket to check


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Multiplayer/GetSocketString.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Multiplayer/GetSocketString.htm deleted file mode 100644 index f1473ca0..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Multiplayer/GetSocketString.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetSocketString - AGK Help - - - - - - -

    GetSocketString

    Description

    Will read a string from the socket connection and return it. If you are sending a string from a source other than AGK then the string must begin with a 4 byte length value followed by X bytes of string data, where X is the length value. The string should not be null terminated. If there is less than 4 bytes of data waiting to be read then this command will return immediately and return an empty string. You can check how much data there is to read by using GetSocketBytesAvailable. If there are 4 or more bytes waiting to be read then this command will wait until the entire string has been received before returning.

    Definition

    string GetSocketString( socketID )

    Parameters

    • socketID - The ID of the socket to read


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Multiplayer/GetUDPNetworkMessage.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Multiplayer/GetUDPNetworkMessage.htm deleted file mode 100644 index 417351c4..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Multiplayer/GetUDPNetworkMessage.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetUDPNetworkMessage - AGK Help - - - - - - -

    GetUDPNetworkMessage

    Description

    Checks a UDP listener for any broadcasts. Returns 0 if nothing has been received. Returns a message ID if something has been received, you can access the contents of this message using network message commands. The message must be deleted when you have finished reading from it.

    Definition

    integer GetUDPNetworkMessage( listenerID )

    Parameters

    • listenerID - The ID of the listener to check for messages


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Multiplayer/HostNetwork.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Multiplayer/HostNetwork.htm deleted file mode 100644 index 09b6e8cf..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Multiplayer/HostNetwork.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -HostNetwork - AGK Help - - - - - - -

    HostNetwork

    Description

    Creates an AGK network with this app as the controller, this app is added as the first client to the network. AGK networks are identified by name and are automatically broadcast to anyone listening on the local area network, meaning that other AGK apps on the LAN can pick up all broadcast networks, display their names to their users and allow them to choose one to join. AGK apps outside the LAN need the IP address and port of the hoster to join the network, this port will need forwarding to the host through any intervening firewall. The port value must be between 1025 and 65535, and will fail if another application is already listening on that port.

    Warning, if the device hosting the network is an iOS device then the broadcasting part of this process will fail unless you get permission from Apple to send broadcast packets, see the following page to request permission https: developer.apple.com/contact/request/networking-multicast. If you do not have the permission then devices should still be able to join such a network if they have the IP address and port of the hosting device

    You must also specify a client name to use to identify your client, all client names must be unique. This name will be visible to all other clients. Clients will be added to the network automatically and can be counted using GetNetworkNumClients. You can call IsNetworkActive immediately after this command to check that the network was setup successfully, once setup the network will not become inactive for a hoster.

    Once connected the app becomes a client of the network, any other clients that connect to it join the network. All clients are treated equally and have a list of local variables that they can read from and write to, all clients can also read any variables on other clients on a read only basis.

    Some ports are used by AGK for internal networking and should not be used by your application. Ports 5689-5692 are used to manage apps broadcast from the IDE. Ports 45631 and 45632 are used for named network connections. On IPv4 networks the network broadcast goes to all devices on the local subnet, on IPv6 networks the broadcast goes to the AGK multicast address "FF02::41:474B". If the device has both IPv4 and IPv6 IP addresses then HostNetwork will accept connections from both IPv4 and IPv6 networks.

    If you specify 0 for the port then it will disable IPv4 connections, if you set portv6 to 0 then it will disable IPv6 connections. At least one must be greater than 0 or an error will be generated. If you do not specify portv6 at all then it will be set to 0. It should be safe to use the same port for both IPv4 and IPv6, but this hasn't been widely tested.

    Returns an ID you can use to interact with this network.

    Does not work when exported to HTML5

    Definition

    integer HostNetwork( szNetworkName, szMyName, port, portv6 )

    integer HostNetwork( szNetworkName, szMyName, port )

    Parameters

    • szNetworkName - The name to use in identifying this network.
    • szMyName - The name to use in identifying this client.
    • port - The port that other clients should use to connect to this network when using IPv4, 0 to disable IPv4 connections.
    • portv6 - The port that other clients should use to connect to this network when using IPv6, 0 to disable IPv6 connections.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Multiplayer/IsNetworkActive.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Multiplayer/IsNetworkActive.htm deleted file mode 100644 index 628989b6..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Multiplayer/IsNetworkActive.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -IsNetworkActive - AGK Help - - - - - - -

    IsNetworkActive

    Description

    Checks that the network is active, in the case of joining a network this will return 0 if the connection failed or for some reason the connection to the server broke. For a hoster this function will return 0 if it failed to listen on the specified port for clients, otherwise it will forever return 1 as it will not stop managing any connected clients, even if everyone disconnects.

    Definition

    integer IsNetworkActive( iNetID )

    Parameters

    • iNetID - The ID of the network to check.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Multiplayer/JoinNetwork.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Multiplayer/JoinNetwork.htm deleted file mode 100644 index dea561e1..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Multiplayer/JoinNetwork.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -JoinNetwork - AGK Help - - - - - - -

    JoinNetwork

    Description

    Joins an AGK network hosted by another app. The network is specified by name, or by IP address and port number. For named networks the app will look for any AGK networks broadcast with that name and connect to it if found. Alternatively using an IP address and port number will attempt a direct connection to the host. In the case of internet connections an IP and port is the only way to connect as broadcasts will not leave the local area network. IP addresses can be IPv4 or IPv6 depending on what IP addresses the host is using (it could have one or more of each).

    You may detect all the networks available for connecting to by setting up a broadcast listener and listening for the broadcasts yourself, you could then display a list of discovered networks to the user to let them decide which one to connect to.

    Warning, if the device listening for broadcasts is an iOS device then it may not be able to receive broadcast packets without permission from Apple. As of writing receiving is still allowed but sending requires permission from Apple, this may change in future. See the following page for more details https: developer.apple.com/news/?id=0oi77447

    This function does not connect immediately, it returns a network ID and continues to attempt to connect in the background. You can detect when a connection is made by checking the GetNetworkNumClients is greater than 1, indicating that at least the local client and server client have been detected. If IsNetworkActive returns 0 at any time then the connection to the server failed and the network should be closed, you may attempt to reconnect by opening a new network.

    Once connected the app becomes a client of the network, along with the host and any other clients that have connected to it. All clients are treated equally and have a list of local variables that they can read from and write to, all clients can also read any variables on other clients on a read only basis.

    You must identify your client with a client name that will be visible to other clients, the client name does not need to be unique.

    Returns a network ID to use when interacting with this network.

    Does not work when exported to HTML5

    Definition

    integer JoinNetwork( szIP, port, szMyName )

    integer JoinNetwork( szNetworkName, szMyName )

    Parameters

    • szIP - The IP address of the host to connect to, can be IPv4 or IPv6
    • port - The port to connect to.
    • szMyName - The name to use in identifying this client.
    • szNetworkName - The name of the network to connect to.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Multiplayer/KickNetworkClient.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Multiplayer/KickNetworkClient.htm deleted file mode 100644 index 37e08455..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Multiplayer/KickNetworkClient.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -KickNetworkClient - AGK Help - - - - - - -

    KickNetworkClient

    Description

    Kicks a client from the network. This does not happen immediately and the client may remain for a few frames before it is finally kicked. The client will disconnect in the normal way, you must check GetNetworkClientDisconnected to detect when the client has been kicked, and then call DeleteNetworkClient to finally get rid of it.

    Definition

    KickNetworkClient( iNetID, client )

    Parameters

    • iNetID - The ID of the network.
    • client - the ID of the client to kick.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Multiplayer/SendNetworkMessage.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Multiplayer/SendNetworkMessage.htm deleted file mode 100644 index b8864899..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Multiplayer/SendNetworkMessage.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SendNetworkMessage - AGK Help - - - - - - -

    SendNetworkMessage

    Description

    Sends a created network message to a given client on a given network. Use a client ID of 0 to send to all connected clients (except the sender), otherwise if the client ID does not exist an error will be generated. This function will delete the message ID given.

    Definition

    SendNetworkMessage( iNetID, toClient, iMsgID )

    Parameters

    • iNetID - The ID of the network to send the message over.
    • toClient - The ID of the client to send the message to, 0 to send to all.
    • iMsgID - The ID of the message to send.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Multiplayer/SendSocketByte.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Multiplayer/SendSocketByte.htm deleted file mode 100644 index 096a8e1a..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Multiplayer/SendSocketByte.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SendSocketByte - AGK Help - - - - - - -

    SendSocketByte

    Description

    Will send a single byte in the range -128 to 127 to the remote connection. Note that data is not sent immediately, you must call FlushSocket to send it. Returns 1 if the byte was successfully written to the buffer, 0 if the socket disconnected.

    Definition

    integer SendSocketByte( socketID, value )

    Parameters

    • socketID - The ID of the socket to write
    • value - The value to send


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Multiplayer/SendSocketFloat.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Multiplayer/SendSocketFloat.htm deleted file mode 100644 index af29d3a5..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Multiplayer/SendSocketFloat.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SendSocketFloat - AGK Help - - - - - - -

    SendSocketFloat

    Description

    Will send a 4 byte float to the remote connection. Note that data is not sent immediately, you must call FlushSocket to send it. Returns 1 if the float was successfully written to the buffer, 0 if the socket disconnected.

    Definition

    integer SendSocketFloat( socketID, value )

    Parameters

    • socketID - The ID of the socket to write
    • value - The value to send


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Multiplayer/SendSocketInteger.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Multiplayer/SendSocketInteger.htm deleted file mode 100644 index 74eec8e3..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Multiplayer/SendSocketInteger.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SendSocketInteger - AGK Help - - - - - - -

    SendSocketInteger

    Description

    Will send a 4 byte integer to the remote connection. Note that data is not sent immediately, you must call FlushSocket to send it. Returns 1 if the integer was successfully written to the buffer, 0 if the socket disconnected.

    Definition

    integer SendSocketInteger( socketID, value )

    Parameters

    • socketID - The ID of the socket to write
    • value - The value to send


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Multiplayer/SendSocketString.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Multiplayer/SendSocketString.htm deleted file mode 100644 index 0a645290..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Multiplayer/SendSocketString.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SendSocketString - AGK Help - - - - - - -

    SendSocketString

    Description

    Will send a string to the remote connection. Note that data is not sent immediately, you must call FlushSocket to send it. If you are sending the string to a non-AGK app then the string is constructed of a 4 byte length value followed by X bytes of string data where X is the length value. The string is not null terminated. Returns 1 if the string was successfully written to the buffer, 0 if the socket disconnected.

    Definition

    integer SendSocketString( socketID, value )

    Parameters

    • socketID - The ID of the socket to write
    • value - The value to send


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Multiplayer/SendUDPNetworkMessage.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Multiplayer/SendUDPNetworkMessage.htm deleted file mode 100644 index 41c63127..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Multiplayer/SendUDPNetworkMessage.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SendUDPNetworkMessage - AGK Help - - - - - - -

    SendUDPNetworkMessage

    Description

    Sends a network message created with CreateNetworkMessage to the specified remote IP and port. You must specify a UDP listener to use as the source IP and port. This function will delete the specified message ID.

    Warning, if the IP address is a broadcast or multicast address, e.g. 255.255.255.255 then this will fail to send on iOS devices. To send broadcast or multicast packets requires permission from Apple, use the following page to request it https: developer.apple.com/contact/request/networking-multicast

    Definition

    SendUDPNetworkMessage( listenerID, messageID, toIP, toPort )

    Parameters

    • listenerID - The ID of the listener to use as the source ip and port
    • messageID - The ID of the network message to send
    • toIP - The IP address to send the message to
    • toPort - The port to send the message to


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Multiplayer/SetNetworkAllowClients.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Multiplayer/SetNetworkAllowClients.htm deleted file mode 100644 index 2939e55a..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Multiplayer/SetNetworkAllowClients.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetNetworkAllowClients - AGK Help - - - - - - -

    SetNetworkAllowClients

    Description

    Restarts listening for new client connections, only applicable if you are hosting the network. Also restarts the broadcasting of the network to the LAN so it will appear to those apps listening to broadcasts. This only needs to be called if you have previously called SetNetworkNoMoreClients and now want to allow connections again.

    Definition

    SetNetworkAllowClients( iNetID )

    Parameters

    • iNetID - The ID of the network to modify.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Multiplayer/SetNetworkClientUserData.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Multiplayer/SetNetworkClientUserData.htm deleted file mode 100644 index b35bfdfb..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Multiplayer/SetNetworkClientUserData.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetNetworkClientUserData - AGK Help - - - - - - -

    SetNetworkClientUserData

    Description

    Assigns a local value to one of 5 data slots in the client that can be used to keep track of items that belong to this client. For example if you create a sprite to represent the client in your game you could assign the sprite ID to one of these data slots so that when you go through the client list you can detect which sprite you used for each client. This also allows you to clean up the sprite if the client is found to have disconnected. This value is entirely local and does not get transferred across the network.

    Definition

    SetNetworkClientUserData( iNetID, client, index, value )

    Parameters

    • iNetID - The ID of the network to store the value.
    • client - The ID of the client on the network to store the value.
    • index - The index (0 to 4) of the data slot to set.
    • value - The integer value to set.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Multiplayer/SetNetworkLatency.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Multiplayer/SetNetworkLatency.htm deleted file mode 100644 index a2f62ec5..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Multiplayer/SetNetworkLatency.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetNetworkLatency - AGK Help - - - - - - -

    SetNetworkLatency

    Description

    Sets how often the network sends updates and checks for variable updates from other clients in milliseconds. The lower this value the more often this client will send and receive updates meaning shared variables are more likely to be up to date, but this will increase network traffic. In the case of connections across the internet this is particularly important as a large number of variables being updated frequently means that there may not be enough bandwidth. The default is 15 milliseconds which translates to roughly 67 updates every second to match closely a game frame rate of 60 fps. If you are updating a large number of variables over an internet connection it is recommended you increase this value towards 50 milliseconds resulting in 20 updates per second or further.

    Definition

    SetNetworkLatency( iNetID, latency )

    Parameters

    • iNetID - The ID of the network to disconnect from.
    • latency - The latency to use in milliseconds


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Multiplayer/SetNetworkLocalFloat.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Multiplayer/SetNetworkLocalFloat.htm deleted file mode 100644 index cdd6141d..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Multiplayer/SetNetworkLocalFloat.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetNetworkLocalFloat - AGK Help - - - - - - -

    SetNetworkLocalFloat

    Description

    Sets a local float variable for this client by name. Other clients can then read this variable by using the same name when requesting its value. A float variable may not have the same name as an integer variable. If the variable with that name does not exist it is created.

    Definition

    SetNetworkLocalFloat( iNetID, name, f )

    SetNetworkLocalFloat( iNetID, name, f, mode )

    Parameters

    • iNetID - The ID of the network to check.
    • name - The name of this variable.
    • f - The value to set this variable to.
    • mode - The type of this variable, 0=normal, 1=resetting


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Multiplayer/SetNetworkLocalInteger.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Multiplayer/SetNetworkLocalInteger.htm deleted file mode 100644 index ccc570ea..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Multiplayer/SetNetworkLocalInteger.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetNetworkLocalInteger - AGK Help - - - - - - -

    SetNetworkLocalInteger

    Description

    Sets a local integer variable for this client by name. Other clients can then read this variable by using the same name when requesting its value. The mode parameter specifies how this variable should behave, with a value of 1 meaning that this variable will reset to 0 when read. For example if you wanted to send a click notification you could set a value of 1 to signify a click with a mode value of 1. When each client reads the variable, each will see the value 1, but if they try to read it again they will get the value 0. Each client only resets its own copy of the variable. A mode value of 0 means it is a normal variable that will not change when read.

    If the variable with that name does not exist it is created. Once a variable is created in normal or resetting mode it cannot be changed and the mode parameter is ignored.

    Definition

    SetNetworkLocalInteger( iNetID, name, i, mode )

    SetNetworkLocalInteger( iNetID, name, i )

    Parameters

    • iNetID - The ID of the network to check.
    • name - The name of this variable.
    • i - The value to set this variable to.
    • mode - The type of this variable, 0=normal, 1=resetting


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Multiplayer/SetNetworkNoMoreClients.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Multiplayer/SetNetworkNoMoreClients.htm deleted file mode 100644 index acd5be95..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Multiplayer/SetNetworkNoMoreClients.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetNetworkNoMoreClients - AGK Help - - - - - - -

    SetNetworkNoMoreClients

    Description

    Stops anymore clients from connecting to this network, only applicable if you are hosting the network. Also stops the broadcasting of the network to the LAN so it will no longer appear to those apps listening to broadcasts.

    Definition

    SetNetworkNoMoreClients( iNetID )

    Parameters

    • iNetID - The ID of the network to modify.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Music.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Music.htm deleted file mode 100644 index e40115b0..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Music.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -Music - AGK Help - - - - - - -

    Music

    The old music commands have been deprecated in favour of the new OGG music commands (except on HTML5). The new commands require files compressed with OGG Vorbis, but will work on all platforms, support multiple music files playing at the same time, and allow seamless looping.

    On HTML5 the old music commands have better performance than the newer commands.

    OGG

    Deprecated



    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Music/DeleteMusic.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Music/DeleteMusic.htm deleted file mode 100644 index f088d651..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Music/DeleteMusic.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -DeleteMusic - AGK Help - - - - - - -

    DeleteMusic

    Description

    Deletes a music file from the playlist.

    Definition

    DeleteMusic( iID )

    Parameters

    • iID - The ID of the music to delete.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Music/DeleteMusicOGG.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Music/DeleteMusicOGG.htm deleted file mode 100644 index bb31ff1a..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Music/DeleteMusicOGG.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -DeleteMusicOGG - AGK Help - - - - - - -

    DeleteMusicOGG

    Description

    Deletes the music file and frees up the ID to be used again.

    Definition

    DeleteMusicOGG( musicID )

    Parameters

    • musicID - The ID of the music file to delete


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Music/GetMusicDuration.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Music/GetMusicDuration.htm deleted file mode 100644 index 6191d459..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Music/GetMusicDuration.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetMusicDuration - AGK Help - - - - - - -

    GetMusicDuration

    Description

    Returns the number of seconds it will take to play the given music file from start to finish. There must be no sounds playing for this command to work, or the given ID must be the track currently playing. For example if you try to get the duration of ID 2 and ID 1 is currently playing then it will fail, but if ID 2 is currently playing it will succeed. For variable bit rate files this command will return an approximation.

    Definition

    float GetMusicDuration( iID )

    Parameters

    • iID - The ID of the music to check.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Music/GetMusicDurationOGG.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Music/GetMusicDurationOGG.htm deleted file mode 100644 index f17cc729..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Music/GetMusicDurationOGG.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetMusicDurationOGG - AGK Help - - - - - - -

    GetMusicDurationOGG

    Description

    Returns the duration of the music file in seconds as a floating point value

    Definition

    float GetMusicDurationOGG( musicID )

    Parameters

    • musicID - The ID of the music file to check


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Music/GetMusicExists.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Music/GetMusicExists.htm deleted file mode 100644 index 8042f46f..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Music/GetMusicExists.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetMusicExists - AGK Help - - - - - - -

    GetMusicExists

    Description

    Returns 1 if a music file exists at the current ID, 0 if not.

    Definition

    integer GetMusicExists( iID )

    Parameters

    • iID - The ID to check.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Music/GetMusicExistsOGG.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Music/GetMusicExistsOGG.htm deleted file mode 100644 index 53762007..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Music/GetMusicExistsOGG.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetMusicExistsOGG - AGK Help - - - - - - -

    GetMusicExistsOGG

    Description

    Returns 1 if a music file exists at the specified ID, 0 otherwise.

    Definition

    integer GetMusicExistsOGG( musicID )

    Parameters

    • musicID - The ID to check


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Music/GetMusicLoopCountOGG.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Music/GetMusicLoopCountOGG.htm deleted file mode 100644 index 7b9c797d..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Music/GetMusicLoopCountOGG.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetMusicLoopCountOGG - AGK Help - - - - - - -

    GetMusicLoopCountOGG

    Description

    Returns the number of times this music file has looped.

    Definition

    integer GetMusicLoopCountOGG( musicID )

    Parameters

    • musicID - The ID of the music file to check


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Music/GetMusicPlaying.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Music/GetMusicPlaying.htm deleted file mode 100644 index a6191bb8..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Music/GetMusicPlaying.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetMusicPlaying - AGK Help - - - - - - -

    GetMusicPlaying

    Description

    Returns the ID of the currently playing music file. If no music is playing it returns 0.

    Definition

    integer GetMusicPlaying()



    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Music/GetMusicPlayingOGG.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Music/GetMusicPlayingOGG.htm deleted file mode 100644 index d15a0552..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Music/GetMusicPlayingOGG.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetMusicPlayingOGG - AGK Help - - - - - - -

    GetMusicPlayingOGG

    Description

    Returns 1 if the music file is currently playing, 0 otherwise. This will continue to return 1 whilst the file is paused.

    Definition

    integer GetMusicPlayingOGG( musicID )

    Parameters

    • musicID - The ID of the music file to check


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Music/GetMusicPosition.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Music/GetMusicPosition.htm deleted file mode 100644 index e0f0211b..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Music/GetMusicPosition.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetMusicPosition - AGK Help - - - - - - -

    GetMusicPosition

    Description

    Returns the number of seconds played of the current music file. If no music is currently playing this command will return 0.

    Definition

    float GetMusicPosition()



    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Music/GetMusicPositionOGG.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Music/GetMusicPositionOGG.htm deleted file mode 100644 index ec97b192..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Music/GetMusicPositionOGG.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetMusicPositionOGG - AGK Help - - - - - - -

    GetMusicPositionOGG

    Description

    Returns the current position in the music file, between 0 for the beginning of the file and GetMusicDurationOGG for the end of the file.

    Definition

    float GetMusicPositionOGG( musicID )

    Parameters

    • musicID - The ID of the music file to check


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Music/LoadMusic.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Music/LoadMusic.htm deleted file mode 100644 index b2f35686..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Music/LoadMusic.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -LoadMusic - AGK Help - - - - - - -

    LoadMusic

    Description

    Loads a music file from the application media folder into a specified ID. File paths must be relative, not absolute, you cannot load music files from elsewhere on the disk. It returns the ID of the music file for referencing it later. The recommended format for cross platform compatibility is MP3.

    Please note that the Meego platform does not currently support MP3, it will instead attempt to load an OGG Vorbis file. For example, if you attempt to load "music.mp3", on Meego this will be intepreted as "music.ogg".

    The ID must be in the range 1 to 50.

    Definition

    LoadMusic( iID, sFile )

    integer LoadMusic( sFile )

    Parameters

    • iID - The music number to store the music.
    • sFile - The filename of the music file to load.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Music/LoadMusicOGG.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Music/LoadMusicOGG.htm deleted file mode 100644 index 6db4a844..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Music/LoadMusicOGG.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -LoadMusicOGG - AGK Help - - - - - - -

    LoadMusicOGG

    Description

    Loads a music file compressed with OGG Vorbis. This is supported on all platforms as is the new preferred way of playing music, replacing the LoadMusic command. Multiple OGG music files can be played at the same time. OGG music file IDs are separate from normal music file IDs and are not limited to a specific range of numbers.

    Definition

    LoadMusicOGG( musicID, sFile )

    integer LoadMusicOGG( sFile )

    Parameters

    • musicID - The ID to use to refer to this music file.
    • sFile - The filename of the music file to load.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Music/PauseMusic.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Music/PauseMusic.htm deleted file mode 100644 index 61f35517..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Music/PauseMusic.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -PauseMusic - AGK Help - - - - - - -

    PauseMusic

    Description

    Pauses the currently playing music, whichever ID that may be.

    Definition

    PauseMusic( )



    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Music/PauseMusicOGG.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Music/PauseMusicOGG.htm deleted file mode 100644 index 29c4bd3b..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Music/PauseMusicOGG.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -PauseMusicOGG - AGK Help - - - - - - -

    PauseMusicOGG

    Description

    Pauses the music file. GetMusicPlayingOGG will continue to return 1.

    Definition

    PauseMusicOGG( musicID )

    Parameters

    • musicID - The ID of the music file to pause


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Music/PlayMusic.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Music/PlayMusic.htm deleted file mode 100644 index 950b2edb..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Music/PlayMusic.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -PlayMusic - AGK Help - - - - - - -

    PlayMusic

    Description

    Plays the given music file only and loops it if desired. This is a change from previous versions where AGK would continue playing the next music track after this one. Now you must use the additional parameters of PlayMusic to play tracks one after the other.

    Only one music file may be playing at any one time.

    Definition

    PlayMusic( iID, bLoop )

    PlayMusic( iID )

    PlayMusic()

    PlayMusic( iID, bLoop, iStartID, iEndID )

    Parameters

    • iID - The music file to start with.
    • bLoop - 1 to loop forever, 0 to stop after the last ID.
    • iStartID - The ID to return to when looping from the end to the beginning of the file list.
    • iEndID - The ID after which it should loop back to the beginning.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Music/PlayMusicOGG.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Music/PlayMusicOGG.htm deleted file mode 100644 index 4f242554..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Music/PlayMusicOGG.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -PlayMusicOGG - AGK Help - - - - - - -

    PlayMusicOGG

    Description

    Plays the music file. Multiple OGG music files can be playing at the same time.

    Definition

    PlayMusicOGG( musicID, iLoop )

    PlayMusicOGG( musicID )

    Parameters

    • musicID - The ID of the music file to play
    • iLoop - The number of times to loop, or 1 to loop forever


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Music/ResumeMusic.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Music/ResumeMusic.htm deleted file mode 100644 index cda247bf..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Music/ResumeMusic.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -ResumeMusic - AGK Help - - - - - - -

    ResumeMusic

    Description

    Resumes the paused music where it left off.

    Definition

    ResumeMusic( )



    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Music/ResumeMusicOGG.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Music/ResumeMusicOGG.htm deleted file mode 100644 index 017d5663..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Music/ResumeMusicOGG.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -ResumeMusicOGG - AGK Help - - - - - - -

    ResumeMusicOGG

    Description

    Resumes the music file if it was paused.

    Definition

    ResumeMusicOGG( musicID )

    Parameters

    • musicID - The ID of the music file to pause


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Music/SeekMusic.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Music/SeekMusic.htm deleted file mode 100644 index 2cb31800..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Music/SeekMusic.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SeekMusic - AGK Help - - - - - - -

    SeekMusic

    Description

    Seeks the currently playing music to the speicifed number of seconds, either relative to the current position or an absolute position. For example if the music track is 60 seconds long and is currently at a position of 10 seconds (it has played 10 seconds of music), seeking to an absolute value of 3 seconds will take it back to 3 seconds after the start of the music track. Using a relative value of 3 will add 3 seconds to the current position, taking it to 13.

    Definition

    SeekMusic( seconds, mode )

    Parameters

    • seconds - The number of seconds to seek to.
    • mode - 0 to use an absolute position, 1 to use a relative position


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Music/SeekMusicOGG.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Music/SeekMusicOGG.htm deleted file mode 100644 index b3ab81b9..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Music/SeekMusicOGG.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SeekMusicOGG - AGK Help - - - - - - -

    SeekMusicOGG

    Description

    Seeks to a given time value, if the file is currently playing then it will immediately continue playing from there. If the file is not currently playing then it will take effect after the next call to PlayMusicOGG. The mode parameter lets you choose whether to seek based on an absolute or relative time value. Absolute will seek to that position in the file, whilst relative will seek relative to the current position.

    Definition

    SeekMusicOGG( musicID, seconds, mode )

    Parameters

    • musicID - The ID of the music file to seek
    • seconds - The time in seconds to seek to
    • mode - 0 for absolute seeking, 1 for relative seeking


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Music/SetMusicFileVolume.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Music/SetMusicFileVolume.htm deleted file mode 100644 index bd39860f..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Music/SetMusicFileVolume.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetMusicFileVolume - AGK Help - - - - - - -

    SetMusicFileVolume

    Description

    Sets the volume on a per file basis, this volume level is combined with the music system volume to create the final volume. By default files are played at volume 100. The volume level should be between 0 and 100.

    Definition

    SetMusicFileVolume( ID, vol )

    Parameters

    • ID - The music number to set.
    • vol - The volume to use for this file.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Music/SetMusicLoopCountOGG.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Music/SetMusicLoopCountOGG.htm deleted file mode 100644 index 25512bc7..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Music/SetMusicLoopCountOGG.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetMusicLoopCountOGG - AGK Help - - - - - - -

    SetMusicLoopCountOGG

    Description

    Changes the number of times the music file will loop, can be set whilst it is playing. Use a value of 0 to play to the end of the file, or the current loop end time, and then stop. A loop value of 1 will loop forever, a value greater than 1 will loop for that number of times. This command resets the GetMusicLoopCountOGG command and it starts counting again from 0.

    Definition

    SetMusicLoopCountOGG(uint32_t musicID, loop)

    Parameters

    • musicID - The ID of the music file to change
    • loop - The number of times to loop, 0 to stop looping.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Music/SetMusicLoopTimesOGG.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Music/SetMusicLoopTimesOGG.htm deleted file mode 100644 index 688877d8..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Music/SetMusicLoopTimesOGG.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetMusicLoopTimesOGG - AGK Help - - - - - - -

    SetMusicLoopTimesOGG

    Description

    Sets the start and end times of the music loop. When PlayMusicOGG is used with the loop parameter it will by default stop at the end of the file and return to the beginning of the file. This command will change it to the looping begins and ends at specific times in the music file. Using a start time of -1 will return to the beginning of the file, using and end time of -1 will stop at the end of the file, these match the default behaviour. If the start time is greater than the current play time then the music file will continue playing until it reaches the end time, it will then return to the chosen start time.

    Definition

    SetMusicLoopTimesOGG(uint32_t musicID, startTime, endTime)

    Parameters

    • musicID - The ID of the music file to change
    • startTime - The time in seconds to return to at the beginning of a loop
    • endTime - The time in seconds to end the loop and return to the start


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Music/SetMusicSystemVolume.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Music/SetMusicSystemVolume.htm deleted file mode 100644 index b3c6bb48..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Music/SetMusicSystemVolume.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetMusicSystemVolume - AGK Help - - - - - - -

    SetMusicSystemVolume

    Description

    Sets the master volume of the music player, in the range 0 to 100.

    Definition

    SetMusicSystemVolume( iVol )

    Parameters

    • iVol - The new volume value to use.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Music/SetMusicSystemVolumeOGG.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Music/SetMusicSystemVolumeOGG.htm deleted file mode 100644 index 69961f8d..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Music/SetMusicSystemVolumeOGG.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetMusicSystemVolumeOGG - AGK Help - - - - - - -

    SetMusicSystemVolumeOGG

    Description

    Sets the master volume for all OGG music files. This is multiplied by the file volume, so if the system volume is set to 100 but the file volume is set to 0 then the file will still be at volume 0.

    Definition

    SetMusicSystemVolumeOGG( vol )

    Parameters

    • vol - The master volume to use, between 0 and 100


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Music/SetMusicVolumeOGG.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Music/SetMusicVolumeOGG.htm deleted file mode 100644 index 3e10f1cf..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Music/SetMusicVolumeOGG.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetMusicVolumeOGG - AGK Help - - - - - - -

    SetMusicVolumeOGG

    Description

    Sets the volume on a per file basis. By default files are played at volume 100. The volume level should be between 0 and 100.

    Definition

    SetMusicVolumeOGG( musicID, vol )

    Parameters

    • musicID - The ID of the music file to modify.
    • vol - The volume to use for this file.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Music/StopMusic.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Music/StopMusic.htm deleted file mode 100644 index 6b751290..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Music/StopMusic.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -StopMusic - AGK Help - - - - - - -

    StopMusic

    Description

    Stops any playing music, the music can then only be restarted by calling PlayMusic.

    Definition

    StopMusic( )



    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Music/StopMusicOGG.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Music/StopMusicOGG.htm deleted file mode 100644 index 9432d8c1..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Music/StopMusicOGG.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -StopMusicOGG - AGK Help - - - - - - -

    StopMusicOGG

    Description

    Stops the music file and resets its position to the beginning of the file.

    Definition

    StopMusicOGG( musicID )

    Parameters

    • musicID - The ID of the music file to stop


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Particles.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Particles.htm deleted file mode 100644 index d245fa9d..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Particles.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -Particles - AGK Help - - - - - - -
    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Particles/AddParticlesColorKeyFrame.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Particles/AddParticlesColorKeyFrame.htm deleted file mode 100644 index 83cecbe7..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Particles/AddParticlesColorKeyFrame.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -AddParticlesColorKeyFrame - AGK Help - - - - - - -

    AddParticlesColorKeyFrame

    Description

    Adds a color change at a certain point in a particle's life. For example a color added with time=1 will make the particle equal the given color when it has been alive for 1 second. If color interpolation is turned on using SetParticlesColorInterpolation the particle will gradually transform from its current color to the next color. For example if you add three colors, red when time=1, green when time=2, and blue when time=3, then the particle will start its life as red (as that is the nearest color) and remain completely red until it is 1 second old. When the particle is between 1 and 2 seconds old it will gradually change from red to green until it is 2 seconds old, at this point it is completely green. When the particle is between 2 and 3 seconds old it will gradually change from green to blue until it is 3 seconds old, at this point it is completely blue. The particle will remain completely blue until the end of its life as no other colors have been added.

    Definition

    AddParticlesColorKeyFrame( ID, time, red, green, blue, alpha )

    Parameters

    • ID - The ID of the emitter to modify.
    • time - The time that particles should become this color.
    • red - The red component of the new color.
    • green - The green component of the new color.
    • blue - The blue component of the new color.
    • alpha - The alpha component of the new color.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Particles/AddParticlesForce.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Particles/AddParticlesForce.htm deleted file mode 100644 index f6bb0838..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Particles/AddParticlesForce.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -AddParticlesForce - AGK Help - - - - - - -

    AddParticlesForce

    Description

    Adds a force that will act at a given time in every particle's life. For example a force set to start at time 2 and end at time 3 will start influencing particles when they have been alive for 2 seconds. It will continue to act on those particles until they have been alive for 3 seconds. The force's influence is defined by an x and y value that represent acceleration in units per second. For example a force with x=5 will adjust a particle's horizontal speed by adding 5 units for every second the force is active, if the force is only active for 0.5 seconds the particle would then be moving 2.5 units per second faster towards the right. Multiple forces can be acting on a particle at the same time if their timings overlap.

    Definition

    AddParticlesForce( ID, starttime, endtime, x, y )

    Parameters

    • ID - The ID of the emitter to modify.
    • starttime - The time in a particle's life at which this force should start having an effect.
    • endtime - The time in a particle's life at which this force should stop having an effect.
    • x - The x component of the force's influence on a particle's speed in units per second.
    • y - The y component of the force's influence on a particle's speed in units per second.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Particles/AddParticlesScaleKeyFrame.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Particles/AddParticlesScaleKeyFrame.htm deleted file mode 100644 index 3e1f7e8b..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Particles/AddParticlesScaleKeyFrame.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -AddParticlesScaleKeyFrame - AGK Help - - - - - - -

    AddParticlesScaleKeyFrame

    Description

    Adds a size change at a certain point in a particle's life. Scale values are relative to the value set by SetParticlesSize so a scale of 2 means double its normal size and 0.5 is half its normal size. A scale added with time=1 will make the particle equal the given size when it has been alive for 1 second. The particle will gradually transform from its current size to the next size.

    Definition

    AddParticlesScaleKeyFrame( ID, time, scale )

    Parameters

    • ID - The ID of the emitter to modify.
    • time - The time that particles should become this size.
    • scale - The scale relative to the normal particle size, must be greater then or equal to 0.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Particles/ClearParticlesColors.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Particles/ClearParticlesColors.htm deleted file mode 100644 index f92f6ebb..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Particles/ClearParticlesColors.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -ClearParticlesColors - AGK Help - - - - - - -

    ClearParticlesColors

    Description

    Clears all colors that have been assigned to the emitter, the particles will maintain whatever color they currently have.

    Definition

    ClearParticlesColors( ID )

    Parameters

    • ID - The ID of the emitter to modify.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Particles/ClearParticlesForces.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Particles/ClearParticlesForces.htm deleted file mode 100644 index 19828670..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Particles/ClearParticlesForces.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -ClearParticlesForces - AGK Help - - - - - - -

    ClearParticlesForces

    Description

    Clears all forces assigned to this emitter. All forces will immediately stop influencing particles.

    Definition

    ClearParticlesForces( ID )

    Parameters

    • ID - The ID of the emitter to modify.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Particles/ClearParticlesScales.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Particles/ClearParticlesScales.htm deleted file mode 100644 index f58d6089..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Particles/ClearParticlesScales.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -ClearParticlesScales - AGK Help - - - - - - -

    ClearParticlesScales

    Description

    Clears all size modifiers that have been assigned to the emitter, the particles will maintain whatever size they currently are.

    Definition

    ClearParticlesScales( ID )

    Parameters

    • ID - The ID of the emitter to modify.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Particles/CreateParticles.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Particles/CreateParticles.htm deleted file mode 100644 index a01bd5ad..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Particles/CreateParticles.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -CreateParticles - AGK Help - - - - - - -

    CreateParticles

    Description

    Creates a particle emitter in a free ID and at the given location in world coordinates. It returns the ID used to create the emitter.

    Particle emitters create a flow of small sprites that last for a fixed amount of time before disappearing. The particles can be influenced by forces during their life using AddParticlesForce. They can also change color over time using AddParticlesColorKeyFrame.

    Particles cannot be modified individually and behave as a group using the same texture and depth. This allows the AGK to draw them more efficiently than a similar number of normal sprites.

    Definition

    integer CreateParticles( x, y )

    CreateParticles( ID, x, y )

    Parameters

    • x - The x coordinate to position this emitter.
    • y - The y coordinate to position this emitter.
    • ID - The ID to use when referencing this particle emitter.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Particles/DeleteParticles.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Particles/DeleteParticles.htm deleted file mode 100644 index 760f853d..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Particles/DeleteParticles.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -DeleteParticles - AGK Help - - - - - - -

    DeleteParticles

    Description

    Deletes a particle emitter and all its particles. If any particles were currently visible they will disappear instantly.

    Definition

    DeleteParticles( ID )

    Parameters

    • ID - The ID of the emitter to delete.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Particles/DrawParticles.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Particles/DrawParticles.htm deleted file mode 100644 index beece09e..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Particles/DrawParticles.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -DrawParticles - AGK Help - - - - - - -

    DrawParticles

    Description

    Immediately draws the particle emitter to the backbuffer at its current position, size, and rotation. This is useful if you want to take control of the order that things are drawn. If you do this then be sure to make the particles invisible before calling Render or Sync otherwise your particles will be drawn twice

    Definition

    DrawParticles( ID )

    Parameters

    • ID - The ID of the emitter to draw.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Particles/FixParticlesToScreen.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Particles/FixParticlesToScreen.htm deleted file mode 100644 index 9b1f23f8..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Particles/FixParticlesToScreen.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -FixParticlesToScreen - AGK Help - - - - - - -

    FixParticlesToScreen

    Description

    Fixing particles to the screen will ensure they are not affected by scrolling of the viewport.

    Definition

    FixParticlesToScreen( ID, mode )

    Parameters

    • ID - The ID of the emitter to modify.
    • mode - Use 1 to fix to the screen. Use 0 to allow the particles to be affected by scrolling.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Particles/GetParticlesActive.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Particles/GetParticlesActive.htm deleted file mode 100644 index 73225891..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Particles/GetParticlesActive.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetParticlesActive - AGK Help - - - - - - -

    GetParticlesActive

    Description

    Returns 0 if the given particles have been paused using SetParticlesActive, or 1 if they are currently updating as normal (default).

    Definition

    integer GetParticlesActive( ID )

    Parameters

    • ID - The ID of the emitter to check.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Particles/GetParticlesAngle.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Particles/GetParticlesAngle.htm deleted file mode 100644 index 7104eb60..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Particles/GetParticlesAngle.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetParticlesAngle - AGK Help - - - - - - -

    GetParticlesAngle

    Description

    Returns the current emitter angle in degrees. This value represents the amount of deviation a particle can have from the emitter direction when emitted. An angle of 0 means there is no deviation while an angle of 360 means a particle can be travelling in any direction when emitted.

    Definition

    float GetParticlesAngle( ID )

    Parameters

    • ID - The ID of the emitter to check.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Particles/GetParticlesAngleRad.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Particles/GetParticlesAngleRad.htm deleted file mode 100644 index f8710fd4..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Particles/GetParticlesAngleRad.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetParticlesAngleRad - AGK Help - - - - - - -

    GetParticlesAngleRad

    Description

    Returns the current emitter angle in radians. This value represents the amount of deviation a particle can have from the emitter direction when emitted. An angle of 0 means there is no deviation while an angle of 2*PI means a particle can be travelling in any direction when emitted.

    Definition

    float GetParticlesAngleRad( ID )

    Parameters

    • ID - The ID of the emitter to check.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Particles/GetParticlesDepth.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Particles/GetParticlesDepth.htm deleted file mode 100644 index dd5c66a6..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Particles/GetParticlesDepth.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetParticlesDepth - AGK Help - - - - - - -

    GetParticlesDepth

    Description

    Returns the current depth that all particles will be drawn at. This value is in the range 0 to 10000 with 0 being the front of the screen.

    Definition

    integer GetParticlesDepth( ID )

    Parameters

    • ID - The ID of the emitter to check.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Particles/GetParticlesDirectionX.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Particles/GetParticlesDirectionX.htm deleted file mode 100644 index 76c1e733..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Particles/GetParticlesDirectionX.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetParticlesDirectionX - AGK Help - - - - - - -

    GetParticlesDirectionX

    Description

    Returns the X component of the emitter direction, which is the base direction that particles will be moving when they are created. Particles can vary their direction slightly when emitted based on the current GetParticlesAngle value.

    Definition

    float GetParticlesDirectionX( ID )

    Parameters

    • ID - The ID of the emitter to check.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Particles/GetParticlesDirectionY.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Particles/GetParticlesDirectionY.htm deleted file mode 100644 index 2a8845f3..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Particles/GetParticlesDirectionY.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetParticlesDirectionY - AGK Help - - - - - - -

    GetParticlesDirectionY

    Description

    Returns the y component of the emitter direction, which is the base direction that particles will be moving when they are created. Particles can vary their direction slightly when emitted based on the current SetParticlesAngle value.

    Definition

    float GetParticlesDirectionY( ID )

    Parameters

    • ID - The ID of the emitter to check.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Particles/GetParticlesExists.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Particles/GetParticlesExists.htm deleted file mode 100644 index afdf2fda..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Particles/GetParticlesExists.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetParticlesExists - AGK Help - - - - - - -

    GetParticlesExists

    Description

    Returns 1 if a particle emitter exists at the given ID. 0 if not.

    Definition

    integer GetParticlesExists( ID )

    Parameters

    • ID - The ID of the emitter to check.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Particles/GetParticlesFrequency.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Particles/GetParticlesFrequency.htm deleted file mode 100644 index 99abaa31..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Particles/GetParticlesFrequency.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetParticlesFrequency - AGK Help - - - - - - -

    GetParticlesFrequency

    Description

    Returns the current frequency of particle generation in particles per second. This value is independent of frame rate.

    Definition

    float GetParticlesFrequency( ID )

    Parameters

    • ID - The ID of the emitter to check.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Particles/GetParticlesLife.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Particles/GetParticlesLife.htm deleted file mode 100644 index c5da09f9..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Particles/GetParticlesLife.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetParticlesLife - AGK Help - - - - - - -

    GetParticlesLife

    Description

    Returns the current life of particles in seconds. It is not possible to get the current life of individual particles. This value is independent of frame rate.

    Definition

    float GetParticlesLife( ID )

    Parameters

    • ID - The ID of the emitter to check.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Particles/GetParticlesMaxReached.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Particles/GetParticlesMaxReached.htm deleted file mode 100644 index 3642a448..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Particles/GetParticlesMaxReached.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetParticlesMaxReached - AGK Help - - - - - - -

    GetParticlesMaxReached

    Description

    Returns 1 if the emitter has emitted the number of particles specified in SetParticlesMax and all emitted particles have since died, otherwise returns 0. If the max is set at -1 this will always return 0. To reset the count and make the emitter start emitting again use ResetParticleCount.

    Definition

    integer GetParticlesMaxReached( ID )

    Parameters

    • ID - The ID of the emitter to check.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Particles/GetParticlesSize.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Particles/GetParticlesSize.htm deleted file mode 100644 index 06a15693..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Particles/GetParticlesSize.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetParticlesSize - AGK Help - - - - - - -

    GetParticlesSize

    Description

    Returns the current size of all particles in world coordinates. For details on setting the particle size see SetParticlesSize.

    Definition

    float GetParticlesSize( ID )

    Parameters

    • ID - The ID of the emitter to check.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Particles/GetParticlesVisible.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Particles/GetParticlesVisible.htm deleted file mode 100644 index 9e7c6456..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Particles/GetParticlesVisible.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetParticlesVisible - AGK Help - - - - - - -

    GetParticlesVisible

    Description

    Returns 0 if the given particles have been set as invisible using SetParticlesVisible, or 1 if they are currently set as visible (default). This does not check if the particles are within the visible viewport.

    Definition

    integer GetParticlesVisible( ID )

    Parameters

    • ID - The ID of the emitter to check.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Particles/GetParticlesX.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Particles/GetParticlesX.htm deleted file mode 100644 index d73347db..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Particles/GetParticlesX.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetParticlesX - AGK Help - - - - - - -

    GetParticlesX

    Description

    Returns the current X position of the emitter, this is the point that new particles will appear from. It is not possible to get the position of individual particles, they are merely created, follow a path influenced by forces, and then disappear.

    Definition

    float GetParticlesX( ID )

    Parameters

    • ID - The ID of the emitter to check.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Particles/GetParticlesY.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Particles/GetParticlesY.htm deleted file mode 100644 index f98147a0..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Particles/GetParticlesY.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetParticlesY - AGK Help - - - - - - -

    GetParticlesY

    Description

    Returns the current Y position of the emitter, this is the point that new particles will appear from. It is not possible to get the position of individual particles, they are merely created, follow a path influenced by forces, and then disappear.

    Definition

    float GetParticlesY( ID )

    Parameters

    • ID - The ID of the emitter to check.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Particles/OffsetParticles.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Particles/OffsetParticles.htm deleted file mode 100644 index d0e9050a..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Particles/OffsetParticles.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -OffsetParticles - AGK Help - - - - - - -

    OffsetParticles

    Description

    Immediately moves all existing particles by the given offset. For example an offset of x=3,y=5 would move all particles to the right by 3 units and down 5 units. This does not affect the particle emitter but can be used in conjunction with SetParticlesPosition to move both the emitter and the particles that already exist.

    Definition

    OffsetParticles( ID, x, y )

    Parameters

    • ID - The ID of the emitter to modify.
    • x - The distance to move the particles in the X direction.
    • y - The distance to move the particles in the Y direction.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Particles/ResetParticleCount.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Particles/ResetParticleCount.htm deleted file mode 100644 index 556d60b8..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Particles/ResetParticleCount.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -ResetParticleCount - AGK Help - - - - - - -

    ResetParticleCount

    Description

    Resets the emitted particle count when the emitter has been set with a maximum number of particles using SetParticlesMax. You can check when the emitter has reached its maximum count using GetParticlesMaxReached. If the maximum is set at -1 then this command has no effect.

    Definition

    ResetParticleCount( ID )

    Parameters

    • ID - The ID of the emitter to modify.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Particles/SetParticlesActive.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Particles/SetParticlesActive.htm deleted file mode 100644 index 1c0b5340..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Particles/SetParticlesActive.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetParticlesActive - AGK Help - - - - - - -

    SetParticlesActive

    Description

    Sets whether the emitted particles are updated every frame. Set to 1 to update particles as normal, 0 to pause them. Particles will continue to be visible when paused. To hide particles use SetParticlesVisible.

    Definition

    SetParticlesActive( ID, active )

    Parameters

    • ID - The ID of the emitter to modify.
    • active - 1=normal, 0=pause


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Particles/SetParticlesAngle.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Particles/SetParticlesAngle.htm deleted file mode 100644 index 69e94df0..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Particles/SetParticlesAngle.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetParticlesAngle - AGK Help - - - - - - -

    SetParticlesAngle

    Description

    Sets the range of direction in degrees that a particle can choose when it first starts. This takes the base direction set with SetParticlesDirection and adjusts it by a random amount between 0 and angle/2 degrees. For example an angle of 0 would mean that all new particles follow exactly the direction specified earlier. An angle of 360 would mean that particles could appear travelling in any direction, and an angle of 90 would mean that particles would travel outward in a cone of 90 degrees from their start position with the cone centered on the given direction.

    Definition

    SetParticlesAngle( ID, angle )

    Parameters

    • ID - The ID of the emitter to modify.
    • angle - The range of variation a particle can choose from the emitter direction.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Particles/SetParticlesAngleRad.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Particles/SetParticlesAngleRad.htm deleted file mode 100644 index d9d9c976..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Particles/SetParticlesAngleRad.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetParticlesAngleRad - AGK Help - - - - - - -

    SetParticlesAngleRad

    Description

    Sets the range of direction in radians that a particle can choose when it first starts. This takes the base direction set with SetParticlesDirection and adjusts it by a random amount between 0 and angle/2 radians. For example an angle of 0 would mean that all new particles follow exactly the direction specified earlier. An angle of 2*PI would mean that particles could appear travelling in any direction, and an angle of PI/2 would mean that particles would travel outward in a cone of PI/2 radians from their start position with the cone centered on the given direction.

    Definition

    SetParticlesAngleRad( ID, angle )

    Parameters

    • ID - The ID of the emitter to modify.
    • angle - The range of variation a particle can choose from the emitter direction.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Particles/SetParticlesColorInterpolation.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Particles/SetParticlesColorInterpolation.htm deleted file mode 100644 index 556f307d..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Particles/SetParticlesColorInterpolation.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetParticlesColorInterpolation - AGK Help - - - - - - -

    SetParticlesColorInterpolation

    Description

    Sets the interpolation mode for color changes. Colors can be set at certain points in a particle's life using AddParticlesColorKeyFrame and the particle will either blend between these colors or quickly change when it reaches the next color change.

    Definition

    SetParticlesColorInterpolation( ID, mode )

    Parameters

    • ID - The ID of the emitter to modify.
    • mode - 1=smooth interpolation, 0=no interpolation


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Particles/SetParticlesDepth.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Particles/SetParticlesDepth.htm deleted file mode 100644 index dd5da366..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Particles/SetParticlesDepth.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetParticlesDepth - AGK Help - - - - - - -

    SetParticlesDepth

    Description

    Sets the depth of the particle emitter. This affects all particles, even those that are already visible. All particles are drawn at the same depth as the emitter so that the AGK can group them into a single draw call for faster drawing. The depth should be between 0 and 10000, with 0 being the front of the screen.

    Definition

    SetParticlesDepth( ID, depth )

    Parameters

    • ID - The ID of the emitter to modify.
    • depth - The new depth value of the particles.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Particles/SetParticlesDirection.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Particles/SetParticlesDirection.htm deleted file mode 100644 index f3187566..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Particles/SetParticlesDirection.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetParticlesDirection - AGK Help - - - - - - -

    SetParticlesDirection

    Description

    Sets the initial direction of new particles when they emerge from the emitter. This can be used along with the SetParticlesAngle command to set the range of variation from this initial direction that new particles can choose. This also sets the initial speed of the particles by taking the length of the vector as units per second. For example if the initial direction is vx=10, vy=-15, particles will begin by moving to the right at a rate of 10 units per second and upwards at a rate of 15 units per second and will continue this rate of motion for their entire life unless influenced by forces added with AddParticlesForce.

    Definition

    SetParticlesDirection( ID, vx, vy )

    Parameters

    • ID - The ID of the emitter to modify.
    • vx - The x direction that particles will move initially.
    • vy - The y direction that particles will move initially.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Particles/SetParticlesFaceDirection.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Particles/SetParticlesFaceDirection.htm deleted file mode 100644 index 127ce7ab..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Particles/SetParticlesFaceDirection.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetParticlesFaceDirection - AGK Help - - - - - - -

    SetParticlesFaceDirection

    Description

    Sets particles to rotate to the direction they are moving. This overrides any use of SetParticlesRotationRange to modify the rate at which particles rotate. Instead particles will always rotate to face their direction of travel.

    Definition

    SetParticlesFaceDirection( ID, mode )

    Parameters

    • ID - The ID of the emitter to modify.
    • mode - 1 to make particles rotate to the direction they are moving, 0 to use normal rotation.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Particles/SetParticlesFrequency.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Particles/SetParticlesFrequency.htm deleted file mode 100644 index 8f53a766..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Particles/SetParticlesFrequency.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetParticlesFrequency - AGK Help - - - - - - -

    SetParticlesFrequency

    Description

    Sets the frequency of new particle generation. The freq value states how many particles should be produced per second, this is independent of frame rate. This is one of the two values that affects the number of particles generated, the other being SetParticlesLife. The maximum number of particles that can be on screen at any one time is freq*life, with life being the number of seconds a particle lives before it disappears. This value is independent of frame rate.

    Definition

    SetParticlesFrequency( ID, freq )

    Parameters

    • ID - The ID of the emitter to modify.
    • freq - The rate of new particle production in particles per second.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Particles/SetParticlesImage.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Particles/SetParticlesImage.htm deleted file mode 100644 index 8d5ac4c9..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Particles/SetParticlesImage.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetParticlesImage - AGK Help - - - - - - -

    SetParticlesImage

    Description

    Sets the image to use for each particle. Since 1083 images can be loaded from sub images contained on atlas textures.

    Definition

    SetParticlesImage( ID, imageID )

    Parameters

    • ID - The ID of the emitter to modify.
    • imageID - The ID of an image to use for emitted particles.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Particles/SetParticlesLife.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Particles/SetParticlesLife.htm deleted file mode 100644 index c0e88573..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Particles/SetParticlesLife.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetParticlesLife - AGK Help - - - - - - -

    SetParticlesLife

    Description

    Sets the life of particles once they have been emitted in seconds. After particles have been alive for the given number of seconds they will disappear. This is one of the two values that affects the number of particles generated, the other being SetParticlesFrequency. The maximum number of particles that can be on screen at any one time is freq*life, with freq being the number of particles emitted per second. This value is independent of frame rate.

    Definition

    SetParticlesLife( ID, time )

    Parameters

    • ID - The ID of the emitter to modify.
    • time - The time in seconds that a particle is visible.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Particles/SetParticlesMax.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Particles/SetParticlesMax.htm deleted file mode 100644 index 1cada133..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Particles/SetParticlesMax.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetParticlesMax - AGK Help - - - - - - -

    SetParticlesMax

    Description

    Sets the maximum number of particles that will be emitted. If this value is equal to -1 then the number is infinite. The emitter will keep a count of the number of particles it emits and stop when the limit is reached. To check if the emitter has reached its limit use GetParticlesMaxReached. To reset the count and make it start emitting again use ResetParticleCount.

    Definition

    SetParticlesMax( ID, max )

    Parameters

    • ID - The ID of the emitter to modify.
    • max - The maximum number of particles to emit


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Particles/SetParticlesPosition.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Particles/SetParticlesPosition.htm deleted file mode 100644 index 0e9b6470..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Particles/SetParticlesPosition.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetParticlesPosition - AGK Help - - - - - - -

    SetParticlesPosition

    Description

    Sets the position of the particle emitter. This is the position that new particles will emerge from and does not affect particles that are already visible.

    Definition

    SetParticlesPosition( ID, x, y )

    Parameters

    • ID - The ID of the emitter to modify.
    • x - The new x coordinate for the emitter in world coordinates.
    • y - The new y coordinate for the emitter in world coordinates.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Particles/SetParticlesRotationRange.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Particles/SetParticlesRotationRange.htm deleted file mode 100644 index 513b19f4..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Particles/SetParticlesRotationRange.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetParticlesRotationRange - AGK Help - - - - - - -

    SetParticlesRotationRange

    Description

    Sets the range of rotation in radians that a particle can have during its life. When a particle is created it starts at angle 0 and chooses and random rotation rate between angle1 and angle2. The particle will then rotate at that chosen rate for its entire life. Use negative values for counter-clockwise rotation and positive for clockwise rotation.

    Definition

    SetParticlesRotationRange( ID, angle1, angle2 )

    Parameters

    • ID - The ID of the emitter to modify.
    • angle1 - The minimum angle of the range in degrees per second.
    • angle2 - The maximum angle of the range in degrees per second.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Particles/SetParticlesRotationRangeRad.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Particles/SetParticlesRotationRangeRad.htm deleted file mode 100644 index a5e8046a..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Particles/SetParticlesRotationRangeRad.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetParticlesRotationRangeRad - AGK Help - - - - - - -

    SetParticlesRotationRangeRad

    Description

    Sets the range of rotation in radians that a particle can have during its life. When a particle is created it starts at angle 0 and chooses and random rotation rate between angle1 and angle2. The particle will then rotate at that chosen rate for its entire life. Use negative values for counter-clockwise rotation and positive for clockwise rotation.

    Definition

    SetParticlesRotationRangeRad( ID, angle1, angle2 )

    Parameters

    • ID - The ID of the emitter to modify.
    • angle1 - The minimum angle of the range in radians per second.
    • angle2 - The maximum angle of the range in radians per second.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Particles/SetParticlesSize.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Particles/SetParticlesSize.htm deleted file mode 100644 index 3ddd0a0f..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Particles/SetParticlesSize.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetParticlesSize - AGK Help - - - - - - -

    SetParticlesSize

    Description

    Sets the size of all particles in world coordinates. Setting a large number of particles to a large size will perform poorly on mobile devices that have a low fill rate (number of pixels it can draw per second).

    Definition

    SetParticlesSize( ID, size )

    Parameters

    • ID - The ID of the emitter to modify.
    • size - Size of the particles


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Particles/SetParticlesStartZone.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Particles/SetParticlesStartZone.htm deleted file mode 100644 index 1bc73722..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Particles/SetParticlesStartZone.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetParticlesStartZone - AGK Help - - - - - - -

    SetParticlesStartZone

    Description

    Sets the area around the emitter where new particles may appear. The values are relative to the emitter position, for example a zone of 0,0,0,0 would mean that all particles start on the emitter position point. A zone of -10 in x and +10 x, with y being 0 (-10,0,10,0) would create a line centered on the emitter position that particles would randomly appear along. A box zone where both x and y are non-zero sizes would mean that particles could start at any point inside the box.

    Definition

    SetParticlesStartZone( ID, x1, y1, x2, y2 )

    Parameters

    • ID - The ID of the emitter to modify.
    • x1 - The x coordinate of the top left corner of the start zone.
    • y1 - The y coordinate of the top left corner of the start zone.
    • x2 - The x coordinate of the bottom right corner of the start zone.
    • y2 - The y coordinate of the bottom right corner of the start zone.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Particles/SetParticlesTransparency.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Particles/SetParticlesTransparency.htm deleted file mode 100644 index 14af8dc3..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Particles/SetParticlesTransparency.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetParticlesTransparency - AGK Help - - - - - - -

    SetParticlesTransparency

    Description

    Set the particle transparency to a particular setting, with a choice of no transparency, alpha transparency, and additive blending. By default particles are created with alpha transparency.

    Definition

    SetParticlesTransparency( ID, mode )

    Parameters

    • ID - The ID of the particle emitter to modify.
    • mode - The transparency mode for these particles, 0=off, 1=alpha transparency, 2=additive blending


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Particles/SetParticlesVelocityRange.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Particles/SetParticlesVelocityRange.htm deleted file mode 100644 index 403abeba..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Particles/SetParticlesVelocityRange.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetParticlesVelocityRange - AGK Help - - - - - - -

    SetParticlesVelocityRange

    Description

    Sets a minimum and maximum multiplier that will affect particles being emitted. This can be used to ensure that there will be some variation when particles are emitted.

    Definition

    SetParticlesVelocityRange( ID, v1, v2 )

    Parameters

    • ID - The ID of the emitter to modify.
    • v1 - The minimum velocity multiplier.
    • v2 - The maximum velocity multiplier.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Particles/SetParticlesVisible.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Particles/SetParticlesVisible.htm deleted file mode 100644 index 9029fc48..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Particles/SetParticlesVisible.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetParticlesVisible - AGK Help - - - - - - -

    SetParticlesVisible

    Description

    Sets whether the emitted particles are drawn. Set to 1 to show particles, 0 to hide them. Particles will still update whilst hidden, you can stop particles updating with SetParticlesActive

    Definition

    SetParticlesVisible( ID, visible )

    Parameters

    • ID - The ID of the emitter to modify.
    • visible - 1=show, 0=hide


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Particles/UpdateParticles.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Particles/UpdateParticles.htm deleted file mode 100644 index 2572414f..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Particles/UpdateParticles.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -UpdateParticles - AGK Help - - - - - - -

    UpdateParticles

    Description

    Immediately advances the particle emitter by the given amount of time. If you want to advance a high frequency emitter by a large time period such as 1 second you should call this command multiple times with a small time value such as 0.02 so that it creates new particles in batches and spreads them out evenly. Calling it once with a large time value of 1 second would create a huge batch of particles all at once and move them together as a blob instead of spreading them out.

    Definition

    UpdateParticles( ID, time )

    Parameters

    • ID - The ID of the emitter to check.
    • time - The time in seconds to advance the emitter.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Skeleton.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Skeleton.htm deleted file mode 100644 index a807dd81..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Skeleton.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -Skeleton - AGK Help - - - - - - -
    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Skeleton/CreateSkeleton2D.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Skeleton/CreateSkeleton2D.htm deleted file mode 100644 index 1184eafb..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Skeleton/CreateSkeleton2D.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -CreateSkeleton2D - AGK Help - - - - - - -

    CreateSkeleton2D

    Description

    Creates a 2D skeleton the can be used to animate sprites using bones. Currently this command is not very useful as there aren't many commands for setting up a skeleton. Instead skeletons should be loaded with LoadSkeleton2DFromSpineFile

    Definition

    integer CreateSkeleton2D()

    CreateSkeleton2D( iSkeleton )

    Parameters

    • iSkeleton - ID to use to reference this skeleton


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Skeleton/DeleteSkeleton2D.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Skeleton/DeleteSkeleton2D.htm deleted file mode 100644 index eedb4574..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Skeleton/DeleteSkeleton2D.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -DeleteSkeleton2D - AGK Help - - - - - - -

    DeleteSkeleton2D

    Description

    Deletes the skeleton at the specified ID. If no skeleton exists at this ID then nothing happens.

    Definition

    DeleteSkeleton2D( iSkeleton )

    Parameters

    • iSkeleton - The ID of the skeleton to delete


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Skeleton/FixSkeleton2DToScreen.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Skeleton/FixSkeleton2DToScreen.htm deleted file mode 100644 index a06b9a23..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Skeleton/FixSkeleton2DToScreen.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -FixSkeleton2DToScreen - AGK Help - - - - - - -

    FixSkeleton2DToScreen

    Description

    Fixes the specified skeleton to the screen so that it is not affected by SetViewOffset

    Definition

    FixSkeleton2DToScreen( iSkeleton, mode )

    Parameters

    • iSkeleton - ID of the skeleton to modify
    • mode - 1 to fix to screen, 0 to behave normally (default)


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Skeleton/FixSpriteToSkeleton2D.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Skeleton/FixSpriteToSkeleton2D.htm deleted file mode 100644 index 95adf21b..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Skeleton/FixSpriteToSkeleton2D.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -FixSpriteToSkeleton2D - AGK Help - - - - - - -

    FixSpriteToSkeleton2D

    Description

    Attaches the specified sprite to the given skeleton and bone ID. The bone ID can be found by using the GetSkeleton2DBone command. When a sprite is attached to a skeleton bone then it's position and rotation become relative to the bone's position. For example if the sprite position was 0,0 then it would be drawn in the same position as the bone, but if the position was 0,10 then the sprite would be drawn above the bone, relative to the bone. i.e. if the bone is rotated left by 90 degrees then 'above' the bone would be to the left of the screen in world coordinates.

    The ZOrder can be specified to draw the sprite in between two of the skeleton's existing sprites, any integer value is valid and corresponds to the current order of the sprites in the skeleton. For example a ZOrder of 0 would always draw before the first sprite in the skeleton's ZOrder, a value of 1 would always draw before the second sprite in the skeleton, and so on. Note that this ian't affected by other sprites you have attached to the skeleton, it only counts sprites that were originally loaded with the skeleton. For example if you fixed two new sprites to the skeleton both with a zorder equal to 1, then they would both be drawn between between the first and second sprites in the original skeleton. Any sprites that are attached to the skeleton using the same zorder value will be drawn in the order they were attached.

    Whilst this sprite is attached to a skeleton it will be removed from the normal drawing routines and only drawn when the skeleton is visible. You can still force the sprite to draw by calling DrawSprite but it will not be ordered with the other sprites in the skeleton.

    To detach a sprite from a skeleton call this command with 0 as the skeletonID, the bone ID and zorder parameters do not matter in this case.

    Definition

    FixSpriteToSkeleton2D( spriteID, iSkeletonID, bone, zorder )

    Parameters

    • spriteID - The ID of the sprite to attach
    • iSkeletonID - ID of the skeleton to attach to
    • bone - The ID of the bone in the skeleton to attach to
    • zorder - The ZOrder to place the new sprite in the skeleton draw order


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Skeleton/GetSkeleton2DAngle.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Skeleton/GetSkeleton2DAngle.htm deleted file mode 100644 index bbe46dcf..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Skeleton/GetSkeleton2DAngle.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetSkeleton2DAngle - AGK Help - - - - - - -

    GetSkeleton2DAngle

    Description

    Gets the Angle of the root of the skeleton, does not change whilst animating.

    Definition

    float GetSkeleton2DAngle( iSkeleton )

    Parameters

    • iSkeleton - ID of the skeleton to check


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Skeleton/GetSkeleton2DAnimationTime.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Skeleton/GetSkeleton2DAnimationTime.htm deleted file mode 100644 index a7142f5d..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Skeleton/GetSkeleton2DAnimationTime.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetSkeleton2DAnimationTime - AGK Help - - - - - - -

    GetSkeleton2DAnimationTime

    Description

    get the total time of a named animation

    Definition

    float GetSkeleton2DAnimationTime( iSkeleton, anim )

    Parameters

    • iSkeleton - ID of the skeleton to check
    • anim - NAme of the animation to check


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Skeleton/GetSkeleton2DBone.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Skeleton/GetSkeleton2DBone.htm deleted file mode 100644 index fae9cc5a..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Skeleton/GetSkeleton2DBone.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetSkeleton2DBone - AGK Help - - - - - - -

    GetSkeleton2DBone

    Description

    Returns the ID of the specified bone for this skeleton. If no bone with the given name exists it will return -1. Index 0 is a valid bone.

    Definition

    integer GetSkeleton2DBone( iSkeleton, name )

    Parameters

    • iSkeleton - ID of the skeleton to check
    • name - Name of the bone to find


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Skeleton/GetSkeleton2DBoneAngle.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Skeleton/GetSkeleton2DBoneAngle.htm deleted file mode 100644 index bf8a66b2..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Skeleton/GetSkeleton2DBoneAngle.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetSkeleton2DBoneAngle - AGK Help - - - - - - -

    GetSkeleton2DBoneAngle

    Description

    Returns the original angle of the specified bone also known as the setup pose. This value will not change whilst the bone is animating, instead the animation builds on top of the setup pose to create the bone rotation seen on screen. If the bone does not exist it will return 0. Bone IDs start at 0.

    Definition

    float GetSkeleton2DBoneAngle( iSkeleton, bone )

    Parameters

    • iSkeleton - ID of the skeleton to check
    • bone - ID of the bone to check


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Skeleton/GetSkeleton2DBoneCurrAngle.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Skeleton/GetSkeleton2DBoneCurrAngle.htm deleted file mode 100644 index 6d270801..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Skeleton/GetSkeleton2DBoneCurrAngle.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetSkeleton2DBoneCurrAngle - AGK Help - - - - - - -

    GetSkeleton2DBoneCurrAngle

    Description

    Returns the current angle of the specified bone in its currently animated position. This value will change whilst the bone is animating. If the bone does not exist it will return 0. Bone IDs start at 0.

    Definition

    float GetSkeleton2DBoneCurrAngle( iSkeleton, bone )

    Parameters

    • iSkeleton - ID of the skeleton to check
    • bone - ID of the bone to check


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Skeleton/GetSkeleton2DBoneCurrX.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Skeleton/GetSkeleton2DBoneCurrX.htm deleted file mode 100644 index 37cdd847..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Skeleton/GetSkeleton2DBoneCurrX.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetSkeleton2DBoneCurrX - AGK Help - - - - - - -

    GetSkeleton2DBoneCurrX

    Description

    Returns the current X position of the specified bone in its currently animated position. This value will change whilst the bone is animating. If the bone does not exist it will return 0. Bone IDs start at 0.

    Definition

    float GetSkeleton2DBoneCurrX( iSkeleton, bone )

    Parameters

    • iSkeleton - ID of the skeleton to check
    • bone - ID of the bone to check


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Skeleton/GetSkeleton2DBoneCurrY.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Skeleton/GetSkeleton2DBoneCurrY.htm deleted file mode 100644 index 676ca7e7..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Skeleton/GetSkeleton2DBoneCurrY.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetSkeleton2DBoneCurrY - AGK Help - - - - - - -

    GetSkeleton2DBoneCurrY

    Description

    Returns the current Y position of the specified bone in its currently animated position. This value will change whilst the bone is animating. If the bone does not exist it will return 0. Bone IDs start at 0.

    Definition

    float GetSkeleton2DBoneCurrY( iSkeleton, bone )

    Parameters

    • iSkeleton - ID of the skeleton to check
    • bone - ID of the bone to check


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Skeleton/GetSkeleton2DBoneParent.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Skeleton/GetSkeleton2DBoneParent.htm deleted file mode 100644 index 1088a9be..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Skeleton/GetSkeleton2DBoneParent.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetSkeleton2DBoneParent - AGK Help - - - - - - -

    GetSkeleton2DBoneParent

    Description

    Returns the ID of the parent of the specified bone. If the bone does not exist or it does not / have a parent it will return -1. Indices start at 0.

    Definition

    integer GetSkeleton2DBoneParent( iSkeleton, bone )

    Parameters

    • iSkeleton - ID of the skeleton to check
    • bone - ID of the bone to check


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Skeleton/GetSkeleton2DBoneX.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Skeleton/GetSkeleton2DBoneX.htm deleted file mode 100644 index 1b02c2dc..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Skeleton/GetSkeleton2DBoneX.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetSkeleton2DBoneX - AGK Help - - - - - - -

    GetSkeleton2DBoneX

    Description

    Returns the original X position of the specified bone also known as the setup pose. This value will not change whilst the bone is animating, instead the animation builds on top of the setup pose to create the bone position seen on screen. If the bone does not exist it will return 0. Bone IDs start at 0.

    Definition

    float GetSkeleton2DBoneX( iSkeleton, bone )

    Parameters

    • iSkeleton - ID of the skeleton to check
    • bone - ID of the bone to check


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Skeleton/GetSkeleton2DBoneY.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Skeleton/GetSkeleton2DBoneY.htm deleted file mode 100644 index 6138e8ab..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Skeleton/GetSkeleton2DBoneY.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetSkeleton2DBoneY - AGK Help - - - - - - -

    GetSkeleton2DBoneY

    Description

    Returns the original Y position of the specified bone also known as the setup pose. This value will not change whilst the bone is animating, instead the animation builds on top of the setup pose to create the bone position seen on screen. If the bone does not exist it will return 0. Bone IDs start at 0.

    Definition

    float GetSkeleton2DBoneY( iSkeleton, bone )

    Parameters

    • iSkeleton - ID of the skeleton to check
    • bone - ID of the bone to check


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Skeleton/GetSkeleton2DCurrentTime.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Skeleton/GetSkeleton2DCurrentTime.htm deleted file mode 100644 index 04543940..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Skeleton/GetSkeleton2DCurrentTime.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetSkeleton2DCurrentTime - AGK Help - - - - - - -

    GetSkeleton2DCurrentTime

    Description

    Get the current time of the currently playing animation in seconds

    Definition

    float GetSkeleton2DCurrentTime( iSkeleton )

    Parameters

    • iSkeleton - ID of the skeleton to check


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Skeleton/GetSkeleton2DDepth.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Skeleton/GetSkeleton2DDepth.htm deleted file mode 100644 index 668140d2..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Skeleton/GetSkeleton2DDepth.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetSkeleton2DDepth - AGK Help - - - - - - -

    GetSkeleton2DDepth

    Description

    Gets the current depth of the skeleton. This is in the range 0-10000. 0 is on top, 10000 is at the back

    Definition

    integer GetSkeleton2DDepth(uint32_t iSkeleton)

    Parameters

    • iSkeleton - ID of the skeleton to check


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Skeleton/GetSkeleton2DExists.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Skeleton/GetSkeleton2DExists.htm deleted file mode 100644 index 568f83b5..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Skeleton/GetSkeleton2DExists.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetSkeleton2DExists - AGK Help - - - - - - -

    GetSkeleton2DExists

    Description

    Returns 1 if a skeleton exists at the specified ID, otherwise 0.

    Definition

    integer GetSkeleton2DExists( iSkeleton )

    Parameters

    • iSkeleton - The ID of the skeleton to check


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Skeleton/GetSkeleton2DIsAnimating.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Skeleton/GetSkeleton2DIsAnimating.htm deleted file mode 100644 index 220d834d..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Skeleton/GetSkeleton2DIsAnimating.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetSkeleton2DIsAnimating - AGK Help - - - - - - -

    GetSkeleton2DIsAnimating

    Description

    returns 1 if the skeleton is animating, or tweening to the first frame of a playing animation

    Definition

    integer GetSkeleton2DIsAnimating( iSkeleton )

    Parameters

    • iSkeleton - ID of the skeleton to check


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Skeleton/GetSkeleton2DIsTweening.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Skeleton/GetSkeleton2DIsTweening.htm deleted file mode 100644 index 767be1b0..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Skeleton/GetSkeleton2DIsTweening.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetSkeleton2DIsTweening - AGK Help - - - - - - -

    GetSkeleton2DIsTweening

    Description

    returns 1 if the skeleton is tweening to an animation frame.

    Definition

    integer GetSkeleton2DIsTweening( iSkeleton )

    Parameters

    • iSkeleton - ID of the skeleton to check


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Skeleton/GetSkeleton2DX.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Skeleton/GetSkeleton2DX.htm deleted file mode 100644 index 3e32833b..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Skeleton/GetSkeleton2DX.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetSkeleton2DX - AGK Help - - - - - - -

    GetSkeleton2DX

    Description

    Gets the X position of the root of the skeleton, does not change whilst animating.

    Definition

    float GetSkeleton2DX( iSkeleton )

    Parameters

    • iSkeleton - ID of the skeleton to check


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Skeleton/GetSkeleton2DY.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Skeleton/GetSkeleton2DY.htm deleted file mode 100644 index b1c5bba8..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Skeleton/GetSkeleton2DY.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetSkeleton2DY - AGK Help - - - - - - -

    GetSkeleton2DY

    Description

    Gets the Y position of the root of the skeleton, does not change whilst animating.

    Definition

    float GetSkeleton2DY( iSkeleton )

    Parameters

    • iSkeleton - ID of the skeleton to check


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Skeleton/LoadSkeleton2DFromSpineFile.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Skeleton/LoadSkeleton2DFromSpineFile.htm deleted file mode 100644 index 4b8e9414..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Skeleton/LoadSkeleton2DFromSpineFile.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -LoadSkeleton2DFromSpineFile - AGK Help - - - - - - -

    LoadSkeleton2DFromSpineFile

    Description

    Loads a Spine animation exported in the JSON format. Please see the guide section for details on what is supported. Returns an ID to use to reference this skeleton. You must first load the atlas image exported by Spine into an AGK image with the normal LoadImage command and pass it into this function. You can choose to load animations as well, or just the sprites and bones and move or modify them manually. You can use the scale value to change the size of the sprites and bones to match your chosen resolution. A value of 1 will not change the sizes, a value of 2 will make everything twice as big, a value of 0.5 will half the size, and so on.

    Definition

    integer LoadSkeleton2DFromSpineFile( filename, scale, atlasImage, loadAnim )

    LoadSkeleton2DFromSpineFile( iSkeleton, filename, scale, atlasImage, loadAnim )

    Parameters

    • filename - Name of the file to load, should be the .json export from Spine
    • scale - The amount to scale the object sizes
    • atlasImage - ID of the atlas image containing all the images
    • loadAnim - 1 to load animation, 0 to only load sprites and bones
    • iSkeleton - ID to use for this skeleton


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Skeleton/LoadSkeleton2DFromSpriterFile.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Skeleton/LoadSkeleton2DFromSpriterFile.htm deleted file mode 100644 index ce948067..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Skeleton/LoadSkeleton2DFromSpriterFile.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -LoadSkeleton2DFromSpriterFile - AGK Help - - - - - - -

    LoadSkeleton2DFromSpriterFile

    Description

    Loads a Spriter animation exported in the JSON format. Please see the guide section for details on what is supported. Returns an ID to use to reference this skeleton. The atlas image parameter is not yet supported and must be 0, the images will be loaded from the paths specified in the Spriter JSON file. You can use the scale value to change the size of the sprites and bones to match your chosen resolution. A value of 1 will not change the sizes, a value of 2 will make everything twice as big, a value of 0.5 will half the size, and so on.

    Definition

    integer LoadSkeleton2DFromSpriterFile( filename, scale, atlasImage )

    LoadSkeleton2DFromSpriterFile( iSkeleton, filename, scale, atlasImage )

    Parameters

    • filename - Name of the file to load, should be the .json export from Spine
    • scale - The amount to scale the object sizes
    • atlasImage - reserved, must be 0
    • iSkeleton - ID to use for this skeleton


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Skeleton/PlaySkeleton2DAnimation.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Skeleton/PlaySkeleton2DAnimation.htm deleted file mode 100644 index 84c6e6d3..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Skeleton/PlaySkeleton2DAnimation.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -PlaySkeleton2DAnimation - AGK Help - - - - - - -

    PlaySkeleton2DAnimation

    Description

    Plays the given animation by name if it exists with an optional start time (Default 0), optional looping, and optional tween time (Default 0). The tween time will smoothly interpolate the skeleton from its current state to the first frame of the specified animation before it starts animating so that there is no sharp transition. A loop value of 1 will loop forever, a loop value greater than 1 will loop for that many times and then stop, and a loop value of 0 will play the animation once and then stop

    Definition

    PlaySkeleton2DAnimation( iSkeleton, anim, starttime, loop, tweentime )

    Parameters

    • iSkeleton - ID of the skeleton to modify
    • anim - The name of the animation to play
    • starttime - An optional offset into the animation to skip some frames
    • loop - 1 to loop the animation until stopped, 0 to play it once, greater than 1 to loop that many times
    • tweentime - Number of seconds to transition from its current state before animating


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Skeleton/SetSkeleton2DAnimationFrame.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Skeleton/SetSkeleton2DAnimationFrame.htm deleted file mode 100644 index 0cf9e533..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Skeleton/SetSkeleton2DAnimationFrame.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetSkeleton2DAnimationFrame - AGK Help - - - - - - -

    SetSkeleton2DAnimationFrame

    Description

    Sets the skeleton to a specific point in the animation based on time, with optional tweening time. The tween time will smoothly interpolate the skeleton from its current state to the chosen frame of the specified animation so that there is no sharp transition.

    Definition

    SetSkeleton2DAnimationFrame( iSkeleton, anim, time, tweentime )

    Parameters

    • iSkeleton - ID of the skeleton to modify
    • anim - The name of the animation to use
    • time - The time offset to use to set the frame of the skeleton
    • tweentime - Number of seconds to transition from its current state to the given frame


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Skeleton/SetSkeleton2DAnimationSpeed.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Skeleton/SetSkeleton2DAnimationSpeed.htm deleted file mode 100644 index 2981837d..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Skeleton/SetSkeleton2DAnimationSpeed.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetSkeleton2DAnimationSpeed - AGK Help - - - - - - -

    SetSkeleton2DAnimationSpeed

    Description

    Sets the animation speed (Default 1.0), negative values are allowed to reverse the animation.

    Definition

    SetSkeleton2DAnimationSpeed( iSkeleton, speed )

    Parameters

    • iSkeleton - ID of the skeleton to modify
    • speed - The speed of the animation with 1.0 being normal speed


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Skeleton/SetSkeleton2DBoneAngle.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Skeleton/SetSkeleton2DBoneAngle.htm deleted file mode 100644 index 87f4d834..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Skeleton/SetSkeleton2DBoneAngle.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetSkeleton2DBoneAngle - AGK Help - - - - - - -

    SetSkeleton2DBoneAngle

    Description

    Set the original angle of a bone relative to its parent. All animation will be relative to this angle, this can be changed whilst an animation is playing.

    Definition

    SetSkeleton2DBoneAngle( iSkeleton, bone, r )

    Parameters

    • iSkeleton - ID of the skeleton to modify
    • bone - ID of the bone to modify
    • r - The new angle to use


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Skeleton/SetSkeleton2DBoneMode.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Skeleton/SetSkeleton2DBoneMode.htm deleted file mode 100644 index 5a53bb1e..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Skeleton/SetSkeleton2DBoneMode.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetSkeleton2DBoneMode - AGK Help - - - - - - -

    SetSkeleton2DBoneMode

    Description

    Sets whether the bone can animate or if it remains stationary. You can still modify the bone position, angle, and scale manually.

    Definition

    SetSkeleton2DBoneMode( iSkeleton, bone, mode )

    Parameters

    • iSkeleton - ID of the skeleton to modify
    • bone - ID of the bone to modify
    • mode - 1 to let the bone animate, 0 to stop it


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Skeleton/SetSkeleton2DBonePosition.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Skeleton/SetSkeleton2DBonePosition.htm deleted file mode 100644 index 8ce9e016..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Skeleton/SetSkeleton2DBonePosition.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetSkeleton2DBonePosition - AGK Help - - - - - - -

    SetSkeleton2DBonePosition

    Description

    Set the original position of a bone relative to its parent also know as the setup pose. All animation will be relative to this position, this can be changed whilst an animation is playing.

    Definition

    SetSkeleton2DBonePosition( iSkeleton, bone, x, y )

    Parameters

    • iSkeleton - ID of the skeleton to modify
    • bone - The ID of the bone to modify
    • x - The new X position to use
    • y - The new Y position to use


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Skeleton/SetSkeleton2DBoneScale.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Skeleton/SetSkeleton2DBoneScale.htm deleted file mode 100644 index 7b694417..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Skeleton/SetSkeleton2DBoneScale.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetSkeleton2DBoneScale - AGK Help - - - - - - -

    SetSkeleton2DBoneScale

    Description

    Set the original scale of a bone. Animations will override this value.

    Definition

    SetSkeleton2DBoneScale( iSkeleton, bone, sx, sy )

    Parameters

    • iSkeleton - ID of the skeleton to modify
    • bone - ID of the bone to modify
    • sx - The new X scale value to use
    • sy - The new Y scale value to use


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Skeleton/SetSkeleton2DDepth.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Skeleton/SetSkeleton2DDepth.htm deleted file mode 100644 index 214c6b20..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Skeleton/SetSkeleton2DDepth.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetSkeleton2DDepth - AGK Help - - - - - - -

    SetSkeleton2DDepth

    Description

    Sets the depth of this skeleton in the range 0-10000 with 0 being top.

    Definition

    SetSkeleton2DDepth( iSkeleton, depth )

    Parameters

    • iSkeleton - ID of the skeleton to modify
    • depth - The depth value to use


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Skeleton/SetSkeleton2DFlip.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Skeleton/SetSkeleton2DFlip.htm deleted file mode 100644 index 26ea8f3c..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Skeleton/SetSkeleton2DFlip.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetSkeleton2DFlip - AGK Help - - - - - - -

    SetSkeleton2DFlip

    Description

    Sets the horizontal and vertical flip mode of the skeleton, this will flip all bones and sprites along the horizontal or vertical axis (or both).

    Definition

    SetSkeleton2DFlip( iSkeleton, flipH, flipV )

    Parameters

    • iSkeleton - ID of the skeleton to modify
    • flipH - 1 to flip the skeleton in the horizontal axis, 0 for no flip.
    • flipV - 1 to flip the skeleton in the vertical axis, 0 for no flip.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Skeleton/SetSkeleton2DPosition.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Skeleton/SetSkeleton2DPosition.htm deleted file mode 100644 index 60adadcb..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Skeleton/SetSkeleton2DPosition.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetSkeleton2DPosition - AGK Help - - - - - - -

    SetSkeleton2DPosition

    Description

    Sets the position of the root of the skeleton, the bone positions will be relative to this spot. This can be used to move the skeleton whilst it is animating to make it look like it is walking.

    Definition

    SetSkeleton2DPosition( iSkeleton, x, y )

    Parameters

    • iSkeleton - ID of the skeleton to modify
    • x - The X position of the skeleton
    • y - The Y position of the skeleton


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Skeleton/SetSkeleton2DRotation.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Skeleton/SetSkeleton2DRotation.htm deleted file mode 100644 index ae3c76ea..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Skeleton/SetSkeleton2DRotation.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetSkeleton2DRotation - AGK Help - - - - - - -

    SetSkeleton2DRotation

    Description

    Sets the angle of the root of the skeleton, the bone angles will be relative to this angle.

    Definition

    SetSkeleton2DRotation( iSkeleton, r )

    Parameters

    • iSkeleton - ID of the skeleton to modify
    • r - The angle to use in degrees


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Skeleton/SetSkeleton2DVisible.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Skeleton/SetSkeleton2DVisible.htm deleted file mode 100644 index e311e653..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Skeleton/SetSkeleton2DVisible.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetSkeleton2DVisible - AGK Help - - - - - - -

    SetSkeleton2DVisible

    Description

    Sets whether the specified skeleton is visible or not. AGK will automatically hide the skeleton when it moves off screen to improve performance, so you only need to do this if you want to hide it whilst it is on screen. When hidden a skeleton will still animate.

    Definition

    SetSkeleton2DVisible( iSkeleton, mode )

    Parameters

    • iSkeleton - ID of the skeleton to modify
    • mode - 1 to make it visible, 0 to hide it


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Skeleton/StopSkeleton2DAnimation.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Skeleton/StopSkeleton2DAnimation.htm deleted file mode 100644 index 06860133..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Skeleton/StopSkeleton2DAnimation.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -StopSkeleton2DAnimation - AGK Help - - - - - - -

    StopSkeleton2DAnimation

    Description

    Stop the skeleton animating

    Definition

    StopSkeleton2DAnimation( iSkeleton )

    Parameters

    • iSkeleton - ID of the skeleton to modify


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Sound.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Sound.htm deleted file mode 100644 index 8bd902c9..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Sound.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -Sound - AGK Help - - - - - - -
    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Sound/DeleteSound.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Sound/DeleteSound.htm deleted file mode 100644 index 892d276e..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Sound/DeleteSound.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -DeleteSound - AGK Help - - - - - - -

    DeleteSound

    Description

    Delete the sound at the specified sound number. This will also delete all instances of the sound.

    Definition

    DeleteSound( iID )

    Parameters

    • iID - The sound number to delete.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Sound/GetSoundExists.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Sound/GetSoundExists.htm deleted file mode 100644 index f1c1611a..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Sound/GetSoundExists.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetSoundExists - AGK Help - - - - - - -

    GetSoundExists

    Description

    Returns a value of 1 if the specified sound number exists, otherwise 0 is returned.

    Definition

    integer GetSoundExists( iID )

    Parameters

    • iID - The sound number to check.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Sound/GetSoundInstanceLoopCount.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Sound/GetSoundInstanceLoopCount.htm deleted file mode 100644 index 216cb693..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Sound/GetSoundInstanceLoopCount.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetSoundInstanceLoopCount - AGK Help - - - - - - -

    GetSoundInstanceLoopCount

    Description

    If the sound was played with looping turned on this command returns the number of loops completed so far. If the instance is using a fixed number of loops then it will never actually reach that loop count value as it will be immediately deleted upon reaching the end of its last loop. The instance ID is the value returned from PlaySound when you initiated the playing of the sound.

    Definition

    integer GetSoundInstanceLoopCount( iID )

    Parameters

    • iID - The ID of the instance to check


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Sound/GetSoundInstancePlaying.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Sound/GetSoundInstancePlaying.htm deleted file mode 100644 index 945e3c44..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Sound/GetSoundInstancePlaying.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetSoundInstancePlaying - AGK Help - - - - - - -

    GetSoundInstancePlaying

    Description

    Returns 1 if the given instance is still playing or looping, 0 if it has stopped. The instance ID is the value returned from PlaySound when you initiated the playing of the sound. Once this command returns 0 the instance has been deleted and can no longer be referenced, any attempt to modify it will be ignored. You will need to create a new instance by using PlaySound again.

    Definition

    integer GetSoundInstancePlaying( iID )

    Parameters

    • iID - The ID of the instance to check


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Sound/GetSoundInstanceRate.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Sound/GetSoundInstanceRate.htm deleted file mode 100644 index a755c0a5..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Sound/GetSoundInstanceRate.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetSoundInstanceRate - AGK Help - - - - - - -

    GetSoundInstanceRate

    Description

    Returns the current playback rate of the specified instance, with 1.0 being normal speed, 2.0 being double speed, and so on. Not all devices are guaranteed to support modifying playback rates.

    Definition

    float GetSoundInstanceRate( iID )

    Parameters

    • iID - The ID of the instance to check


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Sound/GetSoundInstanceVolume.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Sound/GetSoundInstanceVolume.htm deleted file mode 100644 index bd315c07..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Sound/GetSoundInstanceVolume.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetSoundInstanceVolume - AGK Help - - - - - - -

    GetSoundInstanceVolume

    Description

    Returns the current volume of the specified instance, between 0 and 100.

    Definition

    integer GetSoundInstanceVolume( iID )

    Parameters

    • iID - The ID of the instance to check


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Sound/GetSoundInstances.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Sound/GetSoundInstances.htm deleted file mode 100644 index 5f2f3ae1..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Sound/GetSoundInstances.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetSoundInstances - AGK Help - - - - - - -

    GetSoundInstances

    Description

    Returns the number of instances of this sound ID that are currently playing or looping. This is exactly the same as GetSoundsPlaying.

    Definition

    integer GetSoundInstances( iID )

    Parameters

    • iID - The sound number to check.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Sound/GetSoundMaxRate.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Sound/GetSoundMaxRate.htm deleted file mode 100644 index adcf5ba6..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Sound/GetSoundMaxRate.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetSoundMaxRate - AGK Help - - - - - - -

    GetSoundMaxRate

    Description

    Gets the maximum rate and which sound files can be played on this device. A rate of 1.0 is normal speed, a rate of 2.0 would be double speed, 0.5 would be half speed, and so on. If you attempt to change a sound playback rate outside of these values it will be clamped to these values. If both min and max return 1.0 then changing the speed of sound playback is not supported on this device.

    Definition

    float GetSoundMaxRate()



    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Sound/GetSoundMinRate.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Sound/GetSoundMinRate.htm deleted file mode 100644 index c042cfa0..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Sound/GetSoundMinRate.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetSoundMinRate - AGK Help - - - - - - -

    GetSoundMinRate

    Description

    Gets the minimum rate and which sound files can be played on this device. A rate of 1.0 is normal speed, a rate of 2.0 would be double speed, 0.5 would be half speed, and so on. If you attempt to change a sound playback rate outside of these values it will be clamped to these values. If both min and max return 1.0 then changing the speed of sound playback is not supported on this device.

    Definition

    float GetSoundMinRate()



    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Sound/GetSoundsPlaying.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Sound/GetSoundsPlaying.htm deleted file mode 100644 index 4ec8a61b..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Sound/GetSoundsPlaying.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetSoundsPlaying - AGK Help - - - - - - -

    GetSoundsPlaying

    Description

    Returns the number of instances of this sound ID that are currently playing or looping. This is exactly the same as GetSoundInstances.

    Definition

    integer GetSoundsPlaying( iID )

    Parameters

    • iID - The sound number to check.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Sound/GetSpeechNumVoices.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Sound/GetSpeechNumVoices.htm deleted file mode 100644 index 1747cbac..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Sound/GetSpeechNumVoices.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetSpeechNumVoices - AGK Help - - - - - - -

    GetSpeechNumVoices

    Description

    Returns the number of voices that can be selected with the SetSpeechLanguage command. You can use the GetSpeechVoiceName and GetSpeechVoiceLanguage commands to get details about the different voices.

    Currently only works on iOS and Android.

    Definition

    integer GetSpeechNumVoices()



    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Sound/GetSpeechVoiceID.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Sound/GetSpeechVoiceID.htm deleted file mode 100644 index ceaefe75..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Sound/GetSpeechVoiceID.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetSpeechVoiceID - AGK Help - - - - - - -

    GetSpeechVoiceID

    Description

    Returns the ID of the given voice. The ID can be used with SetSpeechLanguageByID to select a specific voice.

    Definition

    string GetSpeechVoiceID( index )

    Parameters

    • index - The index of the voice to check, starts at 0 for the first voice


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Sound/GetSpeechVoiceLanguage.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Sound/GetSpeechVoiceLanguage.htm deleted file mode 100644 index 74eaf411..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Sound/GetSpeechVoiceLanguage.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetSpeechVoiceLanguage - AGK Help - - - - - - -

    GetSpeechVoiceLanguage

    Description

    Returns the language string of the given voice. This can be used directly with the SetSpeechLanguage command to use this voice for any future speech.

    Currently only works on iOS and Android.

    Definition

    string GetSpeechVoiceLanguage( index )

    Parameters

    • index - The index of the voice to check, starts at 0 for the first voice


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Sound/GetSpeechVoiceName.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Sound/GetSpeechVoiceName.htm deleted file mode 100644 index 17a2d2d1..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Sound/GetSpeechVoiceName.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetSpeechVoiceName - AGK Help - - - - - - -

    GetSpeechVoiceName

    Description

    Returns the name of the given voice. On iOS this is a human readable first name, but does not give any details about the accent or language of that voice. On Android the name gives the language and accent information but is not as easy to read.

    Currently only works on iOS and Android.

    Definition

    string GetSpeechVoiceName( index )

    Parameters

    • index - The index of the voice to check, starts at 0 for the first voice


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Sound/GetTextToSpeechReady.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Sound/GetTextToSpeechReady.htm deleted file mode 100644 index ed276dac..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Sound/GetTextToSpeechReady.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetTextToSpeechReady - AGK Help - - - - - - -

    GetTextToSpeechReady

    Description

    Returns 1 when the text to speech engine is ready to start converting text to speech. Calling other text to speech commands when it is not ready will be ignored.

    Currently only works on iOS and Android.

    Definition

    integer GetTextToSpeechReady()



    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Sound/IsSoundRecording.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Sound/IsSoundRecording.htm deleted file mode 100644 index 143d508f..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Sound/IsSoundRecording.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -IsSoundRecording - AGK Help - - - - - - -

    IsSoundRecording

    Description

    Not yet functional.

    Definition

    integer IsSoundRecording()



    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Sound/IsSpeaking.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Sound/IsSpeaking.htm deleted file mode 100644 index b0d2581a..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Sound/IsSpeaking.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -IsSpeaking - AGK Help - - - - - - -

    IsSpeaking

    Description

    Returns 1 if Speak has been called and the text has not yet finished. If multiple items of text have been queued up then this command will continue to return 1 until all of them have been spoken, or StopSpeaking is called.

    Currently only works on iOS and Android.

    Definition

    integer IsSpeaking()



    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Sound/LoadSound.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Sound/LoadSound.htm deleted file mode 100644 index 8d2f19d3..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Sound/LoadSound.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -LoadSound - AGK Help - - - - - - -

    LoadSound

    Description

    Loads a sound file from the application media folder and returns the sound number. File paths must be relative, not absolute, you cannot load sound files from elsewhere on the disk.

    Please note that compressed WAV files are not supported. You must use uncompressed WAV files to ensure compatibility on all platforms.

    Definition

    integer LoadSound( sFilename )

    LoadSound( iID, sFilename )

    Parameters

    • sFilename - The filename of the sound file to load, must be a WAV file.
    • iID - The sound number to store the sound.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Sound/LoadSoundOGG.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Sound/LoadSoundOGG.htm deleted file mode 100644 index 86c95304..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Sound/LoadSoundOGG.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -LoadSoundOGG - AGK Help - - - - - - -

    LoadSoundOGG

    Description

    Loads a sound file from the application media folder. File paths must be relative, not absolute, you cannot load sound files from elsewhere on the disk.

    This command takes a compressed OGG file and decompresses it during loading, allowing you to save file size, but memory usage will be the same as if you used a WAV file. If you want to use OGG whilst also saving memory then use the new LoadMusicOGG commands.

    Definition

    LoadSoundOGG( iID, sFilename )

    integer LoadSoundOGG( sFilename )

    Parameters

    • iID - The sound number to store the sound.
    • sFilename - The filename of the sound file to load, must be a OGG file.
    • Filename - The filename of the sound file to load, must be a OGG file.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Sound/PlaySound.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Sound/PlaySound.htm deleted file mode 100644 index 991eb90f..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Sound/PlaySound.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -PlaySound - AGK Help - - - - - - -

    PlaySound

    Description

    Play the sound previously loaded into the specified sound number. This command can be called multiple times for the same sound ID and it will start multiple copies of that sound playing as instances. The command will return an instance ID that can be used to interact with this instance whilst it is still playing. When an instance stops playing then it is automatically deleted and can no longer be referenced. By default the sound is not looped.

    Definition

    integer PlaySound( iID, iVol )

    integer PlaySound( iID, iVol, iLoop )

    integer PlaySound( iID, iVol, iLoop, iPriority )

    integer PlaySound( iID )

    Parameters

    • iID - The sound number to play.
    • iVol - The volume at which the sound should be played (optional, default 100).
    • iLoop - The number of times to loop the instance, or 1 for forever.
    • iPriority - Reserved for future use, must be 0 (optional, default 0).


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Sound/RecordSound.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Sound/RecordSound.htm deleted file mode 100644 index d7390fb3..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Sound/RecordSound.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -RecordSound - AGK Help - - - - - - -

    RecordSound

    Description

    Not yet functional.

    Definition

    RecordSound( szFilename )

    Parameters

    • szFilename - The file to save the sound to.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Sound/SaveSound.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Sound/SaveSound.htm deleted file mode 100644 index b973b86b..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Sound/SaveSound.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SaveSound - AGK Help - - - - - - -

    SaveSound

    Description

    Saves a sound file to the application write folder.

    Definition

    SaveSound( iID, sFilename )

    Parameters

    • iID - The ID of the sound to save.
    • sFilename - The filename to use for the sound file, recommended it end in .wav.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Sound/SetSoundDeviceMode.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Sound/SetSoundDeviceMode.htm deleted file mode 100644 index 1b26adcd..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Sound/SetSoundDeviceMode.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetSoundDeviceMode - AGK Help - - - - - - -

    SetSoundDeviceMode

    Description

    Sets whether the app will allow background music from other apps to continue playing (mode=0) or silence other apps whilst this app is active (mode=1). Note that in mode 0 the device considers your app audio to be unimportant so will be silenced if the device ringer is set to silent.

    This only works on iOS.

    Definition

    SetSoundDeviceMode( mode )

    Parameters

    • mode - The sound mode to use (default=0)


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Sound/SetSoundInstanceBalance.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Sound/SetSoundInstanceBalance.htm deleted file mode 100644 index e70cc3c9..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Sound/SetSoundInstanceBalance.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetSoundInstanceBalance - AGK Help - - - - - - -

    SetSoundInstanceBalance

    Description

    Sets the current balance of the specified instance, with 0 being centered, -1.0 being all on the left speaker, and 1.0 being all on the right speaker, any values outside this range will be clamped. This works best with mono sounds but can be applied to stereo sounds. The instance ID is the value returned from PlaySound when you initiated the playing of the sound.

    Definition

    SetSoundInstanceBalance( iID, balance )

    Parameters

    • iID - The ID of the instance to modify
    • balance - The new balance of the instance


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Sound/SetSoundInstanceRate.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Sound/SetSoundInstanceRate.htm deleted file mode 100644 index 771ccf43..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Sound/SetSoundInstanceRate.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetSoundInstanceRate - AGK Help - - - - - - -

    SetSoundInstanceRate

    Description

    Sets the current playback rate of the specified instance, with 1.0 being normal speed, 2.0 being double speed, and so on. Not all devices are guaranteed to support modifying playback rates. Use GetSoundMaxRate and GetSoundMinRate to check the valid ranges for the current device, any values outside this range will be clamped. The instance ID is the value returned from PlaySound when you initiated the playing of the sound.

    Definition

    SetSoundInstanceRate( iID, rate )

    Parameters

    • iID - The ID of the instance to modify
    • rate - The new playback rate of the instance


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Sound/SetSoundInstanceVolume.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Sound/SetSoundInstanceVolume.htm deleted file mode 100644 index e5d73ab0..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Sound/SetSoundInstanceVolume.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetSoundInstanceVolume - AGK Help - - - - - - -

    SetSoundInstanceVolume

    Description

    Sets the current volume of the specified instance, between 0 and 100. The instance ID is the value returned from PlaySound when you initiated the playing of the sound.

    Definition

    SetSoundInstanceVolume( iID, vol )

    Parameters

    • iID - The ID of the instance to modify
    • vol - The new volume of the instance, 0 to 100


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Sound/SetSoundSystemVolume.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Sound/SetSoundSystemVolume.htm deleted file mode 100644 index e5e76994..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Sound/SetSoundSystemVolume.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetSoundSystemVolume - AGK Help - - - - - - -

    SetSoundSystemVolume

    Description

    Sets the master sound volume for all sounds. The individual sound volumes will remain intact, but all volumes are multiplied by the master sound volume allowing features such as fading.

    Definition

    SetSoundSystemVolume( iVol )

    Parameters

    • iVol - The master sound volume for all sounds.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Sound/SetSpeechLanguage.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Sound/SetSpeechLanguage.htm deleted file mode 100644 index e839a807..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Sound/SetSpeechLanguage.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetSpeechLanguage - AGK Help - - - - - - -

    SetSpeechLanguage

    Description

    Sets the language to use when speaking text, for example "en_GB" for British English, "en_US" for American English, "fr_FR" for French, and so on. If the language engine is not currently on the device then the device will attempt to download it when Speak is next called, this may introduce a delay before that text is spoken. If the download fails, or no internet connection is available then the default language engine for the current device will be used.

    Currently only works on iOS and Android.

    Definition

    SetSpeechLanguage( lang )

    Parameters

    • lang - The language to use for speaking text, default is the device's current language.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Sound/SetSpeechLanguageByID.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Sound/SetSpeechLanguageByID.htm deleted file mode 100644 index 517a8509..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Sound/SetSpeechLanguageByID.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetSpeechLanguageByID - AGK Help - - - - - - -

    SetSpeechLanguageByID

    Description

    Sets the language to use when speaking text by voice ID. The ID can be found with GetSpeechVoiceID, and is necessary when multiple voices have the same language but with different accents.

    Definition

    SetSpeechLanguageByID( sID )

    Parameters

    • sID - The language to use for speaking text, default is the device's current language.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Sound/SetSpeechRate.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Sound/SetSpeechRate.htm deleted file mode 100644 index 939e6457..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Sound/SetSpeechRate.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetSpeechRate - AGK Help - - - - - - -

    SetSpeechRate

    Description

    Sets the speaking rate, where 1.0 is normal speed, 2.0 is double speed, 0.5 is half speed, and so on.

    Currently only works on iOS and Android.

    Definition

    SetSpeechRate( rate )

    Parameters

    • rate - The rate to speak text, default is 1.0


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Sound/Speak.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Sound/Speak.htm deleted file mode 100644 index 8d78f1c9..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Sound/Speak.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -Speak - AGK Help - - - - - - -

    Speak

    Description

    Queues the given text for speaking. If some text is already being spoken then the given text will be spoken after the current speech has finished. This command can be called multiple times in quick succession to queue up a lot of text. You can call IsSpeaking to check when the queue is empty and all text has been spoken, or cancelled. Note that there may be a delay on the first call to this command when an unfamiliar language has been set with SetSpeechLanguage. For example using French on a device setup for English will attempt to download the French language engine before starting to speak the text.

    If the app is sent to the background then speech will stop and all text will be removed from the queue.

    You can specify an optional delay in milliseconds to make the device wait before starting to say the text.

    Currently only works on iOS and Android.

    Definition

    Speak( text )

    Speak( text, delay )

    Parameters

    • text - The text to speak
    • delay - The amount of time in milliseconds to wait before starting the speech output


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Sound/StopSound.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Sound/StopSound.htm deleted file mode 100644 index 957e7629..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Sound/StopSound.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -StopSound - AGK Help - - - - - - -

    StopSound

    Description

    Stop the sound currently playing at the specified sound number.

    Definition

    StopSound( iID )

    Parameters

    • iID - The sound number to stop.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Sound/StopSoundInstance.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Sound/StopSoundInstance.htm deleted file mode 100644 index b850d198..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Sound/StopSoundInstance.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -StopSoundInstance - AGK Help - - - - - - -

    StopSoundInstance

    Description

    Stops the current instance if it hasn't already. This deletes the instance and its ID cannot be used again. The instance ID is the value returned from PlaySound when you initiated the playing of the sound.

    Definition

    StopSoundInstance( iID )

    Parameters

    • iID - The ID of the instance to check


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Sound/StopSoundRecording.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Sound/StopSoundRecording.htm deleted file mode 100644 index 3d1c1f83..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Sound/StopSoundRecording.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -StopSoundRecording - AGK Help - - - - - - -

    StopSoundRecording

    Description

    Not yet functional.

    Definition

    StopSoundRecording()



    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Sound/StopSpeaking.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Sound/StopSpeaking.htm deleted file mode 100644 index 39cf1208..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Sound/StopSpeaking.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -StopSpeaking - AGK Help - - - - - - -

    StopSpeaking

    Description

    Immediately stops any text that is being spoken and removes all items from the queue.

    Currently only works on iOS and Android.

    Definition

    StopSpeaking()



    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Sound/TextToSpeechSetup.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Sound/TextToSpeechSetup.htm deleted file mode 100644 index 8097de4f..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Sound/TextToSpeechSetup.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -TextToSpeechSetup - AGK Help - - - - - - -

    TextToSpeechSetup

    Description

    Initialises the Text To Speech engine on the device so that it can produce audio. Note that this may not be immediate, you should check GetTextToSpeechReady to see if it has finished setting up. Calling other text to speech commands when it is not ready will be ignored.

    Currently only works on iOS and Android.

    Definition

    TextToSpeechSetup()



    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Sound/VibrateDevice.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Sound/VibrateDevice.htm deleted file mode 100644 index 17533290..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Sound/VibrateDevice.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -VibrateDevice - AGK Help - - - - - - -

    VibrateDevice

    Description

    Vibrates the device for the specified number of seconds. Works on iOS and Android. Note that on iOS the length value is ignored and only a short vibration will occur, this is due to Apple restrictions.

    Definition

    VibrateDevice( seconds )

    Parameters

    • seconds - The time in seconds to vibrate


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Sprite.htm deleted file mode 100644 index eaace55a..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -Sprite - AGK Help - - - - - - -

    Sprite

    Animation

    Physics

    Collision

    Properties

    Creation



    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/AddSpriteAnimationFrame.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/AddSpriteAnimationFrame.htm deleted file mode 100644 index 02d103e3..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/AddSpriteAnimationFrame.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -AddSpriteAnimationFrame - AGK Help - - - - - - -

    AddSpriteAnimationFrame

    Description

    Adds an image to the sprite as a new animation frame. Frame indices start at 1 and increase incrementally. This image may be shared by multiple sprites either as single images or as animation frames, the image may also be a part of an atlas texture.

    Alternatively if you have all your animation frames on a single image you can use the faster SetSpriteAnimation that avoids image changes during rendering by modifying the UV coordinates to change frame instead.

    Definition

    AddSpriteAnimationFrame( iSpriteIndex, iImageIndex )

    Parameters

    • iSpriteIndex - The ID of the sprite to set for animation.
    • iImageIndex - The ID of the image to add.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/AddSpriteShapeBox.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/AddSpriteShapeBox.htm deleted file mode 100644 index aaada2ef..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/AddSpriteShapeBox.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -AddSpriteShapeBox - AGK Help - - - - - - -

    AddSpriteShapeBox

    Description

    Adds a new shape to the sprite, in addition to any it already has. These additional shapes only apply to physics sprites and must be added after a sprite has been set to use physics.

    The box is defined by specifying its top left and bottom right coordinates in sprite space, relative to its current offset. For example if the current sprite offset was 0,0 the top left box corner would be 0,0, but if the sprite offset was the middle of the sprite (default) the top left corner would be -width/2,-height/2. You may also specify an angle to offset the box relative to the current sprite rotation.

    This will recalculate the sprite's mass and center of mass values.

    Definition

    AddSpriteShapeBox( iSpriteIndex, x, y, x2, y2, angle )

    Parameters

    • iSpriteIndex - The ID of the sprite to modify.
    • x - The X coordinate of the top left corner of the new box in sprite space.
    • y - The Y coordinate of the top left corner of the new box in sprite space.
    • x2 - The X coordinate of the bottom right corner of the new box in sprite space.
    • y2 - The Y coordinate of the bottom right corner of the new box in sprite space.
    • angle - The angle of the box in radians.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/AddSpriteShapeChain.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/AddSpriteShapeChain.htm deleted file mode 100644 index 2255fac2..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/AddSpriteShapeChain.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -AddSpriteShapeChain - AGK Help - - - - - - -

    AddSpriteShapeChain

    Description

    Adds a new shape to the sprite, in addition to any it already has. Shapes can be added even if the sprite is not setup for physics.

    The chain is defined by a set of points (at least 2) relative to the current sprite's offset. For example, a point of 0,0 would be centered on the sprite's offset point, any other value will be offset from this point. Chains are rigid and can be used to create hollow concave polygons, or 2D terrains. Set the loop parameter to 1 to join to two ends of the chain together creating a hollow polygon. Points are defined one at a time by calling this command multiple times, with index starting at 0. Once the index equals numPoints-1 then the shape will be created using the previously defined points. Once you start defining points you must complete the process by reaching index=numPoints-1 before defining points for any other shape.

    This will recalculate the sprite's mass and center of mass values.

    Definition

    AddSpriteShapeChain( iSpriteIndex, numPoints, index, loop, x, y )

    Parameters

    • iSpriteIndex - The ID of the sprite to modify.
    • numPoints - The number of points to use in the chain, minimum of 2, no maximum.
    • index - The index of the point to set, if it equals numPoints-1 then the shape will be created
    • loop - 1=connect this back to the first point creating a loop, 0=leave this point hanging on the end (default)
    • x - X position for the specified point.
    • y - Y position for the specified point.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/AddSpriteShapeCircle.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/AddSpriteShapeCircle.htm deleted file mode 100644 index 129d7938..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/AddSpriteShapeCircle.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -AddSpriteShapeCircle - AGK Help - - - - - - -

    AddSpriteShapeCircle

    Description

    Adds a new shape to the sprite, in addition to any it already has. These additional shapes only apply to physics sprites and must be added after a sprite has been set to use physics.

    The circle is defined by specifying its center point relative to the sprite's current offset and a radius. For example, if the circle was to be centered on the sprite's offset point it would be specified at position 0,0. Any other value will offset the circle from the sprite. The radius is defined in x coordinates, due to world coordinates not necessarily representing the size of items on screen (e.g. 10 units in X may not be the same apparent size as 10 units in Y).

    This will recalculate the sprite's mass and center of mass values.

    Definition

    AddSpriteShapeCircle( iSpriteIndex, x, y, radius )

    Parameters

    • iSpriteIndex - The ID of the sprite to modify.
    • x - The X coordinate of the center of the circle in sprite space.
    • y - The Y coordinate of the center of the circle in sprite space.
    • radius - The radius of the circle.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/AddSpriteShapePolygon.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/AddSpriteShapePolygon.htm deleted file mode 100644 index eeea7fb4..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/AddSpriteShapePolygon.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -AddSpriteShapePolygon - AGK Help - - - - - - -

    AddSpriteShapePolygon

    Description

    Adds a new shape to the sprite, in addition to any it already has. These additional shapes only apply to physics sprites and must be added after a sprite has been set to use physics.

    The polygon is defined by a set of points (between 2 and 12) relative to the current sprite's offset. For example, a point of 0,0 would be centered on the sprite's offset point, any other value will be offset from this point. Points are defined one at a time by calling this command multiple times, with index starting at 0. Once the index equals numPoints-1 then the shape will be created using the previously defined points. Once you start defining points you must complete the process by reaching index=numPoints-1 before defining points for any other shape.

    This will recalculate the sprite's mass and center of mass values.

    Definition

    AddSpriteShapePolygon( iSpriteIndex, numPoints, index, x, y )

    Parameters

    • iSpriteIndex - The ID of the sprite to modify.
    • numPoints - The number of points to use in the polygon, min 2, max 12.
    • index - Index for points, so you can specify index 0, 1, 2 etc.
    • x - X position for the specified point.
    • y - Y position for the specified point.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/CalculateSpritePhysicsCOM.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/CalculateSpritePhysicsCOM.htm deleted file mode 100644 index 57a8f66f..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/CalculateSpritePhysicsCOM.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -CalculateSpritePhysicsCOM - AGK Help - - - - - - -

    CalculateSpritePhysicsCOM

    Description

    Recalculates the COM based on the shapes attached to the sprite, if you have overridden the COM this will set it back to a location decided by the AGK. If the COM is very different from the offset point the sprite may seem unstable as it will behave like an unbalanced spinning top.

    Definition

    CalculateSpritePhysicsCOM( iSpriteIndex )

    Parameters

    • iSpriteIndex - The ID of the sprite to modify.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/ClearSpriteAnimationFrames.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/ClearSpriteAnimationFrames.htm deleted file mode 100644 index 8f65bce3..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/ClearSpriteAnimationFrames.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -ClearSpriteAnimationFrames - AGK Help - - - - - - -

    ClearSpriteAnimationFrames

    Description

    Removes all animation frames from a sprite returning it to a single image sprite. If you added images individually to the sprite using AddSpriteAnimationFrame then the sprite's image will be undefined and it is recommended that you assign it a new image.

    Definition

    ClearSpriteAnimationFrames( iSpriteIndex )

    Parameters

    • iSpriteIndex - The ID of the sprite to clear.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/ClearSpriteShapes.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/ClearSpriteShapes.htm deleted file mode 100644 index 0f69a498..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/ClearSpriteShapes.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -ClearSpriteShapes - AGK Help - - - - - - -

    ClearSpriteShapes

    Description

    Removes all additional shapes applied to the sprite and keeps only the base shape at shapeID 1.

    Definition

    ClearSpriteShapes( iSpriteIndex )

    Parameters

    • iSpriteIndex - The ID of the sprite to modify.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/CloneSprite.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/CloneSprite.htm deleted file mode 100644 index 1d90da0e..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/CloneSprite.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -CloneSprite - AGK Help - - - - - - -

    CloneSprite

    Description

    Clones a sprite into a given sprite ID. The new sprite will be in in exactly the same position as the original.

    Any physics values or shapes assigned to the sprite will not be copied. The new sprite will not be setup for physics.

    Definition

    CloneSprite( iSpriteIndex, iOtherSprite )

    integer CloneSprite( iOtherSprite )

    Parameters

    • iSpriteIndex - The ID to use for the new sprite.
    • iOtherSprite - The ID of the sprite to copy.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/CreateDummySprite.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/CreateDummySprite.htm deleted file mode 100644 index 6976995e..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/CreateDummySprite.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -CreateDummySprite - AGK Help - - - - - - -

    CreateDummySprite

    Description

    Creates a sprite in the given sprite ID, it returns the sprite ID used. Dummy sprites behave as normal sprites but have no image or other visual aspect to them. They will not be drawn even if an image is assigned to them. They are useful for adding physics objects to a scene without needing visuals to accompany the physics shape. You can use the physics contact and feedback commands to work out what has hit these hidden physics shapes if desired. If you do not need to know what has hit your hidden shapes then you can add them all to a single dummy sprite using the AddSpriteShape commands for best performance.

    SetSpriteShape will not work on dummy sprites as they have no image to calculate a shape, shapes must be defined manually using SetSpriteShapeBox, SetSpriteShapeCircle, or SetSpriteShapePolygon.

    Dummy sprites will not update their stored angle and position with the latest physics versions, so calls to GetSpriteX, GetSpriteY, or GetSpriteAngle will return the last value you set. Setting the sprite's position will update the physics body to the position you set.

    Definition

    CreateDummySprite( iSpriteIndex )

    integer CreateDummySprite( )

    Parameters

    • iSpriteIndex - The ID to use for this sprite.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/CreateSprite.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/CreateSprite.htm deleted file mode 100644 index 12223322..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/CreateSprite.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -CreateSprite - AGK Help - - - - - - -

    CreateSprite

    Description

    Creates a sprite in a blank sprite ID with an image to use when rendering, it returns the sprite ID used.

    By default sprites are created with a depth of 10, are sized using the given image as a guide, and positioned at 0,0 using their top left corner.

    You may use an image ID of 0 to create a blank sprite drawn with color only. If the assigned image has alpha pixels the sprite is create with a transparency mode of 1, otherwise it uses a transparency mode of 0 (opaque)

    Definition

    integer CreateSprite( iImageIndex )

    CreateSprite( iSpriteIndex, iImageIndex )

    Parameters

    • iImageIndex - The ID of the image to use when drawing this sprite
    • iSpriteIndex - The sprite ID to use to reference this sprite later (separate from image IDs, so there can be both a sprite 1 and an image 1)


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/DeleteAllSprites.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/DeleteAllSprites.htm deleted file mode 100644 index 69b23d01..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/DeleteAllSprites.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -DeleteAllSprites - AGK Help - - - - - - -

    DeleteAllSprites

    Description

    Deletes all sprites created with CreateSprite, CreateDummySprite, or LoadSprite. This also resets the auto sprite ID to 10000.

    Definition

    DeleteAllSprites()



    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/DeleteSprite.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/DeleteSprite.htm deleted file mode 100644 index 33f8fd1d..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/DeleteSprite.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -DeleteSprite - AGK Help - - - - - - -

    DeleteSprite

    Description

    Deletes the sprite at the given ID.

    Definition

    DeleteSprite( iSpriteIndex )

    Parameters

    • iSpriteIndex - The ID of the sprite to delete


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/DrawSprite.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/DrawSprite.htm deleted file mode 100644 index 3ebb4e8e..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/DrawSprite.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -DrawSprite - AGK Help - - - - - - -

    DrawSprite

    Description

    Immediately draws the sprite to the backbuffer at its current position, size, and rotation. This is useful if you want to take control of the order that things are drawn. If you do this then be sure to make the sprite invisible before calling Render or Sync otherwise your sprite will be drawn twice

    Definition

    DrawSprite( iSpriteIndex )

    Parameters

    • iSpriteIndex - The ID of the sprite to draw.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/FixSpriteToScreen.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/FixSpriteToScreen.htm deleted file mode 100644 index 4a23fbfc..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/FixSpriteToScreen.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -FixSpriteToScreen - AGK Help - - - - - - -

    FixSpriteToScreen

    Description

    By default sprites are created in world coordinates and SetViewOffset can be used to move around the world. Use this command to instead fix the sprite to the screen so it will move with the viewport when the viewport is moved around. You can still reposition a sprite that is fixed to the screen, it only affects what happens when the viewport is moved. You should not use physics or collision commands on sprites fixed to the screen as their debug shapes will not line up and they will interfere with physics sprites not fixed to the screen.

    Definition

    FixSpriteToScreen( iSpriteIndex, mode )

    Parameters

    • iSpriteIndex - The ID of the sprite to change.
    • mode - 1=screen sprite, 0=world sprite


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/GetPhysicsCollision.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/GetPhysicsCollision.htm deleted file mode 100644 index 6ff37342..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/GetPhysicsCollision.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetPhysicsCollision - AGK Help - - - - - - -

    GetPhysicsCollision

    Description

    Returns 1 if two physics sprites overlap, otherwise it returns 0. This function doesn't do any calculation, it simply looks up the results of the last physics step to determine if the sprites currently overlap. If this function returns true you can get the point of collision using GetPhysicsCollisionX and GetPhysicsCollisionY, if there is more than one point of collision it is not known which point will be returned. You can check the sprite's contact list to get the full list of contact points.

    This function is affected by group and category settings.

    Definition

    integer GetPhysicsCollision( iSprite1, iSprite2 )

    Parameters

    • iSprite1 - The ID of the first sprite to check
    • iSprite2 - The ID of the second sprite to check


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/GetPhysicsCollisionWorldX.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/GetPhysicsCollisionWorldX.htm deleted file mode 100644 index 74e71538..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/GetPhysicsCollisionWorldX.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetPhysicsCollisionWorldX - AGK Help - - - - - - -

    GetPhysicsCollisionWorldX

    Description

    Returns the X coordinate of the collision point from the last call to GetPhysicsCollision in world coordinates.

    Definition

    float GetPhysicsCollisionWorldX( )



    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/GetPhysicsCollisionWorldY.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/GetPhysicsCollisionWorldY.htm deleted file mode 100644 index 7f5f9eaa..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/GetPhysicsCollisionWorldY.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetPhysicsCollisionWorldY - AGK Help - - - - - - -

    GetPhysicsCollisionWorldY

    Description

    Returns the Y coordinate of the collision point from the last call to GetPhysicsCollision in world coordinates.

    Definition

    float GetPhysicsCollisionWorldY( )



    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/GetPhysicsCollisionX.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/GetPhysicsCollisionX.htm deleted file mode 100644 index 8c804ea5..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/GetPhysicsCollisionX.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetPhysicsCollisionX - AGK Help - - - - - - -

    GetPhysicsCollisionX

    Description

    Returns the X coordinate of the collision point from the last call to GetPhysicsCollision relative to the first sprite's offset.

    Definition

    float GetPhysicsCollisionX( )



    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/GetPhysicsCollisionY.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/GetPhysicsCollisionY.htm deleted file mode 100644 index a8eb9d37..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/GetPhysicsCollisionY.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetPhysicsCollisionY - AGK Help - - - - - - -

    GetPhysicsCollisionY

    Description

    Returns the Y coordinate of the collision point from the last call to GetPhysicsCollision relative to the first sprite's offset.

    Definition

    float GetPhysicsCollisionY( )



    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/GetSpriteActive.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/GetSpriteActive.htm deleted file mode 100644 index e1b98dbf..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/GetSpriteActive.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetSpriteActive - AGK Help - - - - - - -

    GetSpriteActive

    Description

    Returns 0 if the sprite has been set as inactive using SetSpriteActive, otherwise returns 1.

    Definition

    integer GetSpriteActive( iSpriteIndex )

    Parameters

    • iSpriteIndex - The ID of the sprite to check.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/GetSpriteAngle.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/GetSpriteAngle.htm deleted file mode 100644 index 9c0e23ce..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/GetSpriteAngle.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetSpriteAngle - AGK Help - - - - - - -

    GetSpriteAngle

    Description

    Returns the current angle of the sprite in degrees, 0 degrees being the direction x=0 y=-1 and proceeding clockwise.

    Definition

    float GetSpriteAngle( iSpriteIndex )

    Parameters

    • iSpriteIndex - The ID of the sprite to retrieve.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/GetSpriteAngleRad.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/GetSpriteAngleRad.htm deleted file mode 100644 index 7fb2a0ea..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/GetSpriteAngleRad.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetSpriteAngleRad - AGK Help - - - - - - -

    GetSpriteAngleRad

    Description

    Returns the current angle of the sprite in radians, 0 radians being the direction x=0 y=-1 and proceeding clockwise.

    Definition

    float GetSpriteAngleRad( iSpriteIndex )

    Parameters

    • iSpriteIndex - The ID of the sprite to retrieve.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/GetSpriteCollision.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/GetSpriteCollision.htm deleted file mode 100644 index b1162fc6..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/GetSpriteCollision.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetSpriteCollision - AGK Help - - - - - - -

    GetSpriteCollision

    Description

    Checks two sprites for collision, if they overlap then it returns 1. Otherwise it returns 0. No other information can be returned about this type of collision.

    This command is primarily for sprites that are not using physics. Whilst it can be used on physics sprites the physics system will have already calculated the overlap of all physics sprites during the last frame and stored the results in the contact list. This function actually does the calculation required to determine if the sprites overlap. This function is not limited by group or category settings.

    This function only operates on the sprite's base shape. Any additional shapes added to physics sprites will not be used in this function, use GetPhysicsCollision instead. Also Chain shapes will always return no collision using this command, chain shapes are only used in physics calculations.

    If you have not assigned a shape to either sprite using SetSpriteShape they will use the default box shape based on the sprite's width and height.

    Definition

    integer GetSpriteCollision( iSprite1, iSprite2 )

    Parameters

    • iSprite1 - The sprite to check for intersection with sprite 2
    • iSprite2 - The sprite to check for intersection with sprite 1


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/GetSpriteColorAlpha.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/GetSpriteColorAlpha.htm deleted file mode 100644 index 4db5c1ba..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/GetSpriteColorAlpha.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetSpriteColorAlpha - AGK Help - - - - - - -

    GetSpriteColorAlpha

    Description

    Returns the current alpha value of a sprite in the range 0-255.

    Definition

    integer GetSpriteColorAlpha( iSpriteIndex )

    Parameters

    • iSpriteIndex - The ID of the sprite to check.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/GetSpriteColorBlue.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/GetSpriteColorBlue.htm deleted file mode 100644 index e771b6a2..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/GetSpriteColorBlue.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetSpriteColorBlue - AGK Help - - - - - - -

    GetSpriteColorBlue

    Description

    Returns the current blue component of a sprite in the range 0-255.

    Definition

    integer GetSpriteColorBlue( iSpriteIndex )

    Parameters

    • iSpriteIndex - The ID of the sprite to check.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/GetSpriteColorGreen.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/GetSpriteColorGreen.htm deleted file mode 100644 index ae7b6c7d..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/GetSpriteColorGreen.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetSpriteColorGreen - AGK Help - - - - - - -

    GetSpriteColorGreen

    Description

    Returns the current green component of a sprite in the range 0-255.

    Definition

    integer GetSpriteColorGreen( iSpriteIndex )

    Parameters

    • iSpriteIndex - The ID of the sprite to check.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/GetSpriteColorRed.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/GetSpriteColorRed.htm deleted file mode 100644 index 05045e8a..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/GetSpriteColorRed.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetSpriteColorRed - AGK Help - - - - - - -

    GetSpriteColorRed

    Description

    Returns the current red component of a sprite in the range 0-255.

    Definition

    integer GetSpriteColorRed( iSpriteIndex )

    Parameters

    • iSpriteIndex - The ID of the sprite to check.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/GetSpriteCurrentFrame.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/GetSpriteCurrentFrame.htm deleted file mode 100644 index ce62471a..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/GetSpriteCurrentFrame.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetSpriteCurrentFrame - AGK Help - - - - - - -

    GetSpriteCurrentFrame

    Description

    Gets the sprite's current frame ID.

    Definition

    integer GetSpriteCurrentFrame( iSpriteIndex )

    Parameters

    • iSpriteIndex - The ID of the sprite to retrieve.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/GetSpriteDepth.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/GetSpriteDepth.htm deleted file mode 100644 index a726d9b8..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/GetSpriteDepth.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetSpriteDepth - AGK Help - - - - - - -

    GetSpriteDepth

    Description

    Returns the current depth of the sprite in the range 0-10000, with 0 being the front of the screen and 10000 being the back.

    Definition

    integer GetSpriteDepth( iSpriteIndex )

    Parameters

    • iSpriteIndex - The ID of the sprite to check.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/GetSpriteDistance.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/GetSpriteDistance.htm deleted file mode 100644 index 0550134d..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/GetSpriteDistance.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetSpriteDistance - AGK Help - - - - - - -

    GetSpriteDistance

    Description

    Calculates the minimum distance separating the two sprites. If the sprites overlap this will be less than 0. Otherwise it will be the distance between the closest points on each sprite, these points can be found using GetSpriteDistancePoint1X, etc. This calculation takes longer than simply checking if the sprites overlap, if you don't need the distance separating the sprites use GetSpriteCollision.

    This function is not limited by group or category settings.

    If you have not assigned a shape to either sprite using SetSpriteShape they will use the default box shape based on the sprite's width and height.

    Definition

    float GetSpriteDistance( iSprite1, iSprite2 )

    Parameters

    • iSprite1 - The sprite to check for distance with sprite 2
    • iSprite2 - The sprite to check for distance with sprite 1


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/GetSpriteDistancePoint1X.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/GetSpriteDistancePoint1X.htm deleted file mode 100644 index edc9e161..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/GetSpriteDistancePoint1X.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetSpriteDistancePoint1X - AGK Help - - - - - - -

    GetSpriteDistancePoint1X

    Description

    Returns the X coordinate of the closest point on sprite 1 to sprite 2 from the last call to GetSpriteDistance in world coordinates.

    Definition

    float GetSpriteDistancePoint1X( )



    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/GetSpriteDistancePoint1Y.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/GetSpriteDistancePoint1Y.htm deleted file mode 100644 index 8e5d408c..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/GetSpriteDistancePoint1Y.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetSpriteDistancePoint1Y - AGK Help - - - - - - -

    GetSpriteDistancePoint1Y

    Description

    Returns the Y coordinate of the closest point on sprite 1 to sprite 2 from the last call to GetSpriteDistance in world coordinates.

    Definition

    float GetSpriteDistancePoint1Y( )



    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/GetSpriteDistancePoint2X.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/GetSpriteDistancePoint2X.htm deleted file mode 100644 index 2988cdb8..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/GetSpriteDistancePoint2X.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetSpriteDistancePoint2X - AGK Help - - - - - - -

    GetSpriteDistancePoint2X

    Description

    Returns the X coordinate of the closest point on sprite 2 to sprite 1 from the last call to GetSpriteDistance in world coordinates.

    Definition

    float GetSpriteDistancePoint2X( )



    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/GetSpriteDistancePoint2Y.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/GetSpriteDistancePoint2Y.htm deleted file mode 100644 index dd8985af..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/GetSpriteDistancePoint2Y.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetSpriteDistancePoint2Y - AGK Help - - - - - - -

    GetSpriteDistancePoint2Y

    Description

    Returns the Y coordinate of the closest point on sprite 2 to sprite 1 from the last call to GetSpriteDistance in world coordinates.

    Definition

    float GetSpriteDistancePoint2Y( )



    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/GetSpriteExists.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/GetSpriteExists.htm deleted file mode 100644 index f9179366..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/GetSpriteExists.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetSpriteExists - AGK Help - - - - - - -

    GetSpriteExists

    Description

    Returns 1 if the sprite exists, 0 if not.

    Definition

    integer GetSpriteExists( iSpriteIndex )

    Parameters

    • iSpriteIndex - The ID of the sprite to check


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/GetSpriteFlippedH.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/GetSpriteFlippedH.htm deleted file mode 100644 index 95bda84d..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/GetSpriteFlippedH.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetSpriteFlippedH - AGK Help - - - - - - -

    GetSpriteFlippedH

    Description

    Returns 1 if the sprite has been flipped horizontally with SetSpriteFlip, otherwise returns 0.

    Definition

    integer GetSpriteFlippedH( iSpriteIndex )

    Parameters

    • iSpriteIndex - The ID of the sprite to check.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/GetSpriteFlippedV.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/GetSpriteFlippedV.htm deleted file mode 100644 index 93e5ab83..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/GetSpriteFlippedV.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetSpriteFlippedV - AGK Help - - - - - - -

    GetSpriteFlippedV

    Description

    Returns 1 if the sprite has been flipped vertically with SetSpriteFlip, otherwise returns 0.

    Definition

    integer GetSpriteFlippedV( iSpriteIndex )

    Parameters

    • iSpriteIndex - The ID of the sprite to check.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/GetSpriteFrameCount.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/GetSpriteFrameCount.htm deleted file mode 100644 index 0459596d..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/GetSpriteFrameCount.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetSpriteFrameCount - AGK Help - - - - - - -

    GetSpriteFrameCount

    Description

    Returns the total number of frames the sprite managed to get from its image. May be less than the number of frames requested during setup.

    Definition

    integer GetSpriteFrameCount( iSpriteIndex )

    Parameters

    • iSpriteIndex - The ID of the sprite to retrieve.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/GetSpriteGroup.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/GetSpriteGroup.htm deleted file mode 100644 index fe9763c3..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/GetSpriteGroup.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetSpriteGroup - AGK Help - - - - - - -

    GetSpriteGroup

    Description

    Returns the value of the group set using SetSpriteGroup. If you have not set the group this will be 0.

    Definition

    integer GetSpriteGroup( iSpriteIndex )

    Parameters

    • iSpriteIndex - The ID of the sprite to check.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/GetSpriteHeight.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/GetSpriteHeight.htm deleted file mode 100644 index 25c6b2ad..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/GetSpriteHeight.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetSpriteHeight - AGK Help - - - - - - -

    GetSpriteHeight

    Description

    Returns the current height of the sprite as a floating point value.

    Definition

    float GetSpriteHeight( iSpriteIndex )

    Parameters

    • iSpriteIndex - The ID of the sprite to retrieve


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/GetSpriteHit.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/GetSpriteHit.htm deleted file mode 100644 index 2d07bcae..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/GetSpriteHit.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetSpriteHit - AGK Help - - - - - - -

    GetSpriteHit

    Description

    Returns the ID of the first sprite found under the point x,y in world coordinates, 0 if none. Sprites are ordered by depth so a sprite appearing above another in the draw order will be returned instead of the sprite behind it.

    Takes into account the rotation and scale values of the sprite. It does not take into account the transparency of the sprite, only its collision shape. Uses the shape assigned to it from SetSpriteShape, if no shape is set it uses the sprite width and height as a box shape. If you are testing a mouse or touch coordinate, remember to convert it to world coordinates using ScreenToWorldX and ScreenToWorldY.

    Definition

    integer GetSpriteHit( x, y )

    Parameters

    • x - The x position in world coordinates to check.
    • y - The y position in world coordinates to check.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/GetSpriteHitCategory.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/GetSpriteHitCategory.htm deleted file mode 100644 index ee479907..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/GetSpriteHitCategory.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetSpriteHitCategory - AGK Help - - - - - - -

    GetSpriteHitCategory

    Description

    Returns the ID of the first sprite found under the point x,y in world coordinates, 0 if none. Sprites are ordered by depth so a sprite appearing above another in the draw order will be returned instead of the sprite behind it.

    This function filters the results so only sprites of certain categories are checked. The category parameter is a bitwise field that uses the lower 16 bits to represent each of the possible 16 categories used when setting up a sprite. The default value of all 1s means all categories will be included, whereas a value of all 0s means no categories will be included. You can set individual bits to set which ones should be checked. You can set which categories a sprite belongs to with SetSpriteCategoryBits. Takes into account the rotation and scale values of the sprite. It does not take into account the transparency of the sprite, only its collision shape. Uses the shape assigned to it from SetSpriteShape, if no shape is set it uses the sprite width and height as a box shape. If you are testing a mouse or touch coordinate, remember to convert it to world coordinates using ScreenToWorldX and ScreenToWorldY.

    Definition

    integer GetSpriteHitCategory( categories, x, y )

    Parameters

    • categories - The categories to check.
    • x - The x position in world coordinates to check.
    • y - The y position in world coordinates to check.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/GetSpriteHitGroup.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/GetSpriteHitGroup.htm deleted file mode 100644 index 029d9db7..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/GetSpriteHitGroup.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetSpriteHitGroup - AGK Help - - - - - - -

    GetSpriteHitGroup

    Description

    Returns the ID of the first sprite found under the point x,y in world coordinates, 0 if none. Sprites are ordered by depth so a sprite appearing above another in the draw order will be returned instead of the sprite behind it.

    Filters results to only those sprites in the specified group. By default sprites are created in group 0, you can change this with SetSpriteGroup.

    Takes into account the rotation and scale values of the sprite. It does not take into account the transparency of the sprite, only its collision shape. Uses the shape assigned to it from SetSpriteShape, if no shape is set it uses the sprite width and height as a box shape. If you are testing a mouse or touch coordinate, remember to convert it to world coordinates using ScreenToWorldX and ScreenToWorldY.

    Definition

    integer GetSpriteHitGroup( group, x, y )

    Parameters

    • group - The group ID to check.
    • x - The x position in world coordinates to check.
    • y - The y position in world coordinates to check.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/GetSpriteHitTest.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/GetSpriteHitTest.htm deleted file mode 100644 index a4ed746b..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/GetSpriteHitTest.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetSpriteHitTest - AGK Help - - - - - - -

    GetSpriteHitTest

    Description

    Returns 1 if the point x,y in world coordinates lies within the sprite, 0 if not. Takes into account the rotation and scale values of the sprite.

    Uses the shape assigned to it from SetSpriteShape, if no shape is set it uses the sprite width and height as a box shape.

    If you are testing a mouse or touch coordinate, remember to convert it to world coordinates using ScreenToWorldX and ScreenToWorldY.

    Definition

    integer GetSpriteHitTest ( iSpriteIndex, x, y )

    Parameters

    • iSpriteIndex - The sprite to test.
    • x - The x position in world coordinates to check.
    • y - The y position in world coordinates to check.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/GetSpriteImageID.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/GetSpriteImageID.htm deleted file mode 100644 index 24c57e5b..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/GetSpriteImageID.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetSpriteImageID - AGK Help - - - - - - -

    GetSpriteImageID

    Description

    Gets the ID of the image currently assigned to the sprite. This only works if the image was loaded with an ID (or assigned one by AGK).

    Definition

    integer GetSpriteImageID( iSpriteIndex )

    Parameters

    • iSpriteIndex - The ID of the sprite to check.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/GetSpriteInBox.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/GetSpriteInBox.htm deleted file mode 100644 index 133b9f67..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/GetSpriteInBox.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetSpriteInBox - AGK Help - - - - - - -

    GetSpriteInBox

    Description

    Returns 1 if the sprite's collision shape is touching the given box in world coordinates, 0 if not. If the sprite does not have a shape it is assigned a box shape of its own which will remain after this command. This command takes into account the rotation and scale of the sprite when checking intersection.

    Definition

    integer GetSpriteInBox( iSprite, x1, y1, x2, y2 )

    Parameters

    • iSprite - The ID of the sprite to check
    • x1 - The X coordinate of the top left corner of the box in world coordinates.
    • y1 - The Y coordinate of the top left corner of the box in world coordinates.
    • x2 - The X coordinate of the bottom right corner of the box in world coordinates.
    • y2 - The Y coordinate of the bottom right corner of the box in world coordinates.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/GetSpriteInCircle.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/GetSpriteInCircle.htm deleted file mode 100644 index 4b420d78..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/GetSpriteInCircle.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetSpriteInCircle - AGK Help - - - - - - -

    GetSpriteInCircle

    Description

    Returns 1 if the sprite's collision shape is touching the given circle in world coordinates, 0 if not. If the sprite does not have a shape it is assigned a box shape of its own which will remain after this command. This command takes into account the rotation and scale of the sprite when checking intersection. Note that due to aspect ratio modifications this command does not behave as expect when using the percentage coordinate system. Instead it will check an ellipse with the correct radius in the X direction but a larger radius in the Y direction.

    Definition

    integer GetSpriteInCircle( iSprite, x1, y1, radius )

    Parameters

    • iSprite - The ID of the sprite to check
    • x1 - The X coordinate of the center of the circle in world coordinates.
    • y1 - The Y coordinate of the center of the circle in world coordinates.
    • radius - The radius of the circle in world coordinates.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/GetSpriteInScreen.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/GetSpriteInScreen.htm deleted file mode 100644 index 8ad4d419..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/GetSpriteInScreen.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetSpriteInScreen - AGK Help - - - - - - -

    GetSpriteInScreen

    Description

    Returns 1 if the sprite is currently within the visible area of the screen, 0 if it is outside the visible area. Note that if the sprite is very close to the edge where it may be difficult to determine if all the pixels in the sprite are outside the visible area then this command will return 1 and assume it is visible. In other words if this command returns 0 then the sprite is definitely off screen, if it returns 1 then the sprite is most likely on screen but could actually be off screen and very close to an edge.

    Definition

    integer GetSpriteInScreen( iSpriteIndex )

    Parameters

    • iSpriteIndex - The ID of the sprite to check.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/GetSpriteNumShapes.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/GetSpriteNumShapes.htm deleted file mode 100644 index 50245414..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/GetSpriteNumShapes.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetSpriteNumShapes - AGK Help - - - - - - -

    GetSpriteNumShapes

    Description

    Returns the current number of shapes assigned to this sprite. Shape IDs are valid from 1 up to and including the value returned by this command.

    Definition

    integer GetSpriteNumShapes( iSpriteIndex )

    Parameters

    • iSpriteIndex - The ID of the sprite to check


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/GetSpriteOffsetX.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/GetSpriteOffsetX.htm deleted file mode 100644 index 87672470..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/GetSpriteOffsetX.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetSpriteOffsetX - AGK Help - - - - - - -

    GetSpriteOffsetX

    Description

    Returns the X component of the sprite's current offset point.

    Definition

    float GetSpriteOffsetX( iSpriteIndex )

    Parameters

    • iSpriteIndex - The ID of the sprite to retrieve


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/GetSpriteOffsetY.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/GetSpriteOffsetY.htm deleted file mode 100644 index 165cda8d..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/GetSpriteOffsetY.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetSpriteOffsetY - AGK Help - - - - - - -

    GetSpriteOffsetY

    Description

    Returns the Y component of the sprite's current offset point.

    Definition

    float GetSpriteOffsetY( iSpriteIndex )

    Parameters

    • iSpriteIndex - The ID of the sprite to retrieve


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/GetSpritePhysicsAngularVelocity.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/GetSpritePhysicsAngularVelocity.htm deleted file mode 100644 index edaf1879..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/GetSpritePhysicsAngularVelocity.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetSpritePhysicsAngularVelocity - AGK Help - - - - - - -

    GetSpritePhysicsAngularVelocity

    Description

    Returns the angular velocity of the sprite in radians per second. This is the speed at which the sprite is currently rotating.

    Definition

    float GetSpritePhysicsAngularVelocity( iSpriteIndex )

    Parameters

    • iSpriteIndex - The ID of the sprite to check.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/GetSpritePhysicsCOMX.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/GetSpritePhysicsCOMX.htm deleted file mode 100644 index 4499cfa6..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/GetSpritePhysicsCOMX.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetSpritePhysicsCOMX - AGK Help - - - - - - -

    GetSpritePhysicsCOMX

    Description

    Returns the X value of current Center Of Mass for the given sprite's physics body. All shapes currently added to this sprite contribute to this value. If you have set the center of mass manually then it will return that value. Physics must be turned on for this sprite for the command to work, otherwise it will return 0.

    Definition

    float GetSpritePhysicsCOMX( iSpriteIndex )

    Parameters

    • iSpriteIndex - The ID of the sprite to check


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/GetSpritePhysicsCOMY.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/GetSpritePhysicsCOMY.htm deleted file mode 100644 index a34e3775..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/GetSpritePhysicsCOMY.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetSpritePhysicsCOMY - AGK Help - - - - - - -

    GetSpritePhysicsCOMY

    Description

    Returns the Y value of current Center Of Mass for the given sprite's physics body. All shapes currently added to this sprite contribute to this value. If you have set the center of mass manually then it will return that value. Physics must be turned on for this sprite for the command to work, otherwise it will return 0.

    Definition

    float GetSpritePhysicsCOMY( iSpriteIndex )

    Parameters

    • iSpriteIndex - The ID of the sprite to check


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/GetSpritePhysicsGravityScale.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/GetSpritePhysicsGravityScale.htm deleted file mode 100644 index 58c3df53..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/GetSpritePhysicsGravityScale.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetSpritePhysicsGravityScale - AGK Help - - - - - - -

    GetSpritePhysicsGravityScale

    Description

    Returns the gravity scale for the sprite.

    Definition

    float GetSpritePhysicsGravityScale ( iSpriteIndex )

    Parameters

    • iSpriteIndex - The ID of the sprite to modify.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/GetSpritePhysicsInertia.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/GetSpritePhysicsInertia.htm deleted file mode 100644 index 8986c4bf..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/GetSpritePhysicsInertia.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetSpritePhysicsInertia - AGK Help - - - - - - -

    GetSpritePhysicsInertia

    Description

    Returns the current inertia of the sprite.

    Definition

    float GetSpritePhysicsInertia ( iSpriteIndex )

    Parameters

    • iSpriteIndex - The ID of the sprite.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/GetSpritePhysicsIsAwake.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/GetSpritePhysicsIsAwake.htm deleted file mode 100644 index acd519a2..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/GetSpritePhysicsIsAwake.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetSpritePhysicsIsAwake - AGK Help - - - - - - -

    GetSpritePhysicsIsAwake

    Description

    Returns whether the sprite is awake or not.

    Definition

    integer GetSpritePhysicsIsAwake ( iSpriteIndex )

    Parameters

    • iSpriteIndex - The ID of the sprite.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/GetSpritePhysicsIsBullet.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/GetSpritePhysicsIsBullet.htm deleted file mode 100644 index aee70281..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/GetSpritePhysicsIsBullet.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetSpritePhysicsIsBullet - AGK Help - - - - - - -

    GetSpritePhysicsIsBullet

    Description

    Returns whether the sprite is set to be a bullet or not.

    Definition

    integer GetSpritePhysicsIsBullet ( iSpriteIndex )

    Parameters

    • iSpriteIndex - The ID of the sprite.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/GetSpritePhysicsMass.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/GetSpritePhysicsMass.htm deleted file mode 100644 index e0dd0a30..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/GetSpritePhysicsMass.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetSpritePhysicsMass - AGK Help - - - - - - -

    GetSpritePhysicsMass

    Description

    Returns the mass of the sprite in kilograms currently being used. This was either generated automatically when its shape was created or a shape was added, or was set manually.

    Definition

    float GetSpritePhysicsMass( iSpriteIndex )

    Parameters

    • iSpriteIndex - The ID of the sprite to check.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/GetSpritePhysicsVelocityX.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/GetSpritePhysicsVelocityX.htm deleted file mode 100644 index 678347db..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/GetSpritePhysicsVelocityX.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetSpritePhysicsVelocityX - AGK Help - - - - - - -

    GetSpritePhysicsVelocityX

    Description

    Returns the linear velocity of the sprite in the X direction. This is the number of units per second that the sprite is currently moving in your chosen resolution.

    Definition

    float GetSpritePhysicsVelocityX( iSpriteIndex )

    Parameters

    • iSpriteIndex - The ID of the sprite to check.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/GetSpritePhysicsVelocityY.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/GetSpritePhysicsVelocityY.htm deleted file mode 100644 index 95458d8e..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/GetSpritePhysicsVelocityY.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetSpritePhysicsVelocityY - AGK Help - - - - - - -

    GetSpritePhysicsVelocityY

    Description

    Returns the linear velocity of the sprite in the Y direction. This is the number of units per second that the sprite is currently moving in your chosen resolution.

    Definition

    float GetSpritePhysicsVelocityY( iSpriteIndex )

    Parameters

    • iSpriteIndex - The ID of the sprite to check.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/GetSpritePixelFromX.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/GetSpritePixelFromX.htm deleted file mode 100644 index 9ee5eb32..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/GetSpritePixelFromX.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetSpritePixelFromX - AGK Help - - - - - - -

    GetSpritePixelFromX

    Description

    Converts a point on the sprite's image to the pixel on the sprite's image that is underneath that point. For example if a 200x100 pixel image was assigned to a sprite of size 10x10, then calling this command with a pixel value of 5 (center of the sprite) would return 100 (center of the image). The sprite must have an image assigned for this to work or it will always return 0. The command is not limited by the size of the image or sprite, so in the above example a pixel value of 20 or -1 would both be valid.

    Definition

    integer GetSpritePixelFromX( iSpriteIndex, x )

    Parameters

    • iSpriteIndex - The ID of the sprite to check.
    • x - The x coordinate of the sprite point to check.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/GetSpritePixelFromY.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/GetSpritePixelFromY.htm deleted file mode 100644 index 76afb3d6..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/GetSpritePixelFromY.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetSpritePixelFromY - AGK Help - - - - - - -

    GetSpritePixelFromY

    Description

    Converts a point on the sprite's image to the pixel on the sprite's image that is underneath that point. For example if a 200x100 pixel image was assigned to a sprite of size 10x10, then calling this command with a pixel value of 5 (center of the sprite) would return 50 (center of the image). The sprite must have an image assigned for this to work or it will always return 0. The command is not limited by the size of the image or sprite, so in the above example a pixel value of 20 or -1 would both be valid.

    Definition

    integer GetSpritePixelFromY( iSpriteIndex, y )

    Parameters

    • iSpriteIndex - The ID of the sprite to check.
    • y - The y coordinate of the sprite point to check.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/GetSpritePlaying.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/GetSpritePlaying.htm deleted file mode 100644 index 4c3fe0f3..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/GetSpritePlaying.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetSpritePlaying - AGK Help - - - - - - -

    GetSpritePlaying

    Description

    Returns 1 if the sprite is currently playing an animation, 0 if not.

    Definition

    integer GetSpritePlaying( iSpriteIndex )

    Parameters

    • iSpriteIndex - The ID of the sprite to check.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/GetSpriteScaleX.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/GetSpriteScaleX.htm deleted file mode 100644 index 62db7566..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/GetSpriteScaleX.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetSpriteScaleX - AGK Help - - - - - - -

    GetSpriteScaleX

    Description

    Returns the current scaling of the sprite in the X direction as set with SetSpriteScale or SetSpriteScaleByOffset

    Definition

    float GetSpriteScaleX( iSpriteIndex )

    Parameters

    • iSpriteIndex - The ID of the sprite to retrieve


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/GetSpriteScaleY.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/GetSpriteScaleY.htm deleted file mode 100644 index 015a74aa..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/GetSpriteScaleY.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetSpriteScaleY - AGK Help - - - - - - -

    GetSpriteScaleY

    Description

    Returns the current scaling of the sprite in the Y direction as set with SetSpriteScale or SetSpriteScaleByOffset

    Definition

    float GetSpriteScaleY( iSpriteIndex )

    Parameters

    • iSpriteIndex - The ID of the sprite to retrieve


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/GetSpriteShapeNumVertices.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/GetSpriteShapeNumVertices.htm deleted file mode 100644 index 189edbd2..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/GetSpriteShapeNumVertices.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetSpriteShapeNumVertices - AGK Help - - - - - - -

    GetSpriteShapeNumVertices

    Description

    Returns the number of vertices in the specified shape. This only applies to polygon and chain shapes. Shape IDs start at 1 for the first shape up to and including the value returned by GetSpriteNumShapes.

    Definition

    integer GetSpriteShapeNumVertices( iSpriteIndex, shapeID )

    Parameters

    • iSpriteIndex - The ID of the sprite to check
    • shapeID - The ID of the shape to check


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/GetSpriteShapeVertexX.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/GetSpriteShapeVertexX.htm deleted file mode 100644 index 1b9616d6..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/GetSpriteShapeVertexX.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetSpriteShapeVertexX - AGK Help - - - - - - -

    GetSpriteShapeVertexX

    Description

    Returns the X value of given vertex in the specified shape. This only applies to polygon and chain shapes. Shape IDs start at 1 for the first shape up to and including the value returned by GetSpriteNumShapes. Vertex IDs start at 1 for the first vertex up to and including the value returned by GetSpriteShapeNumVertices

    Definition

    float GetSpriteShapeVertexX( iSpriteIndex, shapeID, vertex )

    Parameters

    • iSpriteIndex - The ID of the sprite to check
    • shapeID - The ID of the shape to check
    • vertex - the ID of the vertex to check, vertices start at ID 1.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/GetSpriteShapeVertexY.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/GetSpriteShapeVertexY.htm deleted file mode 100644 index 69e1c401..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/GetSpriteShapeVertexY.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetSpriteShapeVertexY - AGK Help - - - - - - -

    GetSpriteShapeVertexY

    Description

    Returns the Y value of given vertex in the specified shape. This only applies to polygon and chain shapes. Shape IDs start at 1 for the first shape up to and including the value returned by GetSpriteNumShapes. Vertex IDs start at 1 for the first vertex up to and including the value returned by GetSpriteShapeNumVertices

    Definition

    float GetSpriteShapeVertexY( iSpriteIndex, shapeID, vertex )

    Parameters

    • iSpriteIndex - The ID of the sprite to check
    • shapeID - The ID of the shape to check
    • vertex - the ID of the vertex to check, vertices start at ID 1.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/GetSpriteTransparency.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/GetSpriteTransparency.htm deleted file mode 100644 index a68bfeec..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/GetSpriteTransparency.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetSpriteTransparency - AGK Help - - - - - - -

    GetSpriteTransparency

    Description

    Returns the current transparency mode of the sprite, 0=no transparency, 1=alpha channel transparency, 2=additive blending.

    Definition

    integer GetSpriteTransparency( iSpriteIndex )

    Parameters

    • iSpriteIndex - The ID of the sprite to check.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/GetSpriteVisible.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/GetSpriteVisible.htm deleted file mode 100644 index 4ab94d04..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/GetSpriteVisible.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetSpriteVisible - AGK Help - - - - - - -

    GetSpriteVisible

    Description

    Returns 0 if the sprite has been set as invisible using SetSpriteVisible, otherwise returns 1.

    Definition

    integer GetSpriteVisible( iSpriteIndex )

    Parameters

    • iSpriteIndex - The ID of the sprite to check.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/GetSpriteWidth.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/GetSpriteWidth.htm deleted file mode 100644 index 6cc76b8f..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/GetSpriteWidth.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetSpriteWidth - AGK Help - - - - - - -

    GetSpriteWidth

    Description

    Returns the current width of the sprite as a floating point value.

    Definition

    float GetSpriteWidth( iSpriteIndex )

    Parameters

    • iSpriteIndex - The ID of the sprite to retrieve


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/GetSpriteX.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/GetSpriteX.htm deleted file mode 100644 index 967d18e3..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/GetSpriteX.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetSpriteX - AGK Help - - - - - - -

    GetSpriteX

    Description

    Returns the current X coordinate of the sprite's top left corner as a floating point value.

    Definition

    float GetSpriteX( iSpriteIndex )

    Parameters

    • iSpriteIndex - The ID of the sprite to retrieve


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/GetSpriteXByOffset.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/GetSpriteXByOffset.htm deleted file mode 100644 index 8eaffa5a..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/GetSpriteXByOffset.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetSpriteXByOffset - AGK Help - - - - - - -

    GetSpriteXByOffset

    Description

    Returns the current X coordinate of the sprite's current offset point in the world.

    Definition

    float GetSpriteXByOffset( iSpriteIndex )

    Parameters

    • iSpriteIndex - The ID of the sprite to retrieve


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/GetSpriteXFromPixel.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/GetSpriteXFromPixel.htm deleted file mode 100644 index c7ee386d..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/GetSpriteXFromPixel.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetSpriteXFromPixel - AGK Help - - - - - - -

    GetSpriteXFromPixel

    Description

    Converts a pixel point on the sprite's image to the point on the sprite's surface that represents where that pixel is. For example if a 200x100 pixel image was assigned to a sprite of size 10x10, then calling this command with a pixel value of 100 (center of the image) would return 5 (center of the sprite). The sprite must have an image assigned for this to work or it will always return 0. The command is not limited by the size of the image or sprite, so in the above example a pixel value of 300 or -10 would both be valid.

    Definition

    float GetSpriteXFromPixel( iSpriteIndex, x )

    Parameters

    • iSpriteIndex - The ID of the sprite to check.
    • x - The x coordinate of the pixel to check.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/GetSpriteXFromWorld.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/GetSpriteXFromWorld.htm deleted file mode 100644 index 9503d2ad..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/GetSpriteXFromWorld.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetSpriteXFromWorld - AGK Help - - - - - - -

    GetSpriteXFromWorld

    Description

    Converts a point in world coordinates to a point on the sprite. This is the opposite of GetWorldXFromSprite and will return values relative to the sprite's center point defined with SetSpriteOffset. By default this is the center of the sprite. The command is not limited by the size of the sprite, it may return values larger than the sprite bounds.

    Definition

    float GetSpriteXFromWorld( iSpriteIndex, x, y )

    Parameters

    • iSpriteIndex - The ID of the sprite to check.
    • x - The X component of the point to convert into sprite coordinates.
    • y - The Y component of the point to convert into sprite coordinates.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/GetSpriteY.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/GetSpriteY.htm deleted file mode 100644 index bcec78fd..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/GetSpriteY.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetSpriteY - AGK Help - - - - - - -

    GetSpriteY

    Description

    Returns the current Y coordinate of the sprite's top left corner as a floating point value.

    Definition

    float GetSpriteY( iSpriteIndex )

    Parameters

    • iSpriteIndex - The ID of the sprite to retrieve


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/GetSpriteYByOffset.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/GetSpriteYByOffset.htm deleted file mode 100644 index 736515d1..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/GetSpriteYByOffset.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetSpriteYByOffset - AGK Help - - - - - - -

    GetSpriteYByOffset

    Description

    Returns the current Y coordinate of the sprite's current offset point in the world.

    Definition

    float GetSpriteYByOffset( iSpriteIndex )

    Parameters

    • iSpriteIndex - The ID of the sprite to retrieve


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/GetSpriteYFromPixel.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/GetSpriteYFromPixel.htm deleted file mode 100644 index 6b1a9b57..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/GetSpriteYFromPixel.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetSpriteYFromPixel - AGK Help - - - - - - -

    GetSpriteYFromPixel

    Description

    Converts a pixel point on the sprite's image to the point on the sprite's surface that represents where that pixel is. For example if a 200x100 pixel image was assigned to a sprite of size 10x10, then calling this command with a pixel value of 50 (center of the image) would return 5 (center of the sprite). The sprite must have an image assigned for this to work or it will always return 0. The command is not limited by the size of the image or sprite, so in the above example a pixel value of 300 or -10 would both be valid.

    Definition

    float GetSpriteYFromPixel( iSpriteIndex, y )

    Parameters

    • iSpriteIndex - The ID of the sprite to check.
    • y - The y coordinate of the pixel to check.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/GetSpriteYFromWorld.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/GetSpriteYFromWorld.htm deleted file mode 100644 index 6bf00711..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/GetSpriteYFromWorld.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetSpriteYFromWorld - AGK Help - - - - - - -

    GetSpriteYFromWorld

    Description

    Converts a point in world coordinates to a point on the sprite. This is the opposite of GetWorldYFromSprite and will return values relative to the sprite's center point defined with SetSpriteOffset. By default this is the center of the sprite. The command is not limited by the size of the sprite, it may return values larger than the sprite bounds.

    Definition

    float GetSpriteYFromWorld( iSpriteIndex, x, y )

    Parameters

    • iSpriteIndex - The ID of the sprite to check.
    • x - The X component of the point to convert into sprite coordinates.
    • y - The Y component of the point to convert into sprite coordinates.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/GetWorldXFromSprite.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/GetWorldXFromSprite.htm deleted file mode 100644 index 9980fdc9..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/GetWorldXFromSprite.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetWorldXFromSprite - AGK Help - - - - - - -

    GetWorldXFromSprite

    Description

    Converts a point on the sprite to world coordinates. For example if a 10x10 sprite was rotated by 45 degrees around its center point (at 5x5) then to find the position in the world of the sprite's top left corner you would call this command with the values -5,-5, since the values are relative to the sprite's center point (defined by SetSpriteOffset). The command is not limited by the size of the sprite, so in the above example values of 20 or -15 would both be valid.

    Definition

    float GetWorldXFromSprite( iSpriteIndex, x, y )

    Parameters

    • iSpriteIndex - The ID of the sprite to check.
    • x - The X component of the point on the sprite.
    • y - The Y component of the point on the sprite.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/GetWorldYFromSprite.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/GetWorldYFromSprite.htm deleted file mode 100644 index ec8d200a..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/GetWorldYFromSprite.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetWorldYFromSprite - AGK Help - - - - - - -

    GetWorldYFromSprite

    Description

    Converts a point on the sprite to world coordinates. For example if a 10x10 sprite was rotated by 45 degrees around its center point (at 5x5) then to find the position in the world of the sprite's top left corner you would call this command with the values -5,-5, since the values are relative to the sprite's center point (defined by SetSpriteOffset). The command is not limited by the size of the sprite, so in the above example values of 20 or -15 would both be valid.

    Definition

    float GetWorldYFromSprite( iSpriteIndex, x, y )

    Parameters

    • iSpriteIndex - The ID of the sprite to check.
    • x - The X component of the point on the sprite.
    • y - The Y component of the point on the sprite.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/LoadSprite.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/LoadSprite.htm deleted file mode 100644 index d325528b..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/LoadSprite.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -LoadSprite - AGK Help - - - - - - -

    LoadSprite

    Description

    Creates a sprite in a blank sprite ID with an explicit image to use when rendering, it returns the sprite ID used.

    By default sprites are created with a depth of 10, are sized using the given image as a guide, and positioned at 0,0 using their top left corner.

    If the assigned image has alpha pixels the sprite is create with a transparency mode of 1, otherwise it uses a transparency mode of 0 (opaque) This command takes an image file name and loads it specifically for this sprite, this image will be deleted when the sprite is deleted. If lots of sprites are going to use the same image you should load the image separately and pass its ID to the CreateSprite command to save memory.

    Definition

    integer LoadSprite( imagefile )

    LoadSprite( iSpriteIndex, imagefile )

    Parameters

    • imagefile - The file name of the image to use when drawing this sprite
    • iSpriteIndex - The sprite ID to use to reference this sprite later (separate from image IDs, so there can be both a sprite 1 and an image 1)


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/PlaySprite.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/PlaySprite.htm deleted file mode 100644 index 5e946c1a..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/PlaySprite.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -PlaySprite - AGK Help - - - - - - -

    PlaySprite

    Description

    Begins the animation of a sprite based on the given values. Animation speed is based on animation frames per second and is not affected by the drawing frame rate.

    Definition

    PlaySprite( iSpriteIndex )

    PlaySprite( iSpriteIndex, fFps )

    PlaySprite( iSpriteIndex, fFps, iLoop )

    PlaySprite( iSpriteIndex, fFps, iLoop, iFromFrame, iToFrame )

    Parameters

    • iSpriteIndex - The ID of the sprite to animate.
    • fFps - Frames per second. The number of frames the sprite should attempt to cycle through every second (optional, default 10).
    • iLoop - The looping mode of the sprite, 0 equals do not loop, 1 equals loop forever (optional, default 1).
    • iFromFrame - The frame to begin at, frames start at 1 (optional, default minus 1).
    • iToFrame - The frame to end at, frames end at GetSpriteFrameCount (optional, default minus 1).


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/ResetSpriteUV.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/ResetSpriteUV.htm deleted file mode 100644 index fb997101..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/ResetSpriteUV.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -ResetSpriteUV - AGK Help - - - - - - -

    ResetSpriteUV

    Description

    This command reinstates the normal functionality of UV coordinates after a call to SetSpriteUV.

    Definition

    ResetSpriteUV( iSpriteIndex )

    Parameters

    • iSpriteIndex - The ID of the sprite to modify.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/ResumeSprite.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/ResumeSprite.htm deleted file mode 100644 index ebca0c55..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/ResumeSprite.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -ResumeSprite - AGK Help - - - - - - -

    ResumeSprite

    Description

    Continues the animation of the sprite using the values used to set it up. Continues from the current frame rather than starting again at the first frame.

    Definition

    ResumeSprite( iSpriteIndex )

    Parameters

    • iSpriteIndex - The ID of the sprite to resume animating.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/SetSpriteActive.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/SetSpriteActive.htm deleted file mode 100644 index 40f993b3..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/SetSpriteActive.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetSpriteActive - AGK Help - - - - - - -

    SetSpriteActive

    Description

    Sets whether this sprite updates its animation and physics every frame, the sprite may be visible or not, which is controlled by SetSpriteVisible.

    Definition

    SetSpriteActive ( iSpriteIndex, bActive )

    Parameters

    • iSpriteIndex - The ID of the sprite to modify.
    • bActive - Set to 1 if this sprite should be updated, 0 if not.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/SetSpriteAdditionalImage.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/SetSpriteAdditionalImage.htm deleted file mode 100644 index 4b0fdf95..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/SetSpriteAdditionalImage.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetSpriteAdditionalImage - AGK Help - - - - - - -

    SetSpriteAdditionalImage

    Description

    Adds additional images to the sprite that can be used with shaders. The image set with SetSpriteImage is used as texture stage 0, and this command will let you set stages 1 to 7. These additional images do not play any part in animation or shape calculations. Note that the sprite will have the same UV coordinates for each texture so it is recommended that the images have the same dimensions, or use power of 2 images to avoid UV conversions on mobile devices where images might be scaled.

    Definition

    SetSpriteAdditionalImage ( iSpriteIndex, iImageIndex, iStage )

    Parameters

    • iSpriteIndex - The ID of the sprite to modify.
    • iImageIndex - The ID of the image to use for this sprite.
    • iStage - The index of the texture stage to use, in the range 1 to 7.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/SetSpriteAngle.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/SetSpriteAngle.htm deleted file mode 100644 index 7d5837fa..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/SetSpriteAngle.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetSpriteAngle - AGK Help - - - - - - -

    SetSpriteAngle

    Description

    Immediately rotates the specified sprite to the given angle in degrees. By default sprites rotate around their center, see SetSpriteOffset to change this.

    Definition

    SetSpriteAngle( iSpriteIndex, fAng )

    Parameters

    • iSpriteIndex - The ID of the sprite to rotate.
    • fAng - The angle to set the sprite in degrees.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/SetSpriteAngleRad.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/SetSpriteAngleRad.htm deleted file mode 100644 index 0f517f88..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/SetSpriteAngleRad.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetSpriteAngleRad - AGK Help - - - - - - -

    SetSpriteAngleRad

    Description

    Immediately rotates the specified sprite to the given angle in radians. By default sprites rotate around their center, see SetSpriteOffset to change this.

    Definition

    SetSpriteAngleRad( iSpriteIndex, fAng )

    Parameters

    • iSpriteIndex - The ID of the sprite to rotate.
    • fAng - The angle to set the sprite in radians.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/SetSpriteAnimation.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/SetSpriteAnimation.htm deleted file mode 100644 index 20a48500..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/SetSpriteAnimation.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetSpriteAnimation - AGK Help - - - - - - -

    SetSpriteAnimation

    Description

    Initialises the sprite animation with frames from its assigned image, based on a frame width and frame height. The sprite will use the frame width and frame height to extract images of that size from its assigned image beginning in the top left corner and moving from left to right. When it reaches the right hand side of the image it will begin again one row down, moving from left to right again until the frame count is reached or it runs out of space on the image to look for frames. Storing an animation image on an atlas texture is supported.

    This function is the preferred method of assigning an animation to a sprite as it avoids expensive image changes during rendering. However if all your animation frames are separate images you can use the AddSpriteAnimationFrame to add frames from images individually. Using SetSpriteImage will clear all animation frames you have set here.

    Definition

    SetSpriteAnimation( iSpriteIndex, iFrameWidth, iFrameHeight, iFrameCount )

    Parameters

    • iSpriteIndex - The ID of the sprite to set for animation.
    • iFrameWidth - The width of the frames in pixels on the image.
    • iFrameHeight - The height of the frames in pixels on the image.
    • iFrameCount - The number of frames the sprite should attempt to retrieve from the image.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/SetSpriteBlendModes.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/SetSpriteBlendModes.htm deleted file mode 100644 index f1e9b99d..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/SetSpriteBlendModes.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetSpriteBlendModes - AGK Help - - - - - - -

    SetSpriteBlendModes

    Description

    When SetSpriteTransparency is set to 3 then the source and destination blend values can be specified manually using this command. The blend modes available are as follows:
    0 = 0
    1 = 1
    2 = Source Pixel Alpha
    3 = 1 - Source Pixel Alpha
    4 = Destination Pixel Alpha
    5 = 1 - Destination Pixel Alpha
    6 = Source Pixel Color (valid for destination mode only)
    7 = 1 - Source Pixel Color (valid for destination mode only)
    8 = Destination Pixel Color (valid for source mode only)
    9 = 1 - Destination Pixel Color (valid for source mode only)
    10 = Alpha Saturate (valid for source mode only)
    The source pixel will be multiplied by the source mode, and the destination pixel will be multiplied by the destination mode. The two will then be added together to make the final pixel color. The source pixel is the pixel belonging to the object being drawn, whilst the destination pixel is the color of the pixel already on screen, which the current sprite is being drawn over.

    Definition

    SetSpriteBlendModes( iSpriteIndex, src, dst )

    Parameters

    • iSpriteIndex - The ID of the sprite to modify.
    • src - The blend mode to use for the source of the blend.
    • dst - The blend mode to use for the destination of the blend.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/SetSpriteCategoryBit.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/SetSpriteCategoryBit.htm deleted file mode 100644 index e0925e95..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/SetSpriteCategoryBit.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetSpriteCategoryBit - AGK Help - - - - - - -

    SetSpriteCategoryBit

    Description

    Assigns or removes a sprite from a particular category. There are 16 categories that a sprite can belong to, and a sprite can belong to any number at once. This command is similar to SetSpriteCategoryBits except this command sets one category at a time whilst that command sets them all at once using a bit mask.

    By default this sets all shapes to the same value, you can set this value on a per shape basis by specifying a shapeID value greater than 0. Shape IDs start at 1 for the first shape, with shapeID 0 meaning apply it to all shapes.

    Definition

    SetSpriteCategoryBit( iSpriteIndex, category, flag )

    SetSpriteCategoryBit( iSpriteIndex, category, flag, shapeID )

    Parameters

    • iSpriteIndex - The ID of the sprite to modify.
    • category - The category to change, must be between 1 and 16 inclusive.
    • flag - 1 to make the sprite a part of this category, 0 to remove it.
    • shapeID - the ID of the shape to change, 0 to set all the sprite's shapes to this value


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/SetSpriteCategoryBits.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/SetSpriteCategoryBits.htm deleted file mode 100644 index 6bf9c840..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/SetSpriteCategoryBits.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetSpriteCategoryBits - AGK Help - - - - - - -

    SetSpriteCategoryBits

    Description

    Assigns the sprite to zero or more categories for collision filtering (physics and non physics). There are 16 categories, each represented by a single bit in the "categories" parameter, a value of 1 for a bit represents that this sprite is a part of that category and 0 that it does not belong to that category. Sprites can then be set to collide with certain categories using SetSpriteCollideBits regardless of which categories they themselves belong to.

    By default all sprites belong to category 1 (0x0001 the rightmost bit) and collide with all categories (0xffff).

    When the sprite is not setup for physics this test will only apply to the base shape at shapeID 1.

    By default this sets all shapes to the same value, you can set this value on a per shape basis by specifying a shapeID value greater than 0. Shape IDs start at 1 for the first shape, with shapeID 0 meaning apply it to all shapes.

    Definition

    SetSpriteCategoryBits( iSpriteIndex, categories )

    SetSpriteCategoryBits( iSpriteIndex, categories, shapeID )

    Parameters

    • iSpriteIndex - The ID of the sprite to modify.
    • categories - The bitwise field of categories to assign to this sprite.
    • shapeID - the ID of the shape to change, 0 to set all the sprite's shapes to this value


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/SetSpriteCollideBit.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/SetSpriteCollideBit.htm deleted file mode 100644 index fdc85f49..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/SetSpriteCollideBit.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetSpriteCollideBit - AGK Help - - - - - - -

    SetSpriteCollideBit

    Description

    Sets or removes a category that this sprite can collide with. Sprites are assigned categories using SetSpriteCategoryBit. There are 16 categories, a value of 1 for that category represents that this sprite will collide with sprites from that category and 0 that it will not collide with that category, regardless of which category this sprite itself belongs to. By default all sprites belong to category 1 and collide with all categories. This command is similar to SetSpriteCategoryBits except this command sets one category at a time whilst that command sets them all at once using a bit mask.

    By default this sets all shapes to the same value, you can set this value on a per shape basis by specifying a shapeID value greater than 0. Shape IDs start at 1 for the first shape, with shapeID 0 meaning apply it to all shapes.

    Definition

    SetSpriteCollideBit( iSpriteIndex, category, flag, shapeID )

    SetSpriteCollideBit( iSpriteIndex, category, flag )

    Parameters

    • iSpriteIndex - The ID of the sprite to modify.
    • category - The category to set collision on or off for this sprite, must be between 1 and 16 inclusive.
    • flag - 1 to set collision on, 0 to turn it off for this sprite.
    • shapeID - the ID of the shape to change, 0 to set all the sprite's shapes to this value


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/SetSpriteCollideBits.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/SetSpriteCollideBits.htm deleted file mode 100644 index 3b5e9ce7..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/SetSpriteCollideBits.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetSpriteCollideBits - AGK Help - - - - - - -

    SetSpriteCollideBits

    Description

    Uses a bitwise mask to determine which sprite categories this sprite can collide with. Sprites are assigned categories using SetSpriteCategoryBits. There are 16 categories, each represented by a single bit in the "mask" parameter, a value of 1 for a bit represents that this sprite will collide with sprites from that category and 0 that it will not collide with that category, regardless of which category this sprite itself belongs to. By default all sprites belong to category 1 (0x0001 the rightmost bit) and collide with all categories (0xffff).

    When the sprite is not setup for physics this test will only apply to the base shape at shapeID 1.

    By default this sets all shapes to the same value, you can set this value on a per shape basis by specifying a shapeID value greater than 0. Shape IDs start at 1 for the first shape, with shapeID 0 meaning apply it to all shapes.

    Definition

    SetSpriteCollideBits( iSpriteIndex, mask )

    SetSpriteCollideBits( iSpriteIndex, mask, shapeID )

    Parameters

    • iSpriteIndex - The ID of the sprite to modify.
    • mask - The bitwise mask of categories this sprite can collide with during physics calculations.
    • shapeID - the ID of the shape to change, 0 to set all the sprite's shapes to this value


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/SetSpriteColor.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/SetSpriteColor.htm deleted file mode 100644 index 6ad1f1b7..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/SetSpriteColor.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetSpriteColor - AGK Help - - - - - - -

    SetSpriteColor

    Description

    Set the color of a sprite.

    Definition

    SetSpriteColor( iSpriteIndex, iRed, iGreen, iBlue, iAlpha )

    Parameters

    • iSpriteIndex - The ID of the sprite to modify.
    • iRed - The red component of the color.
    • iGreen - The green component of the color.
    • iBlue - The blue component of the color.
    • iAlpha - The alpha component of the color. The acceptable range is from 0 to 255. When a value of 0 is used the sprite will be invisible. When a value of 255 is used the sprite will be fully opaque.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/SetSpriteColorAlpha.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/SetSpriteColorAlpha.htm deleted file mode 100644 index 2d7f0c69..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/SetSpriteColorAlpha.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetSpriteColorAlpha - AGK Help - - - - - - -

    SetSpriteColorAlpha

    Description

    Set the alpha component of a sprite.

    Definition

    SetSpriteColorAlpha( iSpriteIndex, iAlpha )

    Parameters

    • iSpriteIndex - The ID of the sprite to modify.
    • iAlpha - The alpha component of the color. The acceptable range is from 0 to 255. When a value of 0 is used the sprite will be invisible. When a value of 255 is used the sprite will be fully opaque.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/SetSpriteColorBlue.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/SetSpriteColorBlue.htm deleted file mode 100644 index c823187c..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/SetSpriteColorBlue.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetSpriteColorBlue - AGK Help - - - - - - -

    SetSpriteColorBlue

    Description

    Set the blue component of a sprite.

    Definition

    SetSpriteColorBlue( iSpriteIndex, iBlue )

    Parameters

    • iSpriteIndex - The ID of the sprite to modify.
    • iBlue - The blue component of the color. The acceptable range is from 0 to 255.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/SetSpriteColorGreen.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/SetSpriteColorGreen.htm deleted file mode 100644 index adb02138..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/SetSpriteColorGreen.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetSpriteColorGreen - AGK Help - - - - - - -

    SetSpriteColorGreen

    Description

    Set the green component of a sprite.

    Definition

    SetSpriteColorGreen( iSpriteIndex, iGreen )

    Parameters

    • iSpriteIndex - The ID of the sprite to modify.
    • iGreen - The green component of the color. The acceptable range is from 0 to 255.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/SetSpriteColorRed.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/SetSpriteColorRed.htm deleted file mode 100644 index 11a5e0a8..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/SetSpriteColorRed.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetSpriteColorRed - AGK Help - - - - - - -

    SetSpriteColorRed

    Description

    Set the red component of a sprite.

    Definition

    SetSpriteColorRed( iSpriteIndex, iRed )

    Parameters

    • iSpriteIndex - The ID of the sprite to modify.
    • iRed - The red component of the color. The acceptable range is from 0 to 255.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/SetSpriteDepth.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/SetSpriteDepth.htm deleted file mode 100644 index 2e64bf09..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/SetSpriteDepth.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetSpriteDepth - AGK Help - - - - - - -

    SetSpriteDepth

    Description

    Sets the draw order for the sprite between 0-10000, 0 being the front of the screen, 10000 being the back. Anything above 10000 will result in the sprite being clipped from view. By default sprites are at depth 10. If two sprites occupy the same depth then the order they are drawn is undefined unless SetSortCreated is used to true, in which case sprites at the same depth will be drawn in the order they were created. For maximum performance it is recommended that every sprite has its own depth value unless the order they are drawn is not important, for example physics sprites that won't normally overlap. Note that if you are not using any 3D objects and you are using sprite depths greater then 5000 you should use SetGlobal3DDepth to 10000 to improve performance (essentially bringing all sprites to the front of the 3D renderer).

    Definition

    SetSpriteDepth ( iSpriteIndex, iDepth )

    Parameters

    • iSpriteIndex - The ID of the sprite to modify.
    • iDepth - The depth this sprite should be drawn at.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/SetSpriteFlip.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/SetSpriteFlip.htm deleted file mode 100644 index 900393ff..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/SetSpriteFlip.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetSpriteFlip - AGK Help - - - - - - -

    SetSpriteFlip

    Description

    Flips the sprite either horizontally or vertically, (or both). This merely modifies the UV coordinates so that the sprite appears flipped, it does not adjust position or angle values. Note that flipping in both horizontal and vertical directions at the same time gives the appearance of rotation by 180 degrees.

    Definition

    SetSpriteFlip ( iSpriteIndex, horz, vert )

    Parameters

    • iSpriteIndex - The ID of the sprite to modify.
    • horz - 1 to flip to sprite horizontally left to right, 0 to keep the sprite normal.
    • vert - 1 to flip to sprite vertically top to bottom, 0 to keep the sprite normal.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/SetSpriteFrame.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/SetSpriteFrame.htm deleted file mode 100644 index f948121e..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/SetSpriteFrame.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetSpriteFrame - AGK Help - - - - - - -

    SetSpriteFrame

    Description

    Sets the sprite to a specific frame, frames start at 1 and end at GetSpriteFrameCount

    Definition

    SetSpriteFrame( iSpriteIndex, iFrame )

    Parameters

    • iSpriteIndex - The ID of the sprite to modify.
    • iFrame - The ID of the frame this sprite should change to, has an immediate effect.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/SetSpriteGroup.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/SetSpriteGroup.htm deleted file mode 100644 index f7f784a4..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/SetSpriteGroup.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetSpriteGroup - AGK Help - - - - - - -

    SetSpriteGroup

    Description

    Assigns this sprite to a group for filtering collisions (physics or non physics). In physics, sprites of the same positive group ID will always collide, whilst those that share the same negative group ID will never collide. Those with a group ID of zero (default), or differing group IDs move on to the category filter check.

    When the sprite is not setup for physics this test will only apply to the base shape at shapeID 1.

    By default this sets all shapes to the same value, you can set this value on a per shape basis by specifying a shapeID value greater than 0. Shape IDs start at 1 for the first shape, with shapeID 0 meaning apply it to all shapes.

    Definition

    SetSpriteGroup( iSpriteIndex, group )

    SetSpriteGroup( iSpriteIndex, group, shapeID )

    Parameters

    • iSpriteIndex - The ID of the sprite to modify.
    • group - The group ID to assign to this sprite.
    • shapeID - the ID of the shape to change, 0 to set all the sprite's shapes to this value


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/SetSpriteImage.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/SetSpriteImage.htm deleted file mode 100644 index 5f4a27ce..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/SetSpriteImage.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetSpriteImage - AGK Help - - - - - - -

    SetSpriteImage

    Description

    Change the sprite image to a new loaded image. If the new image has a different size or shape from the old image the sprite may look distorted as a result, you can fix this by resetting the sprite dimensions using SetSpriteSize. If the sprite is animated you may also need to call SetSpriteAnimation again.

    By default the collision shape is not modified, you can pass an additional parameter to update the collision shape although this is an expensive process. Using this command will clear any animation frames you have set with any of the sprite animation commands.

    Definition

    SetSpriteImage ( iSpriteIndex, iImageIndex )

    SetSpriteImage ( iSpriteIndex, iImageIndex, bUpdateShape )

    Parameters

    • iSpriteIndex - The ID of the sprite to modify.
    • iImageIndex - The ID of the image to use for this sprite.
    • bUpdateShape - Sets whether the collision shape of this sprite should be changed to match the new image. ( 1 or 0 )


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/SetSpriteOffset.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/SetSpriteOffset.htm deleted file mode 100644 index 051e641f..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/SetSpriteOffset.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetSpriteOffset - AGK Help - - - - - - -

    SetSpriteOffset

    Description

    The offset point is the point that the sprite will rotate around, with (0,0) being the top left corner and (width,height) being the bottom right corner. The offset can also be used to position the sprite using SetSpritePositionByOffset, whilst SetSpritePosition will always position the sprite using its top left corner. If the sprite is scaled remember to take the scale into account, a sprite created as 10 by 10 units wide scaled by 0.5 will have a bottom right corner at 5,5 so to position the offset in the center would mean placing it at 2.5,2.5, when the sprite is scale back up the offset point will scale with it to maintain its relative position.

    This command forces the recalculation of the sprite's shape due to a new center point, additional shapes are not recalculated so will become distorted from their original definition. It is not recommended calling this command on a sprite already setup for physics. Change the offset before applying physics or additional shapes.

    Definition

    SetSpriteOffset( iSpriteIndex, x, y )

    Parameters

    • iSpriteIndex - The ID of the sprite to modify.
    • x - The X distance from the top left corner to offset the rotation point.
    • y - The Y distance from the top left corner to offset the rotation point.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/SetSpritePhysicsAllowSleep.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/SetSpritePhysicsAllowSleep.htm deleted file mode 100644 index 55fc3087..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/SetSpritePhysicsAllowSleep.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetSpritePhysicsAllowSleep - AGK Help - - - - - - -

    SetSpritePhysicsAllowSleep

    Description

    Sets whether the sprite is allowed to sleep.

    Definition

    SetSpritePhysicsAllowSleep ( iSpriteIndex, sleep )

    Parameters

    • iSpriteIndex - The ID of the sprite to modify.
    • sleep - 0 to disable sleeping, 1 to allow it.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/SetSpritePhysicsAngularDamping.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/SetSpritePhysicsAngularDamping.htm deleted file mode 100644 index 3a131f77..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/SetSpritePhysicsAngularDamping.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetSpritePhysicsAngularDamping - AGK Help - - - - - - -

    SetSpritePhysicsAngularDamping

    Description

    Sets some damping on the sprite's angular movement which may simulate something like wind resistance.

    A value of 0 represents no damping, a value of 0.75 would reduce the angular velocity vector by half every second when running at 60 frames per second. Higher values will reduce the spin more quickly.

    Definition

    SetSpritePhysicsAngularDamping( iSpriteIndex, damp )

    Parameters

    • iSpriteIndex - The ID of the sprite to modify.
    • damp - The new damping value.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/SetSpritePhysicsAngularImpulse.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/SetSpritePhysicsAngularImpulse.htm deleted file mode 100644 index 125ad50c..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/SetSpritePhysicsAngularImpulse.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetSpritePhysicsAngularImpulse - AGK Help - - - - - - -

    SetSpritePhysicsAngularImpulse

    Description

    Similar to a torque force, but applied only once. Whilst forces are applied continuously over time gradually influencing a sprite's velocity, an impulse simulates the sprite being hit suddenly and immediately changes the angular velocity with the equivalent power of a similar torque force applied for 1 second.

    If the sprite is constrained by surrounding objects it may not rotate unless the impulse is large enough to move those objects as well.

    The reaction to an impulse is relative to the object's size, large objects will rotate slower than small objects given the same impulse.

    Definition

    SetSpritePhysicsAngularImpulse( iSpriteIndex, impulse )

    Parameters

    • iSpriteIndex - The ID of the sprite to modify.
    • impulse - The size of the force to apply to the sprite's rotation. may be negative.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/SetSpritePhysicsAngularVelocity.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/SetSpritePhysicsAngularVelocity.htm deleted file mode 100644 index dfb6e847..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/SetSpritePhysicsAngularVelocity.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetSpritePhysicsAngularVelocity - AGK Help - - - - - - -

    SetSpritePhysicsAngularVelocity

    Description

    Immediately sets the sprite's rotational velocity to the given direction. This is an abrupt change that might not look right during the physics simulation, torque and angular impulses are the preferred approach to influencing angular velocity.

    Definition

    SetSpritePhysicsAngularVelocity( iSpriteIndex, va )

    Parameters

    • iSpriteIndex - The ID of the sprite to modify.
    • va - The new angular velocity.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/SetSpritePhysicsCOM.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/SetSpritePhysicsCOM.htm deleted file mode 100644 index 9e46a6f8..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/SetSpritePhysicsCOM.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetSpritePhysicsCOM - AGK Help - - - - - - -

    SetSpritePhysicsCOM

    Description

    Sets the center of mass (COM) relative to the sprite's offset. By default the AGK calculates the best location for the COM based on the size and location of all shapes attached to the sprite. Setting it to 0,0 will put the COM on the sprite's offset point (and center of rotation). If the COM is very different from the offset point the sprite may seem unstable as it will behave like an unbalanced spinning top.

    Definition

    SetSpritePhysicsCOM( iSpriteIndex, x, y )

    Parameters

    • iSpriteIndex - The ID of the sprite to modify.
    • x - The x coordinate of the center of mass.
    • y - The y coordinate of the center of mass.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/SetSpritePhysicsCanRotate.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/SetSpritePhysicsCanRotate.htm deleted file mode 100644 index 1099c72d..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/SetSpritePhysicsCanRotate.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetSpritePhysicsCanRotate - AGK Help - - - - - - -

    SetSpritePhysicsCanRotate

    Description

    Sets whether the physics simulation is allowed to rotate the sprite.

    Definition

    SetSpritePhysicsCanRotate( iSpriteIndex, rotate )

    Parameters

    • iSpriteIndex - The ID of the sprite to modify.
    • rotate - 1 to allow rotation, 0 to prevent it.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/SetSpritePhysicsDamping.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/SetSpritePhysicsDamping.htm deleted file mode 100644 index cd0306e4..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/SetSpritePhysicsDamping.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetSpritePhysicsDamping - AGK Help - - - - - - -

    SetSpritePhysicsDamping

    Description

    Sets some damping on the sprite's linear movement which may simulate something like wind resistance.

    A value of 0 represents no damping, a value of 0.75 would reduce the velocity vector by half every second when running at 60 frames per second. Higher values will reduce the speed more quickly.

    Definition

    SetSpritePhysicsDamping( iSpriteIndex, damp )

    Parameters

    • iSpriteIndex - The ID of the sprite to modify.
    • damp - The new damping value.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/SetSpritePhysicsDelete.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/SetSpritePhysicsDelete.htm deleted file mode 100644 index 1460038a..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/SetSpritePhysicsDelete.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetSpritePhysicsDelete - AGK Help - - - - - - -

    SetSpritePhysicsDelete

    Description

    Turns off physics for this sprite and deletes all associated physics settings for this sprite. You can use this to change the mode or shape of a sprite but doing so regularly can affect the performance of the application.

    Definition

    SetSpritePhysicsDelete( iSpriteIndex )

    Parameters

    • iSpriteIndex - The ID of the sprite to modify.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/SetSpritePhysicsDensity.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/SetSpritePhysicsDensity.htm deleted file mode 100644 index 23e0825c..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/SetSpritePhysicsDensity.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetSpritePhysicsDensity - AGK Help - - - - - - -

    SetSpritePhysicsDensity

    Description

    Sets the density value to use for the given sprite shape during physics calculations. Default value is 1.0. This affects the mass calculation for the given size of the sprite. This command will recalculate the mass and center of mass for this sprite. Use a shapeID of 0 to apply this density to all shapes or specify a shape ID greater than 0 to apply it only to that shape. Shape IDs start at 1 for the first shape.

    Definition

    SetSpritePhysicsDensity( iSpriteIndex, density, shapeID )

    Parameters

    • iSpriteIndex - The ID of the sprite to modify
    • density - The new density value, default is 1.0
    • shapeID - The ID of the shape to change, 0 to apply the value to all shapes


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    SetSpritePhysicsForce

    Description

    Applies a force to the sprite that will last for this frame only, to continue applying this force you must keep calling this function. The force consists of a point in world coordinates and a direction, if the point and direction are not in line with the sprite's offset point then it will result in a rotation of the sprite as it is moved by the force. The length of the force vector determines its strength. If the sprite is constrained by surrounding objects it may not move unless the force is large enough to move those objects as well.

    Forces apply acceleration to an object relative to its mass, heavy objects will move less than light objects with the same force applied to them.

    Definition

    SetSpritePhysicsForce( iSpriteIndex, x, y, vx, vy )

    Parameters

    • iSpriteIndex - The ID of the sprite to modify.
    • x - The X coordinate of the force position in world coordinates.
    • y - The Y coordinate of the force position in world coordinates.
    • vx - The X component of the force direction.
    • vy - The Y component of the force direction.


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    SetSpritePhysicsFriction

    Description

    Sets the friction value to use for this sprite during physics calculations. Should be in the range 0 to 1. By default this sets all the shapes assigned to this sprite to the same value, you can instead set it on a per shape basis by specifying a shapeID greater than 0. Shape IDs start at 1 for the first shape, with 0 meaning apply it to all shapes.

    Definition

    SetSpritePhysicsFriction( iSpriteIndex, friction, shapeID )

    SetSpritePhysicsFriction( iSpriteIndex, friction )

    Parameters

    • iSpriteIndex - The ID of the sprite to modify.
    • friction - The new friction value.
    • shapeID - The ID of the shape to change, 0 to apply the value to all shapes


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    SetSpritePhysicsGravityScale

    Description

    Sets the gravity scale for the sprite.

    Definition

    SetSpritePhysicsGravityScale ( iSpriteIndex, scale )

    Parameters

    • iSpriteIndex - The ID of the sprite to modify.
    • scale - scaling value for the gravity.


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    SetSpritePhysicsImpulse

    Description

    Similar to a force but applied only once. Whilst forces are applied continuously over time gradually influencing a sprite's velocity, an impulse simulates the sprite being hit suddenly and immediately changes the velocity with the equivalent power of a similar force applied for 1 second.

    The impulse consists of a point in world coordinates and a direction, if the point and direction are not in line with the sprite's offset point then it will result in a rotation of the sprite as it is moved by the impulse. The length of the impulse vector determines it strength. If the sprite is constrained by surrounding objects it will impart the impulse onto those objects and may not move itself.

    Impulses apply acceleration to an object relative to its mass, heavy objects will move less than light objects with the same impulse applied to them.

    Definition

    SetSpritePhysicsImpulse( iSpriteIndex, x, y, vx, vy )

    Parameters

    • iSpriteIndex - The ID of the sprite to modify.
    • x - The X coordinate of the impulse position in world coordinates.
    • y - The Y coordinate of the impulse position in world coordinates.
    • vx - The X component of the impulse direction.
    • vy - The Y component of the impulse direction.


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    SetSpritePhysicsInitiallyAwake

    Description

    Sets whether the sprite is awake upon creation.

    Definition

    SetSpritePhysicsInitiallyAwake ( iSpriteIndex, awake )

    Parameters

    • iSpriteIndex - The ID of the sprite to modify.
    • awake - 0 for sleep, 1 for awake.


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    SetSpritePhysicsIsBullet

    Description

    Set this to true if the sprite is likely to be moving very fast, like a bullet, as it will then be checked more thoroughly for collision with other dynamic sprites, using this unnecessarily will affect performance. This is called Continuous Collision Detection (CCD) and applies automatically to collision checks between this sprite and static objects. This command turns CCD on for collision checks between this sprite and dynamic objects. This will not work if global CCD is turned off with SetPhysicsCCD.

    Definition

    SetSpritePhysicsIsBullet( iSpriteIndex, bullet )

    Parameters

    • iSpriteIndex - The ID of the sprite to modify.
    • bullet - 1 to set this sprite as a bullet, 0 to turn it off.


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    SetSpritePhysicsIsSensor

    Description

    Set this to 1 to make the sprite a sensor object. Physics sensors detect collisions and contacts but do not respond to them, they also do not affect anything that hits them. Their only purpose is to detect collisions. If you apply this to a dynamic body it will not collide with anything and most likely fall through the floor and continue falling forever, it is still affected by forces.

    By default this sets all shapes to the same value, you can set this value on a per shape basis by specifying a shapeID value greater than 0. Shape IDs start at 1 for the first shape, with shapeID 0 meaning apply it to all shapes.

    Definition

    SetSpritePhysicsIsSensor( iSpriteIndex, sensor, shapeID )

    SetSpritePhysicsIsSensor( iSpriteIndex, sensor )

    Parameters

    • iSpriteIndex - The ID of the sprite to modify.
    • sensor - 1 to set this sprite as a sensor, 0 to make it a normal physics object.
    • shapeID - the ID of the shape to change, 0 to set all the sprite's shapes to this value


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    SetSpritePhysicsMass

    Description

    This command overrides the calculated mass for this sprite and sets it to a value of your choice, in kilograms. Setting this too low or too high can cause an unstable simulation, especially if a very light object meets a very heavy object. The value range you should use depends on your chosen physics scale.

    Internally a default mass per object is calculated based on its size. A 1m x 1m box would weigh 1 kg, so because of the default physics scale of 5, a 5 x 5 box in virtual units weighs 1 kg.

    Definition

    SetSpritePhysicsMass( iSpriteIndex, mass )

    Parameters

    • iSpriteIndex - The ID of the sprite to modify.
    • mass - The new mass value.


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    SetSpritePhysicsOff

    Description

    Temporarily turns off physics for this sprite, it will no longer move or react to collisions or forces. Use SetSpritePhysicsOn to reactivate the sprite.

    Definition

    SetSpritePhysicsOff( iSpriteIndex )

    Parameters

    • iSpriteIndex - The ID of the sprite to modify.


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    SetSpritePhysicsOn

    Description

    Sets the sprite up for automatic collision using the built physics system. Once you have set a sprite to be controlled by physics you should use SetSpritePosition and SetSpriteAngle sparingly as these will interrupt the physics motion of the sprite. You can also use the SetSpritePhysicsVelocity and SetSpritePhysicsAngularVelocity to change the speed and direction of a sprite, but again these will interfere with the physics motion of the sprite. If you wish to influence the position or rotation of a physics sprite you should use the force and torque (rotational force) functions where possible, these will maintain smooth physics motion.

    The mode parameter lets you choose how the sprite should behave in the physics world. Static means it will never move or rotate, dynamic means it will respond to all collisions and forces it encounters, including gravity and collisions with static objects. Kinematic is a special case which can be thought of as a moving static body, it will not respond to collisions or forces and will continue at its specified velocity forever, but dynamic items will respond to it and effectively be pushed out of the way.

    The physics shape used is determined by the SetSpriteShape command, which must be called before this command and is expensive to change for circle and polygon shapes as they rebuild a shape from the pixels of the sprite's image.

    Once you have called this command to determine the mode of the sprite, further calls will ignore the mode values and it will only reactivate a sprite that has been turned off, as the mode cannot be changed whilst the sprite is in the physics system. If you wish to change the mode of a sprite call SetSpritePhysicsDelete, which will delete all its physics settings, then call SetSpritePhysicsOn with the new mode. But doing this too often will slow the system down.

    All physics sprites should be world sprites (not fixed to the screen), unless SetViewOffset is set to 0,0 in which case this doesn't matter. Otherwise debug shapes will not line up and sprites from different view spaces will not interact properly.

    Definition

    SetSpritePhysicsOn( iSpriteIndex, mode )

    Parameters

    • iSpriteIndex - The ID of the sprite to modify.
    • mode - The physics mode to use for this sprite, 1=static, 2=dynamic, 3=kinematic


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    SetSpritePhysicsRestitution

    Description

    Sets the restitution (bounciness) value to use for this sprite during physics calculations. Should be in the range 0 to 1. Values greater than 1 will result in the sprite gaining energy from collisions which can cause an unstable result. By default this sets all the shapes assigned to this sprite to the same value, you can instead set it on a per shape basis by specifying a shapeID greater than 0. Shape IDs start at 1 for the first shape, with 0 meaning apply it to all shapes.

    Definition

    SetSpritePhysicsRestitution( iSpriteIndex, restitution, shapeID )

    SetSpritePhysicsRestitution( iSpriteIndex, restitution )

    Parameters

    • iSpriteIndex - The ID of the sprite to modify.
    • restitution - The new restitution value.
    • shapeID - The ID of the shape to change, 0 to apply the value to all shapes


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    SetSpritePhysicsTorque

    Description

    Applies a torque to the rotation of the sprite, similar to applying a force to its movement. If the sprite is constrained by surrounding objects it may not rotate unless the torque is large enough to move those objects as well. The torque will last for this frame only, to continue applying this torque you must keep calling this function.

    The reaction to a torque force is relative to the object's size, large objects will rotate slower than small objects given the same torque.

    Definition

    SetSpritePhysicsTorque( iSpriteIndex, torque )

    Parameters

    • iSpriteIndex - The ID of the sprite to modify.
    • torque - The size of the force to apply to the sprite's rotation. may be negative.


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    SetSpritePhysicsVelocity

    Description

    Immediately sets the sprite's velocity to the given direction. This is an abrupt change that might not look right during the physics simulation, forces and impulses are the preferred approach to influencing velocity.

    Definition

    SetSpritePhysicsVelocity( iSpriteIndex, vx, vy )

    Parameters

    • iSpriteIndex - The ID of the sprite to modify.
    • vx - The x component of the new velocity.
    • vy - The y component of the new velocity.


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    SetSpritePosition

    Description

    Immediately positions the specified sprite to the given X,Y world coordinates. The default world coordinate system has 0,0 as the top left corner, and 100,100 as the bottom right hand corner of the screen (this can be changed using SetVirtualResolution). This function always positions the sprite using its top left corner, regardless of the current sprite offset. The top left corner used to position the sprite does not rotate with the sprite, for example as the sprite rotates around its center the imaginary top left corner remains fixed and the sprite's position value does not change.

    Definition

    SetSpritePosition( iSpriteIndex, fX, fY )

    Parameters

    • iSpriteIndex - The ID of the sprite to position
    • fX - The X coordinate to position the sprite, can use decimal values.
    • fY - the Y coordinate to position the sprite, can use decimal values.


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    SetSpritePositionByOffset

    Description

    Immediately positions the specified sprite to the given X,Y world coordinates. The default world coordinate system has 0,0 as the top left corner, and 100,100 as the bottom right hand corner of the screen (this can be changed using SetVirtualResolution).

    This function always positions the sprite using its current offset. For example if the current offset is the center of the sprite this command will place the center of the sprite at the given coordinates.

    Definition

    SetSpritePositionByOffset( iSpriteIndex, fX, fY )

    Parameters

    • iSpriteIndex - The ID of the sprite to position
    • fX - The X coordinate to position the sprite, can use decimal values.
    • fY - the Y coordinate to position the sprite, can use decimal values.


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    SetSpriteScale

    Description

    Sets the sprite scale as an absolute multiple of its original size. For example a scale value of 2 would double the sprite's size whilst a value of 1 will return it to its original size. This function scales from the top left corner so any increase in size will keep the top and left sides stationary whilst the bottom and right sides move. The sprites center of rotation (its current offset point) will scale with the sprite. To scale from the offset point use SetSpriteScaleByOffset.

    Definition

    SetSpriteScale( iSpriteIndex, x, y )

    Parameters

    • iSpriteIndex - The ID of the sprite to modify.
    • x - The value to scale the sprite in the X direction.
    • y - The value to scale the sprite in the Y direction.


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    SetSpriteScaleByOffset

    Description

    Sets the sprite scale as an absolute multiple of its original size. For example a scale value of 2 would double the sprite's size whilst a value of 1 will return it to its original size. This function scales from the sprite's center of rotation (its current offset point) so any increase in size will keep the offset point stationary whilst all four sides expand away from it. To scale from the top left corner use SetSpriteScale.

    Definition

    SetSpriteScaleByOffset( iSpriteIndex, x, y )

    Parameters

    • iSpriteIndex - The ID of the sprite to modify.
    • x - The value to scale the sprite in the X direction.
    • y - The value to scale the sprite in the Y direction.


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    SetSpriteScissor

    Description

    Clips the sprite to the specified world coordinates when drawn. Use the values 0,0,0,0 to turn off the sprite scissor

    Definition

    SetSpriteScissor( iSpriteIndex, x, y, x2, y2 )

    Parameters

    • iSpriteIndex - The ID of the sprite to modify.
    • x - The x coordinate of the top left corner of the box to use as a clip boundary.
    • y - The y coordinate of the top left corner of the box to use as a clip boundary.
    • x2 - The x coordinate of the bottom right corner of the box to use as a clip boundary.
    • y2 - The y coordinate of the bottom right corner of the box to use as a clip boundary.


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    SetSpriteShader

    Description

    Sets the shader used to draw this sprite, loaded with LoadSpriteShader or LoadShader. By default sprites are assigned an internal shader that can handle 1 texture and a color. If you use a shader ID of 0 the sprite is assigned the internal shader.

    Definition

    SetSpriteShader( spriteID, shaderID )

    Parameters

    • spriteID - The ID of the sprite to modify.
    • shaderID - The ID of the shader to use.


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    SetSpriteShape

    Description

    Sets the current shape for use in collision detection, hit testing, and physics. A shape can be set without turning physics on, and by default all sprites are set to use the box shape, which is the fastest to setup. If you select no shape (0) then any existing shape will be deleted, and hit testing will use the sprite dimensions instead. Commands that require a shape such as GetspriteCollision will generate a box shape for the sprite if none exists. The shape parameter lets you define what type of bounding box the system should use to detect collisions. Circle will create a perfect circle centered on the sprite's rotation point and big enough to enclose the sprite's visible pixels. Box will create a box around the edges of the sprite, without regard to whether pixels are visible or not. Polygon will create a close fitting convex polygon around the visible pixels of a sprite, with a visible pixel being defined as one with an alpha value greater than 128.

    This function will not work on dummy sprites as there is no image to use when calculating a shape, in these cases shapes must be specified manually using SetSpriteShapeBox, SetSpriteShapeCircle, or SetSpriteShapePolygon.

    By default, setting a shape removes all other shapes assigned to the sprite and replaces it with this one. You can set shapes individually by specifying a shapeID greater than 0. Shape IDs start at 1 for the first shape, with 0 meaning delete all existing shapes before creating a new one at ID 1. This command only changes existing shapes, by default all sprites have a base shape at ID 1. You can add additional shapes by using the AddSpriteShape commands.

    Definition

    SetSpriteShape( iSpriteIndex, shape, shapeID )

    SetSpriteShape( iSpriteIndex, shape )

    Parameters

    • iSpriteIndex - The ID of the sprite to modify.
    • shape - The shape to use for this sprite, 0=no shape, 1=circle, 2=box, 3=polygon
    • shapeID - The ID of the shape to change, first shape is ID 1, 0=delete existing shapes and replace them with this new one


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    SetSpriteShapeBox

    Description

    Overrides the current auto generated shape for use in collision detection, hit testing, and physics. A shape can be set without turning physics on, and by default all sprites are set to use the box shape, which is the fastest to setup. The box is defined by specifying its top left and bottom right coordinates in sprite space, relative to the offset of the sprite, by default this is the center of the sprite. For example if the current sprite offset was 0,0 the top left box corner would be 0,0, but if the sprite offset was the middle of the sprite (default) the top left corner would be -width/2,-height/2. You may also specify an angle to offset the box relative to the current sprite rotation.

    By default, setting a shape removes all other shapes assigned to the sprite and replaces it with this one. You can set shapes individually by specifying a shapeID greater than 0. Shape IDs start at 1 for the first shape, with 0 meaning delete all existing shapes before creating a new one at ID 1. This command only changes existing shapes, by default all sprites have a base shape at ID 1. You can add additional shapes by using the AddSpriteShape commands.

    Definition

    SetSpriteShapeBox( iSpriteIndex, x, y, x2, y2, angle, shapeID )

    SetSpriteShapeBox( iSpriteIndex, x, y, x2, y2, angle )

    Parameters

    • iSpriteIndex - The ID of the sprite to modify.
    • x - The X coordinate of the top left corner of the new box in sprite space.
    • y - The Y coordinate of the top left corner of the new box in sprite space.
    • x2 - The X coordinate of the bottom right corner of the new box in sprite space.
    • y2 - The Y coordinate of the bottom right corner of the new box in sprite space.
    • angle - The angle of the box in radians.
    • shapeID - The ID of the shape to change, first shape is ID 1, 0=delete existing shapes and replace them with this new one


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    SetSpriteShapeChain

    Description

    Overrides the current auto generated shape for use in physics. Normal sprite collision and hit testing does not work with the chain shape, it is only for physics. A shape can be set without turning physics on, and by default all sprites are set to use the box shape, which is the fastest to setup. The chain is defined by a set of points (at least 2) relative to the current sprite's offset. For example, a point of 0,0 would be centered on the sprite's offset point, any other value will be offset from this point. Chains are rigid and can be used to create hollow concave polygons, or 2D terrains. Set the loop parameter to 1 to join to two ends of the chain together creating a hollow polygon. Points are defined one at a time by calling this command multiple times, with index starting at 0. Once the index equals numPoints-1 then the shape will be created using the previously defined points. Once you start defining points you must complete the process by reaching index=numPoints-1 before defining points for any other shape.

    Using a shapeID of 0 removes all other shapes assigned to the sprite and replaces it with this one. You can set shapes individually by specifying a shapeID greater than 0. Shape IDs start at 1 for the first shape. This command only changes existing shapes, by default all sprites have a base shape at ID 1. You can add additional shapes by using the AddSpriteShape commands.

    Definition

    SetSpriteShapeChain( iSpriteIndex, numPoints, index, loop, x, y, shapeID )

    Parameters

    • iSpriteIndex - The ID of the sprite to modify.
    • numPoints - The number of points to use in the chain, min 2, no maximum.
    • index - The index of the point to set, if it equals numPoints-1 then the shape will be created
    • loop - 1 to join the two ends of the chain together, 0 to leave them unconnected
    • x - X coordinate of the polygon to be added
    • y - Y coordinate of the polygon to be added
    • shapeID - The ID of the shape to change, first shape is ID 1, 0=delete existing shapes and replace them with this new one


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/SetSpriteShapeCircle.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/SetSpriteShapeCircle.htm deleted file mode 100644 index 5dd977cc..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/SetSpriteShapeCircle.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetSpriteShapeCircle - AGK Help - - - - - - -

    SetSpriteShapeCircle

    Description

    Overrides the current auto generated shape for use in collision detection, hit testing, and physics. A shape can be set without turning physics on, and by default all sprites are set to use the box shape, which is the fastest to setup. The circle is defined by specifying its center point relative to the sprite's current offset and a radius. For example, if the circle was to be centered on the sprite's offset point it would be specified at position 0,0. Any other value will offset the circle from the sprite. The radius is defined in x coordinates, due to world coordinates not necessarily representing the size of items on screen (e.g. 10 units in X may not be the same apparent size as 10 units in Y).

    By default, setting a shape removes all other shapes assigned to the sprite and replaces it with this one. You can set shapes individually by specifying a shapeID greater than 0. Shape IDs start at 1 for the first shape, with 0 meaning delete all existing shapes before creating a new one at ID 1. This command only changes existing shapes, you can add additional shapes by using the AddSpriteShape commands.

    Definition

    SetSpriteShapeCircle( iSpriteIndex, x, y, radius )

    SetSpriteShapeCircle( iSpriteIndex, x, y, radius, shapeID )

    Parameters

    • iSpriteIndex - The ID of the sprite to modify.
    • x - The X coordinate of the center of the circle in sprite space.
    • y - The Y coordinate of the center of the circle in sprite space.
    • radius - The radius of the circle.
    • shapeID - The ID of the shape to change, first shape is ID 1, 0=delete existing shapes and replace them with this new one


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/SetSpriteShapePolygon.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/SetSpriteShapePolygon.htm deleted file mode 100644 index f3e96a14..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/SetSpriteShapePolygon.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetSpriteShapePolygon - AGK Help - - - - - - -

    SetSpriteShapePolygon

    Description

    Overrides the current auto generated shape for use in collision detection, hit testing, and physics. A shape can be set without turning physics on, and by default all sprites are set to use the box shape, which is the fastest to setup. The polygon is defined by a set of points (between 2 and 12) relative to the current sprite's offset. For example, a point of 0,0 would be centered on the sprite's offset point, any other value will be offset from this point. Points are defined one at a time by calling this command multiple times, with index starting at 0. Once the index equals numPoints-1 then the shape will be created using the previously defined points. Once you start defining points you must complete the process by reaching index=numPoints-1 before defining points for any other shape.

    By default, setting a shape removes all other shapes assigned to the sprite and replaces it with this one. You can set shapes individually by specifying a shapeID greater than 0. Shape IDs start at 1 for the first shape, with 0 meaning delete all existing shapes before creating a new one at ID 1. This command only changes existing shapes, by default all sprites have a base shape at ID 1. You can add additional shapes by using the AddSpriteShape commands.

    Definition

    SetSpriteShapePolygon( iSpriteIndex, numPoints, index, x, y, shapeID )

    SetSpriteShapePolygon( iSpriteIndex, numPoints, index, x, y )

    Parameters

    • iSpriteIndex - The ID of the sprite to modify.
    • numPoints - The number of points to use in the polygon, min 2, max 12.
    • index - The index of the point to set, if it equals numPoints-1 then the shape will be created
    • x - X coordinate of the polygon to be added
    • y - Y coordinate of the polygon to be added
    • shapeID - The ID of the shape to change, first shape is ID 1, 0=delete existing shapes and replace them with this new one


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/SetSpriteSize.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/SetSpriteSize.htm deleted file mode 100644 index f266a353..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/SetSpriteSize.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetSpriteSize - AGK Help - - - - - - -

    SetSpriteSize

    Description

    Sets the sprite to a new width and height. In the default coordinate system a width and height of 100,100 would fill the entire drawable screen (this can be changed using SetVirtualResolution). If either width or height is set, with the other set to -1, the -1 value will be recalculated to maintain the image's aspect ratio so it doesn't look stretched. If both width AND height are set to -1, then the sprite will take on the width of the assigned image and calculate its height so it isn't stretched. This function recalculates the sprite's collision shape, which can be a costly process for circle and polygon shapes. A more efficient way to change the size of a sprite is to scale it using the SetSpriteScale function. This function resets the scale of the sprite.

    Definition

    SetSpriteSize( iSpriteIndex, width, height )

    Parameters

    • iSpriteIndex - The ID of the sprite to retrieve.
    • width - the width to use for the sprite, use minus 1 to have this value calculated.
    • height - the height to use for the sprite, use minus 1 to have this value calculated.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/SetSpriteSnap.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/SetSpriteSnap.htm deleted file mode 100644 index 0df1999d..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/SetSpriteSnap.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetSpriteSnap - AGK Help - - - - - - -

    SetSpriteSnap

    Description

    Turns on a special render mode that keeps the sprite on whole pixels only so it does not draw itself across pixel boundaries which may cause flickering as the sprite moves across the screen. As a consequence this may make the sprite appear to jump from the one pixel to the next as it moves instead of smoothly moving across the screen. If the sprite has alpha blended pixels along its edge then snapping is not required and can be turned off. By default this is turned off.

    Definition

    SetSpriteSnap ( iSpriteIndex, snap )

    Parameters

    • iSpriteIndex - The ID of the sprite to modify.
    • snap - 1 to turn snapping on, 0 to turn it off


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/SetSpriteSpeed.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/SetSpriteSpeed.htm deleted file mode 100644 index bcbac0f9..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/SetSpriteSpeed.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetSpriteSpeed - AGK Help - - - - - - -

    SetSpriteSpeed

    Description

    Sets the sprite animation to a specified speed, can be used whilst the animation is running. Can be set to 0 to temporarily pause the animation.

    Definition

    SetSpriteSpeed( iSpriteIndex, fFps )

    Parameters

    • iSpriteIndex - The ID of the sprite to modify.
    • fFps - the rate at which the sprite should update, sprite frames will be skipped if the sprite frame rate is too high compared to the game frame rate.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/SetSpriteTransparency.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/SetSpriteTransparency.htm deleted file mode 100644 index 3d81680c..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/SetSpriteTransparency.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetSpriteTransparency - AGK Help - - - - - - -

    SetSpriteTransparency

    Description

    Set the sprite transparency to a particular setting, with a choice of no transparency, alpha transparency, additive blending, and custom blending. By default sprites are created with alpha transparency, but if you do not need this it is recommended that you turn transparency off to improve performance. With custom blending you can specify the source and destination blend modes with the SetSpriteBlendModes command.

    Definition

    SetSpriteTransparency( iSpriteIndex, mode )

    Parameters

    • iSpriteIndex - The ID of the sprite to modify.
    • mode - The transparency mode for this sprite, 0=off, 1=alpha transparency, 2=additive blending, 3=custom blending


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/SetSpriteUV.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/SetSpriteUV.htm deleted file mode 100644 index c240a6f6..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/SetSpriteUV.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetSpriteUV - AGK Help - - - - - - -

    SetSpriteUV

    Description

    This command overrides the normal UV calculations of the sprites and allows you to set them directly for each vertex. Note that animation using sprite sheets or atlas textures will not function when using this command, and the UV offset and zoom functions will have no effect. You have complete control over the UV coordinates. To undo this use ResetSpriteUV to return to calculated UV coordinates.

    Definition

    SetSpriteUV ( iSpriteIndex, u1, v1, u2, v2, u3, v3, u4, v4 )

    Parameters

    • iSpriteIndex - The ID of the sprite to modify.
    • u1 - The U coordinate of the top left vertex.
    • v1 - The V coordinate of the top left vertex.
    • u2 - The U coordinate of the bottom left vertex.
    • v2 - The V coordinate of the bottom left vertex.
    • u3 - The U coordinate of the top right vertex.
    • v3 - The V coordinate of the top right vertex.
    • u4 - The U coordinate of the bottom right vertex.
    • v4 - The V coordinate of the bottom right vertex.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/SetSpriteUVBorder.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/SetSpriteUVBorder.htm deleted file mode 100644 index 36566611..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/SetSpriteUVBorder.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetSpriteUVBorder - AGK Help - - - - - - -

    SetSpriteUVBorder

    Description

    Adjusts the UV coordinates of the sprite to create a border that moves the edge of the sprite inwards, away from the edge of the image applied to it. This can be useful for sub images loaded from an atlas texture where images might be packed very closely together. Using a border makes sure that the sprite doesn't accidentally sample from a neighbouring image, you could also fix this by adding space between the images on an atlas texture. By default a sprite uses a border of 0.5 pixels when its image is a sub image, and a border of 0 pixels when its has a normal image. If you have compensated for this yourself by adding spacing to the atlas image then setting the border to 0 removes the default offset and creates a pixel perfect reproduction of the sub image. You may also increase this border by setting the border greater than 0.5 pixels.

    Definition

    SetSpriteUVBorder( iSpriteIndex, border )

    Parameters

    • iSpriteIndex - The ID of the sprite to modify.
    • border - 0=no border, 0.5=half pixel offset, 1=one pixel offset, etc


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/SetSpriteUVOffset.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/SetSpriteUVOffset.htm deleted file mode 100644 index d004c14c..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/SetSpriteUVOffset.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetSpriteUVOffset - AGK Help - - - - - - -

    SetSpriteUVOffset

    Description

    Offsets the sprites UV coordinates by the given amount. For example, offsetting by 0.5 in the U direction will make the sprite begin sampling the texture halfway across the top of the texture instead of the top left corner as normal. UV values outside the range of 0,0 (top left) and 1,1 (bottom right) can either wrap around or clamp the texture, which is decided by the image assigned to the sprite using SetImageWrapU and SetImageWrapV. Clamping or wrapping cannot be set on a per-sprite basis.

    By default a sprite is set to use the UV coordinates 0,0 to 1,1 using the full image available to it. However there are several cases where this is changed by the AGK to hide certain limitations. If the texture assigned to the sprite is not a power of 2 width or height the image is increased in size until it is a power of 2 size and the UV coordinates for the sprite reduced so that the sprite only uses the portion of the texture containing the original image. This is because most mobile platforms do not support textures that are not a power of 2 width or height. Therefore offsetting the sprite's UV coordinates in this case will shift the sprite's usage of the texture into the undefined portion which is being used as padding.

    Additionally if the sprite is using an image that belongs to an atlas texture the sprite's UV coordinates will be set so that it only uses the portion of the texture containing its assigned image. Offsetting the UV coordinates in this case will shift the sprite's usage of the texture into other images that are part of the atlas texture. The same can be said of sprites using an animation contained within a single texture using SetSpriteAnimation.

    Due to these possibilities it is recommended that UV coordinates only be modified on sprites that are using whole images (not atlas textures) and which are a power of 2 size in both width and height. With these constraints it is possible to use UV values outside 0-1 to clamp or repeat the texture successfully.

    Definition

    SetSpriteUVOffset( iSpriteIndex, u, v )

    Parameters

    • iSpriteIndex - The ID of the sprite to modify
    • u - The amount to offset the UV coordinates in the U direction.
    • v - The amount to offset the UV coordinates in the V direction.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/SetSpriteUVScale.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/SetSpriteUVScale.htm deleted file mode 100644 index 54ac292c..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/SetSpriteUVScale.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetSpriteUVScale - AGK Help - - - - - - -

    SetSpriteUVScale

    Description

    Scales the sprites UV coordinates by the given amount. A sprite with UV scaled by 2 will make its texture look twice as big as normal. The UV scale does not affect the UV offset chosen using SetSpriteUVOffset, so that an offset of 0.5 in the U direction will always begin sampling halfway across the texture, the scale defines how far the sprite continues sampling. So with an offset of 0.5, a scale of 2 will make the sprite sample from 0.5 to 1 instead of 0.5 to 1.5.

    By default a sprite is set to use the UV coordinates 0,0 to 1,1 using the full image available to it. However there are several cases where this is changed by the AGK to hide certain limitations. If the texture assigned to the sprite is not a power of 2 width or height the image is increased in size until it is a power of 2 size and the UV coordinates for the sprite reduced so that the sprite only uses the portion of the texture containing the original image. This is because most mobile platforms do not support textures that are not a power of 2 width or height. Therefore offsetting the sprite's UV coordinates in this case will shift the sprite's usage of the texture into the undefined portion which is being used as padding.

    Additionally if the sprite is using an image that belongs to an atlas texture the sprite's UV coordinates will be set so that it only uses the portion of the texture containing its assigned image. Offsetting the UV coordinates in this case will shift the sprite's usage of the texture into other images that are part of the atlas texture. The same can be said of sprites using an animation contained within a single texture using SetSpriteAnimation.

    Due to these possibilities it is recommended that UV coordinates only be modified on sprites that are using whole images (not atlas textures) and which are a power of 2 size in both width and height. With these constraints it is possible to use UV values outside 0-1 to clamp or repeat the texture successfully.

    Definition

    SetSpriteUVScale( iSpriteIndex, scaleU, scaleV )

    Parameters

    • iSpriteIndex - The ID of the sprite to modify
    • scaleU - The amount to scale in the U direction.
    • scaleV - The amount to scale in the V direction.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/SetSpriteVisible.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/SetSpriteVisible.htm deleted file mode 100644 index 94762f6b..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/SetSpriteVisible.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetSpriteVisible - AGK Help - - - - - - -

    SetSpriteVisible

    Description

    Sets whether this sprite is visible during drawing. It may still update its animation and physics, which are controlled by SetSpriteActive.

    Definition

    SetSpriteVisible ( iSpriteIndex, bVisible )

    Parameters

    • iSpriteIndex - The ID of the sprite to modify.
    • bVisible - The visibility of this sprite, 1 for visible, 0 for not visible.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/SetSpriteX.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/SetSpriteX.htm deleted file mode 100644 index bd043087..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/SetSpriteX.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetSpriteX - AGK Help - - - - - - -

    SetSpriteX

    Description

    Immediately positions the specified sprite to the given X world coordinates. The default world coordinate system has 0,0 as the top left corner, and 100,100 as the bottom right hand corner of the screen (this can be changed using SetVirtualResolution).

    This command positions the sprite by its top left corner.

    Definition

    SetSpriteX ( iSpriteIndex, fX )

    Parameters

    • iSpriteIndex - The ID of the sprite to position
    • fX - The X coordinate to position the sprite, can use decimal values.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/SetSpriteY.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/SetSpriteY.htm deleted file mode 100644 index 06abe7ec..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/SetSpriteY.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetSpriteY - AGK Help - - - - - - -

    SetSpriteY

    Description

    Immediately positions the specified sprite to the given Y world coordinates. The default world coordinate system has 0,0 as the top left corner, and 100,100 as the bottom right hand corner of the screen (this can be changed using SetVirtualResolution).

    This command positions the sprite by its top left corner.

    Definition

    SetSpriteY ( iSpriteIndex, fY )

    Parameters

    • iSpriteIndex - The ID of the sprite to position
    • fY - The Y coordinate to position the sprite, can use decimal values.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/StopSprite.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/StopSprite.htm deleted file mode 100644 index f178bbdb..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Sprite/StopSprite.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -StopSprite - AGK Help - - - - - - -

    StopSprite

    Description

    Stops the animation of a sprite, maintaining the values used to set it up.

    Definition

    StopSprite( iSpriteIndex )

    Parameters

    • iSpriteIndex - The ID of the sprite to stop animating.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Text.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Text.htm deleted file mode 100644 index b61b45f9..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Text.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -Text - AGK Help - - - - - - -
    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Text/CreateText.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Text/CreateText.htm deleted file mode 100644 index 75d51c37..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Text/CreateText.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -CreateText - AGK Help - - - - - - -

    CreateText

    Description

    Creates a text object for displaying text on the screen using a blank ID, returns the ID used. By default text is drawn at depth 9 above the default depth of sprites (10). Any sprites set to a depth of 8 or less will appear above the text. You can override this using SetTextDepth to set your own draw order.

    Definition

    integer CreateText( string )

    CreateText ( iTextIndex, string )

    Parameters

    • string - The initial string to use in this text object, can be an empty string.
    • iTextIndex - The text ID to use to reference this text later (separate from image and sprite IDs, so there can be both a sprite 1 and a text 1)


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Text/DeleteAllText.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Text/DeleteAllText.htm deleted file mode 100644 index dbad6bf7..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Text/DeleteAllText.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -DeleteAllText - AGK Help - - - - - - -

    DeleteAllText

    Description

    Deletes all text objects create by CreateText. This also resets the auto text ID to 10000.

    Definition

    DeleteAllText()



    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Text/DeleteText.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Text/DeleteText.htm deleted file mode 100644 index f77d5149..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Text/DeleteText.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -DeleteText - AGK Help - - - - - - -

    DeleteText

    Description

    Deletes a text object.

    Definition

    DeleteText( iTextIndex )

    Parameters

    • iTextIndex - The ID of the text object to delete.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Text/DrawText.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Text/DrawText.htm deleted file mode 100644 index 15fde30f..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Text/DrawText.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -DrawText - AGK Help - - - - - - -

    DrawText

    Description

    Immediately draws the text to the backbuffer at its current position, size, and rotation. This is useful if you want to take control of the order that things are drawn. If you do this then be sure to make the text invisible before calling Render or Sync otherwise your text will be drawn twice

    Definition

    DrawText( iTextIndex )

    Parameters

    • iTextIndex - The ID of the text to draw.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Text/FixTextToScreen.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Text/FixTextToScreen.htm deleted file mode 100644 index ae29c011..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Text/FixTextToScreen.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -FixTextToScreen - AGK Help - - - - - - -

    FixTextToScreen

    Description

    By default text objects are created in world coordinates and SetViewOffset can be used to move around the world. Use this command to instead fix the text to the screen so it will move with the viewport when the viewport is moved around. You can still reposition a text that is fixed to the screen, it only affects what happens when the viewport is moved.

    Definition

    FixTextToScreen( iTextIndex, mode )

    Parameters

    • iTextIndex - The ID of the text to change.
    • mode - 1=screen text, 0=world text


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Text/GetTextAlignment.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Text/GetTextAlignment.htm deleted file mode 100644 index 5ca8fd75..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Text/GetTextAlignment.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetTextAlignment - AGK Help - - - - - - -

    GetTextAlignment

    Description

    Returns the current alignment of the text object set with SetTextAlignment.

    Definition

    integer GetTextAlignment( iTextIndex )

    Parameters

    • iTextIndex - The ID of the text object to check.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Text/GetTextCharAngle.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Text/GetTextCharAngle.htm deleted file mode 100644 index 93774f1a..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Text/GetTextCharAngle.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetTextCharAngle - AGK Help - - - - - - -

    GetTextCharAngle

    Description

    Returns the current angle in degrees of the specified character.

    Definition

    float GetTextCharAngle( iTextIndex, iCharIndex )

    Parameters

    • iTextIndex - The ID of the text object to check.
    • iCharIndex - The index of the character to check, indexes start at 0, if the index is out of range it will be ignored.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Text/GetTextCharAngleRad.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Text/GetTextCharAngleRad.htm deleted file mode 100644 index 3d03a105..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Text/GetTextCharAngleRad.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetTextCharAngleRad - AGK Help - - - - - - -

    GetTextCharAngleRad

    Description

    Returns the current angle in radians of the specified character.

    Definition

    float GetTextCharAngleRad( iTextIndex, iCharIndex )

    Parameters

    • iTextIndex - The ID of the text object to check.
    • iCharIndex - The index of the character to check, indexes start at 0, if the index is out of range it will be ignored.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Text/GetTextCharColorAlpha.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Text/GetTextCharColorAlpha.htm deleted file mode 100644 index c57d6d6b..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Text/GetTextCharColorAlpha.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetTextCharColorAlpha - AGK Help - - - - - - -

    GetTextCharColorAlpha

    Description

    Returns the alpha component of the given character color. The value will be in the range 0-255.

    Definition

    integer GetTextCharColorAlpha( iTextIndex, iCharIndex )

    Parameters

    • iTextIndex - The ID of the text object to check.
    • iCharIndex - The index of the character to check, indexes start at 0, if the index is out of range it will be ignored.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Text/GetTextCharColorBlue.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Text/GetTextCharColorBlue.htm deleted file mode 100644 index 7e100564..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Text/GetTextCharColorBlue.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetTextCharColorBlue - AGK Help - - - - - - -

    GetTextCharColorBlue

    Description

    Returns the blue component of the given character color. The value will be in the range 0-255.

    Definition

    integer GetTextCharColorBlue( iTextIndex, iCharIndex )

    Parameters

    • iTextIndex - The ID of the text object to check.
    • iCharIndex - The index of the character to check, indexes start at 0, if the index is out of range it will be ignored.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Text/GetTextCharColorGreen.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Text/GetTextCharColorGreen.htm deleted file mode 100644 index 95c0f434..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Text/GetTextCharColorGreen.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetTextCharColorGreen - AGK Help - - - - - - -

    GetTextCharColorGreen

    Description

    Returns the green component of the given character color. The value will be in the range 0-255.

    Definition

    integer GetTextCharColorGreen( iTextIndex, iCharIndex )

    Parameters

    • iTextIndex - The ID of the text object to check.
    • iCharIndex - The index of the character to check, indexes start at 0, if the index is out of range it will be ignored.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Text/GetTextCharColorRed.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Text/GetTextCharColorRed.htm deleted file mode 100644 index e463ee02..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Text/GetTextCharColorRed.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetTextCharColorRed - AGK Help - - - - - - -

    GetTextCharColorRed

    Description

    Returns the red component of the given character color. The value will be in the range 0-255.

    Definition

    integer GetTextCharColorRed( iTextIndex, iCharIndex )

    Parameters

    • iTextIndex - The ID of the text object to check.
    • iCharIndex - The index of the character to check, indexes start at 0, if the index is out of range it will be ignored.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Text/GetTextCharX.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Text/GetTextCharX.htm deleted file mode 100644 index 1b0b42f4..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Text/GetTextCharX.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetTextCharX - AGK Help - - - - - - -

    GetTextCharX

    Description

    Returns the current X position of the specified character relative to the text object.

    Definition

    float GetTextCharX( iTextIndex, iCharIndex )

    Parameters

    • iTextIndex - The ID of the text object to check.
    • iCharIndex - The index of the character to check, indexes start at 0, if the index is out of range it will be ignored.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Text/GetTextCharY.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Text/GetTextCharY.htm deleted file mode 100644 index a2947c82..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Text/GetTextCharY.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetTextCharY - AGK Help - - - - - - -

    GetTextCharY

    Description

    Returns the current Y position of the specified character relative to the text object.

    Definition

    float GetTextCharY( iTextIndex, iCharIndex )

    Parameters

    • iTextIndex - The ID of the text object to check.
    • iCharIndex - The index of the character to check, indexes start at 0, if the index is out of range it will be ignored.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Text/GetTextColorAlpha.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Text/GetTextColorAlpha.htm deleted file mode 100644 index 632abca5..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Text/GetTextColorAlpha.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetTextColorAlpha - AGK Help - - - - - - -

    GetTextColorAlpha

    Description

    Get the alpha component of the text color. The value will be in the range 0-255.

    Definition

    integer GetTextColorAlpha( iTextIndex )

    Parameters

    • iTextIndex - The ID of the text to check.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Text/GetTextColorBlue.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Text/GetTextColorBlue.htm deleted file mode 100644 index 7a984326..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Text/GetTextColorBlue.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetTextColorBlue - AGK Help - - - - - - -

    GetTextColorBlue

    Description

    Get the blue component of the text color. The value will be in the range 0-255.

    Definition

    integer GetTextColorBlue( iTextIndex )

    Parameters

    • iTextIndex - The ID of the text to check.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Text/GetTextColorGreen.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Text/GetTextColorGreen.htm deleted file mode 100644 index 8049d9aa..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Text/GetTextColorGreen.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetTextColorGreen - AGK Help - - - - - - -

    GetTextColorGreen

    Description

    Get the green component of the text color. The value will be in the range 0-255.

    Definition

    integer GetTextColorGreen( iTextIndex )

    Parameters

    • iTextIndex - The ID of the text to check.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Text/GetTextColorRed.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Text/GetTextColorRed.htm deleted file mode 100644 index c9d726f9..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Text/GetTextColorRed.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetTextColorRed - AGK Help - - - - - - -

    GetTextColorRed

    Description

    Get the red component of the text color. The value will be in the range 0-255.

    Definition

    integer GetTextColorRed( iTextIndex )

    Parameters

    • iTextIndex - The ID of the text to check.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Text/GetTextDepth.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Text/GetTextDepth.htm deleted file mode 100644 index 4cd6fcc0..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Text/GetTextDepth.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetTextDepth - AGK Help - - - - - - -

    GetTextDepth

    Description

    Returns the current depth of the text object, with 0 being the front of the screen and 10000 being the back.

    Definition

    integer GetTextDepth( iTextIndex )

    Parameters

    • iTextIndex - The ID of the text object to check.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Text/GetTextExists.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Text/GetTextExists.htm deleted file mode 100644 index 58ec19a3..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Text/GetTextExists.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetTextExists - AGK Help - - - - - - -

    GetTextExists

    Description

    Returns 1 if the text exists, 0 if not.

    Definition

    integer GetTextExists( iTextIndex )

    Parameters

    • iTextIndex - The ID of the text to check


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Text/GetTextHitTest.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Text/GetTextHitTest.htm deleted file mode 100644 index c613907b..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Text/GetTextHitTest.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetTextHitTest - AGK Help - - - - - - -

    GetTextHitTest

    Description

    Returns 1 if the given point in world coordinates is inside the bounding box of the text. If you are testing a mouse or touch coordinate, remember to convert it to world coordinates using ScreenToWorldX and ScreenToWorldY.

    This does not take into account individual character positions, for example if you have positioned a character using SetTextCharX or similar. Only the bounding box created by drawing the characters in their default positions is checked.

    Definition

    integer GetTextHitTest( iTextIndex, x, y )

    Parameters

    • iTextIndex - The ID of the text object to check.
    • x - The x coordinate of the point to check in world coordinates.
    • y - The y coordinate of the point to check in world coordinates.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Text/GetTextLength.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Text/GetTextLength.htm deleted file mode 100644 index 376f5847..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Text/GetTextLength.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetTextLength - AGK Help - - - - - - -

    GetTextLength

    Description

    Returns the current length of the string the text object is displaying.

    Definition

    integer GetTextLength( iTextIndex )

    Parameters

    • iTextIndex - The ID of the text object to return.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Text/GetTextLineSpacing.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Text/GetTextLineSpacing.htm deleted file mode 100644 index e79a32c8..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Text/GetTextLineSpacing.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetTextLineSpacing - AGK Help - - - - - - -

    GetTextLineSpacing

    Description

    Returns the current line spacing of the text object set with SetTextLineSpacing.

    Definition

    float GetTextLineSpacing( iTextIndex )

    Parameters

    • iTextIndex - The ID of the text object to check.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Text/GetTextSize.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Text/GetTextSize.htm deleted file mode 100644 index 3555e864..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Text/GetTextSize.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetTextSize - AGK Help - - - - - - -

    GetTextSize

    Description

    Returns the current size of the text object set with SetTextSize.

    Definition

    float GetTextSize( iTextIndex )

    Parameters

    • iTextIndex - The ID of the text object to check.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Text/GetTextSpacing.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Text/GetTextSpacing.htm deleted file mode 100644 index 3aecbe74..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Text/GetTextSpacing.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetTextSpacing - AGK Help - - - - - - -

    GetTextSpacing

    Description

    Returns the current spacing of the text object set with SetTextSpacing.

    Definition

    float GetTextSpacing( iTextIndex )

    Parameters

    • iTextIndex - The ID of the text object to check.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Text/GetTextString.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Text/GetTextString.htm deleted file mode 100644 index 64b474f7..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Text/GetTextString.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetTextString - AGK Help - - - - - - -

    GetTextString

    Description

    Returns the current string being displayed by the text object. In tier 2 the returned string must be deleted when you are done with it.

    Definition

    string GetTextString( iTextIndex )

    Parameters

    • iTextIndex - The ID of the text object to check.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Text/GetTextTotalHeight.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Text/GetTextTotalHeight.htm deleted file mode 100644 index 234ebe3d..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Text/GetTextTotalHeight.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetTextTotalHeight - AGK Help - - - - - - -

    GetTextTotalHeight

    Description

    Returns the current height of the text object in world units. This does not take into account the individual offsets of characters, if you have used SetTextCharY or similar to move a character. The returned value is the height used by the default drawing position of the text characters. Note that if the string of the text is empty then this value will return 0.

    Definition

    float GetTextTotalHeight( iTextIndex )

    Parameters

    • iTextIndex - The ID of the text object to return.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Text/GetTextTotalWidth.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Text/GetTextTotalWidth.htm deleted file mode 100644 index 3a7444c1..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Text/GetTextTotalWidth.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetTextTotalWidth - AGK Help - - - - - - -

    GetTextTotalWidth

    Description

    Returns the current width of the text object in world units. If the text object is displaying text over multiple lines it will return the width of the longest line. This does not take into account the individual offsets of characters, if you have used SetTextCharX or similar to move a character. The returned value is the width used by the default drawing position of the text characters.

    Definition

    float GetTextTotalWidth( iTextIndex )

    Parameters

    • iTextIndex - The ID of the text object to return.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Text/GetTextVisible.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Text/GetTextVisible.htm deleted file mode 100644 index 199cb957..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Text/GetTextVisible.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetTextVisible - AGK Help - - - - - - -

    GetTextVisible

    Description

    Returns 0 if the current text has been set as invisible using SetTextVisible, 1 if it is set as visible (default). This does not check if the text is currently positioned withing the visible viewport.

    Definition

    integer GetTextVisible( iTextIndex )

    Parameters

    • iTextIndex - The ID of the text object to check.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Text/GetTextX.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Text/GetTextX.htm deleted file mode 100644 index a2f8036f..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Text/GetTextX.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetTextX - AGK Help - - - - - - -

    GetTextX

    Description

    Returns the current X position of a text object in world coordinates, the text is positioned using its top left corner.

    Definition

    float GetTextX( iTextIndex )

    Parameters

    • iTextIndex - The ID of the text object to return.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Text/GetTextY.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Text/GetTextY.htm deleted file mode 100644 index aea25198..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Text/GetTextY.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetTextY - AGK Help - - - - - - -

    GetTextY

    Description

    Returns the current Y position of a text object in world coordinates, the text is positioned using its top left corner.

    Definition

    float GetTextY( iTextIndex )

    Parameters

    • iTextIndex - The ID of the text object to return.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Text/Print.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Text/Print.htm deleted file mode 100644 index 02405952..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Text/Print.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -Print - AGK Help - - - - - - -

    Print

    Description

    Prints the given value or string to the screen and adds a new line character so that the next print command will be one line down.

    Definition

    Print( i )

    Print( f )

    Print( szString )

    Parameters

    • i - The integer to print.
    • f - The float to print.
    • szString - The string to print.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Text/PrintC.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Text/PrintC.htm deleted file mode 100644 index ff720a5e..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Text/PrintC.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -PrintC - AGK Help - - - - - - -

    PrintC

    Description

    Prints the given value or string to the screen but does not add a new line character to the end. The next Print or PrintC command will follow on directly from this one.

    Definition

    PrintC( szString )

    PrintC( i )

    PrintC( f )

    Parameters

    • szString - The string to print.
    • i - The integer to print.
    • f - The float to print.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Text/SetPrintColor.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Text/SetPrintColor.htm deleted file mode 100644 index 7ee5d5d3..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Text/SetPrintColor.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetPrintColor - AGK Help - - - - - - -

    SetPrintColor

    Description

    Sets the color of the printed text. This is a global command and will affect all printed text in the next call to Sync. To control color on a per string basis use the Text commands. This version sets the alpha to 255, fully opaque.

    Definition

    SetPrintColor( iRed, iGreen, iBlue )

    SetPrintColor( iRed, iGreen, iBlue, iAlpha )

    Parameters

    • iRed - The red component of the color.
    • iGreen - The green component of the color.
    • iBlue - The blue component of the color.
    • iAlpha - The alpha component of the color.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Text/SetPrintFont.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Text/SetPrintFont.htm deleted file mode 100644 index 56a35cb2..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Text/SetPrintFont.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetPrintFont - AGK Help - - - - - - -

    SetPrintFont

    Description

    Sets the font to use for all Print text, the font must have been previously loaded with LoadFont. Use a font ID of 0 to use the AGK default font.

    Definition

    SetPrintFont( fontID )

    Parameters

    • fontID - The font ID to use for Print text


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Text/SetPrintSize.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Text/SetPrintSize.htm deleted file mode 100644 index e4b71d5f..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Text/SetPrintSize.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetPrintSize - AGK Help - - - - - - -

    SetPrintSize

    Description

    Sets the size that printed text will appear on the screen. This is a global command and will affect all printed text in the next call to Sync. To control size on a per string basis use the Text commands.

    Definition

    SetPrintSize( fSize )

    Parameters

    • fSize - The size in virtual resolution pixels for the text.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Text/SetPrintSpacing.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Text/SetPrintSpacing.htm deleted file mode 100644 index 97dca986..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Text/SetPrintSpacing.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetPrintSpacing - AGK Help - - - - - - -

    SetPrintSpacing

    Description

    Sets the spacing between letters. A value of 0 puts no gap between the letter bounding boxes, a positive value increases this gap, a negative value overlaps the letters. This is a global command and will affect all printed text in the next call to Sync. To control spacing on a per string basis use the Text commands.

    Definition

    SetPrintSpacing( fSpacing )

    Parameters

    • fSpacing - The letter spacing to use.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Text/SetTextAlignment.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Text/SetTextAlignment.htm deleted file mode 100644 index 40e9e6ee..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Text/SetTextAlignment.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetTextAlignment - AGK Help - - - - - - -

    SetTextAlignment

    Description

    Sets how the text should be positioned on screen. Left alignment positions the text using its top left corner, right alignment positions it using its top right corner, and center positions it using a point halfway along its top edge.

    Definition

    SetTextAlignment( iTextIndex, iMode )

    Parameters

    • iTextIndex - The ID of the text object to update.
    • iMode - The alignment mode to use. 0=left, 1=center, 2=right


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Text/SetTextAngle.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Text/SetTextAngle.htm deleted file mode 100644 index dcc9b94c..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Text/SetTextAngle.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetTextAngle - AGK Help - - - - - - -

    SetTextAngle

    Description

    Updates the angle of the text. If the text is aligned to the left then it will rotate around its top left corner. When using center alignment it will rotate around a point halfway along its top edge. When using right alignment it will rotate around its top eight corner.

    Definition

    SetTextAngle( iTextIndex, fAngle )

    Parameters

    • iTextIndex - The ID of the text object to update.
    • fAngle - The new angle in degrees.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Text/SetTextAngleRad.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Text/SetTextAngleRad.htm deleted file mode 100644 index 447a09b2..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Text/SetTextAngleRad.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetTextAngleRad - AGK Help - - - - - - -

    SetTextAngleRad

    Description

    Updates the angle of the text. If the text is aligned to the left then it will rotate around its top left corner. When using center alignment it will rotate around a point halfway along its top edge. When using right alignment it will rotate around its top eight corner.

    Definition

    SetTextAngleRad( iTextIndex, fAngleRad )

    Parameters

    • iTextIndex - The ID of the text object to update.
    • fAngleRad - The new angle in radians.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Text/SetTextBold.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Text/SetTextBold.htm deleted file mode 100644 index 6da81a8c..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Text/SetTextBold.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetTextBold - AGK Help - - - - - - -

    SetTextBold

    Description

    Sets all characters in the text to bold regardless of the current SetTextCharBold state. This setting will remain active until it is changed, setting a new text string will not change it.

    Definition

    SetTextBold( iTextIndex, bold )

    Parameters

    • iTextIndex - The ID of the text to modify.
    • bold - 1 to use bold, 0 to use normal weight (default)


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Text/SetTextCharAngle.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Text/SetTextCharAngle.htm deleted file mode 100644 index 739013e9..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Text/SetTextCharAngle.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetTextCharAngle - AGK Help - - - - - - -

    SetTextCharAngle

    Description

    Set the angle of an individual character in degrees, clockwise. The character will rotate around its center. If any of the following commands are called the rotation of all characters will be reset: SetTextPosition, SetTextX, SetTextY, SetTextSize, SetTextSpacing, SetTextAlignment.

    Definition

    SetTextCharAngle( iTextIndex, iCharIndex, angle )

    Parameters

    • iTextIndex - The ID of the text to modify.
    • iCharIndex - The index of the character to modify, indexes start at 0, if the index is out of range it will be ignored.
    • angle - The new angle in degrees.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Text/SetTextCharAngleRad.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Text/SetTextCharAngleRad.htm deleted file mode 100644 index 0f7c090c..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Text/SetTextCharAngleRad.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetTextCharAngleRad - AGK Help - - - - - - -

    SetTextCharAngleRad

    Description

    Set the angle of an individual character in radians, clockwise. The character will rotate around its center. If any of the following commands are called the rotation of all characters will be reset: SetTextPosition, SetTextX, SetTextY, SetTextSize, SetTextSpacing, SetTextAlignment.

    Definition

    SetTextCharAngleRad( iTextIndex, iCharIndex, angle )

    Parameters

    • iTextIndex - The ID of the text to modify.
    • iCharIndex - The index of the character to modify, indexes start at 0, if the index is out of range it will be ignored.
    • angle - The new angle in radians.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Text/SetTextCharBold.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Text/SetTextCharBold.htm deleted file mode 100644 index 6674bf3b..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Text/SetTextCharBold.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetTextCharBold - AGK Help - - - - - - -

    SetTextCharBold

    Description

    Sets the character to have the bold style. This only applies if the text is using a TrueType font set with SetTextFont. If you use SetTextString then this setting will be reset to 0. You can use SetTextBold to set the entire string to bold.

    Definition

    SetTextCharBold( iTextIndex, iCharIndex, bold )

    Parameters

    • iTextIndex - The ID of the text object to set.
    • iCharIndex - The index of the character to set, indexes start at 0, if the index is out of range it will be ignored.
    • bold - 1 to set the character as bold, 0 to set it as normal weight (default)


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Text/SetTextCharColor.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Text/SetTextCharColor.htm deleted file mode 100644 index 43e3fd04..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Text/SetTextCharColor.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetTextCharColor - AGK Help - - - - - - -

    SetTextCharColor

    Description

    Sets the color of the specified character. Using the SetTextColor command will override this. Values should be in the range 0-255.

    Definition

    SetTextCharColor( iTextIndex, iCharIndex, red, green, blue, alpha )

    Parameters

    • iTextIndex - The ID of the text object to set.
    • iCharIndex - The index of the character to set, indexes start at 0, if the index is out of range it will be ignored.
    • red - the red component of the new color.
    • green - the green component of the new color.
    • blue - the blue component of the new color.
    • alpha - the alpha component of the new color.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Text/SetTextCharColorAlpha.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Text/SetTextCharColorAlpha.htm deleted file mode 100644 index d3ee28d7..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Text/SetTextCharColorAlpha.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetTextCharColorAlpha - AGK Help - - - - - - -

    SetTextCharColorAlpha

    Description

    Sets the alpha component of the specified character's color. Using the SetTextColor command will override this. Values should be in the range 0-255.

    Definition

    SetTextCharColorAlpha( iTextIndex, iCharIndex, alpha )

    Parameters

    • iTextIndex - The ID of the text object to set.
    • iCharIndex - The index of the character to set, indexes start at 0, if the index is out of range it will be ignored.
    • alpha - The new alpha value to use


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Text/SetTextCharColorBlue.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Text/SetTextCharColorBlue.htm deleted file mode 100644 index b328770d..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Text/SetTextCharColorBlue.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetTextCharColorBlue - AGK Help - - - - - - -

    SetTextCharColorBlue

    Description

    Sets the blue component of the specified character's color. Using the SetTextColor command will override this. Values should be in the range 0-255.

    Definition

    SetTextCharColorBlue( iTextIndex, iCharIndex, blue )

    Parameters

    • iTextIndex - The ID of the text object to set.
    • iCharIndex - The index of the character to set, indexes start at 0, if the index is out of range it will be ignored.
    • blue - The new blue value to use


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Text/SetTextCharColorGreen.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Text/SetTextCharColorGreen.htm deleted file mode 100644 index 590d3ece..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Text/SetTextCharColorGreen.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetTextCharColorGreen - AGK Help - - - - - - -

    SetTextCharColorGreen

    Description

    Sets the green component of the specified character's color. Using the SetTextColor command will override this. Values should be in the range 0-255.

    Definition

    SetTextCharColorGreen( iTextIndex, iCharIndex, green )

    Parameters

    • iTextIndex - The ID of the text object to set.
    • iCharIndex - The index of the character to set, indexes start at 0, if the index is out of range it will be ignored.
    • green - The new green value to use


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Text/SetTextCharColorRed.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Text/SetTextCharColorRed.htm deleted file mode 100644 index ca7a4e68..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Text/SetTextCharColorRed.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetTextCharColorRed - AGK Help - - - - - - -

    SetTextCharColorRed

    Description

    Sets the red component of the specified characters color. Using the SetTextColor command will override this. Values should be in the range 0-255.

    Definition

    SetTextCharColorRed( iTextIndex, iCharIndex, red )

    Parameters

    • iTextIndex - The ID of the text object to set.
    • iCharIndex - The index of the character to set, indexes start at 0, if the index is out of range it will be ignored.
    • red - The new red value to use


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Text/SetTextCharPosition.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Text/SetTextCharPosition.htm deleted file mode 100644 index 4dcc51df..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Text/SetTextCharPosition.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetTextCharPosition - AGK Help - - - - - - -

    SetTextCharPosition

    Description

    Set the position of an individual character relative to the text position set earlier. The character will be positioned using its top left corner. If any of the following commands are called the position of all characters will be reset to a straight line: SetTextPosition, SetTextX, SetTextY, SetTextSize, SetTextSpacing, SetTextAlignment. Positioning characters within a text object is more efficient than positioning lots of small text objects each containing a character as all the characters can be drawn in a single draw call.

    Definition

    SetTextCharPosition( iTextIndex, iCharIndex, x, y )

    Parameters

    • iTextIndex - The ID of the text to modify.
    • iCharIndex - The index of the character to modify, indexes start at 0, if the index is out of range it will be ignored.
    • x - The new X position of the character, relative to the current text position.
    • y - The new Y position of the character, relative to the current text position.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Text/SetTextCharX.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Text/SetTextCharX.htm deleted file mode 100644 index 55ddddd9..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Text/SetTextCharX.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetTextCharX - AGK Help - - - - - - -

    SetTextCharX

    Description

    Set the X position of an individual character relative to the text position set earlier. The character will be positioned using its top left corner. If any of the following commands are called the position of all characters will be reset to a straight line: SetTextPosition, SetTextX, SetTextY, SetTextSize, SetTextSpacing, SetTextAlignment. Positioning characters within a text object is more efficient than positioning lots of small text objects each containing a character as all the characters can be drawn in a single draw call.

    Definition

    SetTextCharX( iTextIndex, iCharIndex, x )

    Parameters

    • iTextIndex - The ID of the text to modify.
    • iCharIndex - The index of the character to modify, indexes start at 0, if the index is out of range it will be ignored.
    • x - The new X position of the character, relative to the current text position.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Text/SetTextCharY.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Text/SetTextCharY.htm deleted file mode 100644 index 4f1716c6..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Text/SetTextCharY.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetTextCharY - AGK Help - - - - - - -

    SetTextCharY

    Description

    Set the Y position of an individual character relative to the text position set earlier. The character will be positioned using its top left corner. If any of the following commands are called the position of all characters will be reset to a straight line: SetTextPosition, SetTextX, SetTextY, SetTextSize, SetTextSpacing, SetTextAlignment. Positioning characters within a text object is more efficient than positioning lots of small text objects each containing a character as all the characters can be drawn in a single draw call.

    Definition

    SetTextCharY( iTextIndex, iCharIndex, y )

    Parameters

    • iTextIndex - The ID of the text to modify.
    • iCharIndex - The index of the character to modify, indexes start at 0, if the index is out of range it will be ignored.
    • y - The new Y position of the character, relative to the current text position.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Text/SetTextColor.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Text/SetTextColor.htm deleted file mode 100644 index 5a709318..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Text/SetTextColor.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetTextColor - AGK Help - - - - - - -

    SetTextColor

    Description

    Set the color of the text, the values should be in the range 0-255. This will set all characters in the text to be this color. You can set individual characters using SetTextCharColor.

    Definition

    SetTextColor( iTextIndex, iRed, iGreen, iBlue, iAlpha )

    Parameters

    • iTextIndex - The ID of the text to modify.
    • iRed - The red component of the color.
    • iGreen - The green component of the color.
    • iBlue - The blue component of the color.
    • iAlpha - The alpha component of the color.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Text/SetTextColorAlpha.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Text/SetTextColorAlpha.htm deleted file mode 100644 index da882612..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Text/SetTextColorAlpha.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetTextColorAlpha - AGK Help - - - - - - -

    SetTextColorAlpha

    Description

    Set the alpha component of the text color. The value should be in the range 0-255.

    Definition

    SetTextColorAlpha( iTextIndex, iAlpha )

    Parameters

    • iTextIndex - The ID of the text to modify.
    • iAlpha - The alpha component of the color.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Text/SetTextColorBlue.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Text/SetTextColorBlue.htm deleted file mode 100644 index 41c066f8..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Text/SetTextColorBlue.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetTextColorBlue - AGK Help - - - - - - -

    SetTextColorBlue

    Description

    Set the blue component of the text color. The value should be in the range 0-255.

    Definition

    SetTextColorBlue( iTextIndex, iBlue )

    Parameters

    • iTextIndex - The ID of the text to modify.
    • iBlue - The blue component of the color.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Text/SetTextColorGreen.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Text/SetTextColorGreen.htm deleted file mode 100644 index 432f8114..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Text/SetTextColorGreen.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetTextColorGreen - AGK Help - - - - - - -

    SetTextColorGreen

    Description

    Set the green component of the text color. The value should be in the range 0-255.

    Definition

    SetTextColorGreen( iTextIndex, iGreen )

    Parameters

    • iTextIndex - The ID of the text to modify.
    • iGreen - The green component of the color.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Text/SetTextColorRed.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Text/SetTextColorRed.htm deleted file mode 100644 index ca095024..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Text/SetTextColorRed.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetTextColorRed - AGK Help - - - - - - -

    SetTextColorRed

    Description

    Set the red component of the text color. The value should be in the range 0-255.

    Definition

    SetTextColorRed( iTextIndex, iRed )

    Parameters

    • iTextIndex - The ID of the text to modify.
    • iRed - The red component of the color.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Text/SetTextDefaultExtendedFontImage.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Text/SetTextDefaultExtendedFontImage.htm deleted file mode 100644 index c64b1941..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Text/SetTextDefaultExtendedFontImage.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetTextDefaultExtendedFontImage - AGK Help - - - - - - -

    SetTextDefaultExtendedFontImage

    Description

    Sets the default extended font to use for text objects. The extended font is for non standard characters above ascii value 127 and can be set separately to the standard characters so you can have multiple images for the extended set and a base image for the normal font characters.

    The AGK has a built in extended font for characters 128 to 255 that it uses for text objects, this allows you to override it. If you do choose to override it you must do so before creating any text objects. You can set the font on a per text basis using SetTextExtendedFontImage. The image should contain all white characters surrounded by a transparent alpha channel. Fully transparent pixels should also contain white in their RGB components.

    The extended font image may either be fixed width or variable width. For fixed width the font image must be laid out in a grid of 16 characters across and 8 characters down, starting with the ascii character 128 in the top left and proceeding left to right, top to bottom, ending with ascii character 255 in the bottom right. The image width must be divisible by 16 and the image height must be divisible by 8. For variable width the image must be an atlas texture accompanied by a subimages.txt file that states the location of each character on the image. The AGK will look for images "128" up to and including "255" in the subimages file and any not found will default to the space character (32).

    Definition

    SetTextDefaultExtendedFontImage( iImageID )

    Parameters

    • iImageID - The image containing the new font.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Text/SetTextDefaultFontImage.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Text/SetTextDefaultFontImage.htm deleted file mode 100644 index bc1c0726..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Text/SetTextDefaultFontImage.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetTextDefaultFontImage - AGK Help - - - - - - -

    SetTextDefaultFontImage

    Description

    Sets the default font to use for text objects. The AGK has a built in font that it uses for text objects, this allows you to override it. If you do choose to override it you must do so before creating any text objects. You can set the font on a per text basis using SetTextFontImage. The image should contain all white characters surrounded by a transparent alpha channel. Fully transparent pixels should also contain white in their RGB components.

    The font image may either be fixed width or variable width. For fixed width the font image must be laid out in a grid of 16 characters across and 6 characters down, starting with the ascii character 32 (space) in the top left and proceeding left to right, top to bottom, ending with ascii character 127 (DEL) in the bottom right. The image width must be divisible by 16 and the image height must be divisible by 6. For variable width the image must be an atlas texture accompanied by a subimages.txt file that states the location of each character on the image. The AGK will look for images "32" up to and including "127" in the subimages file and any not found will default to the space character (32).

    Definition

    SetTextDefaultFontImage( iImageID )

    Parameters

    • iImageID - The image containing the new font.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Text/SetTextDefaultMagFilter.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Text/SetTextDefaultMagFilter.htm deleted file mode 100644 index ac0c42ed..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Text/SetTextDefaultMagFilter.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetTextDefaultMagFilter - AGK Help - - - - - - -

    SetTextDefaultMagFilter

    Description

    Sets the image filter for all text objects and print functions that are using the default font when the text image is larger than the screen space it occupies. Nearest filtering chooses the closest pixel to display and can look blocky. Linear filtering blends the 4 closest pixels and can look blurry.

    Definition

    SetTextDefaultMagFilter( mode )

    Parameters

    • mode - The filtering mode to use, 0=nearest, 1=linear


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Text/SetTextDefaultMinFilter.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Text/SetTextDefaultMinFilter.htm deleted file mode 100644 index e840de79..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Text/SetTextDefaultMinFilter.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetTextDefaultMinFilter - AGK Help - - - - - - -

    SetTextDefaultMinFilter

    Description

    Sets the image filter for all text objects and print functions that are using the default font when the text image is smaller than the screen space it occupies. Nearest filtering chooses the closest pixel to display and can look blocky. Linear filtering blends the 4 closest pixels and can look blurry.

    Definition

    SetTextDefaultMinFilter( mode )

    Parameters

    • mode - The filtering mode to use, 0=nearest, 1=linear


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Text/SetTextDepth.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Text/SetTextDepth.htm deleted file mode 100644 index 15ffbe4e..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Text/SetTextDepth.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetTextDepth - AGK Help - - - - - - -

    SetTextDepth

    Description

    Sets the draw order for the text between 0-10000, 0 being the front of the screen, 10000 being the back. Anything more than 10000 will result in the text being clipped from view.

    By default text is set to depth 9 and appears above all other sprites in the scene, setting a greater depth will cause the text to be sorted into the transparent draw order list which may decrease performance. Use depth 0 for best performance.

    Definition

    SetTextDepth( iTextIndex, iDepth )

    Parameters

    • iTextIndex - The ID of the text to modify.
    • iDepth - The depth this text should be drawn at.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Text/SetTextExtendedFontImage.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Text/SetTextExtendedFontImage.htm deleted file mode 100644 index 17bf4951..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Text/SetTextExtendedFontImage.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetTextExtendedFontImage - AGK Help - - - - - - -

    SetTextExtendedFontImage

    Description

    Sets the extended font to use for this text object. The extended font is for non standard characters above ascii value 127 and can be set separately to the standard characters so you can have multiple images for the extended set and a base image for the normal font characters. AGK has a built in extended font that it uses for text objects with characters 128 to 255, this command allows you to override it. If you are setting all your text objects to the same extended font you should use SetTextDefaultExtendedFontImage instead as this will save some processing time.

    The image should contain all white characters surrounded by a transparent alpha channel. Fully transparent pixels should also contain white in their RGB components.

    The font image may either be fixed width or variable width. For fixed width the font image must be laid out in a grid of 16 characters across and 8 characters down, starting with the ascii character 32 (space) in the top left and proceeding left to right, top to bottom, ending with ascii character 127 (DEL) in the bottom right. The image width must be divisible by 16 and the image height must be divisible by 6. For variable width the image must be an atlas texture accompanied by a subimages.txt file that states the location of each character on the image. The AGK will look for images "32" up to and including "127" in the subimages file and any not found will default to the space character (32). Variable height characters are not supported and all characters must be the same height with any necessary padding included in the font image.

    If this text object is using a TrueType font then this command has no affect, the TrueType font handles both normal and extended (unicode) characters.

    Definition

    SetTextExtendedFontImage( iTextIndex, iImageID )

    Parameters

    • iTextIndex - The ID of the text object to modify
    • iImageID - The image containing the new font.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Text/SetTextFont.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Text/SetTextFont.htm deleted file mode 100644 index 5a1f6e49..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Text/SetTextFont.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetTextFont - AGK Help - - - - - - -

    SetTextFont

    Description

    Sets the TrueType font to use for this text object. The font must have been loaded with LoadFont from a TrueType font file. This is different from the old bitmap fonts in that it supports unicode characters and the characters will usually appear sharper on screen at all sizes.
    Note that resizing a text object that is using a TrueType font will redraw all the characters from the font file onto an image for drawing, for large text sizes using hundreds of different unicode characters this could be a slow process but in normal use it is usually not noticeable.
    Recently used sizes are kept for a short period of time so if you are frequently switching between two or three text sizes then no redrawing will need to be done and it will be faster.
    Use a font ID of 0 to use the built in TrueType font that supports a wide range of unicode characters.

    Definition

    SetTextFont( iTextIndex, iFontID )

    Parameters

    • iTextIndex - The ID of the text object to change.
    • iFontID - The ID of the font to use.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Text/SetTextFontImage.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Text/SetTextFontImage.htm deleted file mode 100644 index afd08f55..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Text/SetTextFontImage.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetTextFontImage - AGK Help - - - - - - -

    SetTextFontImage

    Description

    Sets the font to use for this text object. AGK has a built in font that it uses for text objects, this allows you to override it. If you are setting all your text objects to the same font you should use SetTextDefaultFontImage instead as this will save some processing time.

    The image should contain all white characters surrounded by a transparent alpha channel. Fully transparent pixels should also contain white in their RGB components.

    The font image may either be fixed width or variable width. For fixed width the font image must be laid out in a grid of 16 characters across and 6 characters down, starting with the ascii character 32 (space) in the top left and proceeding left to right, top to bottom, ending with ascii character 127 (DEL) in the bottom right. The image width must be divisible by 16 and the image height must be divisible by 6. For variable width the image must be an atlas texture accompanied by a subimages.txt file that states the location of each character on the image. The AGK will look for images "32" up to and including "127" in the subimages file and any not found will default to the space character (32). Variable height characters are not supported and all characters must be the same height with any necessary padding included in the font image.

    As of version 2.0.20 you can use SetTextFont to use TrueType fonts instead of bitmap fonts. You must choose one or the other, setting a bitmap font will remove the Truetype font, and setting a TrueType font will remove the bitmap font.

    Definition

    SetTextFontImage( iTextIndex, iImageID )

    Parameters

    • iTextIndex - The ID of the text object to modify
    • iImageID - The image containing the new font.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Text/SetTextLineSpacing.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Text/SetTextLineSpacing.htm deleted file mode 100644 index 16baae50..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Text/SetTextLineSpacing.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetTextLineSpacing - AGK Help - - - - - - -

    SetTextLineSpacing

    Description

    Sets the spacing between text lines. A value of 0 puts no gap between the lines, a positive value increases this gap, a negative value overlaps the lines. If each character is built with some space above and below it in the font image then that is the default amount of spacing and this command will increase or decrease the spacing from that.

    Definition

    SetTextLineSpacing( iTextIndex, fSpacing )

    Parameters

    • iTextIndex - The ID of the text object to update.
    • fSpacing - The new spacing to use.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Text/SetTextMaxWidth.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Text/SetTextMaxWidth.htm deleted file mode 100644 index f7256b9a..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Text/SetTextMaxWidth.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetTextMaxWidth - AGK Help - - - - - - -

    SetTextMaxWidth

    Description

    Sets the maximum width the text object will use to draw, any characters that extend beyond this value will wrap onto a new line.

    Definition

    SetTextMaxWidth( iTextIndex, width )

    Parameters

    • iTextIndex - The ID of the text object to modify
    • width - The maximum width the text will use


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Text/SetTextPosition.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Text/SetTextPosition.htm deleted file mode 100644 index 4aa05e00..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Text/SetTextPosition.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetTextPosition - AGK Help - - - - - - -

    SetTextPosition

    Description

    Updates the position of a text object in world coordinates, by default the text is positioned using its top left corner. When using right alignment the text is positioned using its top right corner. When using center alignment the text is positioned using a point halfway along its top edge.

    Definition

    SetTextPosition( iTextIndex, fX, fY )

    Parameters

    • iTextIndex - The ID of the text object to update.
    • fX - The new X position.
    • fY - The new Y position.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Text/SetTextScissor.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Text/SetTextScissor.htm deleted file mode 100644 index abac2e69..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Text/SetTextScissor.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetTextScissor - AGK Help - - - - - - -

    SetTextScissor

    Description

    Clips the text to the specified world coordinates when drawn. Use the values 0,0,0,0 to turn off the text scissor

    Definition

    SetTextScissor( iTextIndex, x, y, x2, y2 )

    Parameters

    • iTextIndex - The ID of the text to modify.
    • x - The x coordinate of the top left corner of the box to use as a clip boundary.
    • y - The y coordinate of the top left corner of the box to use as a clip boundary.
    • x2 - The x coordinate of the bottom right corner of the box to use as a clip boundary.
    • y2 - The y coordinate of the bottom right corner of the box to use as a clip boundary.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Text/SetTextShader.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Text/SetTextShader.htm deleted file mode 100644 index 0ae44065..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Text/SetTextShader.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetTextShader - AGK Help - - - - - - -

    SetTextShader

    Description

    Sets the shader used to draw this Text, loaded with Loadshader. By default Text objects are assigned an internal shader that can handle 1 texture and a color. If you use a shader ID of 0 the Text is assigned the internal shader.

    Definition

    SetTextShader(UINT iTextIndex, shaderID)

    Parameters

    • iTextIndex - The ID of the text to modify.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Text/SetTextShaderConstantArrayByName.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Text/SetTextShaderConstantArrayByName.htm deleted file mode 100644 index e232def0..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Text/SetTextShaderConstantArrayByName.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetTextShaderConstantArrayByName - AGK Help - - - - - - -

    SetTextShaderConstantArrayByName

    Description

    Sets a shader constant array index by name, the constant must be marked as "uniform" in the shader source. Array indices start at 0, if the array index is out of bounds then it will be ignored and no changes will be made. This will affect only the specified text this shader. All shader values have 1 to 4 components, this command accepts 4 values and discards any that are not used by the named variable.

    Definition

    SetTextShaderConstantArrayByName(UINT iTextIndex, szName, arrayIndex, value1, value2, value3, value4)

    Parameters

    • textID - The ID of the text to modify.
    • szName - The name of the constant to change, as defined in the shader source file.
    • arrayIndex - The element of the array to modify.
    • value1 - The X or R component of the new value, this value will always be used.
    • value2 - The Y or G component of the new value, if the constant only uses 1 component this value is discarded.
    • value3 - The Z or B component of the new value, if the constant only uses 2 components this value is discarded.
    • value4 - The W or A component of the new value, if the constant only uses 3 components this value is discarded.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Text/SetTextShaderConstantByName.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Text/SetTextShaderConstantByName.htm deleted file mode 100644 index 68d6daf4..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Text/SetTextShaderConstantByName.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetTextShaderConstantByName - AGK Help - - - - - - -

    SetTextShaderConstantByName

    Description

    Sets a shader constant for a text by name, the constant must be marked as "uniform" in the shader source. The Text will set the specified constant to this value for any shader that it is applied to it. All shader values have 1 to 4 components, this command accepts 4 values and discards any that are not used by the named variable.

    Definition

    SetTextShaderConstantByName(UINT iTextIndex, szName, value1, value2, value3, value4)

    Parameters

    • szName - The name of the constant to change, as defined in the shader source file.
    • value1 - The X or R component of the new value, this value will always be used.
    • value2 - The Y or G component of the new value, if the constant only uses 1 component this value is discarded.
    • value3 - The Z or B component of the new value, if the constant only uses 2 components this value is discarded.
    • value4 - The W or A component of the new value, if the constant only uses 3 components this value is discarded.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Text/SetTextShaderConstantDefault.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Text/SetTextShaderConstantDefault.htm deleted file mode 100644 index c4be32fc..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Text/SetTextShaderConstantDefault.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetTextShaderConstantDefault - AGK Help - - - - - - -

    SetTextShaderConstantDefault

    Description

    Stops a text setting the given constant name in its shaders and uses the shader's default value from now on.

    Definition

    SetTextShaderConstantDefault(UINT iTextIndex, szName)

    Parameters

    • szName - The name of the constant to stop changing.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Text/SetTextSize.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Text/SetTextSize.htm deleted file mode 100644 index b8b2ab02..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Text/SetTextSize.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetTextSize - AGK Help - - - - - - -

    SetTextSize

    Description

    Sets the size of the text object, default is 4. This value represents the height of each character in world units. The width of each character is dependant on the font and is calculated to match the given size.

    Definition

    SetTextSize( iTextIndex, fSize )

    Parameters

    • iTextIndex - The ID of the text object to update.
    • fSize - The new size of the text.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Text/SetTextSpacing.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Text/SetTextSpacing.htm deleted file mode 100644 index a4c1b958..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Text/SetTextSpacing.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetTextSpacing - AGK Help - - - - - - -

    SetTextSpacing

    Description

    Sets the spacing between letters. A value of 0 puts no gap between the letter bounding boxes, a positive value increases this gap, a negative value overlaps the letters. If each character is built with some space either side of it in the font image then that is the default amount of spacing and this command will increase or decrease the spacing from that.

    Definition

    SetTextSpacing( iTextIndex, fSpacing )

    Parameters

    • iTextIndex - The ID of the text object to update.
    • fSpacing - The new spacing to use.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Text/SetTextString.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Text/SetTextString.htm deleted file mode 100644 index abf582a4..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Text/SetTextString.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetTextString - AGK Help - - - - - - -

    SetTextString

    Description

    Updates the string of a text object, the new text will be displayed on the next screen refresh.

    Definition

    SetTextString( iTextIndex, string )

    Parameters

    • iTextIndex - The ID of the text object to update.
    • string - The new string to use.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Text/SetTextTransparency.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Text/SetTextTransparency.htm deleted file mode 100644 index 01d3d52d..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Text/SetTextTransparency.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetTextTransparency - AGK Help - - - - - - -

    SetTextTransparency

    Description

    Set the text transparency to a particular setting, with a choice of no transparency, alpha transparency, and additive blending. By default text is created with alpha transparency.

    Definition

    SetTextTransparency( iTextIndex, mode )

    Parameters

    • iTextIndex - The ID of the text to modify.
    • mode - The transparency mode for this text, 0=off, 1=alpha transparency, 2=additive blending


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Text/SetTextVisible.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Text/SetTextVisible.htm deleted file mode 100644 index e96de7b2..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Text/SetTextVisible.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetTextVisible - AGK Help - - - - - - -

    SetTextVisible

    Description

    Sets whether the text is drawn during screen refreshes.

    Definition

    SetTextVisible( iTextIndex, bVisible )

    Parameters

    • iTextIndex - The ID of the text to modify.
    • bVisible - 1 to draw this text, 0 to hide it.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Text/SetTextX.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Text/SetTextX.htm deleted file mode 100644 index 54234eb1..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Text/SetTextX.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetTextX - AGK Help - - - - - - -

    SetTextX

    Description

    Updates the X position of a text object in world coordinates, by default the text is positioned using its top left corner. When using right alignment the text is positioned using its top right corner. When using center alignment the text is positioned using a point halfway along its top edge.

    Definition

    SetTextX( iTextIndex, fX )

    Parameters

    • iTextIndex - The ID of the text object to update.
    • fX - The new X position.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Text/SetTextY.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Text/SetTextY.htm deleted file mode 100644 index 02c64c0d..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Text/SetTextY.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetTextY - AGK Help - - - - - - -

    SetTextY

    Description

    Updates the Y position of a text object in world coordinates, by default the text is positioned using its top left corner. When using right alignment the text is positioned using its top right corner. When using center alignment the text is positioned using a point halfway along its top edge.

    Definition

    SetTextY( iTextIndex, fY )

    Parameters

    • iTextIndex - The ID of the text object to update.
    • fY - The new Y position.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Text/UseNewDefaultFonts.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Text/UseNewDefaultFonts.htm deleted file mode 100644 index 2e1097c5..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Text/UseNewDefaultFonts.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -UseNewDefaultFonts - AGK Help - - - - - - -

    UseNewDefaultFonts

    Description

    Since version 2.0.20 AGK has a new font system that can display more characters and render characters more smoothly, however to preserve backwards compatibility this is turned off by default. To use the new system set this command to 1. This only affects the default font where you haven't set one yourself.

    Definition

    UseNewDefaultFonts( mode )

    Parameters

    • mode - 1=use new default fonts, 0=use old default fonts


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Time.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Time.htm deleted file mode 100644 index c69eec58..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Time.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -Time - AGK Help - - - - - - -
    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Time/GetCurrentDate.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Time/GetCurrentDate.htm deleted file mode 100644 index 83e523bf..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Time/GetCurrentDate.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetCurrentDate - AGK Help - - - - - - -

    GetCurrentDate

    Description

    Returns a string representing the current date in the format YYYY-MM-DD, for example 2012-01-09.

    Definition

    string GetCurrentDate()



    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Time/GetCurrentTime.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Time/GetCurrentTime.htm deleted file mode 100644 index cff73607..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Time/GetCurrentTime.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetCurrentTime - AGK Help - - - - - - -

    GetCurrentTime

    Description

    Returns a string representing the current time in the format HH-MM-SS, for example 15:23:04.

    Definition

    string GetCurrentTime()



    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Time/GetDayOfWeek.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Time/GetDayOfWeek.htm deleted file mode 100644 index a9064660..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Time/GetDayOfWeek.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetDayOfWeek - AGK Help - - - - - - -

    GetDayOfWeek

    Description

    Returns an integer representing the current day of the week in the range 0-6 with 0 as Sunday, 1 as Monday, etc.

    Definition

    integer GetDayOfWeek()



    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Time/GetDaysFromUnix.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Time/GetDaysFromUnix.htm deleted file mode 100644 index 1204cef1..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Time/GetDaysFromUnix.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetDaysFromUnix - AGK Help - - - - - - -

    GetDaysFromUnix

    Description

    Returns the days of a given unix time value (1 to 31). Unix time is represented as the number of seconds since the 1st Jan 1970, it may also be negative.

    Definition

    integer GetDaysFromUnix( unixtime )

    Parameters

    • unixtime - A unix time value.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Time/GetHoursFromUnix.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Time/GetHoursFromUnix.htm deleted file mode 100644 index 923a0a8f..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Time/GetHoursFromUnix.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetHoursFromUnix - AGK Help - - - - - - -

    GetHoursFromUnix

    Description

    Returns the hours of a given unix time value (0 to 23). Unix time is represented as the number of seconds since the 1st Jan 1970, it may also be negative.

    Definition

    integer GetHoursFromUnix( unixtime )

    Parameters

    • unixtime - A unix time value.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Time/GetLeapYear.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Time/GetLeapYear.htm deleted file mode 100644 index fecc5e9a..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Time/GetLeapYear.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetLeapYear - AGK Help - - - - - - -

    GetLeapYear

    Description

    Returns 1 if the given year is a leap year, otherwise 0.

    Definition

    integer GetLeapYear( year )

    Parameters

    • year - The year to check.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Time/GetMinutesFromUnix.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Time/GetMinutesFromUnix.htm deleted file mode 100644 index 731cdfe1..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Time/GetMinutesFromUnix.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetMinutesFromUnix - AGK Help - - - - - - -

    GetMinutesFromUnix

    Description

    Returns the minutes of a given unix time value (0 to 59). Unix time is represented as the number of seconds since the 1st Jan 1970, it may also be negative.

    Definition

    integer GetMinutesFromUnix( unixtime )

    Parameters

    • unixtime - A unix time value.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Time/GetMonthFromUnix.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Time/GetMonthFromUnix.htm deleted file mode 100644 index 35cebbb7..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Time/GetMonthFromUnix.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetMonthFromUnix - AGK Help - - - - - - -

    GetMonthFromUnix

    Description

    Returns the month of a given unix time value (1 to 12). Unix time is represented as the number of seconds since the 1st Jan 1970, it may also be negative.

    Definition

    integer GetMonthFromUnix( unixtime )

    Parameters

    • unixtime - A unix time value.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Time/GetSecondsFromUnix.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Time/GetSecondsFromUnix.htm deleted file mode 100644 index 156392bf..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Time/GetSecondsFromUnix.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetSecondsFromUnix - AGK Help - - - - - - -

    GetSecondsFromUnix

    Description

    Returns the seconds of a given unix time value (0 to 59). Unix time is represented as the number of seconds since the 1st Jan 1970, it may also be negative.

    Definition

    integer GetSecondsFromUnix( unixtime )

    Parameters

    • unixtime - A unix time value.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Time/GetUnixFromDate.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Time/GetUnixFromDate.htm deleted file mode 100644 index 1fa43d35..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Time/GetUnixFromDate.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetUnixFromDate - AGK Help - - - - - - -

    GetUnixFromDate

    Description

    Converts a given date and time into its unix time equivalent, unix time is the number of seconds since 1st Jan 1970. If not using 64 bit values then the unix time value is limited to 1901 to 2038 for the year.

    Definition

    integer GetUnixFromDate( year, month, days, hours, minutes, seconds )

    Parameters

    • year - The year portion of the date.
    • month - The month portion of the date, in the range 1 to 12.
    • days - The day portion of the date, in the range 1 to 31.
    • hours - The hours portion of the date, in the range 0 to 23.
    • minutes - The minutes portion of the date, in the range 0 to 59.
    • seconds - The seconds portion of the date, in the range 0 to 59.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Time/GetUnixTime.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Time/GetUnixTime.htm deleted file mode 100644 index a285154f..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Time/GetUnixTime.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetUnixTime - AGK Help - - - - - - -

    GetUnixTime

    Description

    Returns the current date and time in unix time format, which is measured as seconds from 1st Jan 1970. It can be negative for dates before 1970.

    Definition

    integer GetUnixTime()



    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Time/GetYearFromUnix.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Time/GetYearFromUnix.htm deleted file mode 100644 index daeb3b74..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Time/GetYearFromUnix.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetYearFromUnix - AGK Help - - - - - - -

    GetYearFromUnix

    Description

    Returns the year of a given unix time value. Unix time is represented as the number of seconds since the 1st Jan 1970, it may also be negative. If not using 64 bit values then the unix time value is limited to 1901 to 2038 for the year.

    Definition

    integer GetYearFromUnix( unixtime )

    Parameters

    • unixtime - A unix time value.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Tweening.htm deleted file mode 100644 index 8854ba0f..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -Tweening - AGK Help - - - - - - -

    Tweening

    Camera

    Chains

    Objects

    Char

    General

    Cameras

    Custom

    Interpolation

    Text

    Object

    Sprites



    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/AddTweenChainCamera.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/AddTweenChainCamera.htm deleted file mode 100644 index 8907f3a3..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/AddTweenChainCamera.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -AddTweenChainCamera - AGK Help - - - - - - -

    AddTweenChainCamera

    Description

    Applies the given tween ID to a given camera ID with an optional delay and adds it to the end of the chain. A tween can be added to multiple cameras at the same time, simply call this command again with a different camera ID. The camera will not be modified until all preceding tweens in this chain have finished and the delay time has passed, at which point the tween will start at the begin values and move towards the end values over the tween duration. If a tween end value is modified whilst the tween is playing on a camera the camera will adjust its interpolation accordingly. Modifying the duration whilst playing is undefined and not compatible with chains.

    Definition

    AddTweenChainCamera( chainID, tweenID, cameraID, delay )

    Parameters

    • chainID - ID of the chain to add to
    • tweenID - ID of the tween to add
    • cameraID - ID of the camera to modify
    • delay - Number of seconds to wait before playing this tween when it is triggered


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/AddTweenChainChar.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/AddTweenChainChar.htm deleted file mode 100644 index bcad0c37..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/AddTweenChainChar.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -AddTweenChainChar - AGK Help - - - - - - -

    AddTweenChainChar

    Description

    Applies the given tween ID to a given character in a text object with an optional delay and adds it to the end of the chain. A tween can be added to multiple characters at the same time, simply call this command again with a different character or text ID. The character will not be modified until all preceding tweens in this chain have finished and the delay time has passed, at which point the tween will start at the begin values and move towards the end values over the tween duration. If a tween end value is modified whilst the tween is playing on a character the character will adjust its interpolation accordingly. Modifying the duration whilst playing is undefined and not compatible with chains.

    Definition

    AddTweenChainChar( chainID, tweenID, textID, charID, delay )

    Parameters

    • chainID - ID of the chain to add to
    • tweenID - ID of the tween to add
    • textID - ID of the text object containing the character
    • charID - Index of the character to modify, indices start at 0
    • delay - Number of seconds to wait before playing this tween when it is triggered


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/AddTweenChainCustom.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/AddTweenChainCustom.htm deleted file mode 100644 index 5d77f5bd..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/AddTweenChainCustom.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -AddTweenChainCustom - AGK Help - - - - - - -

    AddTweenChainCustom

    Description

    Adds the given custom tween ID to the end of the chain with an optional delay. The tween will not start until all preceding tweens in this chain have finished and the delay time has passed, at which point the tween will start at the begin values and move towards the end values over the tween duration. If a tween end value is modified whilst the tween is playing it will adjust its interpolation accordingly. Modifying the duration whilst playing is undefined and not compatible with chains.

    Definition

    AddTweenChainCustom( chainID, tweenID, delay )

    Parameters

    • chainID - ID of the chain to add to
    • tweenID - ID of the tween to add
    • delay - Number of seconds to wait before playing this tween when it is triggered


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/AddTweenChainObject.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/AddTweenChainObject.htm deleted file mode 100644 index af707e9a..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/AddTweenChainObject.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -AddTweenChainObject - AGK Help - - - - - - -

    AddTweenChainObject

    Description

    Applies the given tween ID to a given object ID with an optional delay and adds it to the end of the chain. A tween can be added to multiple objects at the same time, simply call this command again with a different object ID. The object will not be modified until all preceding tweens in this chain have finished and the delay time has passed, at which point the tween will start at the begin values and move towards the end values over the tween duration. If a tween end value is modified whilst the tween is playing on an object the object will adjust its interpolation accordingly. Modifying the duration whilst playing is undefined and not compatible with chains.

    Definition

    AddTweenChainObject( chainID, tweenID, objectID, delay )

    Parameters

    • chainID - ID of the chain to add to
    • tweenID - ID of the tween to add
    • objectID - ID of the object to modify
    • delay - Number of seconds to wait before playing this tween when it is triggered


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/AddTweenChainSprite.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/AddTweenChainSprite.htm deleted file mode 100644 index b827c90b..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/AddTweenChainSprite.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -AddTweenChainSprite - AGK Help - - - - - - -

    AddTweenChainSprite

    Description

    Applies the given tween ID to a given sprite ID with an optional delay and adds it to the end of the chain. A tween can be added to multiple sprites at the same time, simply call this command again with a different sprite ID. The sprite will not be modified until all preceding tweens in this chain have finished and the delay time has passed, at which point the tween will start at the begin values and move towards the end values over the tween duration. If a tween end value is modified whilst the tween is playing on a sprite the sprite will adjust its interpolation accordingly. Modifying the duration whilst playing is undefined and not compatible with chains.

    Definition

    AddTweenChainSprite( chainID, tweenID, spriteID, delay )

    Parameters

    • chainID - ID of the chain to add to
    • tweenID - ID of the tween to add
    • spriteID - ID of the sprite to modify
    • delay - Number of seconds to wait before playing this tween when it is triggered


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/AddTweenChainText.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/AddTweenChainText.htm deleted file mode 100644 index 79c88f7a..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/AddTweenChainText.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -AddTweenChainText - AGK Help - - - - - - -

    AddTweenChainText

    Description

    Applies the given tween ID to a given text object ID with an optional delay and adds it to the end of the chain. A tween can be added to multiple text objects at the same time, simply call this command again with a different text object ID. The text object will not be modified until all preceding tweens in this chain have finished and the delay time has passed, at which point the tween will start at the begin values and move towards the end values over the tween duration. If a tween end value is modified whilst the tween is playing on a text object the text will adjust its interpolation accordingly. Modifying the duration whilst playing is undefined and not compatible with chains.

    Definition

    AddTweenChainText( chainID, tweenID, textID, delay )

    Parameters

    • chainID - ID of the chain to add to
    • tweenID - ID of the tween to add
    • textID - ID of the text to modify
    • delay - Number of seconds to wait before playing this tween when it is triggered


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/ClearTweenCamera.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/ClearTweenCamera.htm deleted file mode 100644 index 08895e03..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/ClearTweenCamera.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -ClearTweenCamera - AGK Help - - - - - - -

    ClearTweenCamera

    Description

    Clears all tweens for the camera tween

    Definition

    ClearTweenCamera ( tweenID )

    Parameters

    • tweenID - ID of the tween


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/ClearTweenChain.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/ClearTweenChain.htm deleted file mode 100644 index ae7acbee..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/ClearTweenChain.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -ClearTweenChain - AGK Help - - - - - - -

    ClearTweenChain

    Description

    Empties a chain of all tweens and stops any that were running. Any tweens that were added to it are unaffected and can be used in future chains.

    Definition

    ClearTweenChain( chainID )

    Parameters

    • chainID - ID of the tween chain to clear


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/ClearTweenChar.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/ClearTweenChar.htm deleted file mode 100644 index e3744444..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/ClearTweenChar.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -ClearTweenChar - AGK Help - - - - - - -

    ClearTweenChar

    Description

    Clears all tweens for the char tween

    Definition

    ClearTweenChar ( tweenID )

    Parameters

    • tweenID - ID of the tween


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/ClearTweenCustom.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/ClearTweenCustom.htm deleted file mode 100644 index efa8a973..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/ClearTweenCustom.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -ClearTweenCustom - AGK Help - - - - - - -

    ClearTweenCustom

    Description

    Clears all tweens for the custom tween

    Definition

    ClearTweenCustom ( tweenID )

    Parameters

    • tweenID - ID of the tween


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/ClearTweenObject.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/ClearTweenObject.htm deleted file mode 100644 index 8bff7a06..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/ClearTweenObject.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -ClearTweenObject - AGK Help - - - - - - -

    ClearTweenObject

    Description

    Clears all tweens for the object tween

    Definition

    ClearTweenObject ( tweenID )

    Parameters

    • tweenID - ID of the tween


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/ClearTweenSprite.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/ClearTweenSprite.htm deleted file mode 100644 index 5ed262e5..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/ClearTweenSprite.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -ClearTweenSprite - AGK Help - - - - - - -

    ClearTweenSprite

    Description

    Clears all tweens for the sprite tween

    Definition

    ClearTweenSprite ( tweenID )

    Parameters

    • tweenID - ID of the tween


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/ClearTweenText.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/ClearTweenText.htm deleted file mode 100644 index 37574a2d..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/ClearTweenText.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -ClearTweenText - AGK Help - - - - - - -

    ClearTweenText

    Description

    Clears all tweens for the text tween

    Definition

    ClearTweenText ( tweenID )

    Parameters

    • tweenID - ID of the tween


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/CreateTweenCamera.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/CreateTweenCamera.htm deleted file mode 100644 index 5c814661..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/CreateTweenCamera.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -CreateTweenCamera - AGK Help - - - - - - -

    CreateTweenCamera

    Description

    Creates an camera tween with a given duration and returns an ID for it. This tween is merely a template that can be applied to multiple cameras or chains at the same time. All tween types share the same ID space, so a camera tween of ID 1 cannot exist at the same time as an object tween with ID 1. You can set multiple parameters for this tween, such as X position and Angle, that will all move from their start values to their end values over the given duration.

    Definition

    integer CreateTweenCamera( duration )

    CreateTweenCamera( tweenID, duration )

    Parameters

    • duration - The duration of the tween in seconds
    • tweenID - ID of the tween


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/CreateTweenChain.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/CreateTweenChain.htm deleted file mode 100644 index 8ef31db9..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/CreateTweenChain.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -CreateTweenChain - AGK Help - - - - - - -

    CreateTweenChain

    Description

    Creates a tween chain that can be used to order tweens so they play one after the other. A tween chain can contain multiple sprites, characters, objects, etc, so that a camera tween can be triggered after a sprite tween has finished or vice versa. Multiple chains can be applied to the same sprites, objects, or others as long as the chains do not modify the same parameter at the same time. For example if chain 1 starts by modifying a sprites X value, and is played at the same time as chain 2 which also starts modifying the X value of the same sprite one chain will overwrite the changes of the other. Otherwise multiple chains on the same sprite will work correctly.

    Definition

    integer CreateTweenChain()

    CreateTweenChain( chainID )

    Parameters

    • chainID - ID of the chain


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/CreateTweenChar.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/CreateTweenChar.htm deleted file mode 100644 index 4a1f674e..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/CreateTweenChar.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -CreateTweenChar - AGK Help - - - - - - -

    CreateTweenChar

    Description

    Creates a char tween with a given duration and returns an ID for it. This can be applied to individual characters of a text object. This tween is merely a template that can be applied to multiple text characters or chains at the same time. All tween types share the same ID space, so a sprite tween of ID 1 cannot exist at the same time as a char tween with ID 1. You can set multiple parameters for this tween, such as X position and Angle, that will all move from their start values to their end values over the given duration.

    Definition

    integer CreateTweenChar( duration )

    CreateTweenChar( tweenID, duration )

    Parameters

    • duration - The duration of the tween in seconds
    • tweenID - ID of the tween


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/CreateTweenCustom.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/CreateTweenCustom.htm deleted file mode 100644 index 5ef2f963..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/CreateTweenCustom.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -CreateTweenCustom - AGK Help - - - - - - -

    CreateTweenCustom

    Description

    Creates a custom tween with a given duration and returns an ID for it. This tween is not associated with any item and its values can be read whilst it is running. This makes it useful for controlling values that are not covered by any of the other tween templates. All tween types share the same ID space, so a custom tween of ID 1 cannot exist at the same time as a sprite tween with ID 1. You can set multiple parameters for this tween, up to 4 float values and 4 integer values, that will all move from their start values to their end values over the given duration.

    Definition

    integer CreateTweenCustom( duration )

    CreateTweenCustom( tweenID, duration )

    Parameters

    • duration - The duration of the tween in seconds
    • tweenID - ID of the tween


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/CreateTweenObject.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/CreateTweenObject.htm deleted file mode 100644 index c0be1050..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/CreateTweenObject.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -CreateTweenObject - AGK Help - - - - - - -

    CreateTweenObject

    Description

    Creates an object tween with a given duration and returns an ID for it. This tween is merely a template that can be applied to multiple objects or chains at the same time. All tween types share the same ID space, so a sprite tween of ID 1 cannot exist at the same time as an object tween with ID 1. You can set multiple parameters for this tween, such as X position and Angle, that will all move from their start values to their end values over the given duration.

    Definition

    integer CreateTweenObject( duration )

    CreateTweenObject( tweenID, duration )

    Parameters

    • duration - The duration of the tween in seconds
    • tweenID - ID of the tween


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/CreateTweenSprite.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/CreateTweenSprite.htm deleted file mode 100644 index d3a9c8c7..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/CreateTweenSprite.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -CreateTweenSprite - AGK Help - - - - - - -

    CreateTweenSprite

    Description

    Creates a sprite tween with a given duration and returns an ID for it. This tween is merely a template that can be applied to multiple sprites or chains at the same time. All tween types share the same ID space, so a sprite tween of ID 1 cannot exist at the same time as a text tween with ID 1. You can set multiple parameters for this tween, such as X position and Angle, that will all move from their start values to their end values over the given duration.

    Definition

    integer CreateTweenSprite( duration )

    CreateTweenSprite( tweenID, duration )

    Parameters

    • duration - The duration of the tween in seconds
    • tweenID - ID of the tween


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/CreateTweenText.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/CreateTweenText.htm deleted file mode 100644 index 41f9e85f..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/CreateTweenText.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -CreateTweenText - AGK Help - - - - - - -

    CreateTweenText

    Description

    Creates a text tween with a given duration and returns an ID for it. This tween is merely a template that can be applied to multiple text objects or chains at the same time. All tween types share the same ID space, so a sprite tween of ID 1 cannot exist at the same time as a text tween with ID 1. You can set multiple parameters for this tween, such as X position and Angle, that will all move from their start values to their end values over the given duration.

    Definition

    integer CreateTweenText( duration )

    CreateTweenText( tweenID, duration )

    Parameters

    • duration - The duration of the tween in seconds
    • tweenID - ID of the tween


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/DeleteTween.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/DeleteTween.htm deleted file mode 100644 index c1176d68..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/DeleteTween.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -DeleteTween - AGK Help - - - - - - -

    DeleteTween

    Description

    Delete a given tween ID. This can be used for all types of tween, sprite, text, object, etc.

    Definition

    DeleteTween( tweenID )

    Parameters

    • tweenID - ID of the tween to delete


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/DeleteTweenChain.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/DeleteTweenChain.htm deleted file mode 100644 index 620c666f..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/DeleteTweenChain.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -DeleteTweenChain - AGK Help - - - - - - -

    DeleteTweenChain

    Description

    Deletes a chain and stops any tweens that were associated with it. Any tweens that were added to it are unaffected and can be used in future chains.

    Definition

    DeleteTweenChain( chainID )

    Parameters

    • chainID - ID of the chain to delete


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/GetTweenCameraExists.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/GetTweenCameraExists.htm deleted file mode 100644 index 87635680..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/GetTweenCameraExists.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetTweenCameraExists - AGK Help - - - - - - -

    GetTweenCameraExists

    Description

    Returns 1 if a tween exists at the given ID and it is a camera tween, otherwise 0.

    Definition

    integer GetTweenCameraExists( tweenID )

    Parameters

    • tweenID - ID of the tween to check


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/GetTweenCameraPlaying.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/GetTweenCameraPlaying.htm deleted file mode 100644 index ab292b12..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/GetTweenCameraPlaying.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetTweenCameraPlaying - AGK Help - - - - - - -

    GetTweenCameraPlaying

    Description

    Returns 1 if the given tween ID is currently playing on the given camera, otherwise 0. This will still return 1 if the tween is currently paused.

    Definition

    integer GetTweenCameraPlaying( tweenID, cameraID )

    Parameters

    • tweenID - ID of the tween to check
    • cameraID - ID of the camera to check


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/GetTweenChainEndTime.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/GetTweenChainEndTime.htm deleted file mode 100644 index aa796072..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/GetTweenChainEndTime.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetTweenChainEndTime - AGK Help - - - - - - -

    GetTweenChainEndTime

    Description

    Returns the total length of the tween chain in seconds.

    Definition

    float GetTweenChainEndTime( chainID )

    Parameters

    • chainID - ID of the chain to check


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/GetTweenChainPlaying.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/GetTweenChainPlaying.htm deleted file mode 100644 index a6928d0c..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/GetTweenChainPlaying.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetTweenChainPlaying - AGK Help - - - - - - -

    GetTweenChainPlaying

    Description

    Returns 1 if the chain is currently working through its list of tweens. If the last tween has finished or the chain has yet to be started it will return 0.

    Definition

    integer GetTweenChainPlaying( chainID )

    Parameters

    • chainID - ID of the chain to check


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/GetTweenCharEndTime.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/GetTweenCharEndTime.htm deleted file mode 100644 index f671d26c..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/GetTweenCharEndTime.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetTweenCharEndTime - AGK Help - - - - - - -

    GetTweenCharEndTime

    Description

    Returns the end time of the tween char

    Definition

    float GetTweenCharEndTime ( tweenID, textID, charID )

    Parameters

    • tweenID - ID of the tween
    • textID - ID of the text
    • charID - Index of the character to check, indices start at 0, if out of range it is ignored


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/GetTweenCharExists.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/GetTweenCharExists.htm deleted file mode 100644 index 99b002d6..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/GetTweenCharExists.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetTweenCharExists - AGK Help - - - - - - -

    GetTweenCharExists

    Description

    Returns 1 if a tween with the given ID exists and it is a char tween, otherwise 0.

    Definition

    integer GetTweenCharExists( tweenID )

    Parameters

    • tweenID - ID of the tween to check


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/GetTweenCharPlaying.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/GetTweenCharPlaying.htm deleted file mode 100644 index 7c8d19c9..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/GetTweenCharPlaying.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetTweenCharPlaying - AGK Help - - - - - - -

    GetTweenCharPlaying

    Description

    Returns 1 if the given tween ID is currently playing on the given character and text object, otherwise 0. This will still return 1 if the tween is currently paused.

    Definition

    integer GetTweenCharPlaying( tweenID, textID, charID )

    Parameters

    • tweenID - ID of the tween to check
    • textID - ID of the text to check
    • charID - Index of the character to check, indices start at 0, if out of range it is ignored


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/GetTweenCharTime.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/GetTweenCharTime.htm deleted file mode 100644 index cc121e71..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/GetTweenCharTime.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetTweenCharTime - AGK Help - - - - - - -

    GetTweenCharTime

    Description

    Returns the current time of the tween char

    Definition

    float GetTweenCharTime ( tweenID, textID, charID )

    Parameters

    • tweenID - ID of the tween
    • textID - ID of the text
    • charID - Index of the character to check, indices start at 0, if out of range it is ignored


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/GetTweenCustomEndTime.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/GetTweenCustomEndTime.htm deleted file mode 100644 index 5a73d61f..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/GetTweenCustomEndTime.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetTweenCustomEndTime - AGK Help - - - - - - -

    GetTweenCustomEndTime

    Description

    Returns the end time of the custom tween

    Definition

    float GetTweenCustomEndTime ( tweenID )

    Parameters

    • tweenID - ID of the tween


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/GetTweenCustomExists.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/GetTweenCustomExists.htm deleted file mode 100644 index da98526d..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/GetTweenCustomExists.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetTweenCustomExists - AGK Help - - - - - - -

    GetTweenCustomExists

    Description

    Returns 1 if a tween with the given ID exists and it is a custom tween, otherwise 0.

    Definition

    integer GetTweenCustomExists( tweenID )

    Parameters

    • tweenID - ID of the tween to check


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/GetTweenCustomFloat1.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/GetTweenCustomFloat1.htm deleted file mode 100644 index 43b0b7a2..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/GetTweenCustomFloat1.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetTweenCustomFloat1 - AGK Help - - - - - - -

    GetTweenCustomFloat1

    Description

    Returns the current value of the first float of the custom tween.

    Definition

    float GetTweenCustomFloat1( tweenID )

    Parameters

    • tweenID - ID of the tween to check


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/GetTweenCustomFloat2.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/GetTweenCustomFloat2.htm deleted file mode 100644 index 872a13ec..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/GetTweenCustomFloat2.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetTweenCustomFloat2 - AGK Help - - - - - - -

    GetTweenCustomFloat2

    Description

    Returns the current value of the second float of the custom tween.

    Definition

    float GetTweenCustomFloat2( tweenID )

    Parameters

    • tweenID - ID of the tween to check


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/GetTweenCustomFloat3.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/GetTweenCustomFloat3.htm deleted file mode 100644 index e8e57674..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/GetTweenCustomFloat3.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetTweenCustomFloat3 - AGK Help - - - - - - -

    GetTweenCustomFloat3

    Description

    Returns the current value of the third float of the custom tween.

    Definition

    float GetTweenCustomFloat3( tweenID )

    Parameters

    • tweenID - ID of the tween to check


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/GetTweenCustomFloat4.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/GetTweenCustomFloat4.htm deleted file mode 100644 index e2228092..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/GetTweenCustomFloat4.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetTweenCustomFloat4 - AGK Help - - - - - - -

    GetTweenCustomFloat4

    Description

    Returns the current value of the fourth float of the custom tween.

    Definition

    float GetTweenCustomFloat4( tweenID )

    Parameters

    • tweenID - ID of the tween to check


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/GetTweenCustomInteger1.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/GetTweenCustomInteger1.htm deleted file mode 100644 index 3a4a636a..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/GetTweenCustomInteger1.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetTweenCustomInteger1 - AGK Help - - - - - - -

    GetTweenCustomInteger1

    Description

    Returns the current value of the first integer of the custom tween.

    Definition

    integer GetTweenCustomInteger1( tweenID )

    Parameters

    • tweenID - ID of the tween to check


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/GetTweenCustomInteger2.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/GetTweenCustomInteger2.htm deleted file mode 100644 index 0ff62855..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/GetTweenCustomInteger2.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetTweenCustomInteger2 - AGK Help - - - - - - -

    GetTweenCustomInteger2

    Description

    Returns the current value of the second integer of the custom tween.

    Definition

    integer GetTweenCustomInteger2( tweenID )

    Parameters

    • tweenID - ID of the tween to check


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/GetTweenCustomInteger3.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/GetTweenCustomInteger3.htm deleted file mode 100644 index b3fe5b84..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/GetTweenCustomInteger3.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetTweenCustomInteger3 - AGK Help - - - - - - -

    GetTweenCustomInteger3

    Description

    Returns the current value of the third integer of the custom tween.

    Definition

    integer GetTweenCustomInteger3( tweenID )

    Parameters

    • tweenID - ID of the tween to check


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/GetTweenCustomInteger4.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/GetTweenCustomInteger4.htm deleted file mode 100644 index 5626517b..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/GetTweenCustomInteger4.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetTweenCustomInteger4 - AGK Help - - - - - - -

    GetTweenCustomInteger4

    Description

    Returns the current value of the fourth integer of the custom tween.

    Definition

    integer GetTweenCustomInteger4( tweenID )

    Parameters

    • tweenID - ID of the tween to check


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/GetTweenCustomPlaying.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/GetTweenCustomPlaying.htm deleted file mode 100644 index 6121b039..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/GetTweenCustomPlaying.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetTweenCustomPlaying - AGK Help - - - - - - -

    GetTweenCustomPlaying

    Description

    Returns 1 if the given custom tween ID is currently playing, otherwise 0. This will still return 1 if the tween is currently paused.

    Definition

    integer GetTweenCustomPlaying( tweenID )

    Parameters

    • tweenID - ID of the tween to check


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/GetTweenCustomTime.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/GetTweenCustomTime.htm deleted file mode 100644 index 00284007..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/GetTweenCustomTime.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetTweenCustomTime - AGK Help - - - - - - -

    GetTweenCustomTime

    Description

    Returns the current time of the custom tween

    Definition

    float GetTweenCustomTime ( tweenID )

    Parameters

    • tweenID - ID of the tween


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/GetTweenExists.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/GetTweenExists.htm deleted file mode 100644 index 2963e0bf..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/GetTweenExists.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetTweenExists - AGK Help - - - - - - -

    GetTweenExists

    Description

    Returns 1 if a tween of any type exists at the given ID, 0 otherwise.

    Definition

    integer GetTweenExists( tweenID )

    Parameters

    • tweenID - ID of the tween to check


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/GetTweenObjectEndTime.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/GetTweenObjectEndTime.htm deleted file mode 100644 index 6cc86fcf..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/GetTweenObjectEndTime.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetTweenObjectEndTime - AGK Help - - - - - - -

    GetTweenObjectEndTime

    Description

    Returns the current end of the tween object

    Definition

    float GetTweenObjectEndTime ( tweenID, objectID )

    Parameters

    • tweenID - ID of the tween
    • objectID - ID of the object


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/GetTweenObjectExists.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/GetTweenObjectExists.htm deleted file mode 100644 index 01ebade8..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/GetTweenObjectExists.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetTweenObjectExists - AGK Help - - - - - - -

    GetTweenObjectExists

    Description

    Returns 1 if a tween exists at the given ID and it is an object tween, otherwise 0.

    Definition

    integer GetTweenObjectExists( tweenID )

    Parameters

    • tweenID - ID of the tween to check


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/GetTweenObjectPlaying.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/GetTweenObjectPlaying.htm deleted file mode 100644 index 06a3383c..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/GetTweenObjectPlaying.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetTweenObjectPlaying - AGK Help - - - - - - -

    GetTweenObjectPlaying

    Description

    Returns 1 if the given tween ID is currently playing on the given object, otherwise 0. This will still return 1 if the tween is currently paused.

    Definition

    integer GetTweenObjectPlaying( tweenID, objectID )

    Parameters

    • tweenID - ID of the tween to check
    • objectID - ID of the object to check


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/GetTweenObjectTime.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/GetTweenObjectTime.htm deleted file mode 100644 index 73289d63..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/GetTweenObjectTime.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetTweenObjectTime - AGK Help - - - - - - -

    GetTweenObjectTime

    Description

    Returns the current time of the tween object

    Definition

    float GetTweenObjectTime ( tweenID, objectID )

    Parameters

    • tweenID - ID of the tween
    • objectID - ID of the object


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/GetTweenSpriteEndTime.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/GetTweenSpriteEndTime.htm deleted file mode 100644 index 353f45a9..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/GetTweenSpriteEndTime.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetTweenSpriteEndTime - AGK Help - - - - - - -

    GetTweenSpriteEndTime

    Description

    Returns the end time of the tween sprite

    Definition

    float GetTweenSpriteEndTime ( tweenID, spriteID )

    Parameters

    • tweenID - ID of the tween
    • spriteID - ID of the sprite


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/GetTweenSpriteExists.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/GetTweenSpriteExists.htm deleted file mode 100644 index f31e03fe..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/GetTweenSpriteExists.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetTweenSpriteExists - AGK Help - - - - - - -

    GetTweenSpriteExists

    Description

    Returns 1 if a tween with the given ID exists and it is a sprite tween, otherwise 0.

    Definition

    integer GetTweenSpriteExists( tweenID )

    Parameters

    • tweenID - ID of the tween to check


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/GetTweenSpritePlaying.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/GetTweenSpritePlaying.htm deleted file mode 100644 index 9b6812d8..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/GetTweenSpritePlaying.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetTweenSpritePlaying - AGK Help - - - - - - -

    GetTweenSpritePlaying

    Description

    Returns 1 if the given tween ID is currently playing on the given sprite, otherwise 0. This will still return 1 if the tween is currently paused.

    Definition

    integer GetTweenSpritePlaying( tweenID, spriteID )

    Parameters

    • tweenID - ID of the tween to check
    • spriteID - ID of the sprite to check


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/GetTweenSpriteTime.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/GetTweenSpriteTime.htm deleted file mode 100644 index c5bb855b..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/GetTweenSpriteTime.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetTweenSpriteTime - AGK Help - - - - - - -

    GetTweenSpriteTime

    Description

    Returns the current time of the tween sprite

    Definition

    float GetTweenSpriteTime ( tweenID, spriteID )

    Parameters

    • tweenID - ID of the tween
    • spriteID - ID of the sprite


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/GetTweenTextEndTime.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/GetTweenTextEndTime.htm deleted file mode 100644 index bacd34bf..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/GetTweenTextEndTime.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetTweenTextEndTime - AGK Help - - - - - - -

    GetTweenTextEndTime

    Description

    Returns the end time of the tween text

    Definition

    float GetTweenTextEndTime ( tweenID, textID )

    Parameters

    • tweenID - ID of the tween
    • textID - ID of the text


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/GetTweenTextExists.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/GetTweenTextExists.htm deleted file mode 100644 index 4c306e35..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/GetTweenTextExists.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetTweenTextExists - AGK Help - - - - - - -

    GetTweenTextExists

    Description

    Returns 1 if a tween with the given ID exists and it is a text tween, otherwise 0.

    Definition

    integer GetTweenTextExists( tweenID )

    Parameters

    • tweenID - ID of the tween to check


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/GetTweenTextPlaying.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/GetTweenTextPlaying.htm deleted file mode 100644 index ae949b74..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/GetTweenTextPlaying.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetTweenTextPlaying - AGK Help - - - - - - -

    GetTweenTextPlaying

    Description

    Returns 1 if the given tween ID is currently playing on the given text object, otherwise 0. This will still return 1 if the tween is currently paused.

    Definition

    integer GetTweenTextPlaying( tweenID, textID )

    Parameters

    • tweenID - ID of the tween to check
    • textID - ID of the text to check


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/GetTweenTextTime.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/GetTweenTextTime.htm deleted file mode 100644 index b3d7e4f2..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/GetTweenTextTime.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetTweenTextTime - AGK Help - - - - - - -

    GetTweenTextTime

    Description

    Returns the current time of the tween text

    Definition

    float GetTweenTextTime ( tweenID, textID )

    Parameters

    • tweenID - ID of the tween
    • textID - ID of the text


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/PauseTweenCamera.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/PauseTweenCamera.htm deleted file mode 100644 index deb753c2..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/PauseTweenCamera.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -PauseTweenCamera - AGK Help - - - - - - -

    PauseTweenCamera

    Description

    Pauses the given tween at its current point. It will not update again until ResumeTweenCamera is called. If the tween has already stopped or doesn't exist then this does nothing.

    Definition

    PauseTweenCamera( tweenID, cameraID )

    Parameters

    • tweenID - ID of the tween to pause
    • cameraID - ID of the camera to pause


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/PauseTweenChain.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/PauseTweenChain.htm deleted file mode 100644 index f5c75585..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/PauseTweenChain.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -PauseTweenChain - AGK Help - - - - - - -

    PauseTweenChain

    Description

    Pauses the given chain that has started playing, it can be resumed with PlayTweenChain

    Definition

    PauseTweenChain( chainID )

    Parameters

    • chainID - ID of the chain to modify


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/PauseTweenChar.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/PauseTweenChar.htm deleted file mode 100644 index 07716537..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/PauseTweenChar.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -PauseTweenChar - AGK Help - - - - - - -

    PauseTweenChar

    Description

    Pauses the given tween at its current point. It will not update again until ResumeTweenChar is called. If the tween has already stopped or doesn't exist then this does nothing.

    Definition

    PauseTweenChar( tweenID, textID, charID )

    Parameters

    • tweenID - ID of the tween to pause
    • textID - ID of the text to pause
    • charID - Index of the character to pause


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/PauseTweenCustom.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/PauseTweenCustom.htm deleted file mode 100644 index 8b47315e..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/PauseTweenCustom.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -PauseTweenCustom - AGK Help - - - - - - -

    PauseTweenCustom

    Description

    Pauses the given tween at its current point. It will not update again until ResumeTweenCustom is called. If the tween has already stopped or doesn't exist then this does nothing.

    Definition

    PauseTweenCustom( tweenID )

    Parameters

    • tweenID - ID of the tween to pause


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/PauseTweenObject.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/PauseTweenObject.htm deleted file mode 100644 index df652835..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/PauseTweenObject.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -PauseTweenObject - AGK Help - - - - - - -

    PauseTweenObject

    Description

    Pauses the given tween at its current point. It will not update again until ResumeTweenObject is called. If the tween has already stopped or doesn't exist then this does nothing.

    Definition

    PauseTweenObject( tweenID, objectID )

    Parameters

    • tweenID - ID of the tween to pause
    • objectID - ID of the object to pause


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/PauseTweenSprite.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/PauseTweenSprite.htm deleted file mode 100644 index 6aa1d299..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/PauseTweenSprite.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -PauseTweenSprite - AGK Help - - - - - - -

    PauseTweenSprite

    Description

    Pauses the given tween at its current point. It will not update again until ResumeTweenSprite is called. If the tween has already stopped or doesn't exist then this does nothing.

    Definition

    PauseTweenSprite( tweenID, spriteID )

    Parameters

    • tweenID - ID of the tween to pause
    • spriteID - ID of the sprite to pause


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/PauseTweenText.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/PauseTweenText.htm deleted file mode 100644 index 516cefb0..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/PauseTweenText.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -PauseTweenText - AGK Help - - - - - - -

    PauseTweenText

    Description

    Pauses the given tween at its current point. It will not update again until ResumeTweenText is called. If the tween has already stopped or doesn't exist then this does nothing.

    Definition

    PauseTweenText( tweenID, textID )

    Parameters

    • tweenID - ID of the tween to pause
    • textID - ID of the text to pause


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/PlayTweenCamera.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/PlayTweenCamera.htm deleted file mode 100644 index dc9af98e..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/PlayTweenCamera.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -PlayTweenCamera - AGK Help - - - - - - -

    PlayTweenCamera

    Description

    Applies the given tween ID to a given camera ID with an optional delay and starts playing it. A tween can be played on multiple cameras at the same time, simply call this command again with a different camera ID. The camera will not be modified until the delay time has passed, at which point the tween will start at the begin values and move towards the end values over the tween duration. If a tween end value is modified whilst the tween is playing on a camera the camera will adjust its interpolation accordingly. Modifying the duration whilst playing is undefined and not compatible with chains.

    Definition

    PlayTweenCamera( tweenID, cameraID, delay )

    Parameters

    • tweenID - ID of the tween to use
    • cameraID - ID of the camera to modify
    • delay - Number of seconds before the tween should start playing


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/PlayTweenChain.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/PlayTweenChain.htm deleted file mode 100644 index cc2a946c..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/PlayTweenChain.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -PlayTweenChain - AGK Help - - - - - - -

    PlayTweenChain

    Description

    Starts playing the given chain from the beginning or resumes it if it was paused.

    Definition

    PlayTweenChain( chainID )

    Parameters

    • chainID - ID of the chain to modify


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/PlayTweenChar.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/PlayTweenChar.htm deleted file mode 100644 index b6d7e74e..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/PlayTweenChar.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -PlayTweenChar - AGK Help - - - - - - -

    PlayTweenChar

    Description

    Applies the given tween ID to a given character in a text object with an optional delay and starts playing it. A tween can be played on multiple characters across multiple text objects at the same time, simply call this command again with a different text or character ID. The character will not be modified until the delay time has passed, at which point the tween will start at the begin values and move towards the end values over the tween duration. If a tween end value is modified whilst the tween is playing on a character the character will adjust its interpolation accordingly. Modifying the duration whilst playing is undefined and not compatible with chains.

    Definition

    PlayTweenChar( tweenID, textID, charID, delay )

    Parameters

    • tweenID - ID of the tween to use
    • textID - ID of the text object to modify
    • charID - The index of the character, indices start at 0, if out of range it will be ignored
    • delay - Number of seconds before the tween should start playing


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/PlayTweenCustom.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/PlayTweenCustom.htm deleted file mode 100644 index 30d6d68d..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/PlayTweenCustom.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -PlayTweenCustom - AGK Help - - - - - - -

    PlayTweenCustom

    Description

    Plays the given custom tween ID with an optional delay and starts playing it. Unlike other tweens this is not applied to any specific item or object and cannot have multiple copies running at the same time, you will have to create a separate custom tween for each copy you want to run simultaneously. The tween values will not be modified until the delay time has passed, at which point the tween will start at the begin values and move towards the end values over the tween duration. If a tween end value is modified whilst the tween is playing the tween will adjust its interpolation accordingly. Modifying the duration whilst playing is undefined and not compatible with chains.

    Definition

    PlayTweenCustom( tweenID, delay )

    Parameters

    • tweenID - ID of the tween to use
    • delay - Number of seconds before the tween should start playing


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/PlayTweenObject.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/PlayTweenObject.htm deleted file mode 100644 index bea9c98c..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/PlayTweenObject.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -PlayTweenObject - AGK Help - - - - - - -

    PlayTweenObject

    Description

    Applies the given tween ID to a given object ID with an optional delay and starts playing it. A tween can be played on multiple objects at the same time, simply call this command again with a different object ID. The object will not be modified until the delay time has passed, at which point the tween will start at the begin values and move towards the end values over the tween duration. If a tween end value is modified whilst the tween is playing on a object the object will adjust its interpolation accordingly. Modifying the duration whilst playing is undefined and not compatible with chains.

    Definition

    PlayTweenObject( tweenID, objectID, delay )

    Parameters

    • tweenID - ID of the tween to use
    • objectID - ID of the object to modify
    • delay - Number of seconds before the tween should start playing


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/PlayTweenSprite.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/PlayTweenSprite.htm deleted file mode 100644 index 675649e5..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/PlayTweenSprite.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -PlayTweenSprite - AGK Help - - - - - - -

    PlayTweenSprite

    Description

    Applies the given tween ID to a given sprite ID with an optional delay and starts playing it. A tween can be played on multiple sprites at the same time, simply call this command again with a different sprite ID. The sprite will not be modified until the delay time has passed, at which point the tween will start at the begin values and move towards the end values over the tween duration. If a tween end value is modified whilst the tween is playing on a sprite the sprite will adjust its interpolation accordingly. Modifying the duration whilst playing is undefined and not compatible with chains.

    Definition

    PlayTweenSprite( tweenID, spriteID, delay )

    Parameters

    • tweenID - ID of the tween to use
    • spriteID - ID of the sprite to modify
    • delay - Number of seconds before the tween should start playing


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/PlayTweenText.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/PlayTweenText.htm deleted file mode 100644 index b064b248..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/PlayTweenText.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -PlayTweenText - AGK Help - - - - - - -

    PlayTweenText

    Description

    Applies the given tween ID to a given text ID with an optional delay and starts playing it. A tween can be played on multiple text objects at the same time, simply call this command again with a different text ID. The text will not be modified until the delay time has passed, at which point the tween will start at the begin values and move towards the end values over the tween duration. If a tween end value is modified whilst the tween is playing on a text object the text will adjust its interpolation accordingly. Modifying the duration whilst playing is undefined and not compatible with chains.

    Definition

    PlayTweenText( tweenID, textID, delay )

    Parameters

    • tweenID - ID of the tween to use
    • textID - ID of the text object to modify
    • delay - Number of seconds before the tween should start playing


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/ResumeTweenCamera.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/ResumeTweenCamera.htm deleted file mode 100644 index 5f174f81..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/ResumeTweenCamera.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -ResumeTweenCamera - AGK Help - - - - - - -

    ResumeTweenCamera

    Description

    Resumes the given tween from the point it was paused with PauseTweenCamera. If the tween is already resumed or doesn't exist then this does nothing.

    Definition

    ResumeTweenCamera( tweenID, cameraID )

    Parameters

    • tweenID - ID of the tween to resume
    • cameraID - ID of the camera to resume


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/ResumeTweenChar.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/ResumeTweenChar.htm deleted file mode 100644 index 61ac90c6..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/ResumeTweenChar.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -ResumeTweenChar - AGK Help - - - - - - -

    ResumeTweenChar

    Description

    Resumes the given tween from the point it was paused with PauseTweenChar. If the tween is already resumed or doesn't exist then this does nothing.

    Definition

    ResumeTweenChar( tweenID, textID, charID )

    Parameters

    • tweenID - ID of the tween to resume
    • textID - ID of the text to resume
    • charID - Index of the character to resume


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/ResumeTweenCustom.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/ResumeTweenCustom.htm deleted file mode 100644 index d0c6b3ec..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/ResumeTweenCustom.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -ResumeTweenCustom - AGK Help - - - - - - -

    ResumeTweenCustom

    Description

    Resumes the given tween from the point it was paused with PauseTweenCustom. If the tween is already resumed or doesn't exist then this does nothing.

    Definition

    ResumeTweenCustom( tweenID )

    Parameters

    • tweenID - ID of the tween to resume


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/ResumeTweenObject.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/ResumeTweenObject.htm deleted file mode 100644 index 701352b0..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/ResumeTweenObject.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -ResumeTweenObject - AGK Help - - - - - - -

    ResumeTweenObject

    Description

    Resumes the given tween from the point it was paused with PauseTweenObject. If the tween is already resumed or doesn't exist then this does nothing.

    Definition

    ResumeTweenObject( tweenID, objectID )

    Parameters

    • tweenID - ID of the tween to resume
    • objectID - ID of the object to resume


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/ResumeTweenSprite.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/ResumeTweenSprite.htm deleted file mode 100644 index 20bc661e..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/ResumeTweenSprite.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -ResumeTweenSprite - AGK Help - - - - - - -

    ResumeTweenSprite

    Description

    Resumes the given tween from the point it was paused with PauseTweenSprite. If the tween is already resumed or doesn't exist then this does nothing.

    Definition

    ResumeTweenSprite( tweenID, spriteID )

    Parameters

    • tweenID - ID of the tween to resume
    • spriteID - ID of the sprite to resume


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/ResumeTweenText.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/ResumeTweenText.htm deleted file mode 100644 index ee9313a5..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/ResumeTweenText.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -ResumeTweenText - AGK Help - - - - - - -

    ResumeTweenText

    Description

    Resumes the given tween from the point it was paused with PauseTweenText. If the tween is already resumed or doesn't exist then this does nothing.

    Definition

    ResumeTweenText( tweenID, textID )

    Parameters

    • tweenID - ID of the tween to resume
    • textID - ID of the text to resume


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/SetTweenCameraAngleX.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/SetTweenCameraAngleX.htm deleted file mode 100644 index 427422b0..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/SetTweenCameraAngleX.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetTweenCameraAngleX - AGK Help - - - - - - -

    SetTweenCameraAngleX

    Description

    Sets the Euler AngleX parameter of the given tween ID. A Tween can modify several parameters of a camera at the same time. Set the begin value and the end value and an interpolation method. A tween is just a template that can be applied to many cameras or chains at the same time with PlayTweenCamera or AddTweenChainCamera. Available interpolation methods are TweenLinear(), TweenSmooth1(), TweenSmooth2(), TweenEaseIn1(), TweenEaseIn2(), TweenEaseOut1(), TweenEaseOut2(), TweenBounce(), TweenOvershoot() Use an interpolation method of -1 to turn off interpolation on this value

    Definition

    SetTweenCameraAngleX( tweenID, beginAX, endAX, interpolation )

    Parameters

    • tweenID - ID of the tween to modify
    • beginAX - The starting Euler AngleX value for the camera, the camera will be rotated to this angle when playing starts
    • endAX - The end Euler AngleX value for the camera, the camera will be rotated to this angle when playing ends
    • interpolation - The interpolation method whilst the camera is moving from beginAX to endAX


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/SetTweenCameraAngleY.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/SetTweenCameraAngleY.htm deleted file mode 100644 index 6ee45155..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/SetTweenCameraAngleY.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetTweenCameraAngleY - AGK Help - - - - - - -

    SetTweenCameraAngleY

    Description

    Sets the Euler AngleY parameter of the given tween ID. A Tween can modify several parameters of a camera at the same time. Set the begin value and the end value and an interpolation method. A tween is just a template that can be applied to many cameras or chains at the same time with PlayTweenCamera or AddTweenChainCamera. Available interpolation methods are TweenLinear(), TweenSmooth1(), TweenSmooth2(), TweenEaseIn1(), TweenEaseIn2(), TweenEaseOut1(), TweenEaseOut2(), TweenBounce(), TweenOvershoot() Use an interpolation method of -1 to turn off interpolation on this value

    Definition

    SetTweenCameraAngleY( tweenID, beginAY, endAY, interpolation )

    Parameters

    • tweenID - ID of the tween to modify
    • beginAY - The starting Euler AngleY value for the camera, the camera will be rotated to this angle when playing starts
    • endAY - The end Euler AngleY value for the camera, the camera will be rotated to this angle when playing ends
    • interpolation - The interpolation method whilst the camera is moving from beginAY to endAY


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/SetTweenCameraAngleZ.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/SetTweenCameraAngleZ.htm deleted file mode 100644 index c79640b8..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/SetTweenCameraAngleZ.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetTweenCameraAngleZ - AGK Help - - - - - - -

    SetTweenCameraAngleZ

    Description

    Sets the Euler AngleZ parameter of the given tween ID. A Tween can modify several parameters of a camera at the same time. Set the begin value and the end value and an interpolation method. A tween is just a template that can be applied to many cameras or chains at the same time with PlayTweenCamera or AddTweenChainCamera. Available interpolation methods are TweenLinear(), TweenSmooth1(), TweenSmooth2(), TweenEaseIn1(), TweenEaseIn2(), TweenEaseOut1(), TweenEaseOut2(), TweenBounce(), TweenOvershoot() Use an interpolation method of -1 to turn off interpolation on this value

    Definition

    SetTweenCameraAngleZ( tweenID, beginAZ, endAZ, interpolation )

    Parameters

    • tweenID - ID of the tween to modify
    • beginAZ - The starting Euler AngleZ value for the camera, the camera will be rotated to this angle when playing starts
    • endAZ - The end Euler AngleZ value for the camera, the camera will be rotated to this angle when playing ends
    • interpolation - The interpolation method whilst the camera is moving from beginAZ to endAZ


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/SetTweenCameraFOV.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/SetTweenCameraFOV.htm deleted file mode 100644 index 41b74775..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/SetTweenCameraFOV.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetTweenCameraFOV - AGK Help - - - - - - -

    SetTweenCameraFOV

    Description

    Sets the Field Of View parameter of the given tween ID. A Tween can modify several parameters of a camera at the same time. Set the begin value and the end value and an interpolation method. A tween is just a template that can be applied to many cameras or chains at the same time with PlayTweenCamera or AddTweenChainCamera. Available interpolation methods are TweenLinear(), TweenSmooth1(), TweenSmooth2(), TweenEaseIn1(), TweenEaseIn2(), TweenEaseOut1(), TweenEaseOut2(), TweenBounce(), TweenOvershoot() Use an interpolation method of -1 to turn off interpolation on this value

    Definition

    SetTweenCameraFOV( tweenID, beginF, endF, interpolation )

    Parameters

    • tweenID - ID of the tween to modify
    • beginF - The starting FOV value for the camera, the camera will have this FOV value when playing starts
    • endF - The end FOV value for the camera, the camera will have this FOV value when playing ends
    • interpolation - The interpolation method whilst the camera is moving from beginF to endF


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/SetTweenCameraX.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/SetTweenCameraX.htm deleted file mode 100644 index 1d6caff1..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/SetTweenCameraX.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetTweenCameraX - AGK Help - - - - - - -

    SetTweenCameraX

    Description

    Sets the X parameter of the given tween ID. A Tween can modify several parameters of a camera at the same time. Set the begin value and the end value and an interpolation method. A tween is just a template that can be applied to many cameras or chains at the same time with PlayTweenCamera or AddTweenChainCamera. Available interpolation methods are TweenLinear(), TweenSmooth1(), TweenSmooth2(), TweenEaseIn1(), TweenEaseIn2(), TweenEaseOut1(), TweenEaseOut2(), TweenBounce(), TweenOvershoot() Use an interpolation method of -1 to turn off interpolation on this value

    Definition

    SetTweenCameraX( tweenID, beginX, endX, interpolation )

    Parameters

    • tweenID - ID of the tween to modify
    • beginX - The starting X value for the camera, the camera will be positioned here when playing starts
    • endX - The end X value for the camera, the camera will be positioned here when playing ends
    • interpolation - The interpolation method whilst the camera is moving from beginX to endX


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/SetTweenCameraY.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/SetTweenCameraY.htm deleted file mode 100644 index 0c5aa647..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/SetTweenCameraY.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetTweenCameraY - AGK Help - - - - - - -

    SetTweenCameraY

    Description

    Sets the Y parameter of the given tween ID. A Tween can modify several parameters of a camera at the same time. Set the begin value and the end value and an interpolation method. A tween is just a template that can be applied to many cameras or chains at the same time with PlayTweenCamera or AddTweenChainCamera. Available interpolation methods are TweenLinear(), TweenSmooth1(), TweenSmooth2(), TweenEaseIn1(), TweenEaseIn2(), TweenEaseOut1(), TweenEaseOut2(), TweenBounce(), TweenOvershoot() Use an interpolation method of -1 to turn off interpolation on this value

    Definition

    SetTweenCameraY( tweenID, beginY, endY, interpolation )

    Parameters

    • tweenID - ID of the tween to modify
    • beginY - The starting Y value for the camera, the camera will be positioned here when playing starts
    • endY - The end Y value for the camera, the camera will be positioned here when playing ends
    • interpolation - The interpolation method whilst the camera is moving from beginY to endY


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/SetTweenCameraZ.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/SetTweenCameraZ.htm deleted file mode 100644 index cec668d8..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/SetTweenCameraZ.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetTweenCameraZ - AGK Help - - - - - - -

    SetTweenCameraZ

    Description

    Sets the Z parameter of the given tween ID. A Tween can modify several parameters of a camera at the same time. Set the begin value and the end value and an interpolation method. A tween is just a template that can be applied to many cameras or chains at the same time with PlayTweenCamera or AddTweenChainCamera. Available interpolation methods are TweenLinear(), TweenSmooth1(), TweenSmooth2(), TweenEaseIn1(), TweenEaseIn2(), TweenEaseOut1(), TweenEaseOut2(), TweenBounce(), TweenOvershoot() Use an interpolation method of -1 to turn off interpolation on this value

    Definition

    SetTweenCameraZ( tweenID, beginZ, endZ, interpolation )

    Parameters

    • tweenID - ID of the tween to modify
    • beginZ - The starting Z value for the camera, the camera will be positioned here when playing starts
    • endZ - The end Z value for the camera, the camera will be positioned here when playing ends
    • interpolation - The interpolation method whilst the camera is moving from beginZ to endZ


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/SetTweenChainTime.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/SetTweenChainTime.htm deleted file mode 100644 index f6b76786..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/SetTweenChainTime.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetTweenChainTime - AGK Help - - - - - - -

    SetTweenChainTime

    Description

    Jumps a tween chain to the specified position in its time line. If the tween chain is currently playing then the interpolation will evaluate the given time value and update the necessary objects. If the tween chain is not playing then this command has no effect as calling PlayTweenChain resets the time to 0. If the time happens to fall on a delay between tweens then the interpolation will remain unchanged until the delay is passed.

    Definition

    SetTweenChainTime( chainID, time )

    Parameters

    • chainID - ID of the chain to modify
    • time - The time in seconds to jump to in the tween chain


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/SetTweenCharAlpha.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/SetTweenCharAlpha.htm deleted file mode 100644 index d5f2c5bf..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/SetTweenCharAlpha.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetTweenCharAlpha - AGK Help - - - - - - -

    SetTweenCharAlpha

    Description

    Sets the Alpha parameter of the given tween ID. A Tween can modify several parameters of a character at the same time. Set the begin value and the end value and an interpolation method. A tween is just a template that can be applied to many characters or chains at the same time, including from different text objects, with PlayTweenChar or AddTweenChainChar. Available interpolation methods are TweenLinear(), TweenSmooth1(), TweenSmooth2(), TweenEaseIn1(), TweenEaseIn2(), TweenEaseOut1(), TweenEaseOut2(), TweenBounce(), TweenOvershoot() Use an interpolation method of -1 to turn off interpolation on this value

    Definition

    SetTweenCharAlpha( tweenID, beginA, endA, interpolation )

    Parameters

    • tweenID - ID of the tween to modify
    • beginA - The starting Alpha value for the character, the character will be this color when playing starts
    • endA - The end Alpha value for the character, the character will be this color when playing ends
    • interpolation - The interpolation method whilst the character is moving from beginA to endA


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/SetTweenCharAngle.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/SetTweenCharAngle.htm deleted file mode 100644 index 32daff8f..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/SetTweenCharAngle.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetTweenCharAngle - AGK Help - - - - - - -

    SetTweenCharAngle

    Description

    Sets the Angle parameter of the given tween ID. A Tween can modify several parameters of a character at the same time. Set the begin value and the end value and an interpolation method. A tween is just a template that can be applied to many characters or chains at the same time, including from different text objects, with PlayTweenChar or AddTweenChainChar. Available interpolation methods are TweenLinear(), TweenSmooth1(), TweenSmooth2(), TweenEaseIn1(), TweenEaseIn2(), TweenEaseOut1(), TweenEaseOut2(), TweenBounce(), TweenOvershoot() Use an interpolation method of -1 to turn off interpolation on this value

    Definition

    SetTweenCharAngle( tweenID, beginA, endA, interpolation )

    Parameters

    • tweenID - ID of the tween to modify
    • beginA - The starting Angle value for the character, the character will be rotated at this angle when playing starts
    • endA - The end Angle value for the character, the character will be rotated at this angle when playing ends
    • interpolation - The interpolation method whilst the character is moving from beginA to endA


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/SetTweenCharBlue.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/SetTweenCharBlue.htm deleted file mode 100644 index 86fcaace..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/SetTweenCharBlue.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetTweenCharBlue - AGK Help - - - - - - -

    SetTweenCharBlue

    Description

    Sets the Blue parameter of the given tween ID. A Tween can modify several parameters of a character at the same time. Set the begin value and the end value and an interpolation method. A tween is just a template that can be applied to many characters or chains at the same time, including from different text objects, with PlayTweenChar or AddTweenChainChar. Available interpolation methods are TweenLinear(), TweenSmooth1(), TweenSmooth2(), TweenEaseIn1(), TweenEaseIn2(), TweenEaseOut1(), TweenEaseOut2(), TweenBounce(), TweenOvershoot() Use an interpolation method of -1 to turn off interpolation on this value

    Definition

    SetTweenCharBlue( tweenID, beginB, endB, interpolation )

    Parameters

    • tweenID - ID of the tween to modify
    • beginB - The starting Blue value for the character, the character will be this color when playing starts
    • endB - The end Blue value for the character, the character will be this color when playing ends
    • interpolation - The interpolation method whilst the character is moving from beginB to endB


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/SetTweenCharGreen.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/SetTweenCharGreen.htm deleted file mode 100644 index 4d7ffd22..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/SetTweenCharGreen.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetTweenCharGreen - AGK Help - - - - - - -

    SetTweenCharGreen

    Description

    Sets the Green parameter of the given tween ID. A Tween can modify several parameters of a character at the same time. Set the begin value and the end value and an interpolation method. A tween is just a template that can be applied to many characters or chains at the same time, including from different text objects, with PlayTweenChar or AddTweenChainChar. Available interpolation methods are TweenLinear(), TweenSmooth1(), TweenSmooth2(), TweenEaseIn1(), TweenEaseIn2(), TweenEaseOut1(), TweenEaseOut2(), TweenBounce(), TweenOvershoot() Use an interpolation method of -1 to turn off interpolation on this value

    Definition

    SetTweenCharGreen( tweenID, beginG, endG, interpolation )

    Parameters

    • tweenID - ID of the tween to modify
    • beginG - The starting Green value for the character, the character will be this color when playing starts
    • endG - The end Green value for the character, the character will be this color when playing ends
    • interpolation - The interpolation method whilst the character is moving from beginG to endG


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/SetTweenCharRed.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/SetTweenCharRed.htm deleted file mode 100644 index dcf2fe73..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/SetTweenCharRed.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetTweenCharRed - AGK Help - - - - - - -

    SetTweenCharRed

    Description

    Sets the Red parameter of the given tween ID. A Tween can modify several parameters of a character at the same time. Set the begin value and the end value and an interpolation method. A tween is just a template that can be applied to many characters or chains at the same time, including from different text objects, with PlayTweenChar or AddTweenChainChar. Available interpolation methods are TweenLinear(), TweenSmooth1(), TweenSmooth2(), TweenEaseIn1(), TweenEaseIn2(), TweenEaseOut1(), TweenEaseOut2(), TweenBounce(), TweenOvershoot() Use an interpolation method of -1 to turn off interpolation on this value

    Definition

    SetTweenCharRed( tweenID, beginR, endR, interpolation )

    Parameters

    • tweenID - ID of the tween to modify
    • beginR - The starting Red value for the character, the character will be this color when playing starts
    • endR - The end Red value for the character, the character will be this color when playing ends
    • interpolation - The interpolation method whilst the character is moving from beginR to endR


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/SetTweenCharX.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/SetTweenCharX.htm deleted file mode 100644 index 01bf8354..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/SetTweenCharX.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetTweenCharX - AGK Help - - - - - - -

    SetTweenCharX

    Description

    Sets the X parameter of the given tween ID. A Tween can modify several parameters of a character at the same time. Set the begin value and the end value and an interpolation method. Character positions ar relative to the parent text object. A tween is just a template that can be applied to many characters or chains at the same time, including from different text objects, with PlayTweenChar or AddTweenChainChar. Available interpolation methods are TweenLinear(), TweenSmooth1(), TweenSmooth2(), TweenEaseIn1(), TweenEaseIn2(), TweenEaseOut1(), TweenEaseOut2(), TweenBounce(), TweenOvershoot() Use an interpolation method of -1 to turn off interpolation on this value

    Definition

    SetTweenCharX( tweenID, beginX, endX, interpolation )

    Parameters

    • tweenID - ID of the tween to modify
    • beginX - The starting X value for the character, the character will be positioned here when playing starts
    • endX - The end X value for the character, the character will be positioned here when playing ends
    • interpolation - The interpolation method whilst the character is moving from beginX to endX


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/SetTweenCharY.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/SetTweenCharY.htm deleted file mode 100644 index eaca8462..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/SetTweenCharY.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetTweenCharY - AGK Help - - - - - - -

    SetTweenCharY

    Description

    Sets the Y parameter of the given tween ID. A Tween can modify several parameters of a character at the same time. Set the begin value and the end value and an interpolation method. Character positions ar relative to the parent text object. A tween is just a template that can be applied to many characters or chains at the same time, including from different text objects, with PlayTweenChar or AddTweenChainChar. Available interpolation methods are TweenLinear(), TweenSmooth1(), TweenSmooth2(), TweenEaseIn1(), TweenEaseIn2(), TweenEaseOut1(), TweenEaseOut2(), TweenBounce(), TweenOvershoot() Use an interpolation method of -1 to turn off interpolation on this value

    Definition

    SetTweenCharY( tweenID, beginY, endY, interpolation )

    Parameters

    • tweenID - ID of the tween to modify
    • beginY - The starting Y value for the character, the character will be positioned here when playing starts
    • endY - The end Y value for the character, the character will be positioned here when playing ends
    • interpolation - The interpolation method whilst the character is moving from beginY to endY


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/SetTweenCustomFloat1.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/SetTweenCustomFloat1.htm deleted file mode 100644 index dd631c98..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/SetTweenCustomFloat1.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetTweenCustomFloat1 - AGK Help - - - - - - -

    SetTweenCustomFloat1

    Description

    Sets the first float value of the given custom tween ID. A Tween can modify several parameters at the same time. Set the begin value and the end value and an interpolation method. Available interpolation methods are TweenLinear(), TweenSmooth1(), TweenSmooth2(), TweenEaseIn1(), TweenEaseIn2(), TweenEaseOut1(), TweenEaseOut2(), TweenBounce(), TweenOvershoot() Use an interpolation method of -1 to turn off interpolation on this value

    Definition

    SetTweenCustomFloat1( tweenID, begin, end, interpolation )

    Parameters

    • tweenID - ID of the tween to modify
    • begin - The starting point for this value
    • end - The end point for this value
    • interpolation - The interpolation method whilst the value is moving from begin to end


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/SetTweenCustomFloat2.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/SetTweenCustomFloat2.htm deleted file mode 100644 index e72caa80..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/SetTweenCustomFloat2.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetTweenCustomFloat2 - AGK Help - - - - - - -

    SetTweenCustomFloat2

    Description

    Sets the second float value of the given custom tween ID. A Tween can modify several parameters at the same time. Set the begin value and the end value and an interpolation method. Available interpolation methods are TweenLinear(), TweenSmooth1(), TweenSmooth2(), TweenEaseIn1(), TweenEaseIn2(), TweenEaseOut1(), TweenEaseOut2(), TweenBounce(), TweenOvershoot() Use an interpolation method of -1 to turn off interpolation on this value

    Definition

    SetTweenCustomFloat2( tweenID, begin, end, interpolation )

    Parameters

    • tweenID - ID of the tween to modify
    • begin - The starting point for this value
    • end - The end point for this value
    • interpolation - The interpolation method whilst the value is moving from begin to end


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/SetTweenCustomFloat3.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/SetTweenCustomFloat3.htm deleted file mode 100644 index 808968e6..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/SetTweenCustomFloat3.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetTweenCustomFloat3 - AGK Help - - - - - - -

    SetTweenCustomFloat3

    Description

    Sets the third float value of the given custom tween ID. A Tween can modify several parameters at the same time. Set the begin value and the end value and an interpolation method. Available interpolation methods are TweenLinear(), TweenSmooth1(), TweenSmooth2(), TweenEaseIn1(), TweenEaseIn2(), TweenEaseOut1(), TweenEaseOut2(), TweenBounce(), TweenOvershoot() Use an interpolation method of -1 to turn off interpolation on this value

    Definition

    SetTweenCustomFloat3( tweenID, begin, end, interpolation )

    Parameters

    • tweenID - ID of the tween to modify
    • begin - The starting point for this value
    • end - The end point for this value
    • interpolation - The interpolation method whilst the value is moving from begin to end


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/SetTweenCustomFloat4.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/SetTweenCustomFloat4.htm deleted file mode 100644 index a4257cd3..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/SetTweenCustomFloat4.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetTweenCustomFloat4 - AGK Help - - - - - - -

    SetTweenCustomFloat4

    Description

    Sets the fourth float value of the given custom tween ID. A Tween can modify several parameters at the same time. Set the begin value and the end value and an interpolation method. Available interpolation methods are TweenLinear(), TweenSmooth1(), TweenSmooth2(), TweenEaseIn1(), TweenEaseIn2(), TweenEaseOut1(), TweenEaseOut2(), TweenBounce(), TweenOvershoot() Use an interpolation method of -1 to turn off interpolation on this value

    Definition

    SetTweenCustomFloat4( tweenID, begin, end, interpolation )

    Parameters

    • tweenID - ID of the tween to modify
    • begin - The starting point for this value
    • end - The end point for this value
    • interpolation - The interpolation method whilst the value is moving from begin to end


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/SetTweenCustomInteger1.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/SetTweenCustomInteger1.htm deleted file mode 100644 index e1378d59..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/SetTweenCustomInteger1.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetTweenCustomInteger1 - AGK Help - - - - - - -

    SetTweenCustomInteger1

    Description

    Sets the first integer value of the given custom tween ID. A Tween can modify several parameters at the same time. Set the begin value and the end value and an interpolation method. Available interpolation methods are TweenLinear(), TweenSmooth1(), TweenSmooth2(), TweenEaseIn1(), TweenEaseIn2(), TweenEaseOut1(), TweenEaseOut2(), TweenBounce(), TweenOvershoot() Use an interpolation method of -1 to turn off interpolation on this value

    Definition

    SetTweenCustomInteger1( tweenID, begin, end, interpolation )

    Parameters

    • tweenID - ID of the tween to modify
    • begin - The starting point for this value
    • end - The end point for this value
    • interpolation - The interpolation method whilst the value is moving from begin to end


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/SetTweenCustomInteger2.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/SetTweenCustomInteger2.htm deleted file mode 100644 index d0367daf..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/SetTweenCustomInteger2.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetTweenCustomInteger2 - AGK Help - - - - - - -

    SetTweenCustomInteger2

    Description

    Sets the second integer value of the given custom tween ID. A Tween can modify several parameters at the same time. Set the begin value and the end value and an interpolation method. Available interpolation methods are TweenLinear(), TweenSmooth1(), TweenSmooth2(), TweenEaseIn1(), TweenEaseIn2(), TweenEaseOut1(), TweenEaseOut2(), TweenBounce(), TweenOvershoot() Use an interpolation method of -1 to turn off interpolation on this value

    Definition

    SetTweenCustomInteger2( tweenID, begin, end, interpolation )

    Parameters

    • tweenID - ID of the tween to modify
    • begin - The starting point for this value
    • end - The end point for this value
    • interpolation - The interpolation method whilst the value is moving from begin to end


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/SetTweenCustomInteger3.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/SetTweenCustomInteger3.htm deleted file mode 100644 index 666c01dc..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/SetTweenCustomInteger3.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetTweenCustomInteger3 - AGK Help - - - - - - -

    SetTweenCustomInteger3

    Description

    Sets the third integer value of the given custom tween ID. A Tween can modify several parameters at the same time. Set the begin value and the end value and an interpolation method. Available interpolation methods are TweenLinear(), TweenSmooth1(), TweenSmooth2(), TweenEaseIn1(), TweenEaseIn2(), TweenEaseOut1(), TweenEaseOut2(), TweenBounce(), TweenOvershoot() Use an interpolation method of -1 to turn off interpolation on this value

    Definition

    SetTweenCustomInteger3( tweenID, begin, end, interpolation )

    Parameters

    • tweenID - ID of the tween to modify
    • begin - The starting point for this value
    • end - The end point for this value
    • interpolation - The interpolation method whilst the value is moving from begin to end


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/SetTweenCustomInteger4.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/SetTweenCustomInteger4.htm deleted file mode 100644 index 3df964cb..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/SetTweenCustomInteger4.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetTweenCustomInteger4 - AGK Help - - - - - - -

    SetTweenCustomInteger4

    Description

    Sets the fourth integer value of the given custom tween ID. A Tween can modify several parameters at the same time. Set the begin value and the end value and an interpolation method. Available interpolation methods are TweenLinear(), TweenSmooth1(), TweenSmooth2(), TweenEaseIn1(), TweenEaseIn2(), TweenEaseOut1(), TweenEaseOut2(), TweenBounce(), TweenOvershoot() Use an interpolation method of -1 to turn off interpolation on this value

    Definition

    SetTweenCustomInteger4( tweenID, begin, end, interpolation )

    Parameters

    • tweenID - ID of the tween to modify
    • begin - The starting point for this value
    • end - The end point for this value
    • interpolation - The interpolation method whilst the value is moving from begin to end


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/SetTweenDuration.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/SetTweenDuration.htm deleted file mode 100644 index 6b06f6aa..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/SetTweenDuration.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetTweenDuration - AGK Help - - - - - - -

    SetTweenDuration

    Description

    Changes a tween's duration after it has been created. If the tween is currently running or is part of a chain that is currently running, then changing its duration may produce unexpected results.

    Definition

    SetTweenDuration( tweenID, duration )

    Parameters

    • tweenID - ID of the tween to change, can be any type of tween
    • duration - The new duration to use in seconds


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/SetTweenObjectAlpha.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/SetTweenObjectAlpha.htm deleted file mode 100644 index 445f2359..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/SetTweenObjectAlpha.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetTweenObjectAlpha - AGK Help - - - - - - -

    SetTweenObjectAlpha

    Description

    Sets the Alpha parameter of the given tween ID in the range 0 to 255. A Tween can modify several parameters of an object at the same time. Set the begin value and the end value and an interpolation method. A tween is just a template that can be applied to many objects or chains at the same time with PlayTweenObject or AddTweenChainObject. Available interpolation methods are TweenLinear(), TweenSmooth1(), TweenSmooth2(), TweenEaseIn1(), TweenEaseIn2(), TweenEaseOut1(), TweenEaseOut2(), TweenBounce(), TweenOvershoot() Use an interpolation method of -1 to turn off interpolation on this value

    Definition

    SetTweenObjectAlpha( tweenID, beginA, endA, interpolation )

    Parameters

    • tweenID - ID of the tween to modify
    • beginA - The starting Alpha color for the object, the object will be this color when playing starts
    • endA - The end ALpha color for the object, the object will be this color when playing ends
    • interpolation - The interpolation method whilst the object is moving from beginA to endA


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/SetTweenObjectAngleX.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/SetTweenObjectAngleX.htm deleted file mode 100644 index f33bda2a..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/SetTweenObjectAngleX.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetTweenObjectAngleX - AGK Help - - - - - - -

    SetTweenObjectAngleX

    Description

    Sets the Euler AngleX parameter of the given tween ID. A Tween can modify several parameters of an object at the same time. Set the begin value and the end value and an interpolation method. A tween is just a template that can be applied to many objects or chains at the same time with PlayTweenObject or AddTweenChainObject. Available interpolation methods are TweenLinear(), TweenSmooth1(), TweenSmooth2(), TweenEaseIn1(), TweenEaseIn2(), TweenEaseOut1(), TweenEaseOut2(), TweenBounce(), TweenOvershoot() Use an interpolation method of -1 to turn off interpolation on this value

    Definition

    SetTweenObjectAngleX( tweenID, beginAX, endAX, interpolation )

    Parameters

    • tweenID - ID of the tween to modify
    • beginAX - The starting AngleX value for the object, the object will be rotated to this angle when playing starts
    • endAX - The end AngleX value for the object, the object will be rotated to this angle when playing ends
    • interpolation - The interpolation method whilst the object is moving from beginAX to endAX


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/SetTweenObjectAngleY.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/SetTweenObjectAngleY.htm deleted file mode 100644 index aa9b46b3..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/SetTweenObjectAngleY.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetTweenObjectAngleY - AGK Help - - - - - - -

    SetTweenObjectAngleY

    Description

    Sets the Euler AngleY parameter of the given tween ID. A Tween can modify several parameters of an object at the same time. Set the begin value and the end value and an interpolation method. A tween is just a template that can be applied to many objects or chains at the same time with PlayTweenObject or AddTweenChainObject. Available interpolation methods are TweenLinear(), TweenSmooth1(), TweenSmooth2(), TweenEaseIn1(), TweenEaseIn2(), TweenEaseOut1(), TweenEaseOut2(), TweenBounce(), TweenOvershoot() Use an interpolation method of -1 to turn off interpolation on this value

    Definition

    SetTweenObjectAngleY( tweenID, beginAY, endAY, interpolation )

    Parameters

    • tweenID - ID of the tween to modify
    • beginAY - The starting AngleY value for the object, the object will be rotated to this angle when playing starts
    • endAY - The end AngleY value for the object, the object will be rotated to this angle when playing ends
    • interpolation - The interpolation method whilst the object is moving from beginAY to endAY


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/SetTweenObjectAngleZ.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/SetTweenObjectAngleZ.htm deleted file mode 100644 index fcf050ec..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/SetTweenObjectAngleZ.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetTweenObjectAngleZ - AGK Help - - - - - - -

    SetTweenObjectAngleZ

    Description

    Sets the Euler AngleZ parameter of the given tween ID. A Tween can modify several parameters of an object at the same time. Set the begin value and the end value and an interpolation method. A tween is just a template that can be applied to many objects or chains at the same time with PlayTweenObject or AddTweenChainObject. Available interpolation methods are TweenLinear(), TweenSmooth1(), TweenSmooth2(), TweenEaseIn1(), TweenEaseIn2(), TweenEaseOut1(), TweenEaseOut2(), TweenBounce(), TweenOvershoot() Use an interpolation method of -1 to turn off interpolation on this value

    Definition

    SetTweenObjectAngleZ( tweenID, beginAZ, endAZ, interpolation )

    Parameters

    • tweenID - ID of the tween to modify
    • beginAZ - The starting AngleZ value for the object, the object will be rotated to this angle when playing starts
    • endAZ - The end AngleZ value for the object, the object will be rotated to this angle when playing ends
    • interpolation - The interpolation method whilst the object is moving from beginAZ to endAZ


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/SetTweenObjectBlue.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/SetTweenObjectBlue.htm deleted file mode 100644 index bba82919..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/SetTweenObjectBlue.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetTweenObjectBlue - AGK Help - - - - - - -

    SetTweenObjectBlue

    Description

    Sets the Blue parameter of the given tween ID in the range 0 to 255. A Tween can modify several parameters of an object at the same time. Set the begin value and the end value and an interpolation method. A tween is just a template that can be applied to many objects or chains at the same time with PlayTweenObject or AddTweenChainObject. Available interpolation methods are TweenLinear(), TweenSmooth1(), TweenSmooth2(), TweenEaseIn1(), TweenEaseIn2(), TweenEaseOut1(), TweenEaseOut2(), TweenBounce(), TweenOvershoot() Use an interpolation method of -1 to turn off interpolation on this value

    Definition

    SetTweenObjectBlue( tweenID, beginB, endB, interpolation )

    Parameters

    • tweenID - ID of the tween to modify
    • beginB - The starting Blue color for the object, the object will be this color when playing starts
    • endB - The end Blue color for the object, the object will be this color when playing ends
    • interpolation - The interpolation method whilst the object is moving from beginB to endB


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/SetTweenObjectGreen.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/SetTweenObjectGreen.htm deleted file mode 100644 index c6ee4176..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/SetTweenObjectGreen.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetTweenObjectGreen - AGK Help - - - - - - -

    SetTweenObjectGreen

    Description

    Sets the Green parameter of the given tween ID in the range 0 to 255. A Tween can modify several parameters of an object at the same time. Set the begin value and the end value and an interpolation method. A tween is just a template that can be applied to many objects or chains at the same time with PlayTweenObject or AddTweenChainObject. Available interpolation methods are TweenLinear(), TweenSmooth1(), TweenSmooth2(), TweenEaseIn1(), TweenEaseIn2(), TweenEaseOut1(), TweenEaseOut2(), TweenBounce(), TweenOvershoot() Use an interpolation method of -1 to turn off interpolation on this value

    Definition

    SetTweenObjectGreen( tweenID, beginG, endG, interpolation )

    Parameters

    • tweenID - ID of the tween to modify
    • beginG - The starting Green color for the object, the object will be this color when playing starts
    • endG - The end Green color for the object, the object will be this color when playing ends
    • interpolation - The interpolation method whilst the object is moving from beginG to endG


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/SetTweenObjectRed.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/SetTweenObjectRed.htm deleted file mode 100644 index f17a5c1c..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/SetTweenObjectRed.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetTweenObjectRed - AGK Help - - - - - - -

    SetTweenObjectRed

    Description

    Sets the Red parameter of the given tween ID in the range 0 to 255. A Tween can modify several parameters of an object at the same time. Set the begin value and the end value and an interpolation method. A tween is just a template that can be applied to many objects or chains at the same time with PlayTweenObject or AddTweenChainObject. Available interpolation methods are TweenLinear(), TweenSmooth1(), TweenSmooth2(), TweenEaseIn1(), TweenEaseIn2(), TweenEaseOut1(), TweenEaseOut2(), TweenBounce(), TweenOvershoot() Use an interpolation method of -1 to turn off interpolation on this value

    Definition

    SetTweenObjectRed( tweenID, beginR, endR, interpolation )

    Parameters

    • tweenID - ID of the tween to modify
    • beginR - The starting Red color for the object, the object will be this color when playing starts
    • endR - The end Red color for the object, the object will be this color when playing ends
    • interpolation - The interpolation method whilst the object is moving from beginR to endR


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/SetTweenObjectScaleX.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/SetTweenObjectScaleX.htm deleted file mode 100644 index 3f29b158..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/SetTweenObjectScaleX.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetTweenObjectScaleX - AGK Help - - - - - - -

    SetTweenObjectScaleX

    Description

    Sets the ScaleX parameter of the given tween ID. The scale is absolute so a value of 1.0 will be normal size, whilst 2.0 would be two times bigger. A Tween can modify several parameters of an object at the same time. Set the begin value and the end value and an interpolation method. A tween is just a template that can be applied to many objects or chains at the same time with PlayTweenObject or AddTweenChainObject. Available interpolation methods are TweenLinear(), TweenSmooth1(), TweenSmooth2(), TweenEaseIn1(), TweenEaseIn2(), TweenEaseOut1(), TweenEaseOut2(), TweenBounce(), TweenOvershoot() Use an interpolation method of -1 to turn off interpolation on this value

    Definition

    SetTweenObjectScaleX( tweenID, beginSX, endSX, interpolation )

    Parameters

    • tweenID - ID of the tween to modify
    • beginSX - The starting ScaleX value for the object, the object will be rotated to this angle when playing starts
    • endSX - The end ScaleX value for the object, the object will be rotated to this angle when playing ends
    • interpolation - The interpolation method whilst the object is moving from beginSX to endSX


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/SetTweenObjectScaleY.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/SetTweenObjectScaleY.htm deleted file mode 100644 index bc5eed86..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/SetTweenObjectScaleY.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetTweenObjectScaleY - AGK Help - - - - - - -

    SetTweenObjectScaleY

    Description

    Sets the ScaleY parameter of the given tween ID. The scale is absolute so a value of 1.0 will be normal size, whilst 2.0 would be two times bigger. A Tween can modify several parameters of an object at the same time. Set the begin value and the end value and an interpolation method. A tween is just a template that can be applied to many objects or chains at the same time with PlayTweenObject or AddTweenChainObject. Available interpolation methods are TweenLinear(), TweenSmooth1(), TweenSmooth2(), TweenEaseIn1(), TweenEaseIn2(), TweenEaseOut1(), TweenEaseOut2(), TweenBounce(), TweenOvershoot() Use an interpolation method of -1 to turn off interpolation on this value

    Definition

    SetTweenObjectScaleY( tweenID, beginSY, endSY, interpolation )

    Parameters

    • tweenID - ID of the tween to modify
    • beginSY - The starting ScaleY value for the object, the object will be rotated to this angle when playing starts
    • endSY - The end ScaleY value for the object, the object will be rotated to this angle when playing ends
    • interpolation - The interpolation method whilst the object is moving from beginSY to endSY


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/SetTweenObjectScaleZ.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/SetTweenObjectScaleZ.htm deleted file mode 100644 index 7e574052..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/SetTweenObjectScaleZ.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetTweenObjectScaleZ - AGK Help - - - - - - -

    SetTweenObjectScaleZ

    Description

    Sets the ScaleZ parameter of the given tween ID. The scale is absolute so a value of 1.0 will be normal size, whilst 2.0 would be two times bigger. A Tween can modify several parameters of an object at the same time. Set the begin value and the end value and an interpolation method. A tween is just a template that can be applied to many objects or chains at the same time with PlayTweenObject or AddTweenChainObject. Available interpolation methods are TweenLinear(), TweenSmooth1(), TweenSmooth2(), TweenEaseIn1(), TweenEaseIn2(), TweenEaseOut1(), TweenEaseOut2(), TweenBounce(), TweenOvershoot() Use an interpolation method of -1 to turn off interpolation on this value

    Definition

    SetTweenObjectScaleZ( tweenID, beginSZ, endSZ, interpolation )

    Parameters

    • tweenID - ID of the tween to modify
    • beginSZ - The starting ScaleY value for the object, the object will be rotated to this angle when playing starts
    • endSZ - The end ScaleY value for the object, the object will be rotated to this angle when playing ends
    • interpolation - The interpolation method whilst the object is moving from beginSZ to endSZ


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/SetTweenObjectX.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/SetTweenObjectX.htm deleted file mode 100644 index 9a8a9962..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/SetTweenObjectX.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetTweenObjectX - AGK Help - - - - - - -

    SetTweenObjectX

    Description

    Sets the X parameter of the given tween ID. A Tween can modify several parameters of an object at the same time. Set the begin value and the end value and an interpolation method. A tween is just a template that can be applied to many objects or chains at the same time with PlayTweenObject or AddTweenChainObject. Available interpolation methods are TweenLinear(), TweenSmooth1(), TweenSmooth2(), TweenEaseIn1(), TweenEaseIn2(), TweenEaseOut1(), TweenEaseOut2(), TweenBounce(), TweenOvershoot() Use an interpolation method of -1 to turn off interpolation on this value

    Definition

    SetTweenObjectX( tweenID, beginX, endX, interpolation )

    Parameters

    • tweenID - ID of the tween to modify
    • beginX - The starting X value for the object, the object will be positioned here when playing starts
    • endX - The end X value for the object, the object will be positioned here when playing ends
    • interpolation - The interpolation method whilst the object is moving from beginX to endX


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/SetTweenObjectY.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/SetTweenObjectY.htm deleted file mode 100644 index efd5c2af..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/SetTweenObjectY.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetTweenObjectY - AGK Help - - - - - - -

    SetTweenObjectY

    Description

    Sets the Y parameter of the given tween ID. A Tween can modify several parameters of an object at the same time. Set the begin value and the end value and an interpolation method. A tween is just a template that can be applied to many objects or chains at the same time with PlayTweenObject or AddTweenChainObject. Available interpolation methods are TweenLinear(), TweenSmooth1(), TweenSmooth2(), TweenEaseIn1(), TweenEaseIn2(), TweenEaseOut1(), TweenEaseOut2(), TweenBounce(), TweenOvershoot() Use an interpolation method of -1 to turn off interpolation on this value

    Definition

    SetTweenObjectY( tweenID, beginY, endY, interpolation )

    Parameters

    • tweenID - ID of the tween to modify
    • beginY - The starting Y value for the object, the object will be positioned here when playing starts
    • endY - The end Y value for the object, the object will be positioned here when playing ends
    • interpolation - The interpolation method whilst the object is moving from beginY to endY


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/SetTweenObjectZ.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/SetTweenObjectZ.htm deleted file mode 100644 index 37bedcb3..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/SetTweenObjectZ.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetTweenObjectZ - AGK Help - - - - - - -

    SetTweenObjectZ

    Description

    Sets the Z parameter of the given tween ID. A Tween can modify several parameters of an object at the same time. Set the begin value and the end value and an interpolation method. A tween is just a template that can be applied to many objects or chains at the same time with PlayTweenObject or AddTweenChainObject. Available interpolation methods are TweenLinear(), TweenSmooth1(), TweenSmooth2(), TweenEaseIn1(), TweenEaseIn2(), TweenEaseOut1(), TweenEaseOut2(), TweenBounce(), TweenOvershoot() Use an interpolation method of -1 to turn off interpolation on this value

    Definition

    SetTweenObjectZ( tweenID, beginZ, endZ, interpolation )

    Parameters

    • tweenID - ID of the tween to modify
    • beginZ - The starting Z value for the object, the object will be positioned here when playing starts
    • endZ - The end Z value for the object, the object will be positioned here when playing ends
    • interpolation - The interpolation method whilst the object is moving from beginZ to endZ


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/SetTweenSpriteAlpha.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/SetTweenSpriteAlpha.htm deleted file mode 100644 index b1a20b6c..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/SetTweenSpriteAlpha.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetTweenSpriteAlpha - AGK Help - - - - - - -

    SetTweenSpriteAlpha

    Description

    Sets the Alpha parameter of the given tween ID. A Tween can modify several parameters of a sprite at the same time. Set the begin value and the end value and an interpolation method. A tween is just a template that can be applied to many sprites or chains at the same time with PlayTweenSprite or AddTweenChainSprite. Available interpolation methods are TweenLinear(), TweenSmooth1(), TweenSmooth2(), TweenEaseIn1(), TweenEaseIn2(), TweenEaseOut1(), TweenEaseOut2(), TweenBounce(), TweenOvershoot() Use an interpolation method of -1 to turn off interpolation on this value

    Definition

    SetTweenSpriteAlpha( tweenID, beginA, endA, interpolation )

    Parameters

    • tweenID - ID of the tween to modify
    • beginA - The starting Alpha color for the sprite (0 to 255), the sprite will be this color when playing starts
    • endA - The end Alpha color for the sprite (0 to 255), the sprite will be this color when playing ends
    • interpolation - The interpolation method whilst the sprite is moving from beginA to endA


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/SetTweenSpriteAngle.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/SetTweenSpriteAngle.htm deleted file mode 100644 index 71bd758c..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/SetTweenSpriteAngle.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetTweenSpriteAngle - AGK Help - - - - - - -

    SetTweenSpriteAngle

    Description

    Sets the Angle parameter of the given tween ID. A Tween can modify several parameters of a sprite at the same time. Set the begin value and the end value and an interpolation method. A tween is just a template that can be applied to many sprites or chains at the same time with PlayTweenSprite or AddTweenChainSprite. Available interpolation methods are TweenLinear(), TweenSmooth1(), TweenSmooth2(), TweenEaseIn1(), TweenEaseIn2(), TweenEaseOut1(), TweenEaseOut2(), TweenBounce(), TweenOvershoot() Use an interpolation method of -1 to turn off interpolation on this value

    Definition

    SetTweenSpriteAngle( tweenID, beginA, endA, interpolation )

    Parameters

    • tweenID - ID of the tween to modify
    • beginA - The starting Angle value for the sprite, the sprite will be rotated at this angle when playing starts
    • endA - The end Angle value for the sprite, the sprite will be rotated at this angle when playing ends
    • interpolation - The interpolation method whilst the sprite is rotating from beginA to endA


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/SetTweenSpriteBlue.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/SetTweenSpriteBlue.htm deleted file mode 100644 index dd560539..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/SetTweenSpriteBlue.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetTweenSpriteBlue - AGK Help - - - - - - -

    SetTweenSpriteBlue

    Description

    Sets the Blue parameter of the given tween ID. A Tween can modify several parameters of a sprite at the same time. Set the begin value and the end value and an interpolation method. A tween is just a template that can be applied to many sprites or chains at the same time with PlayTweenSprite or AddTweenChainSprite. Available interpolation methods are TweenLinear(), TweenSmooth1(), TweenSmooth2(), TweenEaseIn1(), TweenEaseIn2(), TweenEaseOut1(), TweenEaseOut2(), TweenBounce(), TweenOvershoot() Use an interpolation method of -1 to turn off interpolation on this value

    Definition

    SetTweenSpriteBlue( tweenID, beginB, endB, interpolation )

    Parameters

    • tweenID - ID of the tween to modify
    • beginB - The starting Blue color for the sprite (0 to 255), the sprite will be this color when playing starts
    • endB - The end Blue color for the sprite (0 to 255), the sprite will be this color when playing ends
    • interpolation - The interpolation method whilst the sprite is moving from beginB to endB


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/SetTweenSpriteGreen.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/SetTweenSpriteGreen.htm deleted file mode 100644 index 8bbe4d46..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/SetTweenSpriteGreen.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetTweenSpriteGreen - AGK Help - - - - - - -

    SetTweenSpriteGreen

    Description

    Sets the Green parameter of the given tween ID. A Tween can modify several parameters of a sprite at the same time. Set the begin value and the end value and an interpolation method. A tween is just a template that can be applied to many sprites or chains at the same time with PlayTweenSprite or AddTweenChainSprite. Available interpolation methods are TweenLinear(), TweenSmooth1(), TweenSmooth2(), TweenEaseIn1(), TweenEaseIn2(), TweenEaseOut1(), TweenEaseOut2(), TweenBounce(), TweenOvershoot() Use an interpolation method of -1 to turn off interpolation on this value

    Definition

    SetTweenSpriteGreen( tweenID, beginG, endG, interpolation )

    Parameters

    • tweenID - ID of the tween to modify
    • beginG - The starting Green color for the sprite (0 to 255), the sprite will be this color when playing starts
    • endG - The end Green color for the sprite (0 to 255), the sprite will be this color when playing ends
    • interpolation - The interpolation method whilst the sprite is moving from beginG to endG


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/SetTweenSpriteRed.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/SetTweenSpriteRed.htm deleted file mode 100644 index e4570a42..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/SetTweenSpriteRed.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetTweenSpriteRed - AGK Help - - - - - - -

    SetTweenSpriteRed

    Description

    Sets the Red parameter of the given tween ID. A Tween can modify several parameters of a sprite at the same time. Set the begin value and the end value and an interpolation method. A tween is just a template that can be applied to many sprites or chains at the same time with PlayTweenSprite or AddTweenChainSprite. Available interpolation methods are TweenLinear(), TweenSmooth1(), TweenSmooth2(), TweenEaseIn1(), TweenEaseIn2(), TweenEaseOut1(), TweenEaseOut2(), TweenBounce(), TweenOvershoot() Use an interpolation method of -1 to turn off interpolation on this value

    Definition

    SetTweenSpriteRed( tweenID, beginR, endR, interpolation )

    Parameters

    • tweenID - ID of the tween to modify
    • beginR - The starting Red color for the sprite (0 to 255), the sprite will be this color when playing starts
    • endR - The end Red color for the sprite (0 to 255), the sprite will be this color when playing ends
    • interpolation - The interpolation method whilst the sprite is moving from beginR to endR


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/SetTweenSpriteSizeX.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/SetTweenSpriteSizeX.htm deleted file mode 100644 index 94635a43..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/SetTweenSpriteSizeX.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetTweenSpriteSizeX - AGK Help - - - - - - -

    SetTweenSpriteSizeX

    Description

    Sets the SizeX parameter of the given tween ID. A Tween can modify several parameters of a sprite at the same time. Set the begin value and the end value and an interpolation method. A tween is just a template that can be applied to many sprites or chains at the same time with PlayTweenSprite or AddTweenChainSprite. Available interpolation methods are TweenLinear(), TweenSmooth1(), TweenSmooth2(), TweenEaseIn1(), TweenEaseIn2(), TweenEaseOut1(), TweenEaseOut2(), TweenBounce(), TweenOvershoot() Use an interpolation method of -1 to turn off interpolation on this value

    Definition

    SetTweenSpriteSizeX( tweenID, beginSX, endSX, interpolation )

    Parameters

    • tweenID - ID of the tween to modify
    • beginSX - The starting SizeX value for the sprite, the sprite will be this size when playing starts
    • endSX - The end SizeX value for the sprite, the sprite will be this size when playing ends
    • interpolation - The interpolation method whilst the sprite is moving from beginSX to endSX


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/SetTweenSpriteSizeY.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/SetTweenSpriteSizeY.htm deleted file mode 100644 index d6c702dc..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/SetTweenSpriteSizeY.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetTweenSpriteSizeY - AGK Help - - - - - - -

    SetTweenSpriteSizeY

    Description

    Sets the SizeY parameter of the given tween ID. A Tween can modify several parameters of a sprite at the same time. Set the begin value and the end value and an interpolation method. A tween is just a template that can be applied to many sprites or chains at the same time with PlayTweenSprite or AddTweenChainSprite. Available interpolation methods are TweenLinear(), TweenSmooth1(), TweenSmooth2(), TweenEaseIn1(), TweenEaseIn2(), TweenEaseOut1(), TweenEaseOut2(), TweenBounce(), TweenOvershoot() Use an interpolation method of -1 to turn off interpolation on this value

    Definition

    SetTweenSpriteSizeY( tweenID, beginSY, endSY, interpolation )

    Parameters

    • tweenID - ID of the tween to modify
    • beginSY - The starting SizeY value for the sprite, the sprite will be this size when playing starts
    • endSY - The end SizeY value for the sprite, the sprite will be this size when playing ends
    • interpolation - The interpolation method whilst the sprite is moving from beginSX to endSX


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/SetTweenSpriteX.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/SetTweenSpriteX.htm deleted file mode 100644 index 52d57c4d..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/SetTweenSpriteX.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetTweenSpriteX - AGK Help - - - - - - -

    SetTweenSpriteX

    Description

    Sets the X parameter of the given tween ID. A Tween can modify several parameters of a sprite at the same time. Set the begin value and the end value and an interpolation method. A tween is just a template that can be applied to many sprites or chains at the same time with PlayTweenSprite or AddTweenChainSprite. This modifies the position of the sprite using its top left corner. Available interpolation methods are TweenLinear(), TweenSmooth1(), TweenSmooth2(), TweenEaseIn1(), TweenEaseIn2(), TweenEaseOut1(), TweenEaseOut2(), TweenBounce(), TweenOvershoot() Use an interpolation method of -1 to turn off interpolation on this value

    Definition

    SetTweenSpriteX( tweenID, beginX, endX, interpolation )

    Parameters

    • tweenID - ID of the tween to modify
    • beginX - The starting X value for the sprite, the sprite will be positioned here when playing starts
    • endX - The end X value for the sprite, the sprite will be positioned here when playing ends
    • interpolation - The interpolation method whilst the sprite is moving from beginX to endX


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/SetTweenSpriteXByOffset.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/SetTweenSpriteXByOffset.htm deleted file mode 100644 index 5b993639..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/SetTweenSpriteXByOffset.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetTweenSpriteXByOffset - AGK Help - - - - - - -

    SetTweenSpriteXByOffset

    Description

    Sets the X parameter of the given tween ID. A Tween can modify several parameters of a sprite at the same time. Set the begin value and the end value and an interpolation method. A tween is just a template that can be applied to many sprites or chains at the same time with PlayTweenSprite or AddTweenChainSprite. This modifies the position of the sprite using its offset point, usually the center of the sprite. Available interpolation methods are TweenLinear(), TweenSmooth1(), TweenSmooth2(), TweenEaseIn1(), TweenEaseIn2(), TweenEaseOut1(), TweenEaseOut2(), TweenBounce(), TweenOvershoot() Use an interpolation method of -1 to turn off interpolation on this value

    Definition

    SetTweenSpriteXByOffset( tweenID, beginX, endX, interpolation )

    Parameters

    • tweenID - ID of the tween to modify
    • beginX - The starting X value for the sprite, the sprite will be positioned here when playing starts
    • endX - The end X value for the sprite, the sprite will be positioned here when playing ends
    • interpolation - The interpolation method whilst the sprite is moving from beginX to endX


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/SetTweenSpriteY.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/SetTweenSpriteY.htm deleted file mode 100644 index b3fb2cc5..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/SetTweenSpriteY.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetTweenSpriteY - AGK Help - - - - - - -

    SetTweenSpriteY

    Description

    Sets the Y parameter of the given tween ID. A Tween can modify several parameters of a sprite at the same time. Set the begin value and the end value and an interpolation method. A tween is just a template that can be applied to many sprites or chains at the same time with PlayTweenSprite or AddTweenChainSprite. This modifies the position of the sprite using its top left corner. Available interpolation methods are TweenLinear(), TweenSmooth1(), TweenSmooth2(), TweenEaseIn1(), TweenEaseIn2(), TweenEaseOut1(), TweenEaseOut2(), TweenBounce(), TweenOvershoot() Use an interpolation method of -1 to turn off interpolation on this value

    Definition

    SetTweenSpriteY( tweenID, beginY, endY, interpolation )

    Parameters

    • tweenID - ID of the tween to modify
    • beginY - The starting Y value for the sprite, the sprite will be positioned here when playing starts
    • endY - The end Y value for the sprite, the sprite will be positioned here when playing ends
    • interpolation - The interpolation method whilst the sprite is moving from beginY to endY


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/SetTweenSpriteYByOffset.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/SetTweenSpriteYByOffset.htm deleted file mode 100644 index 61c425f7..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/SetTweenSpriteYByOffset.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetTweenSpriteYByOffset - AGK Help - - - - - - -

    SetTweenSpriteYByOffset

    Description

    Sets the Y parameter of the given tween ID. A Tween can modify several parameters of a sprite at the same time. Set the begin value and the end value and an interpolation method. A tween is just a template that can be applied to many sprites or chains at the same time with PlayTweenSprite or AddTweenChainSprite. This modifies the position of the sprite using its offset point, usually the center of the sprite. Available interpolation methods are TweenLinear(), TweenSmooth1(), TweenSmooth2(), TweenEaseIn1(), TweenEaseIn2(), TweenEaseOut1(), TweenEaseOut2(), TweenBounce(), TweenOvershoot() Use an interpolation method of -1 to turn off interpolation on this value

    Definition

    SetTweenSpriteYByOffset( tweenID, beginY, endY, interpolation )

    Parameters

    • tweenID - ID of the tween to modify
    • beginY - The starting Y value for the sprite, the sprite will be positioned here when playing starts
    • endY - The end Y value for the sprite, the sprite will be positioned here when playing ends
    • interpolation - The interpolation method whilst the sprite is moving from beginY to endY


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/SetTweenTextAlpha.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/SetTweenTextAlpha.htm deleted file mode 100644 index 8c95231d..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/SetTweenTextAlpha.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetTweenTextAlpha - AGK Help - - - - - - -

    SetTweenTextAlpha

    Description

    Sets the Alpha parameter of the given tween ID. A Tween can modify several parameters of a text object at the same time. Set the begin value and the end value and an interpolation method. A tween is just a template that can be applied to many text objects or chains at the same time with PlayTweenText or AddTweenChainText. Available interpolation methods are TweenLinear(), TweenSmooth1(), TweenSmooth2(), TweenEaseIn1(), TweenEaseIn2(), TweenEaseOut1(), TweenEaseOut2(), TweenBounce(), TweenOvershoot() Use an interpolation method of -1 to turn off interpolation on this value

    Definition

    SetTweenTextAlpha( tweenID, beginA, endA, interpolation )

    Parameters

    • tweenID - ID of the tween to modify
    • beginA - The starting Alpha color for the text, the text will be this color when playing starts
    • endA - The end Alpha color for the text, the text will be this color when playing ends
    • interpolation - The interpolation method whilst the text is moving from beginA to endA


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/SetTweenTextAngle.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/SetTweenTextAngle.htm deleted file mode 100644 index cc04c67e..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/SetTweenTextAngle.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetTweenTextAngle - AGK Help - - - - - - -

    SetTweenTextAngle

    Description

    Sets the Angle parameter of the given tween ID. A Tween can modify several parameters of a text object at the same time. Set the begin value and the end value and an interpolation method. A tween is just a template that can be applied to many text objects or chains at the same time with PlayTweenText or AddTweenChainText. Available interpolation methods are TweenLinear(), TweenSmooth1(), TweenSmooth2(), TweenEaseIn1(), TweenEaseIn2(), TweenEaseOut1(), TweenEaseOut2(), TweenBounce(), TweenOvershoot() Use an interpolation method of -1 to turn off interpolation on this value

    Definition

    SetTweenTextAngle( tweenID, beginA, endA, interpolation )

    Parameters

    • tweenID - ID of the tween to modify
    • beginA - The starting Angle value for the text, the text will be rotated at this angle when playing starts
    • endA - The end Angle value for the text, the text will be rotated at this angle when playing ends
    • interpolation - The interpolation method whilst the text is moving from beginA to endA


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/SetTweenTextBlue.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/SetTweenTextBlue.htm deleted file mode 100644 index 616fafa0..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/SetTweenTextBlue.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetTweenTextBlue - AGK Help - - - - - - -

    SetTweenTextBlue

    Description

    Sets the Blue parameter of the given tween ID. A Tween can modify several parameters of a text object at the same time. Set the begin value and the end value and an interpolation method. A tween is just a template that can be applied to many text objects or chains at the same time with PlayTweenText or AddTweenChainText. Available interpolation methods are TweenLinear(), TweenSmooth1(), TweenSmooth2(), TweenEaseIn1(), TweenEaseIn2(), TweenEaseOut1(), TweenEaseOut2(), TweenBounce(), TweenOvershoot() Use an interpolation method of -1 to turn off interpolation on this value

    Definition

    SetTweenTextBlue( tweenID, beginB, endB, interpolation )

    Parameters

    • tweenID - ID of the tween to modify
    • beginB - The starting Blue color for the text, the text will be this color when playing starts
    • endB - The end Blue color for the text, the text will be this color when playing ends
    • interpolation - The interpolation method whilst the text is moving from beginB to endB


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/SetTweenTextGreen.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/SetTweenTextGreen.htm deleted file mode 100644 index 10a3f147..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/SetTweenTextGreen.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetTweenTextGreen - AGK Help - - - - - - -

    SetTweenTextGreen

    Description

    Sets the Green parameter of the given tween ID. A Tween can modify several parameters of a text object at the same time. Set the begin value and the end value and an interpolation method. A tween is just a template that can be applied to many text objects or chains at the same time with PlayTweenText or AddTweenChainText. Available interpolation methods are TweenLinear(), TweenSmooth1(), TweenSmooth2(), TweenEaseIn1(), TweenEaseIn2(), TweenEaseOut1(), TweenEaseOut2(), TweenBounce(), TweenOvershoot() Use an interpolation method of -1 to turn off interpolation on this value

    Definition

    SetTweenTextGreen( tweenID, beginG, endG, interpolation )

    Parameters

    • tweenID - ID of the tween to modify
    • beginG - The starting Green color for the text, the text will be this color when playing starts
    • endG - The end Green color for the text, the text will be this color when playing ends
    • interpolation - The interpolation method whilst the text is moving from beginG to endG


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/SetTweenTextLineSpacing.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/SetTweenTextLineSpacing.htm deleted file mode 100644 index 70701d19..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/SetTweenTextLineSpacing.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetTweenTextLineSpacing - AGK Help - - - - - - -

    SetTweenTextLineSpacing

    Description

    Sets the Line Spacing parameter of the given tween ID. A Tween can modify several parameters of a text object at the same time. Set the begin value and the end value and an interpolation method. A tween is just a template that can be applied to many text objects or chains at the same time with PlayTweenText or AddTweenChainText. Available interpolation methods are TweenLinear(), TweenSmooth1(), TweenSmooth2(), TweenEaseIn1(), TweenEaseIn2(), TweenEaseOut1(), TweenEaseOut2(), TweenBounce(), TweenOvershoot() Use an interpolation method of -1 to turn off interpolation on this value

    Definition

    SetTweenTextLineSpacing( tweenID, beginLSP, endLSP, interpolation )

    Parameters

    • tweenID - ID of the tween to modify
    • beginLSP - The starting Line Spacing value for the text, the text will have this spacing when playing starts
    • endLSP - The end Line Spacing value for the text, the text will have this spacing when playing ends
    • interpolation - The interpolation method whilst the text is moving from beginLSP to endLSP


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/SetTweenTextRed.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/SetTweenTextRed.htm deleted file mode 100644 index fa97ecec..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/SetTweenTextRed.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetTweenTextRed - AGK Help - - - - - - -

    SetTweenTextRed

    Description

    Sets the Red parameter of the given tween ID. A Tween can modify several parameters of a text object at the same time. Set the begin value and the end value and an interpolation method. A tween is just a template that can be applied to many text objects or chains at the same time with PlayTweenText or AddTweenChainText. Available interpolation methods are TweenLinear(), TweenSmooth1(), TweenSmooth2(), TweenEaseIn1(), TweenEaseIn2(), TweenEaseOut1(), TweenEaseOut2(), TweenBounce(), TweenOvershoot() Use an interpolation method of -1 to turn off interpolation on this value

    Definition

    SetTweenTextRed( tweenID, beginR, endR, interpolation )

    Parameters

    • tweenID - ID of the tween to modify
    • beginR - The starting Red color for the text, the text will be this color when playing starts
    • endR - The end Red color for the text, the text will be this color when playing ends
    • interpolation - The interpolation method whilst the text is moving from beginR to endR


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/SetTweenTextSize.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/SetTweenTextSize.htm deleted file mode 100644 index 9d485092..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/SetTweenTextSize.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetTweenTextSize - AGK Help - - - - - - -

    SetTweenTextSize

    Description

    Sets the Size parameter of the given tween ID. A Tween can modify several parameters of a text object at the same time. Set the begin value and the end value and an interpolation method. A tween is just a template that can be applied to many text objects or chains at the same time with PlayTweenText or AddTweenChainText. Available interpolation methods are TweenLinear(), TweenSmooth1(), TweenSmooth2(), TweenEaseIn1(), TweenEaseIn2(), TweenEaseOut1(), TweenEaseOut2(), TweenBounce(), TweenOvershoot() Use an interpolation method of -1 to turn off interpolation on this value

    Definition

    SetTweenTextSize( tweenID, beginS, endS, interpolation )

    Parameters

    • tweenID - ID of the tween to modify
    • beginS - The starting Size value for the text, the text will be this size when playing starts
    • endS - The end Size value for the text, the text will be this size when playing ends
    • interpolation - The interpolation method whilst the text is moving from beginS to endS


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/SetTweenTextSpacing.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/SetTweenTextSpacing.htm deleted file mode 100644 index 83c720f9..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/SetTweenTextSpacing.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetTweenTextSpacing - AGK Help - - - - - - -

    SetTweenTextSpacing

    Description

    Sets the Spacing parameter of the given tween ID. A Tween can modify several parameters of a text object at the same time. Set the begin value and the end value and an interpolation method. A tween is just a template that can be applied to many text objects or chains at the same time with PlayTweenText or AddTweenChainText. Available interpolation methods are TweenLinear(), TweenSmooth1(), TweenSmooth2(), TweenEaseIn1(), TweenEaseIn2(), TweenEaseOut1(), TweenEaseOut2(), TweenBounce(), TweenOvershoot() Use an interpolation method of -1 to turn off interpolation on this value

    Definition

    SetTweenTextSpacing( tweenID, beginSP, endSP, interpolation )

    Parameters

    • tweenID - ID of the tween to modify
    • beginSP - The starting Spacing value for the text, the text will have this spacing when playing starts
    • endSP - The end Spacing value for the text, the text will have this spacing when playing ends
    • interpolation - The interpolation method whilst the text is moving from beginSP to endSP


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/SetTweenTextX.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/SetTweenTextX.htm deleted file mode 100644 index 10b9e761..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/SetTweenTextX.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetTweenTextX - AGK Help - - - - - - -

    SetTweenTextX

    Description

    Sets the X parameter of the given tween ID. A Tween can modify several parameters of a text object at the same time. Set the begin value and the end value and an interpolation method. A tween is just a template that can be applied to many text objects or chains at the same time with PlayTweenText or AddTweenChainText. Available interpolation methods are TweenLinear(), TweenSmooth1(), TweenSmooth2(), TweenEaseIn1(), TweenEaseIn2(), TweenEaseOut1(), TweenEaseOut2(), TweenBounce(), TweenOvershoot() Use an interpolation method of -1 to turn off interpolation on this value

    Definition

    SetTweenTextX( tweenID, beginX, endX, interpolation )

    Parameters

    • tweenID - ID of the tween to modify
    • beginX - The starting X value for the text, the text will be positioned here when playing starts
    • endX - The end X value for the text, the text will be positioned here when playing ends
    • interpolation - The interpolation method whilst the text is moving from beginX to endX


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/SetTweenTextY.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/SetTweenTextY.htm deleted file mode 100644 index 21c2c215..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/SetTweenTextY.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetTweenTextY - AGK Help - - - - - - -

    SetTweenTextY

    Description

    Sets the Y parameter of the given tween ID. A Tween can modify several parameters of a text object at the same time. Set the begin value and the end value and an interpolation method. A tween is just a template that can be applied to many text objects or chains at the same time with PlayTweenText or AddTweenChainText. Available interpolation methods are TweenLinear(), TweenSmooth1(), TweenSmooth2(), TweenEaseIn1(), TweenEaseIn2(), TweenEaseOut1(), TweenEaseOut2(), TweenBounce(), TweenOvershoot() Use an interpolation method of -1 to turn off interpolation on this value

    Definition

    SetTweenTextY( tweenID, beginY, endY, interpolation )

    Parameters

    • tweenID - ID of the tween to modify
    • beginY - The starting Y value for the text, the text will be positioned here when playing starts
    • endY - The end Y value for the text, the text will be positioned here when playing ends
    • interpolation - The interpolation method whilst the text is moving from beginY to endY


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/StopTweenCamera.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/StopTweenCamera.htm deleted file mode 100644 index c39f8695..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/StopTweenCamera.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -StopTweenCamera - AGK Help - - - - - - -

    StopTweenCamera

    Description

    Stops a given tween ID if it is playing on a given camera. If the tween is not playing or has finished then this command has no effect. If the camera was in the middle of an interpolation it will remain at its current position, it will not skip to the end or return to the beginning.

    Definition

    StopTweenCamera( tweenID, cameraID )

    Parameters

    • tweenID - ID of the tween to stop
    • cameraID - ID of the camera to stop


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/StopTweenChain.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/StopTweenChain.htm deleted file mode 100644 index 43c85dfb..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/StopTweenChain.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -StopTweenChain - AGK Help - - - - - - -

    StopTweenChain

    Description

    Stops the given chain. If an item was in the middle of an interpolation it will stay at its current position, it will not skip to the end or return to the beginning. Playing the chain again will start it from the beginning.

    Definition

    StopTweenChain( chainID )

    Parameters

    • chainID - ID of the chain to modify


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/StopTweenChar.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/StopTweenChar.htm deleted file mode 100644 index 248910d6..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/StopTweenChar.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -StopTweenChar - AGK Help - - - - - - -

    StopTweenChar

    Description

    Stops a given tween ID if it is playing on a given character of a text object. If the tween is not playing or has finished then this command has no effect. If the character was in the middle of an interpolation it will remain at its current position, it will not skip to the end or return to the beginning.

    Definition

    StopTweenChar( tweenID, textID, charID )

    Parameters

    • tweenID - ID of the tween to stop
    • textID - ID of the text object containing the character
    • charID - The index of the character to stop, indices start at 0, if out of range it will be ignored


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/StopTweenCustom.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/StopTweenCustom.htm deleted file mode 100644 index 786df6fb..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/StopTweenCustom.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -StopTweenCustom - AGK Help - - - - - - -

    StopTweenCustom

    Description

    Stops a given custom tween ID if it is playing. If the tween is not playing or has finished then this command has no effect. If the tween was in the middle of an interpolation its values will remain at their current values, it will not skip to the end or return to the beginning.

    Definition

    StopTweenCustom( tweenID )

    Parameters

    • tweenID - ID of the tween to stop


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/StopTweenObject.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/StopTweenObject.htm deleted file mode 100644 index ff362ceb..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/StopTweenObject.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -StopTweenObject - AGK Help - - - - - - -

    StopTweenObject

    Description

    Stops a given tween ID if it is playing on a given object. If the tween is not playing or has finished then this command has no effect. If the object was in the middle of an interpolation it will remain at its current position, it will not skip to the end or return to the beginning.

    Definition

    StopTweenObject( tweenID, objectID )

    Parameters

    • tweenID - ID of the tween to stop
    • objectID - ID of the object to stop


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/StopTweenSprite.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/StopTweenSprite.htm deleted file mode 100644 index 78cb8ed0..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/StopTweenSprite.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -StopTweenSprite - AGK Help - - - - - - -

    StopTweenSprite

    Description

    Stops a given tween ID if it is playing on a given sprite. If the tween is not playing or has finished then this command has no effect. If the sprite was in the middle of an interpolation it will remain at its current position, it will not skip to the end or return to the beginning.

    Definition

    StopTweenSprite( tweenID, spriteID )

    Parameters

    • tweenID - ID of the tween to stop
    • spriteID - ID of the sprite to stop


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/StopTweenText.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/StopTweenText.htm deleted file mode 100644 index eb4b1372..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/StopTweenText.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -StopTweenText - AGK Help - - - - - - -

    StopTweenText

    Description

    Stops a given tween ID if it is playing on a given text object. If the tween is not playing or has finished then this command has no effect. If the text was in the middle of an interpolation it will remain at its current position, it will not skip to the end or return to the beginning.

    Definition

    StopTweenText( tweenID, textID )

    Parameters

    • tweenID - ID of the tween to stop
    • textID - ID of the text object to stop


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/TweenBounce.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/TweenBounce.htm deleted file mode 100644 index 261a83c7..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/TweenBounce.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -TweenBounce - AGK Help - - - - - - -

    TweenBounce

    Description

    Uses a bounce affect at the end of the interpolation. This is just a helper function to avoid having to remember the integer value for this which is 7.

    Definition

    integer TweenBounce()



    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/TweenEaseIn1.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/TweenEaseIn1.htm deleted file mode 100644 index afe6ce5a..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/TweenEaseIn1.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -TweenEaseIn1 - AGK Help - - - - - - -

    TweenEaseIn1

    Description

    Uses a smooth curve to move from the start, this avoids a sudden start but still ends abruptly. This is just a helper function to avoid having to remember the integer value for this which is 3.

    Definition

    integer TweenEaseIn1()



    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/TweenEaseIn2.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/TweenEaseIn2.htm deleted file mode 100644 index d780bdb4..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/TweenEaseIn2.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -TweenEaseIn2 - AGK Help - - - - - - -

    TweenEaseIn2

    Description

    Uses a smooth curve to move from the start, similar to TweenEaseIn1 but more exaggerated. This is just a helper function to avoid having to remember the integer value for this which is 4.

    Definition

    integer TweenEaseIn2()



    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/TweenEaseOut1.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/TweenEaseOut1.htm deleted file mode 100644 index c882c918..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/TweenEaseOut1.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -TweenEaseOut1 - AGK Help - - - - - - -

    TweenEaseOut1

    Description

    Uses a smooth curve to move towards the end, this avoids a sudden stop but still starts abruptly. This is just a helper function to avoid having to remember the integer value for this which is 5.

    Definition

    integer TweenEaseOut1()



    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/TweenEaseOut2.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/TweenEaseOut2.htm deleted file mode 100644 index 87185736..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/TweenEaseOut2.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -TweenEaseOut2 - AGK Help - - - - - - -

    TweenEaseOut2

    Description

    Uses a smooth curve to move towards the end, similar to TweenEaseOut1 but more exaggerated. This is just a helper function to avoid having to remember the integer value for this which is 6.

    Definition

    integer TweenEaseOut2()



    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/TweenLinear.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/TweenLinear.htm deleted file mode 100644 index f6e4d8b6..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/TweenLinear.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -TweenLinear - AGK Help - - - - - - -

    TweenLinear

    Description

    Uses linear interpolation to move from start to end, this is the simplest form of interpolation. This is just a helper function to avoid having to remember the integer value for this which is 0.

    Definition

    integer TweenLinear()



    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/TweenOvershoot.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/TweenOvershoot.htm deleted file mode 100644 index 3f4196b5..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/TweenOvershoot.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -TweenOvershoot - AGK Help - - - - - - -

    TweenOvershoot

    Description

    Uses an elastic affect at the end of the interpolation. This is the only interpolation method that exceeds the given range and is not suitable for colors. This is just a helper function to avoid having to remember the integer value for this which is 8.

    Definition

    integer TweenOvershoot()



    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/TweenSmooth1.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/TweenSmooth1.htm deleted file mode 100644 index aec1a813..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/TweenSmooth1.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -TweenSmooth1 - AGK Help - - - - - - -

    TweenSmooth1

    Description

    Uses a smooth curve to move from start to end, this avoids a sudden start and stop. This is just a helper function to avoid having to remember the integer value for this which is 1.

    Definition

    integer TweenSmooth1()



    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/TweenSmooth2.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/TweenSmooth2.htm deleted file mode 100644 index 07b12c82..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/TweenSmooth2.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -TweenSmooth2 - AGK Help - - - - - - -

    TweenSmooth2

    Description

    Uses a smooth curve to move from start to end, similar to TweenSmooth1 but more exaggerated. This is just a helper function to avoid having to remember the integer value for this which is 2.

    Definition

    integer TweenSmooth2()



    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/UpdateAllTweens.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/UpdateAllTweens.htm deleted file mode 100644 index 3accb009..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/UpdateAllTweens.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -UpdateAllTweens - AGK Help - - - - - - -

    UpdateAllTweens

    Description

    Updates all tweens started on individual items and chains. The time value allows you to control how quickly the tweens advance, and in most cases the result of GetFrameTime should be used. The time can be set negative so that any playing tweens will play in reverse until they reach their start points, however they will not stop playing when they reach the beginning and will instead wait for the time to become positive again or wait for you to stop them manually.

    Definition

    UpdateAllTweens( fTime )

    Parameters

    • fTime - The time to advance the tweens


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/UpdateTweenCamera.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/UpdateTweenCamera.htm deleted file mode 100644 index e475aa95..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/UpdateTweenCamera.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -UpdateTweenCamera - AGK Help - - - - - - -

    UpdateTweenCamera

    Description

    Updates a specific tween that has been started. The time value allows you to control how quickly the tween advances, and in most cases the result of GetFrameTime should be used. The time can be set negative so that the tween will play in reverse until it reaches its start point, however it will not stop playing when it reaches the beginning and will instead wait for the time to become positive again or wait for you to stop it manually. The tween must have already been started on the given camera with PlayTweenCamera or nothing will happen. If you have started a lot of tweens playing, then updating each tween individually will be a lot more expensive than using UpdateAllTweens.

    Definition

    UpdateTweenCamera( tweenID, cameraID, fTime )

    Parameters

    • tweenID - The ID of the tween to update
    • cameraID - The ID of the object to update
    • fTime - The time to advance the tween


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/UpdateTweenChain.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/UpdateTweenChain.htm deleted file mode 100644 index 6851985c..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/UpdateTweenChain.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -UpdateTweenChain - AGK Help - - - - - - -

    UpdateTweenChain

    Description

    Updates the given tween chain. The time value allows you to control how quickly the chain advances, and in most cases the result of GetFrameTime should be used. The time can be set negative so that the chain and the tweens it contains will play in reverse until it reaches the start point, however it will not stop playing when it reaches the beginning and will instead wait for the time to become positive again or wait for you to stop it manually.

    Definition

    UpdateTweenChain( chainID, fTime )

    Parameters

    • chainID - The ID of the chain to update
    • fTime - The time to advance the chain


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/UpdateTweenChar.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/UpdateTweenChar.htm deleted file mode 100644 index b1a3e7da..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/UpdateTweenChar.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -UpdateTweenChar - AGK Help - - - - - - -

    UpdateTweenChar

    Description

    Updates a specific tween that has been started. The time value allows you to control how quickly the tween advances, and in most cases the result of GetFrameTime should be used. The time can be set negative so that the tween will play in reverse until it reaches its start point, however it will not stop playing when it reaches the beginning and will instead wait for the time to become positive again or wait for you to stop it manually. The tween must have already been started on the given character with PlayTweenChar or nothing will happen. If you have started a lot of tweens playing, then updating each tween individually will be a lot more expensive than using UpdateAllTweens.

    Definition

    UpdateTweenChar( tweenID, textID, charID, fTime )

    Parameters

    • tweenID - The ID of the tween to update
    • textID - The ID of the text to update
    • charID - The index of the character, indices start at 0, if out of range it will be ignored
    • fTime - The time to advance the tween


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/UpdateTweenCustom.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/UpdateTweenCustom.htm deleted file mode 100644 index 65633a81..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/UpdateTweenCustom.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -UpdateTweenCustom - AGK Help - - - - - - -

    UpdateTweenCustom

    Description

    Updates a specific tween that has been started. The time value allows you to control how quickly the tween advances, and in most cases the result of GetFrameTime should be used. The time can be set negative so that the tween will play in reverse until it reaches its start point, however it will not stop playing when it reaches the beginning and will instead wait for the time to become positive again or wait for you to stop it manually. If you have started a lot of tweens playing, then updating each tween individually will be a lot more expensive than using UpdateAllTweens.

    Definition

    UpdateTweenCustom( tweenID, fTime )

    Parameters

    • tweenID - The ID of the tween to update
    • fTime - The time to advance the tween


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/UpdateTweenObject.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/UpdateTweenObject.htm deleted file mode 100644 index 91f61aba..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/UpdateTweenObject.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -UpdateTweenObject - AGK Help - - - - - - -

    UpdateTweenObject

    Description

    Updates a specific tween that has been started. The time value allows you to control how quickly the tween advances, and in most cases the result of GetFrameTime should be used. The time can be set negative so that the tween will play in reverse until it reaches its start point, however it will not stop playing when it reaches the beginning and will instead wait for the time to become positive again or wait for you to stop it manually. The tween must have already been started on the given object with PlayTweenObject or nothing will happen. If you have started a lot of tweens playing, then updating each tween individually will be a lot more expensive than using UpdateAllTweens.

    Definition

    UpdateTweenObject( tweenID, objectID, fTime )

    Parameters

    • tweenID - The ID of the tween to update
    • objectID - The ID of the object to update
    • fTime - The time to advance the tween


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/UpdateTweenSprite.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/UpdateTweenSprite.htm deleted file mode 100644 index fc72141f..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/UpdateTweenSprite.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -UpdateTweenSprite - AGK Help - - - - - - -

    UpdateTweenSprite

    Description

    Updates a specific tween that has been started. The time value allows you to control how quickly the tween advances, and in most cases the result of GetFrameTime should be used. The time can be set negative so that the tween will play in reverse until it reaches its start point, however it will not stop playing when it reaches the beginning and will instead wait for the time to become positive again or wait for you to stop it manually. The tween must have already been started on the given sprite with PlayTweenSprite or nothing will happen. If you have started a lot of tweens playing, then updating each tween individually will be a lot more expensive than using UpdateAllTweens.

    Definition

    UpdateTweenSprite( tweenID, spriteID, fTime )

    Parameters

    • tweenID - The ID of the tween to update
    • spriteID - The ID of the sprite to update
    • fTime - The time to advance the tween


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/UpdateTweenText.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/UpdateTweenText.htm deleted file mode 100644 index f6aaf21f..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Tweening/UpdateTweenText.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -UpdateTweenText - AGK Help - - - - - - -

    UpdateTweenText

    Description

    Updates a specific tween that has been started. The time value allows you to control how quickly the tween advances, and in most cases the result of GetFrameTime should be used. The time can be set negative so that the tween will play in reverse until it reaches its start point, however it will not stop playing when it reaches the beginning and will instead wait for the time to become positive again or wait for you to stop it manually. The tween must have already been started on the given text with PlayTweenText or nothing will happen. If you have started a lot of tweens playing, then updating each tween individually will be a lot more expensive than using UpdateAllTweens.

    Definition

    UpdateTweenText( tweenID, textID, fTime )

    Parameters

    • tweenID - The ID of the tween to update
    • textID - The ID of the text to update
    • fTime - The time to advance the tween


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Video.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Video.htm deleted file mode 100644 index 9e959bfd..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Video.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -Video - AGK Help - - - - - - -
    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Video/DeleteVideo.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Video/DeleteVideo.htm deleted file mode 100644 index b09fed81..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Video/DeleteVideo.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -DeleteVideo - AGK Help - - - - - - -

    DeleteVideo

    Description

    Stops any playing video and deletes any loaded video from memory.

    Definition

    DeleteVideo()



    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Video/GetVideoDuration.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Video/GetVideoDuration.htm deleted file mode 100644 index 5d00c875..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Video/GetVideoDuration.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetVideoDuration - AGK Help - - - - - - -

    GetVideoDuration

    Description

    Returns the number of seconds the video lasts from start to finish. If this returns 0 then call it in a loop with Sync() to wait for the video to finish loading the meta data. If it returns less than 0 then this platform does not support this command or an error occurred. example: duration = GetVideoDuration() if ( duration = 0 ) repeat Sync() duration = GetVideoDuration() until duration != 0 endif

    Definition

    float GetVideoDuration()



    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Video/GetVideoHeight.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Video/GetVideoHeight.htm deleted file mode 100644 index 026805a7..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Video/GetVideoHeight.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetVideoHeight - AGK Help - - - - - - -

    GetVideoHeight

    Description

    Returns the height in pixels of the currently loaded video, if this returns 0 then call it in a loop with Sync() to wait for the video to finish loading the meta data. If it returns less than 0 then this platform does not support this command or an error occurred. example: height = GetVideoHeight() if ( height = 0 ) repeat Sync() height = GetVideoHeight() until height != 0 endif

    Definition

    float GetVideoHeight()



    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Video/GetVideoPlaying.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Video/GetVideoPlaying.htm deleted file mode 100644 index 44bd0e43..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Video/GetVideoPlaying.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetVideoPlaying - AGK Help - - - - - - -

    GetVideoPlaying

    Description

    Returns 1 if the video is currently playing, 0 if it has finished or been stopped with StopVideo() or PauseVideo().

    Definition

    integer GetVideoPlaying()



    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Video/GetVideoPosition.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Video/GetVideoPosition.htm deleted file mode 100644 index ba1e820f..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Video/GetVideoPosition.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetVideoPosition - AGK Help - - - - - - -

    GetVideoPosition

    Description

    Returns the number of seconds played so far.

    Definition

    float GetVideoPosition()



    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Video/GetVideoWidth.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Video/GetVideoWidth.htm deleted file mode 100644 index 92405c49..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Video/GetVideoWidth.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -GetVideoWidth - AGK Help - - - - - - -

    GetVideoWidth

    Description

    Returns the width in pixels of the currently loaded video, if this returns 0 then call it in a loop with Sync() to wait for the video to finish loading the meta data. If it returns less than 0 then this platform does not support this command or an error occurred. example: width = GetVideoWidth() if ( width = 0 ) repeat Sync() width = GetVideoWidth() until width != 0 endif

    Definition

    float GetVideoWidth()



    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Video/IsScreenRecording.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Video/IsScreenRecording.htm deleted file mode 100644 index 1669c63f..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Video/IsScreenRecording.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -IsScreenRecording - AGK Help - - - - - - -

    IsScreenRecording

    Description

    Returns 1 if the screen recording is currently active, 0 if it has stopped. On Android it could have stopped because the app was sent to the background, or another activity such as an In App Purchase was activated.

    Definition

    integer IsScreenRecording()



    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Video/LoadVideo.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Video/LoadVideo.htm deleted file mode 100644 index a3d51238..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Video/LoadVideo.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -LoadVideo - AGK Help - - - - - - -

    LoadVideo

    Description

    This command loads a video file ready to be played. Only one video file can be loaded at a time so loading a video deletes any existing video. On iOS, Android, and Mac it is recommended that you use .mp4 files with the H264 (MPEG-4 AVC) codec for video. For audio it must be encoded in MP3 or AAC. On Windows it depends on the codecs installed and although in some cases it will play mp4 files it is recommended that you use wmv on Windows for maximum support. Returns 1 if successful, 0 if there was an error, -1 if this platform does not support videos.

    Definition

    integer LoadVideo( szFilename )

    Parameters

    • szFilename - The video file to load.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Video/PauseVideo.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Video/PauseVideo.htm deleted file mode 100644 index a0078a02..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Video/PauseVideo.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -PauseVideo - AGK Help - - - - - - -

    PauseVideo

    Description

    Pauses the video and keeps it on screen.

    Definition

    PauseVideo()



    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Video/PlayVideo.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Video/PlayVideo.htm deleted file mode 100644 index 45ec0860..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Video/PlayVideo.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -PlayVideo - AGK Help - - - - - - -

    PlayVideo

    Description

    Plays the video on screen or resumes it from pausing.
    You can either use this command or PlayVideoToImage, but not both. If you pause the video you must resume it using the same command you used to start it.

    Definition

    PlayVideo()



    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Video/PlayVideoToImage.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Video/PlayVideoToImage.htm deleted file mode 100644 index a5fa2381..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Video/PlayVideoToImage.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -PlayVideoToImage - AGK Help - - - - - - -

    PlayVideoToImage

    Description

    Plays the video or resumes it from pausing. Plays the video to an image instead of to the screen, the image must not already exist. The image will be deleted when you call DeleteVideo, you must not delete it manually.
    You can either use this command or PlayVideo, but not both. If you pause the video you must resume it using the same command you used to start it, with the same parameters.
    Currently this is only supported on iOS 7.0 or above, Android 4.0.3 or above, and Windows.

    Definition

    PlayVideoToImage( imageID )

    Parameters

    • imageID - An ID to use to reference the new image, must not already exist


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Video/PlayYoutubeVideo.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Video/PlayYoutubeVideo.htm deleted file mode 100644 index 46711219..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Video/PlayYoutubeVideo.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -PlayYoutubeVideo - AGK Help - - - - - - -

    PlayYoutubeVideo

    Description

    Plays the specified Youtube video in a separate window above your app. For Android you must enable the Youtube Data API v3 in the Google Cloud Console for your app, and create an API key for it in the credentials section. You can create a key specifically for use with the Youtube API, or you can use an unrestricted key that can be used by multiple APIs. The videoID is the string that follows the ?v= part of a Youtube URL, e.g. "eLIgxYHCgWA". You can also specify a start time to start playing the video from part way through instead of starting from the beginning. The time is specified in seconds and accepts decimal values to represent fractions of a second.

    On Windows, Mac, and Linux this command will open the default browser to play the Youtube video. The developer key field is only required on Android.

    Definition

    PlayYoutubeVideo( developerKey, videoID, startTime )

    Parameters

    • developerKey - The API key credential created in the Google Cloud Console for the Youtube Data API v3.
    • videoID - The ID of the video, e.g. eLIgxYHCgWA
    • startTime - The seek time in seconds from which to start playing the video


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Video/SetVideoDimensions.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Video/SetVideoDimensions.htm deleted file mode 100644 index 4a43ab96..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Video/SetVideoDimensions.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetVideoDimensions - AGK Help - - - - - - -

    SetVideoDimensions

    Description

    Sets the width, height, and position of the video whilst it is playing. Can be called before or during playback. The coordinates are in AGK screen coordinates based on your chosen virtual resolution. The aspect ratio is not preserved and will be stretched to fit your chosen dimensions. To find the actual size of the video in pixels use GetVideoWidth and GetVideoHeight. An exception to the stretching is Windows which will always keep the aspect ratio of the original video and add black borders where necessary.

    Definition

    SetVideoDimensions( x, y, width, height )

    Parameters

    • x - The x coordinate to position the top left corner of the video
    • y - The y coordinate to position the top left corner of the video
    • width - The width to display the video
    • height - The height to display the video


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Video/SetVideoPosition.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Video/SetVideoPosition.htm deleted file mode 100644 index e548c968..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Video/SetVideoPosition.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetVideoPosition - AGK Help - - - - - - -

    SetVideoPosition

    Description

    Seeks the video to the given position. This is not guaranteed to be 100% accurate, the device may choose to seek to the nearest keyframe, which may be up to 10 seconds before or after your chosen time.

    Definition

    SetVideoPosition( seconds )

    Parameters

    • seconds - The position in the video to seek to


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Video/SetVideoVolume.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Video/SetVideoVolume.htm deleted file mode 100644 index 34b5f8ec..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Video/SetVideoVolume.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -SetVideoVolume - AGK Help - - - - - - -

    SetVideoVolume

    Description

    Sets the volume of the video from 0 (muted) to 100 (full volume)

    Definition

    SetVideoVolume( volume )

    Parameters

    • volume - The volume of the video in the range 0-100.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Video/StartScreenRecording.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Video/StartScreenRecording.htm deleted file mode 100644 index 26f12358..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Video/StartScreenRecording.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -StartScreenRecording - AGK Help - - - - - - -

    StartScreenRecording

    Description

    Starts recording the screen and saving it to a file. Currently only supported on iOS 9.0 and above and Android 5.0 and above. On iOS the filename is ignored as the device will always save the recording in the camera roll.

    On Android the microphone parameter can be set to 1 to record audio from the device microphone during the recording. A value of 0 will produce a silent video as Android does not support recording audio directly from the app. However the audio output from the app may be audible through the microphone when using mode 1. Recording through the microphone requires that you enable the "RecordAudio" permission when exporting your APK.

    On iOS a microphone value of 1 will record both the app audio output and the microphone, a value of 0 will only record the app audio.

    On Android 6 and below the recording may stop at any time, for example if the app is sent to the background, or if another activity is activated such as an In App Purchase. On Android 7 and above the recording will pause when the app is in the background and resume when the app resumes. On iOS the recording will continue after such interruptions, until StopScreenRecording is called.

    Definition

    StartScreenRecording( szFilename, microphone )

    Parameters

    • szFilename - The path to save the video, should end in .mp4, can be a "raw:" file path
    • microphone - 1 to record from the microphone, 0 to record from the device


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Video/StopScreenRecording.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Video/StopScreenRecording.htm deleted file mode 100644 index d40347e4..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Video/StopScreenRecording.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -StopScreenRecording - AGK Help - - - - - - -

    StopScreenRecording

    Description

    Stops any current screen recording. If the recording has already stopped then this has no effect. On iOS this will prompt the user to edit and/or save the video, they can also choose to discard it. On Android the user sees no change and the video is silently saved in the background.

    Definition

    StopScreenRecording()



    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/Reference/Video/StopVideo.htm b/AGK/AGK Help Generator/AGK Txt/Reference/Video/StopVideo.htm deleted file mode 100644 index c5c13fc2..00000000 --- a/AGK/AGK Help Generator/AGK Txt/Reference/Video/StopVideo.htm +++ /dev/null @@ -1,12 +0,0 @@ - - - -StopVideo - AGK Help - - - - - - -

    StopVideo

    Description

    Stops the video and removes it from view, using PlayVideo will start it from the beginning.

    Definition

    StopVideo()



    \ No newline at end of file diff --git a/AGK/tools/AGKBuildSystem/Windows/AGKBuild.cpp b/AGK/tools/AGKBuildSystem/Windows/AGKBuild.cpp index 032cc9e9..444023c4 100644 --- a/AGK/tools/AGKBuildSystem/Windows/AGKBuild.cpp +++ b/AGK/tools/AGKBuildSystem/Windows/AGKBuild.cpp @@ -1101,8 +1101,24 @@ int main( int argc, char* argv[] ) // copy to main folder char dstFolder[ 1024 ]; - GetCurrentDirectory( 1024, dstFolder ); - strcat( dstFolder, "\\..\\..\\AGK Txt\\Reference" ); + + if (!SetCurrentDirectory("..\\..\\AGK Txt\\Reference")) + { + SetCurrentDirectoryWithCheck("..\\..\\AGK Txt"); + GetCurrentDirectory(1024, dstFolder); + strcat(dstFolder, "\\Reference\\"); + CreatePath(dstFolder); + + int len = strlen(dstFolder); + dstFolder[len - 1] = '\0'; + } + else + { + GetCurrentDirectory(1024, dstFolder); + //strcat(dstFolder, "\\..\\..\\AGK Txt\\Reference"); + } + + SetCurrentDirectoryWithCheck(srcFolder); DeleteFolder( dstFolder ); const char *szIgnoreExt[] = { ".txt" }; From a667dc18552622c6dc3c0adde31628153020fb8d Mon Sep 17 00:00:00 2001 From: White3ger <67337370+White3ger@users.noreply.github.com> Date: Sun, 31 Aug 2025 03:05:28 +0200 Subject: [PATCH 2/2] Untrack guide/principle help files with txt Untrack all guide and principle help files which have a txt and will be generated. --- .gitignore | 98 ++++ .../AGK Txt/guides/0_display.htm | 41 -- .../AGK Txt/guides/0_media.htm | 62 --- .../AGK Txt/guides/10_ide.htm | 29 - .../AGK Txt/guides/11_spine_import.htm | 29 - .../AGK Txt/guides/12_array_changes.htm | 409 -------------- .../AGK Txt/guides/13_shaders.htm | 203 ------- .../AGK Txt/guides/14_plugins.htm | 95 ---- .../AGK Txt/guides/1_id_numbers.htm | 50 -- .../AGK Txt/guides/20_windows.htm | 29 - .../AGK Txt/guides/21_mac.htm | 29 - .../AGK Txt/guides/22_ios.htm | 29 - .../AGK Txt/guides/25_android.htm | 29 - .../AGK Txt/guides/2_images.htm | 86 --- .../AGK Txt/guides/33_android.htm | 29 - .../AGK Txt/guides/3_sprites.htm | 68 --- .../AGK Txt/guides/4_text.htm | 74 --- .../AGK Txt/guides/50_windows.htm | 29 - .../AGK Txt/guides/51_mac.htm | 29 - .../AGK Txt/guides/52_ios.htm | 29 - .../AGK Txt/guides/54_linux.htm | 29 - .../AGK Txt/guides/5_sound.htm | 74 --- .../AGK Txt/guides/60_getting_started.htm | 29 - .../AGK Txt/guides/6_music.htm | 70 --- .../AGK Txt/guides/7_input.htm | 63 --- .../AGK Txt/guides/8_networking.htm | 251 --------- .../AGK Txt/guides/LinuxTier2.htm | 29 - .../AGK Txt/guides/arrays.htm | 29 - .../AGK Txt/guides/arrays_001.htm | 125 ----- .../AGK Txt/guides/arrays_002.htm | 137 ----- .../AGK Txt/guides/arrays_003.htm | 93 ---- .../AGK Txt/guides/arrays_004.htm | 115 ---- .../AGK Txt/guides/arrays_005.htm | 229 -------- .../AGK Txt/guides/arrays_006.htm | 107 ---- .../AGK Txt/guides/arrays_0061.htm | 203 ------- .../AGK Txt/guides/arrays_0062.htm | 175 ------ .../AGK Txt/guides/arrays_007.htm | 29 - .../guides/assignments_and_expressions.htm | 29 - .../assignments_and_expressions_001.htm | 41 -- 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file mode 100644 index e761aa2a..00000000 --- a/AGK/AGK Help Generator/AGK Txt/guides/0_display.htm +++ /dev/null @@ -1,41 +0,0 @@ - - - -Display - AGK Help - - - - - - - - - - - - - - -

    Display

    When starting an AppGameKit Studio project one of the first choices to make relates to the positioning of your sprites and other entities. You can either choose to go with a virtual resolution or a percentage based system. Each method has its advantages and disadvantages, and which route you choose is purely down to personal preference.

    What is a virtual resolution?

    A virtual resolution provides you with an option to specify a fixed resolution e.g. 320 x 480. Once this resolution has been set 0, 0 becomes the top left corner of the screen, while 320, 480 becomes the bottom right corner. When setting a virtual resolution, the base resolution is then scaled up or down dependant on the platform.

    If you had artwork designed for a 320 x 480 resolution you might find it very convenient to set a virtual resolution to match this, then within your code it's a case of matching sprite positions to those provided by the artist.

    Virtual resolutions are not tied into the device resolution, so in some cases your application may have black borders applied when it's not possible to scale without affecting proportion.

    Some advantages of using a virtual resolution include:

    • Traditional approach - many developers are already used to dealing with screen coordinates
    • Easy to understand and use
    • Quick to set up

    Disadvantages include:

    • Locked into a specific aspect ratio. Imagine in the future if your original 320 x 480 size were redone at 768 x 1024. In this instance you would have to adjust code to deal with updated positions, sizes, etc.

    What is the percentage based system?

    The percentage based system provides an alternative approach to dealing with positioning sprites. With this approach, instead of specifying your coordinates in pixels, you deal with percentages, therefore 0, 0 is the top left corner of the screen, while 100, 100 becomes the bottom right corner.

    In this instance positioning a sprite at 50, 50 will place it in the centre of the screen.

    In reality the percentage system is just a virtual resolution of 100 x 100 with a distorted aspect ratio, you choose which aspect ratio with the SetDisplayAspect command. For example 320 x 480 is an aspect ratio of 0.66 so using this value would stretch the 100x100 square into a rectangle that would be full screen on a 320 x 480 device. AppGameKit Studio will automatically scale up the app on devices that support higher resolutions using black borders where necessary to maintain your desired aspect ratio.

    One disadvantage of this is that creating a sprite of size 10 x 10 would not produce a square as expected, since the 100 units in the X direction cover less space than the 100 units in the Y direction. To combat this AppGameKit Studio allows you to specify a size of -1 for one axis to mean don't stretch the sprite, using a square image on a sprite with size 10 x -1 would make sure it appears square on screen by choosing an appropriate Y size.

    Some advantages of using a percentage based system include:

    • More flexibility for the future. If you decide you want to work in a different aspect ratio you only need to change SetDisplayAspect

    Disadvantages include:

    • Slightly harder to use initially. It is somewhat different from the typical approach of placing sprites using screen coordinates,
    • More work involved in the initial set up. You always need to specify the size of sprites, for example, a sprite may have dimensions of 10% by 15%.

    Which method should I choose?

    It's probably easier and quicker to use a virtual resolution, however, using the percentage based system is more future proof and flexible, but at the drawback of being slightly more complicated and needing more code initially. The important point here is that it's advisable to make this decision at the start of your development in order to avoid complications later by swapping halfway through.

    How do I specify a virtual resolution?

    To specify a virtual resolution you need to call the command SetVirtualResolution and pass in the width and height e.g.

    SetVirtualResolution ( 1024, 768 )
    -

    A game that runs on a device supporting this resolution will fill the screen completely. In cases where the resolution is different the game will show black borders.

    It's advisable to call this line at the beginning of your program code.

    How do I use the percentage system?

    In order to use the pecentage based system you will need to specify an aspect ratio, which is responsible for controlling the way your graphics will scale. Which aspect ratio is used will be dependent on your base starting point, for example, if your graphics are designed for a screen with a resolution of 320 * 480 then your aspect ratio will be 320 / 480 which is roughly 0.66 e.g.

    SetDisplayAspect ( 320.0/480.0 )
    -

    A game that runs on a device supporting this aspect ratio will fill the screen completely. In cases where the aspect ratio is different the game will have black borders.

    The percentage system is more flexible than using a virtual resolution. Here's an example scenario: a game is developed with graphics set up for an aspect ratio of 1024 / 768 (1.33). Some time later a new device comes along that has a resolution of 1280 x 800. This device's aspect ratio is also 1.6. In this instance your app will work but it will have black borders to fill in the extra space around your 1024 x 768 app. Using the virtual resolution system would require redoing all the positions and sizes of all sprites, whereas the percentage system is more flexible and an aspect ratio change will automatically move sprites closer together to compensate.

    Specifying orientations

    An AppGameKit Studio game will automatically rotate to the current orientation of the device. On platforms like Windows and Mac the orientation is unlikely to change, but on mobile platforms it's possible that different landscape and portrait orientations are available. By default AppGameKit Studio will automatically update for all orientations. To control this use the command SetOrientationAllowed, it takes four parameters - portrait, portrait2, landscape and landscape2 controlling the default device orientation, the upside down portrait orientation, the landscape orienation when the device is rotated left from its default position and finally the landscape orientation when the device is rotated right from its default position. This command allows you to specify which orientations are supported, for example, an iPad game designed for 1024 x 768 may only support landscape modes and this would be handled with:

    SetOrientationAllowed ( 0, 0, 1, 1 )
    -

    To support only portrait:

    SetOrientationAllowed ( 1, 1, 0, 0 )
    -


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    Media and File Paths

    By default all file commands will attempt to load from the MEDIA folder included with the app. However, the root of the AppGameKit Studio file system starts at the app's executable location which you can access using

    SetFolder( "/" )
    -

    and you can reset this path back to the media folder by using

    SetFolder( "/media" )
    -

    Using a forward slash at the beginning of any file path will start from AppGameKit Studio's root folder path, otherwise the path will be in addition to the current folder. For example:

    LoadImage( 1, "MyImage.png" ) // will attempt to load "/media/MyImage.png"
    -
    SetFolder( "/" )
    -SetFolder( "media" )
    -SetFolder( "images" )
    -LoadImage( 1, "MyImage.png" ) // will attempt to load "/media/images/MyImage.png"
    -
    SetFolder( "/" )
    -SetFolder( "media" )
    -SetFolder( "images" )
    -LoadImage( 1, "/media/MyImage.png" ) // will attempt to load "/media/MyImage.png"
    -


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/guides/10_ide.htm b/AGK/AGK Help Generator/AGK Txt/guides/10_ide.htm deleted file mode 100644 index 42fad0fe..00000000 --- a/AGK/AGK Help Generator/AGK Txt/guides/10_ide.htm +++ /dev/null @@ -1,29 +0,0 @@ - - - -IDE - AGK Help - - - - - - - - - - - - - - -

    IDE

    The IDE (Integrated Development Environment) is used for developing applications in AppGameKit Studio using Tier 1 (BASIC).

    Launching the IDE

    Upon launching the IDE you will be presented with this screen, from where you can handle tasks such as creating or opening a project, altering IDE settings and viewing the documentation:

    Viewing the documentation

    AppGameKit Studio comes supplied with extensive documentation covering areas such as the principles of the language (BASIC), guides explaining topics like sprites, full explanations of all examples and a reference section covering the command set. To view the documentation select the Help menu and then click on the Help link:

    The documentation will open in your default web browser and display the home page, from where you can access all of the content:

    Opening an existing project

    The IDE displays a Welcome screen upon launch. This screen provides the option to create a new project or open an existing project or workspace. A project is a standalone program, while a workspace is a collection of projects. Click on the link to Open an existing project:

    Using the open file dialog, navigate to the location where AppGameKit Studio is installed and enter the Projects folder:

    The Projects folder contains 2 folders; Basic and Native. The Basic folder contains contents for Tier 1 users, while the Native folder contains content for Tier 2 users. Select the Basic folder:

    Within the Basic folder is a file named examples.workspace. This workspace holds a collection of all the example programs provided with AppGameKit Studio. Select examples.workspace and click on the Open button.

    Once the workspace has opened, the Projects Panel on the left side of the IDE will display a list of projects. Each of these projects is a self contained program that can be run on its own.

    Example projects

    By default the workspace General - Core will be in bold. This means that this is the currently active project. Click on the + button next to General - Core. You will now see a blue folder called Source Code. Click on the + button next to Source Code. This will expand to show you main.agc, which contains the source code for this particular project. Double click on main.agc:

    Viewing the code

    After double clicking on main.agc the IDE will open a code window on the right side:

    Running a program

    To run this program select the Build menu and then Compile, run and broadcast:

    The Compile, run and broadcast button can also be selected from the toolbar:

    After selecting Compile, run and broadcast either from the toolbar or menu the example program General - Core will be launched and a small window will pop up on screen and display some information:

    Compile options

    Three options are available for the compilation process -

    The Compile button will only compile the program. This is useful for checking whether there are any syntax errors within your program:

    The Run button will launch the last compiled program. If you haven't made any changes to your program and want to launch it again select the Run option. The benefit of this is that your program does not need to be compiled again and can save time:

    The Compile, run and broadcast button will compile the program, run it and broadcast it across your network for testing on platforms that use the AppGameKit Studio Player:

    Running another project

    The Compile, run and broadcast option runs the currently activated project. To activate the project Sprites - SpriteProperties select it from the list of projects in the Projects Panel:

    Right click and a popup menu will appear, click on Activate project:

    Expand the items for Sprites - SpriteProperties in the Projects Panel:

    Double click on main.agc and the source code will be displayed in the main editing area:

    Now that the project Sprites - SpriteProperties is active, select Compile, run and broadcast from the toolbar:

    The program will launch and be displayed on screen:

    Creating a new project

    To return to the Welcome screen close the currently open workspace by going to the File menu and selecting Close Workspace. The Welcome will be displayed. Select Create a new project:

    A dialog will be displayed that allows you to select what kind of project you want to create. The available options are:

    • AppGameKit Studio Generic Project - will create a project that does not define any display data
    • AppGameKit Studio Landscape Project - will create a project with a landscape aspect ratio
    • AppGameKit Studio Portrait Project - will create a project with a portrait aspect ratio

    Select AppGameKit Studio Landscape Project and click on the Go button:

    A dialog will be displayed with more information. Select Next to continue:

    The next dialog will prompt you for more details about the project. After suppling a name for the project the other fields will be filled in automatically. Click on Finish to complete the process:

    You will now be presented with your project:

    Within the Projects Panel expand the projects file listings:

    Double click on main.agc and the code for this file will appear in the main editing area:

    The file named setup.agc will be automatically added to any new project. This file is used to set properties for your application when running on platforms that create a window, such as Mac OS X and Microsoft Windows. Try opening the file:

    You can edit each of the fields within this source file to modify the window title, the width and height of the window and whether the application is to launch in full screen mode. For example, on Windows you may prefer your application to have a windows size of 1024 x 768, so you need to open setup.agc, edit the width line so it shows width=1024 and then edit the height line to height=768. The fullscreen value is 0 by default, meaning a window will be created, changing this to 1 will ensure your application uses full screen on Windows and Mac OS X.



    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/guides/11_spine_import.htm b/AGK/AGK Help Generator/AGK Txt/guides/11_spine_import.htm deleted file mode 100644 index 15eab91d..00000000 --- a/AGK/AGK Help Generator/AGK Txt/guides/11_spine_import.htm +++ /dev/null @@ -1,29 +0,0 @@ - - - -Importing Spine Files - AGK Help - - - - - - - - - - - - - - -

    Importing Spine Files

    Spine covers a few file formats that each have their own restrictions when importing them into AppGameKit Studio as not everything is supported. This document will list the things you should be aware of when dealing with Spine and AppGameKit Studio.

    Atlas Files

    Spine allows you to export your textures as an atlas file which combines the images used in your animation into a single image file. This is accompanied by a file with the extension .atlas which is similar to AppGameKit Studio's subimages.txt file. This is the easiest way to assign your images to a skeleton in AppGameKit Studio so exporting an atlas texture is highly recommended. The ability to load .atlas files has been added to AppGameKit Studio for version 2, so you may choose subimages.txt or .atlas to describe the sub images, subject to the following conditions.

    • The .atlas file must have the same filename as the image it refers to, for example myimage.png would be accompanied by myimage.atlas
    • The .atlas file must only reference a single PNG or JPG file, Spine supports multiple images with a single .atlas file, AppGameKit Studio only supports a single image with an atlas file
    • AppGameKit Studio does not support the rotation setting from the Spine export, be sure to uncheck the rotation box in the export settings before exporting
    • AppGameKit Studio supports non-power of 2 images, but to save memory use power of 2 images if possible.

    Skins

    Spine supports exporting multiple skins with the same skeleton file. AppGameKit Studio does not support this and will only load at the default skin. We are hoping to support changing the atlas texture at runtime in the future.

    Spine allows the attaching of bounding boxes to slots, currently AppGameKit Studio does not support this.



    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/guides/12_array_changes.htm b/AGK/AGK Help Generator/AGK Txt/guides/12_array_changes.htm deleted file mode 100644 index ad2d19fe..00000000 --- a/AGK/AGK Help Generator/AGK Txt/guides/12_array_changes.htm +++ /dev/null @@ -1,409 +0,0 @@ - - - -Arrays Enhanced - AGK Help - - - - - - - - - - - - - - -

    Arrays Enhanced

    The Arrays have some enhanced features, in particular the ability to sort, insert, and pass by reference into functions.

    Array Declaration and Resizing

    To maintain backwards compatibility arrays can still be defined with DIM, but version 2 introduces a new method of defining arrays that will become particularly important when defining them in types. Note that both DIM arrays and new style arrays perform exactly the same after they are declared so any functions mentioned here will also work on DIM arrays. The new method is mainly for consistency. The new method is as follows

    myArray as integer[5]
    -

    The keyword DIM is not used and the size is moved to the end of the declaration. Arrays declared like this can only be declared once, unlike DIM arrays which can be declared multiple times to resize the array. The prefered method of resizing an array is now:

    myArray.length = newSize
    -

    Where newSize can be any expression that could be assigned to a variable. An array length can also be discovered by using it as an expression like so

    print( myArray.length )
    -

    Note that because arrays start at index 0 and allow the size parameter as a valid index, an array defined as "DIM myArray[2]" or "myArray as integer[2]" would have 3 elements (0,1, and 2) but array.length will return "2" to reflect the size parameter that was used to declare it. Therefore an array of length 0 has one element and an empty array will return the length "-1".

    For simplicity it may be beneficial to ignore index 0 at first, and assume that arrays start at index 1. This way the length parameter matches the number of assumed elements in the array and index 0 can be introduced as an additional element later. Some people used to use index 0 to store the length of the array for convenience, but with the new changes this is no longer necessary.

    Inserting and Removing

    Elements can now be inserted and removed from arrays which will increase or decrease their size accordingly. For example

    myArray as integer[] // creates an empty array
    -myArray.insert(5) // insert 5 at the end of the array
    -myArray.insert(7) // array now has the elements 5,7
    -print( myArray.length ) // will display "1" meaning it has two elements
    -myArray.remove() // removes the 7
    -myArray.remove() // removes the 5
    -print( myArray.length ) // will display "-1" meaning the array is empty
    -

    If an array is declared with a size parameter then elements will be inserted after the last existing element, for example

    myArray as integer[5] 
    -myArray.insert(15) // array now has the elements 0,0,0,0,0,0,15
    -print( myArray.length ) // will display "6" meaning it has seven elements
    -myArray.remove() // removes the 15
    -myArray.remove() // removes the last zero
    -print( myArray.length ) // will display "4"
    -

    Elements can also be inserted at specific points in the array by adding an index parameter to the insert or remove command like so

    myArray as integer[4] 
    -myArray[0] = 10
    -myArray[1] = 11
    -myArray[2] = 12
    -myArray[3] = 13
    -myArray[4] = 14
    -myArray.insert(15,2) // insert 15 at the second index of the array
    -print ( myArray[2] ) // will print "15"
    -// the array curently looks like this [10,11,15,12,13,14]
    -myArray.remove(0) // removes the element at index 0
    -// the array now looks like this [11,15,12,13,14]
    -myArray.remove(3) // removes the element at index 3
    -// the array now looks like this [11,15,12,14]
    -

    Sorting and Searching

    Arrays can now be sorted using the .sort() command and searched using the .find(item) command. For example

    myArray as integer[5] = [3,4,1,5,2,6]
    -myArray.sort() // array is now [1,2,3,4,5,6]
    -index = myArray.find(4) // will return "3" as array indexes start at 0
    -

    .sort() will always sort in ascending order and .find(item) will only work on arrays that are in ascending order. If .find(item) cannot find the item you are looking for it will return "-1". You can sort arrays of Integers, Float, Strings, and Types. When sorting types the first variable of the type will be used to compare elements.

    type myType
    -    ID as integer
    -    name as string
    -endtype
    -myArray as myType[3]
    -myArray[0].ID = 5 : myArray[0].name = "Bob"
    -myArray[1].ID = 4 : myArray[1].name = "Alice"
    -myArray[2].ID = 1 : myArray[2].name = "Carol"
    -myArray[3].ID = 2 : myArray[3].name = "David"
    -myArray.sort()
    -remstart
    -    the array now looks like this
    -    [0]: ID=1, name="Carol"
    -    [1]: ID=2, name="David"
    -    [2]: ID=4, name="Alice"
    -    [3]: ID=5, name="Bob"
    -remend
    -

    There is also a special insert command named .insertsorted(item) that will insert into a sorted array and maintain the array's ascending order so it can still be searched. For example, taking the array above

    myItem as MyType
    -myItem.ID = 3
    -myItem.name = "Eve"
    -myArray.insertsorted(myItem)
    -remstart
    -    the array now looks like this
    -    [0]: ID=1, name="Carol"
    -    [1]: ID=2, name="David"
    -    [2]: ID=3, name="Eve"
    -    [3]: ID=4, name="Alice"
    -    [4]: ID=5, name="Bob"
    -remend
    -

    Misc

    There are some additional array commands that don't fit in the above categories, they are .swap(index1,index2) to swap two elements in an array (including types and multidimenional arrays) and .reverse() to reverse the elements in an array.

    Arrays in Types

    Arrays can now be defined in types like so

    type myType
    -    ID as integer
    -    mySubArray as integer[5]
    -endtype
    -myVar as myType
    -myVar.mySubArray[0] = 6
    -

    The array could also be defined as an array of another type if desired so you can do things like this

    type myType1
    -    ID as integer
    -    mySubArray1 as integer[5]
    -endtype
    -type myType2
    -    name as string
    -    mySubArray2 as myType1[8]
    -endtype
    -myVar as myType2
    -myVar.mySubArray2[0].mySubArray1[4] = 6
    -// or 
    -myVar.mySubArray2[3].mySubArray1.sort()
    -

    Passing by Reference

    Previously only types could be passed into functions and they were passed by value, meaning the type would be copied into a new variable which was then deleted at the end of the function. Now types can be passed by reference meaning that the variable being passed in will be modified by any changes in the function. For example

    function func1( a as point ) // pass by value, variable is copied
    -    a.x = 5 // this change is local and lost at the end of the function
    -endfunction 
    -function func2( a ref as point ) // pass by reference, variable is the original
    -    a.x = 7 // this change modifies the original variable
    -endfunction 
    -type point 
    -    x as float
    -    y as float
    -endtype
    -myVar as point
    -myVar.x = 1
    -myVar.y = 2
    -func1( myVar ) // doesn't change the variable
    -print( myVar.x ) // will print "1"
    -func2( myVar ) // does change the variable
    -print( myVar.x ) // will print "7"
    -

    The same can also now be done with arrays

    function func1( a as integer[] ) // pass by value, variable is copied
    -    a[0] = 5 // this change is local and lost at the end of the function
    -endfunction 
    -function func2( a ref as integer[] ) // pass by reference, variable is the original
    -    a[0] = 7 // this change modifies the original variable
    -endfunction 
    -myArray as integer[3]
    -myArray[0] = 1
    -myArray[1] = 2
    -myArray[2] = 3
    -myArray[3] = 4
    -func1( myArray ) // doesn't change the variable
    -print( myArray[0] ) // will print "1"
    -func2( myArray ) // does change the variable
    -print( myArray[0] ) // will print "7"
    -

    The new compiler is also very flexible about what you can pass into a function that takes a type or array, for example

    function func( a ref as integer[] ) // pass by reference
    -    a[0] = 7
    -endfunction 
    -type myType
    -    ID as integer
    -    subArray as integer[5]
    -endtype
    -myVar as myType
    -func( myVar.subArray ) // passes the array from the type into the function
    -print( myVar.subArray[0] ) // will print "7"
    -

    To pass multidimensional arrays to functions use additional square brackets in the function declaration

    function func1( a ref as integer[] ) // accepts a single dimensional array
    -    a[0] = 6
    -endfunction
    -function func2( a ref as integer[][] ) // accepts a two dimensional array
    -    a[0,0] = 7
    -endfunction
    -function func3( a ref as integer[][][] ) // accepts a three dimensional array
    -    a[0,0,0] = 8
    -endfunction
    -

    and so on up to six dimensions. You can also pass sub arrays of multidimensional arrays into functions like so (using the functions above)

    myArray as integer[5,10,15]
    -func1( myArray[0,0] ) // passes the array at [0,0] to the function as a single dimensional array
    -print( myArray[0,0,0] ) // will display "6"
    -

    Also note that in these cases "myArray.length" would return 5, "myArray[0].length" would return 10 and myArray[0,0].length" would return 15, and each dimension can be resized individually

    myArray[0,0].length = 20
    -myArray[0,1].length = 30
    -

    Assignment

    Arrays can be assigned values using the square bracket notation like so

    myArray as integer[3]
    -myArray = [1,2,3,4]
    -myArray2 as integer[2,5]
    -myArray2[0] = [1,2,3,4]
    -myArray2[1] = [5,6,7,8]
    -myArray2[2] = [9,10,11,12]
    -

    If the number of elements being assigned is greater than the current array length then the array will be expanded to accommodate the new elements. If the number of elements is less than the current array length then the array length will remain the same and new elements will overwrite the beginning of the array, whilst the rest of the array remains unchanged

    Arrays and types can also now be assigned directly to each other, doing so will copy the contents of the array or type to the other variable

    myArray as integer[3]
    -myArray2 as integer[5]
    -myArray = [1,2,3,4]
    -myArray2 = [11,12,13,14,15,16]
    -myArray = myArray2 // myArray is now length 5 with copies of the values in myArray2
    -print( myArray[4] ) // will display 15
    -

    Any sub arrays or sub types are also copied in their entirety, nothing will be shared with the new variable

    type myType
    -    ID as integer
    -    subArray as integer[5]
    -endtype
    -var1 as myType
    -var2 as myType
    -var1.subArray[1] = 5
    -var2.subArray[1] = 10
    -var1 = var2 // the type is copied along with the array it contains
    -print( var1.subArray[1] ) // will print 10
    -print( var2.subArray[1] ) // will print 10
    -var2.subArray[1] = 15 // the array was copied so changes to one do not affect the other
    -print( var1.subArray[1] ) // will print 10
    -print( var2.subArray[1] ) // will print 15
    -

    JSON

    Arrays can be converted to and from JSON strings by using the .toJSON() and .fromJSON(string) commands like so

    MyArray as integer[5]
    -MyArray = [10, 53, 2, 678, 3, 2]
    -var1 as string
    -var1 = MyArray.toJSON()
    -var2 as string
    -var2 = "[1,2,3,4,5]"
    -MyArray.fromJSON( var2 )
    -

    When populating an array from a JSON string the array length will be adjusted to match the length of the array in the JSON string. You can also save and load the array to a JSON file by using the .save(filename) and .load(filename) commands like so

    MyArray.save( "MyArray.json" )
    -MyArray.load( "MyArray.json" )
    -

    Types can also be converted to and from JSON strings like so

    type spritetype
    -	ID as integer
    -	x as float
    -	y as float
    -	width as float
    -	height as float
    -endtype
    -MyType as spritetype
    -MyType.fromJSON( '{"ID": 4, "x": 10.5, "y": 20, "width": 50.1, "height": 20.45}' )
    -var1 as string
    -var1 = MyType.toJSON()
    -

    Types can contain other types or arrays, and will produce correctly nested JSON objects and arrays to match. There is no limitation on the contents of a type or array when converting it to JSON. When converting a JSON array to an AppGameKit Studio array then the array must only contain one type of variable, for example all integers, all floats, or all strings. There is no limit on a JSON object when converting it to an AppGameKit Studio type.

    If a JSON object contains fields that are not in the AppGameKit Studio type being used to load it, then those fields will be ignored. If the AppGameKit Studio type contains fields that are not specified in the JSON object then those fields will be set to zero.

    If a JSON object contains field names that are keywords in AppGameKit Studio then they cannot be directly loaded into an AppGameKit Studio type, since it won't be able to use those keywords as variable names. To overcome this you can use an underscore in front of the variable name in the AppGameKit Studio type and it will match JSON fields that don't have the underscore. For example

    type spritetype
    -	ID as integer
    -	x as float
    -	y as float
    -	_type as integer
    -endtype
    -MyType as spritetype
    -MyType.fromJSON( '{"ID": 4, "x": 10.5, "y": 20, "type": 5}' )
    -Print( MyType._type ) // will print the number 5
    -

    When using .toJSON() on a type, any variables that start with an underscore will have that underscore removed in the JSON string, so in the example above the JSON string produced by .toJSON() will contain the field "type" rather than the field "_type". Only the first underscore is removed, so if you actually wanted the JSON field name to begin with an underscore then add two underscores to the AppGameKit Studio type variable instead, i.e "__type" in AppGameKit Studio would be converted to "_type" in JSON.



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    Shaders in AppGameKit Studio

    AppGameKit Studio uses shaders written in the OpenGL 2.0 Shading Language (GLSL version 110) on desktop platforms, and OpenGL ES 2.0 shaders on mobile platforms. Any shaders that you write yourself must be compatible with both desktop and mobile versions, thankfully OpenGL 2.0 and OpenGL ES 2.0 are almost identical in this regard. However you cannot use the "#version" definition sometimes used on desktop platforms, or the "precision highp float" definition sometimes used on mobile platforms, these will be added automatically by AppGameKit Studio.

    Vulkan Shaders

    AppGameKit Studio automatically converts your GLSL shaders to SPIRV format. This means you only need to create one set of shaders for your app and it will work fine when rendering in either OpenGL and Vulkan.

    Types of Shader

    Everything in AppGameKit Studio requires a shader to appear on the screen, this includes sprites, text, and 3D objects. For 2D items it uses the same shader for everything to improve performance, but for 3D objects AppGameKit Studio will look at the object properties, such as the number of textures it uses, and create a shader for it. These are refered to as Default Shaders and are the most common way of displaying things in AppGameKit Studio, if you want to see the code that AppGameKit Studio created for an object you can use GetObjectMeshVSSource and GetObjectMeshPSSource, and use this as the basis for a Custom Shader.

    Custom shaders are shaders that you write yourself and load into AppGameKit Studio, this is to cover use cases that AppGameKit Studio can't handle with its Default Shaders. These are loaded with LoadShader. Note that AppGameKit Studio will not check the suitablility of the shader for the objects it is applied to, so if your shader uses 2 textures, but the object only has 1 texture, then AppGameKit Studio won't warn you and the object may not render correctly.

    Sprite shaders are loaded with LoadSpriteShader, which is a convenience function that loads a custom pixel shader but uses a standard vertex shader that is suitable for most sprites. If you wanted to modify the vertex shader you can use LoadShader and apply it to a sprite, but be aware that vertex shaders used for 3D objects will not work on sprites. The default sprite vertex shader looks like this

    attribute highp vec4 position;
    -attribute mediump vec4 color;
    -attribute mediump vec2 uv;
    -varying mediump vec2 uvVarying;
    -varying mediump vec4 colorVarying;
    -uniform highp mat4 agk_Ortho;
    - 
    -void main() 
    -{
    -    gl_Position = agk_Ortho * position;
    -    uvVarying = uv;
    -    colorVarying = color;
    -}
    -

    The default pixel shader for sprites is

    uniform sampler2D texture0;
    -varying mediump vec2 uvVarying;
    -varying mediump vec4 colorVarying;
    - 
    -void main()
    -{
    -    gl_FragColor = texture2D(texture0, uvVarying) * colorVarying;
    -}
    -

    Fullscreen shaders are loaded with LoadFullScreenShader, which is another convenience function that loads a custom pixel shader but uses a standard vertex shader that is suitable for full screen quads. Again you could modify the vertex shader by using LoadShader and applying it to a quad. The default quad vertex shader looks like this

    attribute highp vec3 position;
    -varying mediump vec2 uvVarying;
    -uniform mediump vec4 uvBounds0;
    -uniform mediump float agk_invert; // used to correct for render images being inverted
    - 
    -void main() 
    -{
    -    gl_Position = vec4(position.xy*vec2(1.0,agk_invert),0.5,1.0);
    -    uvVarying = (position.xy*vec2(0.5,-0.5) + 0.5) * uvBounds0.xy + uvBounds0.zw;
    -}
    -

    The default pixel shader for fullscreen quads does nothing to the image and looks like this

    uniform sampler2D texture0;
    -varying mediump vec2 uvVarying;
    - 
    -void main()
    -{
    -    gl_FragColor = texture2D(texture0, uvVarying);
    -}
    -

    All the shaders so far form what is called a Base Shader, telling AppGameKit Studio about the known attributes, such as number of textures. However there are unknown factors like the number of lights affecting the object that need to be in the shader, but which you don't always know in advance. As such AppGameKit Studio takes the given Base Shader and creates what we call a Generated Shader, which fills in any missing details before using it to draw. Typically this only applies to 3D objects which have a variable numbers of lights shining on them at any one time. Generated Shaders are temporary and may be thrown away if the scene changes, always using the given Base Shader to create a suitable Generated Shader for the current scene. This does mean that if the Base Shader is a Default Shader, then AppGameKit Studio is actually doing two rounds of shader creation, firstly to create the Default Shader and then using that as a base to create the Generated Shader. Using GetObjectMeshVSSource and GetObjectMeshPSSource will only ever return the Base Shader, never the Generated Shader, as these can change frequently and are scene dependent.

    When writing a Custom Shader it is useful to know how the shader creation process works so you can tell AppGameKit Studio what you want, or don't want, to be in the final Generated Shader. You can also exclude everything, in which case AppGameKit Studio will recognise there is nothing to add and will use your Custom Shader directly to draw the object, skipping the whole Generated Shader path. This is done by using none of the functions from the next section.

    Generated Shaders

    There are currently three additional elements that AppGameKit Studio adds dynamically to shaders, these are Vertex Lighting, Pixel Lighting, and Fog. These are added if a particular function is declared in the shader, if the function is not declared then that element is not added. For example the function for vertex lighting is

    mediump vec3 GetVSLighting( mediump vec3 normal, highp vec3 pos );
    -

    If this function is declared anywhere in the vertex shader then AppGameKit Studio will add a definition for the function before using it to draw an object. Its contents will vary depending on how many vertex lights affect that object. The function declaration must appear exactly as above, with the same spacing and case, for it to be detected. A custom vertex shader that uses this function might look like this

    attribute highp vec3 position;
    -attribute mediump vec3 normal;
    -attribute mediump vec2 uv;
    - 
    -varying highp vec3 posVarying;
    -varying mediump vec3 normalVarying;
    -varying mediump vec2 uvVarying;
    -varying mediump vec3 lightVarying;
    - 
    -uniform highp mat3 agk_WorldNormal;
    -uniform highp mat4 agk_World;
    -uniform highp mat4 agk_ViewProj;
    -uniform mediump vec4 uvBounds0;
    - 
    -mediump vec3 GetVSLighting( mediump vec3 normal, highp vec3 pos );
    - 
    -void main()
    -{ 
    -    uvVarying = uv * uvBounds0.xy + uvBounds0.zw;
    -    highp vec4 pos = agk_World * vec4(position,1.0);
    -    gl_Position = agk_ViewProj * pos;
    -    mediump vec3 norm = normalize(agk_WorldNormal * normal);
    -    posVarying = pos.xyz;
    -    normalVarying = norm;
    -    lightVarying = GetVSLighting( norm, posVarying );
    -}
    -

    Note the GetVSLighting function is declared but not defined, AppGameKit Studio will define it at runtime. In this case the lighting information is passed directly to the pixel shader, but you can do anything you like to the value. The GetVSLighting function makes no changes to any global values, it only returns a value. Also note that the call to GetVSLighting must occur after setting the gl_Position value, the lighting function makes use of this value.

    The function for pixel lighting looks like this

    mediump vec3 GetPSLighting( mediump vec3 normal, highp vec3 pos );
    -

    and the function for fog is

    mediump vec3 ApplyFog( mediump vec3 color, highp vec3 pointPos );
    -

    Again they must appear exactly as above, with the same spacing and case. A pixel shader that uses both pixel lighting and fog might look like this

    uniform sampler2D texture0;
    - 
    -varying highp vec3 posVarying;
    -varying mediump vec3 normalVarying;
    -varying mediump vec2 uvVarying;
    -varying mediump vec3 lightVarying;
    - 
    -mediump vec3 GetPSLighting( mediump vec3 normal, highp vec3 pos );
    -mediump vec3 ApplyFog( mediump vec3 color, highp vec3 pointPos );
    - 
    -void main()
    -{ 
    -    mediump vec3 norm = normalize(normalVarying);
    -    mediump vec3 light = lightVarying + GetPSLighting( norm, posVarying ); 
    -    
    -    mediump vec3 color = texture2D(texture0, uvVarying).rgb * light;
    -    color = ApplyFog( color, posVarying );
    -    
    -    gl_FragColor = vec4(color,1.0);
    -}
    -

    In this case we receive the lighting from the vertex shader in the lightVarying variable then add the pixel shader lighting to make up the final light value. You can use these values for any purpose, as mentioned earlier the lighting functions do not modify any global state, they only return a value. The same applies to fog.

    If you wish your object to use lighting then it is recommended that you use both the vertex and pixel lighting functions unless you can be sure that all the lights will be of a particular type (vertex or pixel). Note that the global directional light (sun) is handled in the vertex shader function.

    The fog function takes the desired pixel color and the pixel position in the world and returns a new color for this pixel based on the amount of fog it received. The fog function is only valid in the pixel shader, and will be ignored if placed in the vertex shader. If you turn off fog in AppGameKit Studio then the fog function will be removed from the shader to improve performance. It will be re-added if you turn fog back on.

    AppGameKit Studio Shader Variables

    AppGameKit Studio will recognise certain variable names in shaders and fill them with useful values that you can use in your shaders. Here is a list of the variables and a description of what they represent

    • vec3 agk_CameraPos = The world position of the current 3D camera
    • float agk_invert = -1 if drawing to an image, 1 if drawing to the screen, only needed by quads
    • float agk_time = The time in seconds, taken from the AppGameKit Studio Timer() command
    • float agk_sintime = The sine of the time value, equivalent to Sin(Timer()) in AppGameKit Studio
    • vec2 agk_resolution = The resolution of the current render target, image or window
    • vec2 agk_spritepos = If the shader is being used to draw a sprite then this is its current position in world coordinates
    • vec2 agk_spritesize = If the shader is being used to draw a sprite then this is its current size in world coordinates
    • mat4 agk_Ortho = A matrix to transform sprites from 2D world space into window space
    • mat4 agk_World = A matrix to transform 3D object verticies from object space to 3D world space
    • mat3 agk_WorldNormal = A matrix to transform 3D object normals from object space to 3D world space
    • mat4 agk_View = A matrix to transform from 3D world space to camera space
    • mat4 agk_Proj = A matrix to transform from camera space to window space
    • mat4 agk_ViewProj = A combination of the View and Proj matrices, transforms from 3D world space to window space
    • mat4 agk_WorldViewProj = A combination of the World, View, and Proj matrices, transforms from object space to window space
    • vec4 agk_MeshDiffuse = The color of the mesh being drawn, set with SetObjectColor
    • vec4 agk_MeshEmmisive = The emissive color of the mesh being drawn, set with SetObjectColorEmissive

    Variables must be declared with the same case as shown above, and can be used in either the vertex or pixel shader, or both. They must be preceeded by the uniform keyword. These will be updated every time the shader is used to drawn an item.

    Shader Constants

    You can declare your own shader variables using the uniform keyword and set them using the AppGameKit Studio commands SetShaderConstantByName and SetShaderConstantArrayByName, see the documentation for these commands to see the parameters they use. Setting a shader value using these commands will change it permanently for all draw calls until you change it to something else.

    You can also set a shader value on a per object basis by using SetObjectShaderConstantByName and SetObjectShaderConstantArrayByName. In which case the shader will use this value when drawing the specified object, but return to the default value when drawing other objects. To return an object to using the the default use SetObjectShaderConstantDefault.

    Shader Precision

    You can set the precision of each variable in a shader using the keywords highp, mediump, lowp, and it is recommended you use them to get the right trade off between performance and accuracy. In general position values should use highp, whilst normals and UVs (or anything that will always use small float values) should use mediump. Color values can use lowp if they will always be in the range 0 to 1, if there is a chance they will go beyond this range then they should use mediump. By default AppGameKit Studio sets all vertex shader values to use highp and all pixel shader values to use mediump.



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    Plugins in AppGameKit Studio

    Creating a plugin

    AppGameKit Studio supports third party plugins on Windows, written in any language that can export to a DLL. Linux and Mac plugins are now also supported in the form of .so files on Linux and .dylib files on Mac. To write a plugin does not require AppGameKit Studio to be installed, you just have to include one header file and one source file in your plugin project, these can be found here: https://www.appgamekit.com/documentation/ExamplePlugin.zip along with example projects that uses them for Windows, Mac, and Linux. Alternatively the AppGameKit Studio installer comes with a copy of these files and they will be installed in the Example Plugin folder. Those included files will allow AppGameKit Studio to interface with your plugin and give you access to all the AppGameKit Studio commands when your plugin is loaded by a Tier 1 project. Note that AppGameKit Studio commands are not thread safe and should not be called from any threads that you create.

    Any functions that you create in the plugin that you want to be accessible to AppGameKit Studio must start with the text DLL_EXPORT like so

    DLL_EXPORT void SetI( int value )
    -{
    -    i = value;
    -}
    -

    You can use AppGameKit Studio functions as you would in Tier 2 like so

    DLL_EXPORT void CreateRedSquare()
    -{
    -    agk::CreateSprite( 1, 0 );
    -    agk::SetSpriteSize( 1, 100, 100 );
    -    agk::SetSpritePosition( 1, 10, 100 );
    -    agk::SetSpriteColor( 1, 255,0,0,255 );
    -}
    -

    When you have created your plugin you will need to find the function names that Visual Studio or GCC created for your functions (called the mangled or decorated name). They will look something like this ?CreateRedSquare@@YAXXZ and can be discovered using a DLL explorer like Dependency Walker (http://www.dependencywalker.com/). On Linux and Mac you can use the command "nm -g --defined-only MyPluginFile.so". Alternatively you can export your functions in a clean format like this

    extern "C" DLL_EXPORT void CreateRedSquare()
    -{
    -    agk::CreateSprite( 1, 0 );
    -    agk::SetSpriteSize( 1, 100, 100 );
    -    agk::SetSpritePosition( 1, 10, 100 );
    -    agk::SetSpriteColor( 1, 255,0,0,255 );
    -}
    -

    In which case your function will be exported as CreateRedSquare, but you won't be able to have multiple functions of the same name, for example when they have different parameters.

    Once you know the function names that your plugin contains you need to create a Commands.txt file that will tell AppGameKit Studio about them, so it can load them into a Tier 1 project. This file has one command per line, with fields separated by a comma, any line beginning with a # will be ignored. It might look something like this:

    #this line will be ignored, can be used for comments
    -SetI,0,I,?SetI@@YAXH@Z,_Z4SetIi,_Z4SetIi,0,0,?SetI@@YAXH@Z
    -CreateRedSquare,0,0,?CreateRedSquare@@YAXXZ,_Z15CreateRedSquarev,_Z15CreateRedSquarev,0,0,?CreateRedSquare@@YAXXZ
    -

    It starts with the name you want to use for this command in Tier 1, this can be anything you like and doesn't have to resemble the exported function name. Next is the return type, it must be a single character equal to I, F, or S, representing an Integer, Float, or String return value respectively. If the function doesn't return anything use 0 (zero) instead. The third field denotes the parameter types, and must contain one character per parameter, using the same characters as mentioned above. For example FII would mean the function takes one float and two integer parameters, in that order. Or SS would mean it takes two string parameters. If the function takes no parameters use 0 (zero) here instead. The fourth parameter is the mangled name for the function contained in the Windows DLL (or the clean name depending on how you exported it). The fifth parameter is mangled name for the Linux version of the plugin, and the sixth parameter is the mangled name for the Mac version of the plugin. If the plugin does not exist for any of these platforms then its mangled name can be set to 0. (Note that Mac function names have an additional underscore at the start, which you should ignore when filling out this file, for example __ZMyFunc would become _ZMyFunc) The next 2 fields are currently not used and must be set to 0. The final parameter is the mangled name for Windows 64-bit plugins, which is sometimes different from the Windows 32-bit version.

    The .DLL/.so/.dylib file and the Commands.txt file are all you need to add the plugin to AppGameKit Studio. Simply place them in the AGKStudio\Tier 1\Compiler\Plugins\MyNewPlugin folder, replacing MyNewPlugin with a name of your choice, which will be used as the name of your plugin in AppGameKit Studio. Finally, rename the 32-bit DLL to Windows.dll, the 64-bit DLL to Windows64.dll, the Linux .so file to Linux64.so, and the Mac .dylib file to Mac64.dylib. If any of these are missing then the plugin will not work on that platform. It is now ready to be used by an AppGameKit Studio Tier 1 project.

    On Mac place the plugin files next to the AppGameKit.app package in a folder named Plugins. On Linux place the plugin files in the Tier1/Compiler/Plugins folder. The renaming rules still apply to Mac and Linux, i.e. the plugins must be renamed to Windows.dll, Windows64.dll, Mac64.dylib, and Linux64.so. It would only be necessary to include the Windows.dll file on Linux in the event that you want to broadcast from the Linux IDE to a player running on Windows. The same applies to the other platform combinations.

    Using a plugin

    In a Tier 1 project you can load a plugin by using the line "#import_plugin MyNewPlugin", where MyNewPlugin matches the folder name you created for the plugin. Note that the plugin name is case sensitive on Mac and Linux. You can then call functions from it like so:

    #import_plugin MyNewPlugin
    -MyNewPlugin.CreateRedSquare()
    -MyNewPlugin.SetI( 11 )
    -do
    -    Sync()
    -loop
    -

    Using the plugin name to call functions is not case sensitive, it is only for the initial import. You can also set a custom name for the plugin in your project, for example:

    #import_plugin MyNewPlugin as MNP
    -MNP.CreateRedSquare()
    -MNP.SetI( 11 )
    -do
    -    Sync()
    -loop
    -

    This custom name is not case sensitive in any cases. You can use a plugin function anywhere that you can use a normal AppGameKit Studio function.

    Strings

    You must be careful when creating or deleting strings in your plugin that are shared with AppGameKit Studio, as any attempt to delete memory in one that was allocated in the other will crash. Therefore any plugin function you write that wants to return a string must call agk::CreateString(size) to allocate memory for it. You can then fill it with string data as normal and return it from your plugin function. This is so that AppGameKit Studio can delete the pointer when it is done with it. Similarly, if you call any AppGameKit Studio function that returns a string you must call agk::DeleteString(str) on it when you are done with it.

    Strings passed to your plugin as function parameters must be const and not deleted or modified in any way, as AGK may use it for something else. To modify a string passed as a paramter you must create a copy of it and then modify the copy.



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    ID Numbers

    Resources in AppGameKit Studio are referred to using ID numbers. These ID numbers are provided as a convenient way of handling sprites, images, sound and other resources. As an example the ID number can be 1, 10, 100, 527 or 32,000,000 or any number in between. Unless otherwise stated the maximum supported ID is 2,147,483,647. There are two approaches to dealing with ID numbers and these can be used separately or mixed together. This ID number is used as a way of identifying your image and can either be assigned manually or automatically. Please note that ID numbers are unique for a command set. Therefore it's feasible to have a sprite ID of 1 along with an image ID of 1.

    Manual ID numbers

    The manual approach allows you to specify an ID number e.g. you may want to load an image into ID slot 1, therefore you can call the LoadImage function like this:

    LoadImage ( 1, "myImage.png" )
    -

    Later on, when dealing with this image you simply call a command that acts on it e.g. determining the width of an image and pass in the ID number 1 e.g.

    width = GetImageWidth ( 1 )
    -

    Alternatively you could deal with it like this:

    image = 1
    -LoadImage ( image, "myImage.png" )
    -width = GetImageWidth ( image )
    -

    Automatic ID numbers

    The alternative approach works by returning an ID number instead of you specifying one. The previous example could be reworked like this:

    image = LoadImage ( "myImage.png" )
    -

    Later on, when dealing with this image you pass in the ID number that has been stored in the variable image e.g.

    width = GetImageWidth ( image )
    -

    By taking this approach you don't need to keep track of ID numbers, and instead simply save an ID number that is assigned to you by the system. Automatically assigned IDs share the same space as manually assigned numbers so trying to create an ID manually that has already been assigned by an automated command will result in an error. To combat this, automatically assigned IDs always start at 100,001 and increase from there leaving the first 100,000 IDs for you to use manually without worrying if they have already been assigned.

    Which route should I take?

    Specifying ID numbers manually can be useful for small games, but perhaps having an ID number assigned is more suitable for larger games as it saves extra work in presetting ID numbers initially. This is all down to personal preference, but the option is there to allow you to work in whatever way you choose.



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    Microsoft Windows

    This guide explains the process involved in creating projects when using Tier 2 on the Microsoft Windows platform. AppGameKit Studio currently supports Microsoft Visual Studio 2015 and Microsoft Visual Studio 2017, which is available to download from here: https://visualstudio.microsoft.com

    Libraries and include files

    The template projects and any of your own custom projects are dependent on several library and include files. Their install locations are -

    • Include Files
    • \The Game Creators\AGKStudio\Tier 2\common\include\
    • \The Game Creators\AGKStudio\Tier 2\common\Collision\
    • \The Game Creators\AGKStudio\Tier 2\bullet
    • \The Game Creators\AGKStudio\Tier 2\bullet\BulletCollision\CollisionShapes
    • Libraries (VS 2015)
    • \The Game Creators\AGKStudio\Tier 2\platform\windows\Lib\VS2015\Debug\
    • \The Game Creators\AGKStudio\Tier 2\platform\windows\Lib\VS2015\Release\
    • Libraries (VS 2017)
    • \The Game Creators\AGKStudio\Tier 2\platform\windows\Lib\VS2017\Debug\
    • \The Game Creators\AGKStudio\Tier 2\platform\windows\Lib\VS2017\Release\

    If necessary you can launch AGKStudio, then go to the Tools menu and select the option to Install Additional Files. This option allows you to install the C++ Tier 2 files to a location of your choice, instead of referencing them from the default location.

    Templates

    Several templates are included that provide a starting point for your applications. These can be found within - \The Game Creators\AGKStudio\Tier 2\apps. The key templates are -

    • template_windows_vs2015 - 32 bit template for VS 2015
    • template_windows_vs2015_64 - 64 bit template for VS 2015
    • template_windows_vs2017 - 32 bit template for VS 2017
    • template_windows_vs2017_64 - 64 bit template for VS 2017

    All of these projects are set up with relative links to the AGK libraries and include files and are ready to compile. Making new projects outside this location or moving the existing projects to another location will result in you needing to update the library and include links within the project settings to ensure the app compiles.

    Make a copy of the appropriate project and place it within the apps folder, then open the project within Visual Studio. Attempt to compile the project by going to the Build menu and selecting Build Solution. If all goes well, a message will appear in the Output window showing Build succeeded. Any failure at this point may be due to an issue with the platform toolset, that can be fixed by entering the project settings, going to the general section and selecting an available platform toolset.

    The project will consist of three main files - core.cpp, template.cpp and template.h. Core.cpp is the starting point for your application as a whole, which in most cases can be ignored and is only relevant for more advanced users. Template.h contains a class declaration for your app and template.cpp contains the definition, with three functions already defined - Begin, Loop and End. Begin is the entry point for your application and is used for initial setup. Loop will be called every cycle and should be the location of your logic etc. Finally End is called when the app closes down and can be used to free up resources etc.



    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/guides/21_mac.htm b/AGK/AGK Help Generator/AGK Txt/guides/21_mac.htm deleted file mode 100644 index 5c247ee0..00000000 --- a/AGK/AGK Help Generator/AGK Txt/guides/21_mac.htm +++ /dev/null @@ -1,29 +0,0 @@ - - - -Macintosh - OS X - AGK Help - - - - - - - - - - - - - - -

    Macintosh - OS X

    This guide explains the process involved in creating projects when using Tier 2 when using the Macintosh OS X platform. In order to compile projects on the Mac you will need Xcode 10 or higher running Mac OS X 10.13.6 or later. Xcode is available for free by visiting https://developer.apple.com/xcode/. Alternatively you can obtain it from within the Mac App Store by searching for Xcode.

    All of the relevant files for Tier 2 development are bundled within the main package of AppGameKit Studio. To access them navigate to the install location for AppGameKit Studio e.g. Applications/AGKStudio and right click on the icon for AGKStudio and select Show Package Contents. From here enter the Contents folder and then the Resources folder where you will see a Tier 2 folder with libraries, include files and examples projects for Mac OS X development.

    Libraries and include files

    The template projects and any of your own custom projects are dependent on several library and include files. Their install locations are -

    • Include Files
    • Applications\AGKStudio\Contents\Resources\Tier 2\common\include\
    • Applications\AGKStudio\Contents\Resources\Tier 2\common\Collision\
    • Applications\AGKStudio\Contents\Resources\Tier 2\bullet
    • Applications\AGKStudio\Contents\Resources\Tier 2\bullet\BulletCollision\CollisionShapes
    • Libraries
    • Applications\AGKStudio\Contents\Resources\platform\mac\Lib\Release

    Templates

    A template is included that provides a starting point for your application. This can be found within -

    • \Applications\AGKStudio\Contents\Resources\Tier 2\apps

    The main project of interest is called template_mac. This project is set up with relative links to the AppGameKit Studio libraries and include files and are ready to compile. Making new projects outside this location or moving the existing projects to another location will result in you needing to update the library and include links within the project settings to ensure the app compiles.

    Make a copy of the template_mac and place it within the apps folder, then open the project within Xcode. Attempt to compile the project by going to the Project menu and selecting Build. When your project has built a message will show up saying it has succeeded. From here you can run the app by going to the Product menu and selecting the Run option.

    The project will consist of three main files - core.mm, template.cpp and template.h. Core.mm is the starting point for your application as a whole, which in most cases can be ignored and is only relevant for more advanced users. Template.h contains a class declaration for your app and template.cpp contains the definition, with three functions already defined - Begin, Loop and End. Begin is the entry point for your application and is used for initial setup. Loop will be called every cycle and should be the location of your logic etc. Finally End is called when the app closes down and can be used to free up resources etc.



    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/guides/22_ios.htm b/AGK/AGK Help Generator/AGK Txt/guides/22_ios.htm deleted file mode 100644 index 07185ed1..00000000 --- a/AGK/AGK Help Generator/AGK Txt/guides/22_ios.htm +++ /dev/null @@ -1,29 +0,0 @@ - - - -iOS (iPad/iPhone/iPod) - AGK Help - - - - - - - - - - - - - - -

    iOS (iPad/iPhone/iPod)

    This guide explains the process involved in creating projects when using Tier 2 when using the IOS platform. In order to compile projects on the Mac you will need Xcode 10 or higher running Mac OS X 10.13.6 or later. Xcode is available for free by visiting https://developer.apple.com/xcode/ Alternatively you can obtain it from within the Mac App Store by searching for Xcode.

    All of the relevant files for Tier 2 development are bundled within the main package of AppGameKit Studio. To access them navigate to the install location for AppGameKit Studio e.g. Applications/AGKStudio and right click on the icon for AGKStudio and select Show Package Contents. From here enter the Contents folder and then the Resources folder where you will see a Tier 2 folder with libraries, include files and examples projects for iOS development.

    Alternatively launch the main app, go to the Tools menu and select the option to Install Additional Files. This option allows you to install the C++ Tier 2 files to a location of your choice.

    Libraries and include files

    The template projects and any of your own custom projects are dependent on several library and include files. Their install locations are -

    • Include Files
    • Applications\AGKStudio\Contents\Resources\Tier 2\common\include\
    • Applications\AGKStudio\Contents\Resources\Tier 2\common\Collision\
    • Applications\AGKStudio\Contents\Resources\Tier 2\bullet
    • Applications\AGKStudio\Contents\Resources\Tier 2\bullet\BulletCollision\CollisionShapes
    • Libraries
    • Applications\AGKStudio\Resources\platform\apple\Lib\Release

    Template

    A template is included that provides a starting point for your application. This can be found within -

    • Applications\AGKStudio\Contents\Resources\Tier 2\apps

    The main project of interest is called template_ios. This project is set up with relative links to the AGK libraries and include files and are ready to compile. Making new projects outside this location or moving the existing projects to another location will result in you needing to update the library and include links within the project settings to ensure the app compiles.

    Make a copy of the template_ios and place it within the apps folder, then open the project within Xcode. Attempt to compile the project by going to the Project menu and selecting Build. When your project has built a message will show up saying it has succeeded. From here you can run the app by going to the Product menu and selecting the Run option. You can choose to test on the simulator or an actual device by selecting the target listing in Xcode.

    The project will consist of three main files - core.mm, template.cpp and template.h. Core.mm is the starting point for your application as a whole, which in most cases can be ignored and is only relevant for more advanced users. Template.h contains a class declaration for your app and template.cpp contains the definition, with three functions already defined - Begin, Loop and End. Begin is the entry point for your application and is used for initial setup. Loop will be called every cycle and should be the location of your logic etc. Finally End is called when the app closes down and can be used to free up resources etc.



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    Android

    This guide explains the process involved in creating projects when using Tier 2 for the Android platform. As the requirement is for Android 2.3.3 and above, you are able to code in native C/C++, rather than Java. Please note this guide focuses on the process for targeting Android on Microsoft Windows.

    You will need to download the following files and packages. This assumes you have a 64-bit computer, if you have a 32-bit computer then download the 32-bit (x86) versions instead.

    Java JDK

    Go to http://www.oracle.com/technetwork/java/javase/downloads/index.html and download the latest version of the JDK. Click the download button next to the JDK, accept the license, and download the Windows x64 package. Once the download is complete proceed to install the software.

    Android NDK

    Go to https://developer.android.com/ndk/downloads/index.html and download the 64-bit package for Windows. Install these files to a location that does not contain spaces e.g. d:\AGKSTUDIO\NDK is acceptable whereas d:\my software\AGKSTUDIO\NDK is not.

    Android Studio

    Go to http://developer.android.com/sdk/index.html and download the latest version of Android Studio for your platform. Once downloaded run the installer and follow the on screen prompts.

    Note that the AGK Tier 2 files must be installed in a path with no spaces, otherwise the NDK will fail to compile the necessary files.

    Running Android Studio

    Launch Android Studio and follow these instructions -

    • Android Studio should automatically detect your Java installation, if not you will get an error message saying that Android Studio can't find it and ask you to set a JAVA_HOME variable. Double check your Java installation and set up a JAVA_HOME variable if necessary.
    • When Android Studio first runs it will present an SDK Components Setup dialog, click Next or Finish and let it install the default components.
    • When completed you should see a list of options such as Start a new Android Studio Project and Open and existing Android Studio Project, select Configure and then SDK Manager.
    • In the SDK Platforms tab Android Studio will have automatically installed the latest SDK Platform, but we need to install a specific version. If the latest version is not 8.0 (API 26) then tick the box next to Android 8.0 (API 26). You only need the Platform option, not the Google APIs or any of the others.
    • Now switch to the SDK Tools tab and tick Android Support Repository, Google Play Services, and Google USB driver, then click OK and let it install.
    • Come back out of the Configure option and choose Open an existing Android Studio Project, browse to your AGK Tier 2 folder, then apps, select the template_android_google folder and click ok.
    • When the project first loads, Gradle will attempt to sync and build the project, Grade is the build manager that ships with Android Studio. You will likely get some messages from Grade Sync saying it failed to find the correct Build Tools version, click the provided link to install the missing version
    • Now Android Studio should be working without error, however it will not produce a valid application until we compile the NDK libraries for our project.
    • Minimize Android Studio and browse to the location you installed the AGK Tier 2 files, then go to apps\template_android_google\AGK2Template\src\main
    • In here you will see a file named jniCompile.bat, right click on it and choose Edit
    • Change the line that starts set NDKBUILDCMD= to point to your NDK location, for example set NDKBUILDCMD="C:\AndroidDev\android-ndk-r16b\ndk-build", save this file and close it, then double click it to run the NDK compile process for this project. The NDK folder name may vary based on which version of the NDK you downloaded. The folder name itself is not important as long as it points to the NDK you downloaded.
    • It will compile three libraries, one for arm64-v8a, one for armeabi-v7a, and one for x86, these cover the three most popular architectures that run Android. The libraries will be placed in the appropriate folders for Android Studio to pick up next time it builds an APK of your project.
    • When it is done it should end with a line starting [x86] Install, if not then there was an error and you should check the log.txt file in the same folder as the jniCompile.bat file for details
    • Now return to Android Studio and choose Build->Make Project it should display the Grade Console window with its progress and end with a BUILD SUCCESSFUL message. You can attempt to run this project on your device if you have already enabled it for USB Debugging, if not continue to the next section, or you can create a virtual device to test the project in an emulator.
    • The template_android_google app should display a pale blue screen with the framerate displayed near the top left. It is not recommended that you make changes to this project as it can serve as the template for future projects. The recommended approach is to copy the template project and make changes to the copy, see the Creating a New Game Project for details.

    Running on a device

    The following steps will show you how to setup your device for testing your apps. Connect your Android device (your phone or tablet) to your PC by USB and turn on USB Debugging in Android's settings. To turn on USB Debugging:

    • Plug in your device.
    • Open Settings, scroll down to and tap on Developer Options, and tap the on-off switch at the top-right.
    • Tap USB Debugging and accept the warning to enable it.
    • This should trigger windows to re-detect your device with additional device components, this is where the Google USB Driver comes in that we downloaded earlier. Windows may automatically detect the debug portion of your device successfully, or it may require you install the Google USB Driver to detect it correctly.

    More detailed instructions on USB Debugging and how to install the USB debug driver vary by device, and are outside the scope of this guide, but there are plenty of tutorials online. You will also need to enable the Unknown Sources option in the security section so that apps can be installed that have not been downloaded through Google Play.

    Once your device is setup to receive debug apps you can click the Run icon in Android Studio and it should automatically detect your connected device and upload your newly compiled app to it.

    Creating a new project

    The following steps will show you how to set up a new project. Once you've completed all the preparation sections of this guide, this is where you should start from each time you want to make a new project.

    • Navigate to your AGK Tier 2 files folder, open the apps folder and make a copy of the template_android_google folder. This will be your new project folder, and you can rename it as you wish as long as you don't use spaces.
    • Note that for simplicity your new folder should remain within the apps folder as it contains relative paths to other areas of the AGK Tier 2 folder, notably the platform/android/jni folder. Moving it to another location will require project settings to be updated.
    • When you open Android Studio it will default to opening the last project you had open, go to File->Close Project to return to the main menu if you no longer want to work with it, you can then open your new project with Open an existing Android Studio Project and browsing to the new project folder you created.
    • NDK support in Android Studio is still experimental so we use the jniCompile.bat file mentioned earlier, but you can still edit the C++ files (those with the .cpp or .h extensions) inside Android Studio. Be sure to call the jniCompile.bat file after you make any changes to those files.
    • To change the package name for your app open the AndroidManifest.xml file and edit the package field from its default of com.mycompany.mytemplate. Note that when you do this you will need to go through the other files and change any instance of com.mycompany.mytemplate to your new package name, you will get an error if you forget to do this.
    • Leave any instances of com.thegamecreators.agk_player as they are, it does not affect the final app and is used to tie together lots of parts of the app, so handle with care.
    • Open the build.gradle file for the AGK2Template module and edit the applicationId field from its default of com.mycompany.mytemplate to your chosen package name.
    • To change the name of the app, open the res/values/strings.xml file and edit the app_name field.
    • To write your app code you only need to modify the template.h and template.cpp files, these files are only read by the Android NDK when you run jniCompile.bat (or compile manually using the command line)
    • If you wish to add more .cpp files you will need to edit the AGK2Template\src\main\jni\Android.mk file in notepad, look for the LOCAL_SRC_FILES := line and add additional .cpp files there, save it, and run jniCompile.bat again to recompile.
    • To add media to your project, create an assets folder at [project_folder_name]\AGK2Template\src\main\assets replacing [project_folder_name] with your renamed folder. Note that in Tier 2 a folder named media is not required and you can place images, sounds, etc, directly in the assets folder. If you do use a media folder then remember to use agk::SetFolder("/media") near the start of your program to make it behave more like Tier 1.


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    Images

    Overview

    This guide provides an overview of images and some of their associated commands.

    What formats are supported?

    AppGameKit Studio supports loading of PNG, JPG and (on some platforms) BMP image formats. For transparent images only PNG is supported.

    How do I load an image?

    An image can be loaded by calling the LoadImage command:

    LoadImage ( id, file )
    -id = LoadImage ( file )
    -

    It's possible to load an image like this, where an ID number of 1 is specified and the image "myImage.png" is to be loaded:

    LoadImage ( 1, "myImage.png" )
    -

    Alternatively it can be handled like this, where the variable image stores the ID number:

    image = LoadImage ( "myImage.png" )
    -

    The difference being that in the first example the ID number is fixed as 1, and from that point onwards if you want to do something with that image you must use ID 1. The other example has the ID number stored in the variable image, meaning it's not necessary to know the ID number, you simply use the variable image when requiring the ID number in future. Please note that ID numbers are unique for a command set. Therefore it's feasible to have a sprite ID of 1 along with an image ID of 1.

    Where do images need to be stored?

    When using Tier 1 all of your data needs to be placed in a folder named media. This becomes your root folder. For example, if you place image.jpg within the media folder you do not need to specify the media folder when loading e.g.

    image = LoadImage ( "image.jpg" )
    -

    When using a Tier 2 application the root directory is the same directory as your executable.

    How do I delete an image?

    Due to limited resources on devices it may be necessary to delete previously loaded images and free up available memory. To delete an image call the command DeleteImage:

    DeleteImage ( id )
    -

    This command only requires the ID number of the image you want to delete.

    Here's an example of loading an image into ID slot 1 and then deleting it:

    LoadImage ( 1, "myImage.png" )
    -DeleteImage ( 1 )
    -

    How can I check if an image exists?

    The command GetImageExists can be used to determine whether an image with the specified ID number exists:

    exists = GetImageExists ( id )
    -

    As an example, this code loads an image into ID slot 1 and then checks whether it exists:

    LoadImage ( 1, "myImage.png" )
    -
    -if GetImageExists ( 1 ) = 1 - ' the image exists -endif -

    How can I find out the size of an image?

    Commands have been provided to find out the width and height of an image:

    width = GetImageWidth ( id )
    -height = GetImageHeight ( id )
    -

    This example loads an image into ID slot 1 and then retrieves its width and height:

    LoadImage ( 1, "myImage.png" )
    -width = GetImageWidth ( 1 )
    -height = GetImageHeight ( 1 )
    -


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    Tier 1 (BASIC) Publishing for Android 2.3.3 or above

    Exporting an application that will run on Android devices and for publishing to the Google Play and Amazon stores requires you to have a computer running Windows, Mac or Linux.

    A Google Play developer account for a one-off fee of $25 is required for distribution on the Google Play Store. To enroll for a Google Play developer account, visit the Android Developer website - https://developer.android.com/distribute. Developers can register an Amazon account for free at this site https://developer.amazon.com/

    Local distribution

    This method of distribution allows you to deploy apps yourself either through a website or email, without needing any signing certificates. This is a convenient option for testing your app, however, anyone wanting to install your app will need to go to their device security settings and select the option that allows apps from unknown or untrusted sources to be installed. To export an app using local distribution go directly to the section on exporting an app below.

    Store distribution

    Apps that you want to distribute on stores such as Google Play and Amazon will require your exported app to be signed with a security certificate, that can be generated directly from within AppGameKit Studio.

    To generate this certificate open AppGameKit Studio, go to the Tools menu and select the option to Generate Keystore File. You will be presented with a dialog containing an explanation of the keystore file and several fields, (some of which are optional) that need to be filled in. Only the password and output file location fields are mandatory.

    An app listing will need to be generated prior to uploading any files.

    • Full Name - your name
    • Company Name - your company name (if you have one)
    • City - city where you are based
    • Two Letter Country Code - country code e.g. UK
    • Create a Password - enter a password
    • Re-enter Password - confirm your password
    • Output file location - the output location for the keystore file

    When the form has been filled in select the Generate option to create your keystore file. The recommended approach is to create one keystore file that is used to sign all of your exported apps. Bear in mind this keystore is an essential part of the export process and any apps submitted with this keystore can only receive updates when signed with the same file.

    Exporting an app

    The executable file type for Android is called an APK (Android PacKage). When it’s time for you to export a projects to this format you will need to fill out a number of fields. If you plan to publish your app to the Google or Amazon app stores then you need to register with those stores first (see above).

    Installing an app manually without signing

    As mentioned earlier if your app is not signed anyone wanting to install it must alter the security settings on their device to allow unsigned or unknown apps to be installed. Once this is done your app can be installed through a variety of methods:

    An app listing will need to be generated prior to uploading any files.

    • Connect the test device to your computer using a USB cable and copy the exported APK across to it. From the device use a file explorer (either built in or one from the stores), navigate to the location of the APK, select and install it.
    • Upload the APK from your computer to Google Drive and either share a link or access it directly from Google Drive on your device and install.

    Installing an app with signing

    Prior to installing a signed app a store listing will need to be generated on the Google Play Store (https://play.google.com/apps/publish) or the Amazon App Store (https://developer.amazon.com/).

    For Google click on the create application button and follow the instructions. At least for the testing phase it’s not necessary to fill in every single detail. You can just deal with the basic information along with pricing & distribution and the content rating.

    With the basic information filled out you can now proceed to uploading your APK. To do this go to Release management and then App releases, where you will be presented with a screen offering you options for production track, beta, alpha and internal test track. For testing purposes it’s a good option to select the internal test track, click on manage then select create release. From here you are asked to select your APK to be uploaded. You can also create a testing list of up to 100 testers who can install your app using the provided link. When your app is ready for release you can return to this section and select the release to alpha option and promote it to the next stage of release, from there you can switch it to the production track and make it live on the store.

    For Amazon once signed in go to the developer console, click on Apps & Services, select My Apps and then the Add New App button, then follow the prompts to fill in the required information.

    With the basic information filled out you can now proceed to uploading your APK. To do this select your app listing and then click on Live App Testing. Click on the New Test option and follow the prompts. Once your app has completed the processing stage it will be available to any testers you list in the Live App Testing section via email invite. When your testing has completed you can promote the Live App Testing version to upcoming and at this point can submit to Amazon to be deployed onto the app store.



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    Sprites

    Overview

    This guide provides an overview of sprites and some of their associated commands.

    What is a sprite?

    Sprites sit at the core of AppGameKit Studio and are used as a way of representing images on screen.

    How do I create a sprite?

    A sprite can be created by calling the CreateSprite command:

    CreateSprite ( id, image )
    -id = CreateSprite ( image )
    -

    A sprite can be created by either assigning an ID number manually or having it provided to you automatically. The next step is to provide an ID number of an image. The image gets attached to the sprite and will later be drawn on screen. Please note that ID numbers are unique for a command set. Therefore it's feasible to have a sprite ID of 1 along with an image ID of 1.

    Here's one approach to creating a sprite. This example loads an image into ID slot 1. This is followed by a call to CreateSprite, passing in an ID number of 1 for the sprite and also letting the command know that we'll be attaching image 1 to this sprite.

    LoadImage ( 1, "myImage.png" )
    -CreateSprite ( 1, 1 )
    -

    This alternative method demonstrates how an image can be loaded and a sprite created with automatically assigned ID numbers:

    image = LoadImage ( "myImage.png" )
    -sprite = CreateSprite ( image )
    -

    How can I position a sprite?

    The main command for setting a sprite's position is called SetSpritePosition. This command takes 3 parameters:

    • ID
    • X position
    • Y position

    The ID number refers to the ID of the sprite you want to position, while the X and Y positions will refer to percentages or screen coordinates.

    When using the percentage based system, to position a sprite at 25% along the X axis and 75% along the Y axis:

    LoadImage ( 1, "myImage.png" )
    -CreateSprite ( 1, 1 )
    -SetSpritePosition ( 1, 25, 75 )
    -

    If a virtual resolution was being used, the above code would be setting the sprites position to 25 pixels along the X axis and 75 pixels down the Y axis.

    How can I set the visibility of a sprite?

    A sprite will be visible as soon as it has been created. For times when you need to alter the visibility use the command SetSpriteVisible. This command takes 2 parameters:

    • ID
    • visible state

    The ID number refers to the ID of the sprite you want to alter, while a visible state of 0 will hide the sprite and a state of 1 will show it.

    How can I delete a sprite?

    Call the DeleteSprite command to remove a sprite:

    DeleteSprite ( id )
    -

    This command only requires the ID number of the sprite you want to delete. Here's an example of creating a sprite and deleting it:

    LoadImage ( 1, "myImage.png" )
    -CreateSprite ( 1, 1 )
    -DeleteSprite ( 1 )
    -


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    Text

    Overview

    This guide provides an overview of text entities and some of their associated commands. Text entities are used to display strings on screen.

    How do I create text?

    The command CreateText allows you to set up a text entity. Here are the available options:

    CreateText ( id, string )
    -id = CreateText ( string )
    -

    A text entity can be created by either assigning an ID number manually or having it provided to you automatically. The next step is to provide the initial string for your text entity. This could be a blank string or something like "hello". Please note that ID numbers are unique for a command set. Therefore it's feasible to have a text entity with an ID number of 1 and a sprite with an ID of 1.

    Here's one approach to creating a text entity. The command CreateText is called, an ID number of 1 is specified and the initial text is set to "hello agk":

    CreateText ( 1, "hello agk" )
    -

    This alternative method demonstrates how a text entity can be created with automatically assigned ID numbers:

    text = CreateText ( "hello agk" )
    -

    How can I position text on screen?

    The main command for setting a sprite is called SetTextPosition. This command takes 3 parameters:

    • ID
    • X position
    • Y position

    The ID number refers to the ID of the text entity you want to position, while the X and Y positions will either refer to percentages or screen coordinates. If you have specified a virtual resolution then these parameters refer to screen coordinates. If no virtual resolution has been set these parameters are percentages.

    This line of code positions the text entity at either 50 pixels on the X axis and 75 pixels on the Y axis, or 50% along the X axis and 75% along the Y axis:

    CreateText ( 1, "hello agk" )
    -SetTextPosition ( 1, 50, 75 )
    -

    How do I set the string of a text entity?

    Call the command SetTextString. This command takes 2 parameters:

    • ID
    • string

    The ID number refers to the ID of the text entity. The string parameter allows you to specify a new string for the text entity. This example shows the creation of a text entity, followed by an update to its string:

    CreateText ( 1, "hello agk" )
    -SetTextString ( 1, "a brand new string" )
    -

    How do I set the size of text?

    Use the command SetTextSize to alter the size of text. This command takes 2 parameters:

    • ID
    • size

    The ID number refers to the ID of the text entity. The size parameter controls the final size of your text. By default this is set to 4. A smaller value will decrease the size of your text, while a larger value will increase it. In this example a text entity is created and then its size is set to a value of 10:

    CreateText ( 1, "hello agk" )
    -SetTextSize ( 1, 10 )
    -

    How do I set the color of text?

    The command SetTextColor is used to control the color of text entities. Variations on this function also exist, they allow you to set the individual color, which may be useful in cases where it's only necessary to alter one component e.g. the alpha channel. Here's the available options:

    • SetTextColor ( id, red, green, blue, alpha )
    • SetTextColorRed ( id, red )
    • SetTextColorGreen ( id, green )
    • SetTextColorBlue ( id, blue )
    • SetTextColorAlpha ( id, alpha )

    The ID number refers to the ID of the text entity. The remaining parameters control the level of each color. Acceptable values are between 0 to 255. A value of 0 means no color in that channel, while 255 is full color. This example shows the creation of a text entity followed by its color being set to pure red:

    CreateText ( 1, "hello agk" )
    -SetTextColor ( 1, 255, 0, 0, 255 )
    -

    How do I delete a text entity?

    It may be necessary to delete previously loaded text entities and free up available memory. To delete a text entity call the command DeleteText:

    DeleteText ( id )
    -

    This function only requires the ID number of the text you want to delete.

    Here's an example of creating a text entity and then deleting it:

    CreateText ( 1, "hello agk" )
    -DeleteText ( 1 )
    -


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    Tier 1 (BASIC) Publishing for Windows

    You will find that when using the Windows AppGameKit Studio IDE, applications are automatically created in the project folder that holds the project files, so there is no need for a separate build process here. Simply zip or pack the media folder and EXE to easily transport your application. Make sure you don't include any .agc or .agk files unless you also want to distribute the source code.

    Requirements

    Users that run your app on Windows will need the DirectX End-User Runtime installed for your apps to work. This is frequently used by many DirectX 9 games so may already be widely installed, but if not it can be found here



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    Tier 1 (BASIC) Publishing for Mac

    You will find that when using the Mac AppGameKit Studio IDE, applications are automatically created in the project folder that holds the project files, so there is no need for a separate build process here. Simply zip the .app file to easily transport your application. There is no need to include the media folder in this case as it is included in the .app file.

    Signing Your Own Mac Application

    To self-publish your Tier 1 BASIC application on the Mac Store, you will need to build your own Mac application in Xcode, and for this you will need a Mac Developer account. Apple requires that all applications submitted to the Mac Store be signed with a special certificate that is granted to you as a developer. For more information on how to sign up to be an Apple developer, and obtain your developer certificate, visit the Apple Mac developer website. Once you have registered with Apple, and you have configured your Mac with Xcode, the required Mac SDK libraries, and your keychain certificate you will be ready to proceed.

    To make the process as simple as possible, we have provided the source code to the AppGameKit Studio Player for Mac so you don't have to do any actual Tier 2 C++ coding. It's simply a case of adding a few resource files, specifying your developer certificate in the project settings and compiling a new release application.

    Follow these steps to build your own application on the Mac:

    • If you haven't already done so, install the AppGameKit Studio C++ libraries to a location of your choice from the Tools->Install Additional Files dialog
    • Navigate to your chosen folder and copy the apps/interpreter_mac folder, renaming it to a name of your choice
    • Open this new folder and double click on agkinterpreter.xcodeproj
    • This should launch Xcode with the Mac application project
    • Open the project build settings and change the product name from 'AGK Player' to the new name of your application
    • Copy the MEDIA folder from your AppGameKit Studio project folder into the Xcode project folder
    • All being well, when you click Build and Run you will see your Tier 1 BASIC appear!

    From this point you can further modify the application to prepare it for submission to the Mac Store. This will involve editing the .plist file found in the Resources area, and specifying your certificate in the 'Code Signing' section of the build settings. Once you are ready you can the Archive and sign your app using Xcode for submission to the Mac app store.

    Notes

    • The Apple website has comprehensive tutorials on every step of the development and submission process when submitting Mac applications, and is highly recommended reading.
    • Youtube is a great source of video tutorials on the various steps involved in registering an Apple account, setting up XCode, installing your certificates and going through the submission process
    • For submission to the Mac Store, you are most likely going to need the latest version of Xcode to prepare and sign your final binaries for submission.


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    Tier 1 (BASIC) Publishing for iOS

    In AppGameKit Studio you can export an IPA of your application from the drop down menu "File/Export Project to iOS". To do this you will need a Mac, and an iOS developer account ($99 per year), and a provisioning profile for your app from the Apple developer site. Once you have your IPA you can upload it to iTunes Connect using Apple's 'Application Loader' program.

    Distribution certificate

    Once enrolled as an Apple Developer, the first step is to create a distribution certificate for your Apple account, here are the steps you need to follow to do this:

    • Sign into your OS developer account - https://developer.apple.com/
    • Select Certificates, Identifiers & Profiles.
    • The menu on the left side displays Certificates, Keys, Identifiers, Devices and Provisioning Profiles.
    • From the Certificates section select the Production link.
    • Press the plus icon to create a new certificate.
    • A list of options will be presented to you including Development and Production.
    • At the bottom of this page is a link to an Intermediate Certificate.
    • Download and install this certificate - Worldwide Developer Relations Certificate Authority.
    • While on the same page from the Production listing select App Store and Ad Hoc and then press the continue button.
    • Full instructions will be provided on the website explaining the next steps.
    • Follow through this process and finally download and install your distribution certificate.

    Once completed, your production certificate will be available for a period of 12 months and is used for all of the apps that you create. When this certificate expires you will need to renew it by returning to the page and following the prompts.

    App requirements

    Every application you want to distribute will require:

    • An application ID
    • An Ad Hoc or App Store distribution profile

    Application ID

    This is a unique identifier for your application and is also used to determine which services your application might need access to, for example iCloud, Push Notifications, etc. To create an application ID:

    • Sign into your developer account.
    • Select Certificates, Identifiers & Profiles.
    • From the menu on the left look for the Identifiers listing and select App IDs.
    • Press the + button to create a new App ID.
    • You will be presented with a page asking you to fill in the App ID description, App ID Prefix, App ID Suffix and App Services.
    • Enter a name for your app in the App ID Description section.
    • Typically, the App ID Prefix will only have one option available - your latest distribution certificate.
    • For the App ID Suffix select Explicit App ID and create a Bundle ID using a reverse domain name style string e.g. uk.co.mywebsite.mygame
    • From the App Services listing tick any relevant functionality that your app may link to.
    • Finally press the Continue button to create your Application ID.

    Ad Hoc or App Store distribution profile

    The next stage is to create a distribution certificate that can be used to install your app on a device:

    • Sign into your developer account.
    • Select Certificates, Identifiers & Profiles.
    • From the menu on the left look for Provisioning Profiles and select Distribution.
    • Press the plus button to create a new profile.
    • A page will be displayed showing a number of options for Development and Distribution.
    • From the Distribution section you can either select App Store or Ad Hoc.
    • The App Store selection allows your app to be uploaded to the App Store where you can use programs like TestFlight to easily distribute and test your app before release.
    • The Ad Hoc option lets you install your app on a device manually. If you choose this option you will need to add any devices you want to support into a list that can be found in the Devices, All section. Visit this page and follow the instructions to add devices you want to support.
    • Select the deployment option and press the Continue button.
    • At this point you will be prompted to select the App ID that you want to use.
    • Pressing Continue will display another page where you need to select the distribution certificate being used, typically only one option will be present. Select this and press Continue.
    • If you selected an Ad Hoc profile you will be asked to choose which devices the app can run on.
    • Now you can download the provisioning profile. Your AppGameKit Studio project will need to reference this file, so place it in a convenient location.

    Exporting an app

    With the Apple Developer account all set up and the App Id and Distribution profile in place, you’re now ready to export your app. Open AppGameKit Studio (Mac version only) and then open your project. From the File menu select the Export Project to iOS. A dialog box will be displayed where you will need to fill in the majority of fields aside from those listed in the optional section.

    The executable file type on iOS is called an IPA file (iOS App Store Package). Due to Apple rules you can only create IPAs by using a Mac desktop or laptop. As usual you can access the Export option from the File menu where you will find both APK and IPA export options.

    The Export system in AppGameKit Studio will build an IPA from all your media and bytecode. This can then be run on any iOS devices that have been added to your Apple developer account and is running iOS7 or greater. You must have the correct distribution certificate and corresponding private key in your keychain for the provisioning profile you are using. It can also be used to produce an IPA suitable for uploading to the AppStore if you use an Appstore provisioning profile you will need to install Application Loader, or install Xcode (available here - https://developer.apple.com/xcode/ ) and use its Application Loader, to submit the actual IPA to iTunes Connect. Note that only AdHoc and App Store provisioning profiles will work with this exporter.

    Installing an app using an Ad Hoc profile

    When using an Ad Hoc profile, you will need to manually install the IPA by connecting your iOS device to your computer, opening iTunes, drag the IPA file into the library and then sync the device. Alternatively you can install the latest version of Xcode (Mac OS only) and from within it select the Window menu, then Devices and Simulators, where you will see any devices connected. From here you can drag the IPA file to the list of apps, which will install it to your device.

    Installing an app using an App Store profile

    An app listing will need to be generated prior to uploading any files.

    • Login to App Store Connect ( https://appstoreconnect.apple.com/ ) and select My Apps.
    • Press the plus button and select New App.
    • Fill in the details and select the Bundle ID (App ID) from the listing that you created in the developer portal. More details on App Store Connect - https://developer.apple.com/support/app-store-connect/
    • The next step is to install Xcode (https://developer.apple.com/xcode/), Mac OS only. Once this is installed search for Application Loader. Run this app and sign into your developer account.
    • From within Application Loader press the choose button and navigate to and select your IPA. Follow the on-screen prompts to complete the upload.
    • Once the upload is complete a short period of automated processing may be necessary.
    • When this has finished you will be automatically emailed with a message confirming that app processing has ended. At this point return to App Store Connect (https://appstoreconnect.apple.com/) and select My Apps and your app. Links will display for App Store, Features, TestFlight and Activity.
    • Select the TestFlight option to see your uploaded build.
    • Click on the build and enter any relevant information. Finally, from the TestFlight page select App Store Connect users and add people into the testing list, who will be emailed and invited into the testing process. Anyone testing your app will be invited to install TestFlight from the App Store. Once TestFlight is installed invited users can install your app.

    More details on TestFlight (https://developer.apple.com/testflight/)

    Notes

    • The Apple website has comprehensive tutorials on every step of the development and submission process when submitting applications, and is highly recommended reading.
    • YouTube is a great source of video tutorials on the various steps involved in registering an Apple account, installing your certificates and going through the validation process.


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/guides/54_linux.htm b/AGK/AGK Help Generator/AGK Txt/guides/54_linux.htm deleted file mode 100644 index ed4e3951..00000000 --- a/AGK/AGK Help Generator/AGK Txt/guides/54_linux.htm +++ /dev/null @@ -1,29 +0,0 @@ - - - -Tier 1 (BASIC) Publishing for Linux - AGK Help - - - - - - - - - - - - - - -

    Tier 1 (BASIC) Publishing for Linux

    When using the Linux AppGameKit Studio IDE an executable will be created in the project folder that holds the project files. This executable will only work on machines that use the same architecture as your machine, i.e. 32 bit or 64 bit. In the AppGameKit Studio Players folder are two players for Linux, one for 32 bit and one for 64 bit, you should copy the one that is missing into your project folder and name them appropriately, e.g. MyApp32 and MyApp64. You can them zip or pack the media folder and executables to easily transport your application. Make sure you don't include any .agc or .agk files unless you also want to distribute the source code.

    Requirements

    Users that run your app on Linux will need the "ibopengl1" package installed. Some Linux distributions will come with this already installed, if not it can be installed with the following command "sudo apt-get install libopengl1"



    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/guides/5_sound.htm b/AGK/AGK Help Generator/AGK Txt/guides/5_sound.htm deleted file mode 100644 index 5eb37d06..00000000 --- a/AGK/AGK Help Generator/AGK Txt/guides/5_sound.htm +++ /dev/null @@ -1,74 +0,0 @@ - - - -Sound - AGK Help - - - - - - - - - - - - - - -

    Sound

    Overview

    This guide provides an overview of loading and playing sound in AppGameKit Studio.

    What formats are supported?

    AppGameKit Studio supports the Wave file format. No other formats are currently supported.

    How do I load a sound?

    The command LoadSound allows you to load a sound. A sound can be loaded using the LoadSound command:

    LoadSound ( id, file )
    -id = LoadSound ( file )
    -

    A sound file can be loaded by either assigning an ID number manually or having it provided to you automatically. The next step is to let AppGameKit Studio know which file you want to load e.g. "mySound.wav". Please note that ID numbers are unique for a command set. Therefore it's feasible to have a sound loaded with an ID number of 1 and a sprite with an ID of 1.

    Here's one approach to loading a sound. The command LoadSound is called, an ID number of 1 is specified and the file to load is "mySound.wav":

    LoadSound ( 1, "mySound.wav" )
    -

    This alternative method demonstrates how a sound can be loaded with an automatically assigned ID number:

    sound = LoadSound ( "mySound.wav" )
    -

    How can I play a sound?

    Once a sound has been loaded it can be played with the PlaySound command. Several variants of this command exist:

    PlaySound ( id )
    -playSound ( id, volume )
    -PlaySound ( id, volume, loop )
    -PlaySound ( id, volume, loop, priority )
    -

    The parameters for this command are as follows:

    • ID
    • volume
    • loop
    • priority

    The ID number refers to the ID of the sound you want to play. The volume is a value between 0 and 100. By default the volume is set at 100, which will result in the sound being played at the maximum volume. Reducing this to a lower value will result in a quieter sound. The loop parameter controls whether the sound will be looped. A value of 0 will only play the sound once, while a value of 1 will loop playback. The final parameter is used to control whether the sound has priority for playback over other sounds, by default this is 0, changing this to 1 will give this sound priority. The priority value is used in instances where multiple sounds are playing at once.

    The following lines of code demonstrate a sound being loaded with an ID of 1, and then the sound is played with a volume of 50 and set to loop:

    LoadSound ( 1, "mySound.wav" )
    -PlaySound ( 1, 50, 1 )
    -

    How do I stop a sound from playing?

    To stop a particular sound from playing call the StopSound command. This command only requires one parameter, and that is the ID number of the sound. This example shows a sound being loaded, played and then immediately stopped:

    LoadSound ( 1, "mySound.wav" )
    -PlaySound ( 1, 50, 1 )
    -StopSound ( 1 )
    -

    How do I delete a sound?

    It may be necessary to delete previously loaded sound and free up available memory. To delete a sound entity call the command DeleteSound:

    DeleteSound ( id )
    -

    This command only requires the ID number of the sound you want to delete.

    Here's an example of loading a sound and then deleting it:

    LoadSound ( 1, "mySound.wav" )
    -DeleteSound ( 1 )
    -


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/guides/60_getting_started.htm b/AGK/AGK Help Generator/AGK Txt/guides/60_getting_started.htm deleted file mode 100644 index c565f485..00000000 --- a/AGK/AGK Help Generator/AGK Txt/guides/60_getting_started.htm +++ /dev/null @@ -1,29 +0,0 @@ - - - -Getting started with Tier 2 - AGK Help - - - - - - - - - - - - - - -

    Getting started with Tier 2

    Overview

    Tier 2 provides you with the ability to use the AppGameKit Studio command set within a C++ application. This is an ideal option in many cases, for example:

    • For situations where you want to get the best possible speed on a device. Games written in C++ will run faster than those using Tier 1, as the games will be running natively, unlike Tier 1, which will run games using an interpreter.
    • In cases where you have an existing codebase that is already in C++ and you want to reuse this with AppGameKit Studio.
    • If you're already familiar with C++ then you may prefer to continue developing a game in this language instead of having to learn the Tier 1 language.

    The downside is that compared to Tier 1 there is an extra level of difficulty in terms of setting up projects and compiler settings etc. However, if you are already familiar with C++ then it's highly likely that you'll be up and running in Tier 2 within a short space of time.

    A collection of template projects and C++ libraries are provided for Tier 2 applications. You can choose where to install these by choosing the menu option Tools/Install Additional Files. You will be prompted for a location to install these files. Once installed you will see four folders inside ...\AGKStudio\Tier 2

    • \AGKStudio\Tier2\Apps - contains the templates for creating native projects on various platforms, plus the interpreter project for recompiling the AppGameKit Studio Player
    • \AGKStudio\Tier2\Common - contains the include files you will need to point to when compiling, the apps projects already reference this folder with a relative path.
    • \AGKStudio\Tier2\Platform - contains the native libraries for various platforms that you will need to link to when compiling, the apps projects already reference this folder with a relative path (except Android whose libraries are in the project's jni folder).
    • \AGKStudio\Tier2\Showcase - contains example games that come for free with AppGameKit Studio, in binary form only.
    • \AGKStudio\Tier2\Tutorials - Several tutorials to get started.

    Templates

    The apps folder contains projects suitable for the current platform, for example the Windows version contains projects for Windows, Android, and Blackberry, whilst the Mac version contains projects for Mac, iOS, Android, and Blackberry. Additionally there are some special projects listed below

    • facebook - for Android Facebook integration, import this project into Eclipse along side your own projects.
    • google-play-services - for Android Google Play Services integration, import this project into Eclipse along side your own projects.
    • projects ending _lite - stripped down projects that have no Facebook integration, no push notifications, and no Chartboost integration.

    All of these projects use relative paths to link to libraries and include files, so if you create a copy of a project and move it elsewhere please bear in mind you will need to alter these paths.

    Library files

    Most platforms contain a single library compiled in release mode that can be compiled into both Debug and Release projects. The exception is Windows which has both a Debug and Release library which must match your project's current build configuration. For example, if you enter the Windows folder, you will see a folder named Lib, go into here and there will be two folders; Debug and Release that contain the library files. Your debug configuration should link to the one in the Debug folder and your release configuration should link to the one in the Release folder.

    Conclusion

    For more details on each platform please return to the Guides section of the documentation and select the appropriate Tier 2 platform link.



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    Music

    Overview

    This guide provides an overview of loading and playing music in AppGameKit Studio.

    What formats are supported?

    AppGameKit Studio uses the OGG compressed music format as its main standard for loading and playing music files. The format is compressed, has a high quality and the decoding of the music is done on a separate thread to avoid any performance issues. It's easy to convert your music tracks to OGG format with the many different sound file converters.

    How do I load music?

    The command LoadMusicOGG allows you to load a music track. Here are the available options:

    LoadMusicOGG ( id, file )
    -id = LoadMusicOGG ( file )
    -

    A music file can be loaded by either assigning an ID number manually or having it provided to you automatically. The next step is to let AppGameKit Studio know which file you want to load e.g. "myMusic.ogg". Please note that ID numbers are unique for a command set. Therefore it's feasible to have a music track loaded with an ID number of 1 and a sprite with an ID of 1. Music resources are limited, so only ID numbers betwen 0 - 50 are valid.

    Here's one approach to loading a music track. The command LoadMusicOGG is called, an ID number of 1 is specified and the file to load is "myMusic.ogg":

    LoadMusicOGG ( 1, "myMusic.ogg" )
    -

    This alternative method demonstrates how a music track can be loaded with an automatically assigned ID number:

    sound = LoadMusicOGG ( "myMusic.ogg" )
    -

    How can I play music?

    Once music has been loaded it can be played with the PlayMusic command. Several variants of this command exist:

    PlayMusicOGG ( id )
    -PlayMusicOGG ( id, loop )
    -

    The parameters for this command are as follows:

    • ID
    • loop

    The ID number refers to the ID of the music you want to play. The loop parameter controls whether the music will be looped. When this value is set to 0 the music track will play through once and then stop. When this value is set to 1 the playback will continually loop.

    This example shows how to load and play music that will loop:

    LoadMusicOGG ( 1, "myMusic.ogg" )
    -PlayMusicOGG ( 1, 1 )
    -

    How do I stop music from playing?

    To stop all music from playing call the StopMusic command. This command has no parameters. The following code loads music into ID 1, plays it with looping turned on and then stops the playback:

    LoadMusicOGG ( 1, "myMusic.ogg" )
    -PlayMusicOGG ( 1, 1 )
    -StopMusicOGG ( )
    -

    How do I delete music?

    It may be necessary to delete previously loaded music and free up available memory. To delete music call the command DeleteMusic:

    DeleteMusicOGG ( id )
    -

    This command only requires the ID number of the music you want to delete.

    Here's an example of loading music and then deleting it:

    LoadMusicOGG ( 1, "myMusic.ogg" )
    -DeleteMusicOGG ( 1 )
    -


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/guides/7_input.htm b/AGK/AGK Help Generator/AGK Txt/guides/7_input.htm deleted file mode 100644 index 5a0ad56b..00000000 --- a/AGK/AGK Help Generator/AGK Txt/guides/7_input.htm +++ /dev/null @@ -1,63 +0,0 @@ - - - -Input - AGK Help - - - - - - - - - - - - - - -

    Input

    Overview

    The input commands provide the ability to deal with a variety of different inputs for example, joysticks, buttons and the accelerometer. The commands are divided up into two main categories - Universal and Raw, and it's important to understand the distinction between these categories.

    Universal Input

    The universal input commands will function on all platforms. Here's an example demonstrating the process:

    if ( GetPointerPressed ( ) = 1 )
    -    // do something
    -endif
    -

    This particular command will adapt its behaviour dependent on the platform. When running on a platform that uses a mouse it will return a value of 1 when the left mouse button has been pressed. When running on a platform that uses a touch screen it will return a value of 1 when the user taps the screen.

    All the other universal commands operate in a similar fashion. As another example here's a line showing the usage for a command named GetDirectionX:

    x# = GetDirectionX ( )
    -

    When running this code on a device that supports an accelerometer the data being returned will come directly from the accelerometer. When running on a platform such as Windows, where no accelerometer is pressent, AppGameKit Studio will provide a fallback mechanism and emulate the functionality by using the arrow keys on the keyboard.

    What we end up with is a set of generic commands that will behave the same way regardless of the platform being used. If you want to maintain the philosophy of AppGameKit Studio to write once and deploy everywhere then you must ensure you use the universal input commands.

    Raw Input

    In some circumstances a game may only be directed at a specific platform or a subset rather than all the platforms that AppGameKit Studio supports. In cases like this, it might be more convenient to handle all of the input functionality provided by those devices. For example, on mobile devices it would be possible to pick up much more information relating to touch input, whereas when targeting all platforms and using the universal commands a more limited set of data is provided.

    This example highlights the differences between universal and raw commands:

    x# = GetRawAccelX ( )
    -y# = GetRawAccelY ( )
    -z# = GetRawAccelZ ( )
    -

    In this instance the code is extracting data from an accelerometer on the X, Y and Z axis. Data will only be returned when an accelerometer is present on the platform e.g. on Samsung Bada. Obtaining this level of data is not possible when using the universal commands.

    How can I respond to basic input?

    Some of the universal commands to deal with basic input are:

    • GetPointerPressed
    • GetPointerX
    • GetPointerY

    These three commands can be used to respond to mouse or touch input. The initial command to use is GetPointerPressed. This command returns a value of 1 upon input and after this point you can determine the X and Y position of the input:

    if ( GetPointerPressed ( ) = 1 )
    -    x# = GetPointerX ( )
    -    y# = GetPointerY ( )
    -endif
    -

    How can I use a virtual joystick on one platform and keyboard input on another?

    This might be a common scenario for many games, whereby a virtual joystick controller is displayed on screen for mobile devices and keyboard input is preferred for platforms that support it. AppGameKit Studio will automatically take care of this transition if you use the following commands:

    • SetJoystickScreenPosition
    • GetJoystickX
    • GetJoystickY

    The command SetJoystickScreenPosition is used to place a virtual joystick on screen when appropriate. It takes 3 parameters:

    • x
    • y
    • size

    The x and y parameters control the position of the on screen joystick, while the size parameter controls the diameter of the joystick. This command has no effect when your game is running on a platform that has a real joystick or keyboard available, but it's still important to call it if you require this transition so that a virtual joystick will be displayed when necessary.

    The commands GetJoystickX and GetJoystickY will return data either when the W, A, S and D keys are pressed or a real joystick is being used or when a virtual joystick is being used.

    For an example of this process in action please check out the Space Game example provided with AppGameKit Studio.



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    Basic Networking with AppGameKit Studio by Kevin Summers

    Using a Top 10 High Score list as an example, this tutorial will attempt to demonstrate the following.

    • How to set up a server app to listen for network connections
    • Use the first data item in a network packet to determine what action to take
    • Assembling and sending a network packet to a specific client
    • How to connect a client app to a server
    • Use the first data item in a network packet to tell the server what you want
    • Receive a network packet

    The Server App

    To set up a server listening on a network requires only one command. This command sets up a network called myNetwork using the client name Server and listens for TCP connections on port 4100. For connections coming in to the server from the Internet, you will have to set up your router to forward that port to the machine running your server app.

    INetID = HostNetwork("myNetwork", "Server", 4100)
    -

    Now that we are listening on the network, we need to add a little maintenance routine to clean up after clients that have disconnected. This routines checks to see if a client that was previously connected has disconnected, and it deletes the associated client ID making room for the next client connection.

    for x = 1 to 50
    -    if x = 1
    -        id = GetNetworkFirstClient(iNetID)
    -    else
    -        id = GetNetworkNextClient(iNetID)
    -    endif
    -    if id = 0 then exit
    -    if GetNetworkClientDisconnected(iNetID, id) = 1
    -        DeleteNetworkClient(iNetID, id)
    -    endif
    -next x
    -

    Now we are ready to check for incoming messages. We'll ask the network if there are any in the queue and grab it if there are. Then check the client ID to make sure it's coming from a client and not the server. (the server uses client ID 1)

    When we have received a packet, we check the first data item, which in this case happens to be a float. We are using that float to determine what action to take. For this app, if the float equals 1.0, then we are sending the high score list to the client. If it equals 1.1, then the client has sent a high score to the server to be considered for placement in the top 10.

    msg = GetNetworkMessage(iNetID)
    -if msg > 0
    -    ClientID = GetNetworkMessageFromClient(msg)
    -        if ClientID > 1
    -            f# = GetNetworkMessageFloat(msg)
    -            if f# = 1.0 // Send High Score List
    -                newMsg = CreateNetworkMessage()
    -                AddNetworkMessageFloat(newMsg, 1.0)
    -                for x = 1 to 10
    -                    AddNetworkMessageString(newMsg, HiScores[x].init$)
    -                    AddNetworkMessageInteger(newMsg, HiScores[x].score)
    -                next x
    -                SendNetworkMessage(iNetID, ClientID, newMsg)
    -                DeleteNetworkMessage(newMsg)
    -            endif
    -            if f# = 1.1
    -                // Receive Score from Client
    -                temp$ = GetNetworkMessageString(msg)
    -                score = GetNetworkMessageInteger(msg)
    -                // See if the submitted score is high enough for the top 10
    -                // If it is, place it where it belongs and shuffle the rest
    -                // of the scores down one position.
    -                for x = 1 to 10
    -                    if score > HiScores[x].score then exit
    -                next x
    -            if x < 11
    -                for y = 10 to x+1 step -1
    -                    HiScores[y].init$ = HiScores[y-1].init$
    -                    HiScores[y].score = HiScores[y-1].score
    -                next y
    -                HiScores[x].init$ = init$
    -                HiScores[x].score = score
    -            endif
    -        endif
    -    endif
    -    DeleteNetworkMessage(msg)
    -endif
    -

    The Client App

    For the sake of simplicity I'll only be showing the subroutines that handle network communications. It will be up to you to create the game that ultimately feeds this the player's initials and score.

    The SendHighScore subroutine.

    For the client to connect to the server requires just one command. It specifies the IP address of the server, the port, and a client name. The client name when connecting to a server must be different than any other client name currently connected to the server, so we're using a Random number to keep it unique.

    InetID = JoinNetwork("192.168.100.5", 4100, "Client"+str(Random()))
    -

    Then we enter a loop that checks to see if we have connected, and times out in 4 seconds if we don't. Remember to give enough time for a connection to happen. On devices such as cell phones, congestion and poor signal, are very common and can produce long delays.

    // If we don't connect within 4 seconds, print an error and exit
    -t# = timer()
    -do
    -    c = GetNetworkNumClients(iNetID)
    -    if c > 1 then exit
    -    if timer() - t# > 4.0
    -        print("Server could not be reached.")
    -        exit
    -    endif
    -    sync()
    -loop
    -

    Once the connection is established, we assemble the network packet, and send it off to the server.

    If c > 1
    -    ServerID = GetNetworkServerID(iNetID)
    -    newMsg = CreateNetworkMessage()
    -    AddNetworkMessageFloat(newMsg, 1.1)
    -    // Add the packet identifier
    -    AddNetworkMessageString(newMsg, init$)
    -    // Add the player's initials
    -    AddNetworkMessageInteger(newMsg, score) // Add the player's score
    -    SendNetworkMessage(iNetID, ServerID, newMsg)
    -    // Send it to the server
    -    DeleteNetworkMessage(newMsg)
    -    CloseNetwork(iNetID)
    -endif
    -

    The GetHighScores subroutine

    The first part of this routine is identical to the SendHighScore subroutine.

    InetID = JoinNetwork("192.168.100.5", 4100, "Client"+str(Random()))
    -// If we don't connect within 4 seconds, print an error and exit
    -t# = timer()
    -do
    -    c = GetNetworkNumClients(iNetID)
    -    if c > 1 then exit
    -    if timer() - t# > 4.0
    -        print("Server could not be reached.")
    -        exit
    -    endif
    -    sync()
    -loop
    -

    Once the connection is established, we send off just the float in a packet by itself. This tells the server we want it to send the full high score list. Then we enter a loop waiting for the packet to arrive from the server.

    If c > 1
    -    ServerID = GetNetworkServerID(iNetID) // get server's ID
    -    newMsg = CreateNetworkMessage() // add the packet identifier
    -    AddNetworkMessageFloat(newMsg, 1.0) // send it to the server
    -    SendNetworkMessage(iNetID, ServerID, newMsg)
    -    DeleteNetworkMessage(newMsg)
    -    msg = 0
    -    t# = timer()
    -    while msg = 0
    -        msg = GetNetworkMessage(iNetID)
    -        if timer() - t# > 2.0 then exit
    -        sync()
    -    endwhile
    -    if msg > 0
    -        f# = GetNetworkMessageFloat(msg)
    -        if f# = 1.0
    -        for x = 1 to 10
    -            HiScores[x].init$ = GetNetworkMessageString(msg)
    -            HiScores[x].score = GetNetworkMessageInteger(msg)
    -        next x
    -    endif
    -    endif
    -    DeleteNetworkMessage(msg)
    -    CloseNetwork(iNetID)
    -endif
    -


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    Linux

    This guide explains the process involved in creating projects when using Tier 2 when using the Linux platform. In order to compile projects on the Linux it is advisable that you obtain a recent, up to date distribution.

    Libraries and include files

    The template projects and any of your own custom projects are dependent on several library and include files. Their install locations are -

    Include Files

    • \The Game Creators\AGKStudio\Tier 2\common\include\
    • \The Game Creators\AGKStudio\Tier 2\common\Collision\
    • \The Game Creators\AGKStudio\Tier 2\bullet
    • \The Game Creators\AGKStudio\Tier 2\bullet\BulletCollision\CollisionShapes

    Libraries

    • \The Game Creators\AGKStudio\Tier 2\platform\Linux\Lib\Release64\
    • \The Game Creators\AGKStudio\Tier 2\platform\Linux\Lib\Release32

    Templates

    Several templates are included that provide a starting point for your applications. These can be found within -

    • \The Game Creators\AGK2\Tier 2\apps

    The key templates are -

    • template_linux - standard template
    • template_linux_console - console (non visual) template

    All of these projects are set up with relative links to the AGK libraries and include files and are ready to compile. Making new projects outside this location or moving the existing projects to another location will result in you needing to update library and include links within the project settings to ensure the app compiles.

    Make a copy of the appropriate project and place it within the apps folder, then open terminal and navigate to the location. Execute the provided makefile using "make -f Makefile".

    The terminal will display an output log and create an executable that you can run.

    The project will consist of three main files - core.cpp, template.cpp and template.h. Core.cpp is the starting point for your application as a whole, which in most cases can be ignored and is only relevant for more advanced users. Template.h contains a class declaration for your app and template.cpp contains the definition, with three functions already defined - Begin, Loop and End. Begin is the entry point for your application and is used for initial setup. Loop will be called every cycle and should be the location of your logic etc. Finally End is called when the app closes down and can be used to free up resources etc.



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    What is an array?

    Imagine a scenario where you have a four player game. When every player's score hits 100 the game would end. Using ordinary variables the code to detect whether all four players have reached a score of 100 might look like this.

    player1 as integer = 0
    -player2 as integer = 0
    -player3 as integer = 0
    -player4 as integer = 0
    -
    -if player1 = 100 and player2 = 100 and player3 = 100 and player4 = 100 - // finish the level -endif -

    The code handles all four players, but imagine if the game suddenly expanded. What would happen if the game design was changed so that eight players could play in each level? You could declare four more variables to store the score for the extra players. You would also need to update any code dealing with the score to take into account the new players. This approach works, however, it's not very flexible as having to deal with changes every time more players are added is far from ideal.

    This scenario is quite simplistic, but it does demonstrate the need to be able to handle data in another way, which is where arrays come in. Arrays can be thought of as a container of data, allowing you to store and access data through one variable. Instead of having eight separate variables to store the score for the players we could instead have one variable, resulting in our code being much easier to deal with.

    The way in which an array is declared is essentially the same as regular variables. Let's take a look at how an array can be declared to contain our scores for eight players.

    playerScores as integer [ 8 ]
    -

    The key difference to a normal variable is that at the end of our declaration an opening bracket is used, along with a number and then a closing bracket. These three components let AppGameKit Studio know that this variable is an array and will have eight parts or elements.

    To set data within an array you need to use the square brackets and pass in an index that controls which part of the array you want to deal with. The code that follows shows how each part of playerScores can be assigned values.

    playerScores [ 1 ] = 10
    -playerScores [ 2 ] = 20
    -playerScores [ 3 ] = 30
    -playerScores [ 4 ] = 40
    -playerScores [ 5 ] = 50
    -playerScores [ 6 ] = 60
    -playerScores [ 7 ] = 70
    -playerScores [ 8 ] = 80
    -

    Our array has eight parts, so to access part 1 use an index of 1, for part 2 an index of 2 etc.

    This program shows how the values of the array can be displayed on screen.

    playerScores as integer [ 8 ]
    -
    -playerScores [ 1 ] = 10 -playerScores [ 2 ] = 20 -playerScores [ 3 ] = 30 -playerScores [ 4 ] = 40 -playerScores [ 5 ] = 50 -playerScores [ 6 ] = 60 -playerScores [ 7 ] = 70 -playerScores [ 8 ] = 80 -
    -do - for i = 1 to 8 - print ( playerScores [ i ] ) - next i -
    - sync ( ) -loop -

    An alternative and more efficient way of writing this program would be to alter the way in which the initial values are assigned to playerScores by using a for loop.

    playerScores as integer [ 8 ]
    -
    -for i = 1 to 8 - playerScores [ i ] = i * 10 -next i -
    -do - for i = 1 to 8 - print ( playerScores [ i ] ) - next i -
    - sync ( ) -loop -

    What we end up with is a container variable that stores eight values, which in this instance is far more useful than having eight separate variables to store the data. It results in less code that is more manageable and easier to expand. If, for example, we decided to change the number of players it would simply be a case of altering the declaration of the array and using a different value, meaning our code is much more dynamic.

                   


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    Arrays in action

    This example demonstrates how the use of arrays can make a program's data far easier to work with. It creates nine sprites and moves them up and down the screen. Information about the sprite, its speed and direction are all stored within arrays. This allows us to store a lot of data within a few variables, which is much better than having lots of unique variables and needing to replicate code to deal with the same data.

    This program relies on some external media. The easiest way of running this program is to click here and download the project. Once the file has been downloaded, extract the files and open MyFirstAGKProject.agk within AppGameKit Studio. Now run the program to see what it does.

    image-1

    The purpose of this program is to give you some kind of idea about how using arrays can be more beneficial in certain circumstances, so don't worry too much about anything you don't totally understand.

    Take a look at the code.

    SetVirtualResolution ( 1024, 768 )
    -
    -image as integer -sprites as integer [ 9 ] -speed as integer [ 9 ] -direction as integer [ 9 ] -
    -image = LoadImage ( "penguin.png" ) -
    -for i = 1 to 9 - sprites [ i ] = CreateSprite ( image ) - SetSpritePosition ( sprites [ i ], GetImageWidth ( image ) * ( i - 1 ), 768 - GetImageHeight ( image ) ) -
    - direction [ i ] = 0 - speed [ i ] = -i -next i -
    -do - for i = 1 to 9 - x = GetSpriteX ( sprites [ i ] ) - y = GetSpriteY ( sprites [ i ] ) -
    - if ( direction [ i ] = 0 and y < 0 ) or ( direction [ i ] = 1 and y > 768 - GetImageHeight ( image ) ) - speed [ i ] = -speed [ i ] - direction [ i ] = not direction [ i ] - endif -
    - y = y + speed [ i ] -
    - SetSpritePosition ( sprites [ i ], x, y ) - next i -
    - sync ( ) -loop -

    We are able to control nine sprites on screen without using a load of variables, instead just three arrays contain all the data we need.

    Let's take a brief overview of what the code is doing.

    • A few variables are declared at the start of the program image, sprites, speed and direction.
    • image will be used to store an ID number for an image that will get loaded and used with the sprites moving up and down the screen.
    • sprites is an array containing 9 integers. It will store ID numbers for the sprites that we create.
    • speed is also an array containing 9 integers. This array will store values that control how fast the sprites move up and down the screen.
    • Finally direction is declared and is also an array storing 9 integers. This array stores a value that determines which direction the sprites move in.
    • After the variable declarations an image named "penguin.png" is loaded. This will be used by all of the sprites.
    • The next part is a for loop that creates 9 sprites.
    • Next we're onto the main loop of the program that controls how our sprites are moved.

    The two main parts that need explaining in more detail are the for loop that creates the sprites and the for loop inside the do loop. Let's begin with the first for loop.

    for i = 1 to 9
    -	sprites [ i ] = CreateSprite ( image )
    -	SetSpritePosition ( sprites [ i ], GetImageWidth ( image ) * ( i - 1 ), 768 - GetImageHeight ( image ) )
    -	
    - direction [ i ] = 0 - speed [ i ] = -i -next i -

    This loop will cycle through nine times, performing the following tasks.

    • A sprite gets created. Its identifier or ID number is stored within the array sprites. This number is required by many other commands. The sprite is told to use the image loaded earlier (penguin.png).
    • The position of the sprite is set by calling the command SetSpritePosition. The ID number of the sprite we're working with is passed in, followed by the X and Y positions. This will initially position all of the sprites in a row.
    • All the values inside direction are set to 0. Later on inside the main loop if this value is 0 the sprites move up the screen. When it is set to 1 the sprites move down the screen.
    • speed is set to the negative value of i. When this for loop has finished the values this array contains will be -1, -2, -3, -4, -5, -6, -7, -8 and -9.

    The main loop of the program controls the movement of the sprites.

    for i = 1 to 9
    -	x = GetSpriteX ( sprites [ i ] )
    -	y = GetSpriteY ( sprites [ i ] )
    -	
    - if ( direction [ i ] = 0 and y < 0 ) or ( direction [ i ] = 1 and y > 768 - GetImageHeight ( image ) ) - speed [ i ] = -speed [ i ] - direction [ i ] = not direction [ i ] - endif -
    - y = y + speed [ i ] -
    - SetSpritePosition ( sprites [ i ], x, y ) -next i -

    The for loop cycles through all of our nine sprites. It does the following.

    • Initially the X and Y positions of our sprites are stored in the variables x and y. This data is needed multiple times throughout the loop, so instead of repeatedly calling the functions to extract the data, it is simply assigned to these variables, resulting in our program having less work to do.
    • The if statement checks whether either of the conditions are valid. If the direction is set to 0 and the Y position is less than 0 or whether the direction is set to 1 and the Y position is greater than 768 minus the size of the image. In order words this is checking whether the sprite is at the top or bottom of the screen.
    • If either of the conditions are true then the speed for the sprite is set to the negative value of its speed. If the speed was set to 5, then it would switch to -5. The direction is set using the not operator, allowing us to alternate between 0 and 1. If the direction is 0 it becomes 1. If it's 1 it gets set to 0. All this has the effect of letting us continually tick tock our values letting us move the sprites up and down.
    • Next there's a line that takes the current Y position and add the current speed to it. The speed is either negative or positive, allowing us to move the sprite up or down.
    • The final line updates the position of the sprite based on our alterations to its position. Nothing actually happens with the X position, but we are moving the Y position.

    Imagine if this program wasn't using arrays. We would need 27 separate variables to store all this information, which would be very messy and unpleasant to work with. Instead we have a much more elegant solution by using arrays.

                   


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    Size of an array

    When an array is declared a fixed value is usually defined, such as this line of code that declares an array named speed, giving it a size of 5.

    speed as integer [ 5 ]
    -

    The speed array might contain data storing how fast 5 cars should be moving, each of which might be moving at a different rate. Later on in your game you might decide to have more or fewer cars in a particular level. You could just declare speed as having many elements e.g. 500 but this would be a waste of resources. Ideally you only want to have memory reserved for the actual data your program needs. If one level needs to store the speed for 5 cars then the array should have a size of 5. If the next level uses 10 cars then the array should have a size of 10. By working like this your program will be more efficient, as are you only using resources that your program requires.

    Controlling the size of an array is handled by using the keyword length as demonstrated in this program.

    speed as integer [ 5 ]
    -
    -for i = 1 to 5 - speed [ i ] = i -next i -
    -speed.length = 10 -
    -do - for i = 1 to speed.length - print ( speed [ i ] ) - next i -
    - sync ( ) -loop -

    This program begins by having an array with 5 elements. The for loop gives each element a value from 1 to 5. The next line resizes the array.

    speed.length = 10
    -

    After this line has been called our array will have a size of 10 instead of 5, although it will still retain the data that was previously set.

    The for loop within the program also makes use of the length keyword, allowing us to cycle through all elements of the array to print its contents. The first 5 parts of the array will show 1, 2, 3, 4 and 5, whilst the remainder will display 0 as no other value has been set for it.

    The next program shows how an array can be made smaller.

    speed as integer [ 10 ]
    -
    -for i = 1 to 10 - speed [ i ] = i -next i -
    -speed.length = 5 -
    -do - for i = 1 to speed.length - print ( speed [ i ] ) - next i -
    - sync ( ) -loop -

    An array can be resized at any point within your program, giving you the flexibility to ensure only the data you need is used.

                   


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    Indexing and assignment

    An array declared with 5 elements will actually end up having 6 elements. The reason for this is that the language allows the starting point of the array to be 0, therefore this program is valid.

    speed as integer [ 5 ]
    -
    -speed [ 0 ] = 1 -speed [ 1 ] = 2 -speed [ 2 ] = 3 -speed [ 3 ] = 4 -speed [ 4 ] = 5 -speed [ 5 ] = 6 -
    -do - print ( speed.length ) - print ( "" ) -
    - for i = 0 to speed.length - print ( speed [ i ] ) - next i -
    - sync ( ) -loop -

    speed.length will have a value of 5 and the numbers 1, 2, 3, 4, 5 and 6 will be displayed on screen.

    Whether you choose to start at index 0 or 1 is down to personal preference.

    When an array is declared it can be provided with default values as shown in this program.

    speed as integer [ 5 ] = [ 1, 2, 3, 4, 5 ]
    -
    -do - for i = 1 to speed.length - print ( speed [ i ] ) - next i -
    - sync ( ) -loop -

    After the declaration the equals sign is used along with an open bracket, followed by literal values and commas to separate each value, finally finished off with a closing bracket. This fills our array with the values 1, 2, 3, 4 and 5. Inside the do loop the contents of the array are displayed on screen with the print command.

    When you run the program the values 2, 3, 4, 5 and 0 get displayed on screen. This is because when assigning values to arrays in this manner AppGameKit Studio treats the start point as 0 and not 1. To get the correct values displayed the program would need to be altered so that the declaration of speed is changed to.

    speed as integer [ 5 ] = [ 0, 1, 2, 3, 4, 5 ]
    -

    Only literal values are accepted when assigning arrays values. It is not possible to use expressions or variables.

    Arrays can be assigned values in the same manner after they have been declared.

    speed as integer [ 4 ] = [ 0, 1, 2, 3, 4 ]
    -
    -speed = [ 0, 1, 2 ] -
    -do - print ( speed.length ) - print ( "" ) -
    - for i = 1 to speed.length - print ( speed [ i ] ) - next i -
    - sync ( ) -loop -

    When using this approach if the number of elements being assigned is greater than the current array length then the array will be expanded to accommodate the new elements. If the number of elements is less than the current array length then the array length will remain the same and new elements will overwrite the beginning of the array, whilst the rest of the array remains unchanged. In this example the array goes from a size of 4 to 2.

                   


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    Inserting and removing items into an array

    Elements can be inserted and removed from arrays which will increase or decrease their size accordingly. Take a look at this example.

    speed as integer [ ]
    -
    -speed.insert ( 0 ) -speed.insert ( 10 ) -speed.insert ( 20 ) -
    -do - for i = 1 to speed.length - print ( speed [ i ] ) - next i -
    - sync ( ) -loop -

    When the speed array is declared no value has been provided, meaning this array has no size to begin with. It is considered to have 0 elements.

    The insert command is used to insert new values onto the end of the array. Therefore the next three lines add three elements 0, 10 and 20 to the array. This command uses 0 as the default index, so the first value we add into the array is at index 0, the second value is at index 1 and so on. Therefore when we come to the for loop that prints out the contents of the array we see the values 10 and 20 on screen. If the first insert passing in 0 was not used we would just see 20 displayed on screen.

    An alternative way of writing this program would be to treat index 0 as the beginning point in our for loop.

    speed as integer [ ]
    -
    -speed.insert ( 10 ) -speed.insert ( 20 ) -
    -do - print ( speed.length ) -
    - for i = 0 to speed.length - print ( speed [ i ] ) - next i -
    - sync ( ) -loop -

    Whether you consider 0 or 1 to be the start point doesn't really matter so much, although it's helpful for consistency if you choose one or the other.

    If the insert command was used on an array that already had data, then the data will be added onto the end of the array, as shown in this program.

    speed as integer [ 5 ]
    -
    -speed [ 1 ] = 100 -speed [ 2 ] = 200 -speed [ 3 ] = 300 -speed [ 4 ] = 400 -speed [ 5 ] = 500 -
    -speed.insert ( 10 ) -speed.insert ( 20 ) -
    -do - print ( speed.length ) -
    - for i = 1 to speed.length - print ( speed [ i ] ) - next i -
    - sync ( ) -loop -

    When you run this program a value of 7 would be displayed to represent the size of the array along with the values 100, 200, 300, 400, 500, 10 and 20.

    Given that it's possible to assign default values to arrays then the same program could be rewritten like this.

    speed as integer [ 5 ] = [ 0, 100, 200, 300, 400, 500 ]
    -
    -speed.insert ( 10 ) -speed.insert ( 20 ) -
    -do - print ( speed.length ) -
    - for i = 1 to speed.length - print ( speed [ i ] ) - next i -
    - sync ( ) -loop -

    An alternative method is to use the insert command and pass in two parameters, allowing you to insert a value at a specific index for an array.

    speed as integer [ 5 ] = [ 0, 100, 200, 300, 400, 500 ]
    -
    -speed.insert ( 250, 3 ) -
    -do - print ( speed.length ) -
    - for i = 1 to speed.length - print ( speed [ i ] ) - next i -
    - sync ( ) -loop -

    The insert command being used here will insert the value 250 at index 3. This has the effect of increasing the size of the array to 6. When the program runs the size of the array will be 6 and you will see the array contains 100, 200, 250, 300, 400 and 500.

    The remove command is used to take an element out of an array. Here's an example.

    speed as integer [ 5 ] = [ 0, 100, 200, 300, 400, 500 ]
    -
    -speed.remove ( ) -
    -do - print ( speed.length ) -
    - for i = 1 to speed.length - print ( speed [ i ] ) - next i -
    - sync ( ) -loop -

    When this program runs the final index is removed from speed changing its contents from 100, 200, 300, 400, 500 to 100, 200, 300 and 400. This also affects the size of the array taking it from 5 down to 4.

    The remove keyword also allows you to remove a specific index in the array. This program removes index 3 from the array.

    speed as integer [ 5 ] = [ 0, 100, 200, 300, 400, 500 ]
    -
    -speed.remove ( 3 ) -
    -do - print ( speed.length ) -
    - for i = 1 to speed.length - print ( speed [ i ] ) - next i -
    - sync ( ) -loop -

    Index 3 contains the value 300. When this is removed the array will change from a size of 5 to 4 and will contain the values 100, 200, 400 and 500.

                   


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    Sorting and searching

    Arrays can be sorted using the sort command and searched using the find command.

    This program shows the sort command being used. It will organise the elements of an array into ascending order.

    speed as integer [ 5 ] = [ 0, 500, 300, 100, 400, 200 ]
    -
    -speed.sort ( ) -
    -do - for i = 1 to speed.length - print ( speed [ i ] ) - next i -
    - sync ( ) -loop -

    Prior to the sort command being used the array contains the values 500, 300, 100, 400 and 200. Once it has been sorted it will change to 100, 200, 300, 400 and 500.

    The sort command can sort arrays of floats, integers and strings. The next program uses it to sort an array of names.

    names as string [ 5 ] = [ "", "lee", "rick", "paul", "dave", "adam" ]
    -
    -names.sort ( ) -
    -do - for i = 1 to names.length - print ( names [ i ] ) - next i -
    - sync ( ) -loop -

    The find commands provides a way of locating specific information within the array. Say that you wanted to find which index the name "lee" is stored in.

    names as string [ 5 ] = [ "", "lee", "rick", "paul", "dave", "adam" ]
    -
    -names.sort ( ) -
    -do - for i = 1 to names.length - print ( names [ i ] ) - next i -
    - print ( "" ) -
    - index = names.find ( "lee" ) -
    - print ( "lee is at index = " + str ( index ) ) -
    - sync ( ) -loop -

    The array gets declared, sorted and then inside the main loop has its contents displayed on screen. The find command is called on the array, passing in the name "lee". The return value lets us know where "lee" is in the array.

    If you attempt to search for an integer, string or floating point value that is not contained within the array then the command will return -1.

                   


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    Multidimensional arrays

    In order to figure out what multidimensional arrays and why they should be used let's first examine a program with a simple scenario, that declares a single dimensional array with a size of 5, to hold scores for a game.

    score as integer [ 5 ]
    -
    -score [ 1 ] = 10 -score [ 2 ] = 20 -score [ 3 ] = 30 -score [ 4 ] = 40 -score [ 5 ] = 50 -
    -do - for i = 1 to 5 - print ( score [ i ] ) - next i -
    - sync ( ) -loop -

    The first element in the array gets set to 10, the second to 20, the third to 30, the fourth to 40 and the fifth to 50. All of this information gets printed out using the for loop.

    Now imagine a situation where you wanted to keep track of scores for separate groups of players. Say you had 2 groups of 5 players. You could simply increase the size of the array to 10 and store the second groups players in elements 6 to 10. This would work but it not's particularly clear as it may not be so obvious that elements 6 to 10 of the array are for another group of players. Some problems might also be caused if the group suddenly found itself with a few extra players. In this instance another solution is required and this is where multidimensional arrays come into use. The score array could be declared like this.

    score as integer [ 2, 5 ]
    -

    This means it has 2 groups of 5 values. To add an extra dimension to an array a comma is used, followed by the size of the new dimension, up to a maximum of 6 dimensions. By using a multidimensional array it becomes much easier to deal with player's scores. Here's a modified version of the program that handles the scores for 2 groups of 5 players.

    score as integer [ 2, 5 ]
    -
    -score [ 1, 1 ] = 10 -score [ 1, 2 ] = 20 -score [ 1, 3 ] = 30 -score [ 1, 4 ] = 40 -score [ 1, 5 ] = 50 -
    -score [ 2, 1 ] = 100 -score [ 2, 2 ] = 200 -score [ 2, 3 ] = 300 -score [ 2, 4 ] = 400 -score [ 2, 5 ] = 500 -
    -do - for i = 1 to 2 - for j = 1 to 5 - print ( score [ i, j ] ) - next j -
    - print ( "" ) - next i -
    - sync ( ) -loop -

    The first block of code deals with assigning scores to group 1 of the array, whilst the second group assigns scores to group 2. This results in us having two nicely managed compartments of data. We know that group 1 contains 5 lots of scores for the first set of players. Group 2 contains 5 lots of scores for the second set of players.

    Notice that when referring to the array the parameters that control which element you are accessing must match the size of the array. If you have 2 dimensional array then you must specify 2 parameters to access the parts of the array.

    In the event that another set of players joined the game then the first dimension could be increased to 3, giving us 3 lots of 5 scores (15 in total). The new array could be declared like this.

    score as integer [ 3, 5 ]
    -

    Alternatively if more players joined each group the second dimension could be increased e.g.

    score as integer [ 2, 10 ]
    -

    In which case the array would contain 2 lots of 10 scores (20 in total).

    To add a third dimension to the array it could be declared like this.

    score as integer [ 2, 3, 4 ]
    -

    This array would have 2 groups, that in turn contain 3 groups, each containing 4 values, resulting in the array being able to store a total of 24 values. Here's a program showing how this array can be used.

    score as integer [ 2, 3, 4 ]
    -
    -score [ 1, 1, 1 ] = 10 -score [ 1, 1, 2 ] = 20 -score [ 1, 1, 3 ] = 30 -score [ 1, 1, 4 ] = 40 -
    -score [ 1, 2, 1 ] = 50 -score [ 1, 2, 2 ] = 60 -score [ 1, 2, 3 ] = 70 -score [ 1, 2, 4 ] = 80 -
    -score [ 1, 3, 1 ] = 90 -score [ 1, 3, 2 ] = 100 -score [ 1, 3, 3 ] = 110 -score [ 1, 3, 4 ] = 120 -
    -score [ 2, 1, 1 ] = 100 -score [ 2, 1, 2 ] = 200 -score [ 2, 1, 3 ] = 300 -score [ 2, 1, 4 ] = 400 -
    -score [ 2, 2, 1 ] = 500 -score [ 2, 2, 2 ] = 600 -score [ 2, 2, 3 ] = 700 -score [ 2, 2, 4 ] = 800 -
    -score [ 2, 3, 1 ] = 900 -score [ 2, 3, 2 ] = 1000 -score [ 2, 3, 3 ] = 1100 -score [ 2, 3, 4 ] = 1200 -
    -do - for i = 1 to 2 - for j = 1 to 3 - for k = 1 to 4 - print ( score [ i, j, k ] ) - next k - next j - next i -
    - sync ( ) -loop -

    What's so useful about being able to use multidimensional arrays is that you can quite easily group some data together. While the example shown here is quite simple it should at least you give some kind of idea as to what might be possible.

                   


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    Passing arrays to functions

    Array are just like any other variables in that they can be passed into functions as parameters. Here's a small example program that shows how it is done.

    score as integer [ 3 ]
    -
    -score [ 1 ] = 10 -score [ 2 ] = 20 -score [ 3 ] = 30 -
    -do - UpdateScore ( score ) -
    - for i = 1 to 3 - print ( score [ i ] ) - next i -
    - sync ( ) -loop -
    -function UpdateScore ( values as integer [ ] ) - for i = 1 to values.length - values [ i ] = values [ i ] + 2 - next i -endfunction -

    Here's how it works.

    • An array named score is declared. It has a size of 3.
    • Each part of the score array is given a value.
    • A function named UpdateScore is called passing in the variable score.
    • The do loop prints out the contents of the variable score.
    • The function UpdateScore has declared the type of parameter as being integer and added an opening and closing bracket, signalling to the program that an array is expected to be passed into this function.

    If you run this program you will see 0, 0 and 0 displayed on screen instead of the scores continually getting larger and larger as you might expect. The reason for this is that by default AppGameKit takes parameters being passed into functions and copies their data, resulting in the parameter being a complete copy of the data passed in. The original data remains untouched by the function.

    If you want to modify the data being passed into the function then the parameter needs to be declared slightly differently - use the ref keyword after the name of the variable and before the as keyword. Here's the same program, but this time the type is passed in as reference, resulting in its data being modified directly by the function.

    score as integer [ 3 ]
    -
    -score [ 1 ] = 10 -score [ 2 ] = 20 -score [ 3 ] = 30 -
    -do - UpdateScore ( score ) -
    - for i = 1 to 3 - print ( score [ i ] ) - next i -
    - sync ( ) -loop -
    -function UpdateScore ( values ref as integer [ ] ) - for i = 1 to values.length - values [ i ] = values [ i ] + 1 - next i -endfunction -

    When you run this program all 3 scores contained within the array will continually increment because the parameter has been declared using ref, therefore a copy is not made and the data being passed into the function will be directly modified by the function.

    To pass multidimensional arrays to functions use additional square brackets in the function declaration, as shown in this program.

    score as integer [ 2, 3 ]
    -
    -score [ 1, 1 ] = 10 -score [ 1, 2 ] = 20 -score [ 1, 3 ] = 30 -
    -score [ 2, 1 ] = 100 -score [ 2, 2 ] = 200 -score [ 2, 3 ] = 300 -
    -do - UpdateScore ( score ) -
    - for i = 1 to score.length - for j = 1 to score [ i ].length - print ( score [ i, j ] ) - next j -
    - print ( "" ) - next i -
    - sync ( ) -loop -
    -function UpdateScore ( values ref as integer [ ] [ ] ) - for i = 1 to values.length - for j = 1 to values [ i ].length - values [ i, j ] = values [ i, j ] + 1 - next j - next i -endfunction -

    The UpdateScore function has two sets of brackets for the parameter, meaning it expects a 2 dimensional array to be passed into it. If three sets of brackets were to be used then a 3 dimensional array would need to be passed into the function.

                   


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    Conclusion

    By now you should have a reasonable idea of what arrays are and how they can be used. In a follow up guide more details will be provided on arrays including a different method of declaring them and some extra functionality that has not been covered just yet.



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    Assignments and Expressions

    Beginner Level Tutorial

    What you will learn

    This guide explains about assigning data to variables and what kind of expressions can be used.



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    Assigning default values to variables

    When declaring a variable in most cases you will provide it with an initial value. This is known as assigning the variable a value, as shown in the following lines.

    playerLives as integer = 10
    -playerScore as integer = 0
    -

    playerLives is assigned a value of 10, whereas playerScore is assigned a value of 0.

    Later on in your program you can assign these variables other values. These could be literal values or the values contained in other variables. However, at the point of declaration if you choose to assign a default value to a variable it must be a literal value (or a constant which we'll examine another time). You cannot, for example, attempt to set the default value of a variable to that of another variable. If the previous code listing was changed so that playerScores was assigned the value of playerLives then the program will fail to compile.

    playerLives as integer = 10
    -playerScore as integer = playerLives
    -

    When an error is detected in a program a message will appear in the Compiler tab of the Message Window explaining what the problem is, which in this case is that the variable default value for playerScore must be a literal or constant. Therefore in this instance to correct the error simply change the code so that playerScore is assigned a literal value such as 0.

    As both variables have been declared as integers then an error would also be detected upon compilation if you attempted to assign these variables non integer values. For example this code listing will fail.

    playerLives as integer = 10.12
    -playerScore as integer = "hello"
    -
                   


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    Assigning values to variables

    The value of a variable can be assigned to another variable after it has been declared, as shown in this example.

    defaultPlayerLives as integer = 10
    -playerLives as integer = 0
    -playerScore as integer = 0
    -
    -playerLives = defaultPlayerLives -
    -do - print ( defaultPlayerLives ) - print ( playerLives ) - print ( playerScore ) -
    - sync ( ) -loop -

    The first three lines declare and assign default values to the variables. The next line takes the value of defaultPlayerLives and assigns it to the variable playerLives.

    playerLives = defaultPlayerLives
    -

    Which means at this point playerLives has been assigned a value of 10. When you run the program you will see 10, 10 and 0 displayed on screen.

    image-1
                   


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    Expressions

    If a game has a score and that value was stored in the variable playerScore, at some point we'll need to update that score. It could be that if we're playing a space shooter game and the player fires a missile and blows up an asteroid we want to give them 10 points. If they destroy an alien we might award them 20 points. We might also need to be keeping track of how much time remains for the current level, whether the player is running out of fuel or perhaps they are using the boost packs and need to speed up. This is where expressions come in. They allow us to take our data and perform a calculation with it.

    An expression is built up using operators and operands. The most basic operators allow you to perform addition, subtraction, multiplication and division. The operands refer to the data we're acting on.

    Let's take the example of a score. If you wanted to take the current value of the score and add 10 to it then here's what you would do.

    playerScore = playerScore + 10
    -

    To reduce the score by 10 it's simply a matter of using the subtraction operator.

    playerScore = playerScore - 10
    -

    When this is broken down what it is effectively doing is saying to take the result of the expression on the right side of the equals operator and assign this to the variable on the left.

    The mathematical operators can be combined together to create more complex expressions as shown here.

    playerScore = 50 - playerScore + 10 / 2 * 4 + playerLives
    -

    Whilst this particular line doesn't really make much sense in the context of the player's score it should at least give you an idea of how expressions can be constructed.

                   


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    Expression order

    The order in which the expression is calculated is determined by the operator precedence.

    • Brackets e.g. ( and )
    • Exponents e.g. 2 ^ 2
    • Division e.g. 4 / 2
    • Multiplication e.g. 4 * 2
    • Addition e.g. 4 + 2
    • Subtraction e.g. 4 - 2

    This example demonstrates the operator precedence taking affect in two expressions.

    valueA as integer = 0
    -valueB as integer = 0
    -
    -valueA = 2 + 10 / 2 -valueB = ( 2 + 10 ) / 2 -
    -do - print ( valueA ) - print ( valueB ) -
    - sync ( ) -loop -

    In the case of valueA the expression being assigned to it has the division calculated first, so 10 / 2 = 5, which is then added to 2 and assigned to valueA. Therefore this variable has a value of 7.

    image-1

    valueB has used brackets to force the addition to be calculated first. In this instance the result of 2 + 10 = 12 is divided by 2 giving the variable a value of 6.

                   


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    Expressions with commands

    Expressions can also be used to construct parameters for commands, as shown in this example.

    valueA as integer = 0
    -valueB as integer = 0
    -
    -valueA = 2 * 20 -valueB = 3 + 5 * 8 -
    -do - print ( valueA ) - print ( valueB ) - print ( valueA + valueB ) -
    - sync ( ) -loop -

    The variables valueA and valueB get declared and given initial values of 0. Following on from this valueA has been assigned the result of the expression 2 * 20, which is 40. The variable valueB is assigned the result of the expression 3 + 5 * 8. Remember that the operator order takes precedence here, with the multiplication operator taking higher precedence than the addition operator, therefore the multiplication part of the expression takes place first, leaving the expression 3 + 40, therefore the variable valueB gets assigned the value of 43.

    image-1

    The code within the do loop of the program makes three calls to the print command. The first call displays the contents of valueA. The second call shows the value of valueB. The third and final call to the print command demonstrates how you can use an expression to construct the parameter that this command requires. The expression adds the values of valueA and valueB together, which ends up being 83.

                   


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    Experimenting with expressions

    This example program demonstrates how expressions can be used to control properties of 4 rectangles that get displayed on screen.

    x as float = 30.0
    -y as float = 40.0
    -z as float = 0.01
    -angle as float = 0.0
    -red as integer = 0
    -green as integer = 0
    -blue as integer = 0
    -
    -CreateImageColor ( 1, 255, 255, 255, 255 ) -CreateSprite ( 1, 1 ) -SetSpriteSize ( 1, 10, 10 ) -
    -CreateSprite ( 2, 1 ) -SetSpriteSize ( 2, 5, 5 ) -
    -CreateSprite ( 3, 1 ) -SetSpriteSize ( 3, 6, 6 ) -
    -CreateSprite ( 4, 1 ) -SetSpriteSize ( 4, 7, 7 ) -
    -do - x = x + cos ( angle ) / 2.0 - y = y + sin ( angle ) / 2.0 - z = z * 1.005 - angle = angle + 1.5 - red = 400 * x / 100 - green = 200 * y / 100 - blue = 100 * x + 50 / 100 -
    - SetSpriteColor ( 1, red, green, blue, 255 ) - SetSpriteColor ( 2, green, red, blue, 255 ) - SetSpriteColor ( 3, blue, green, red, 255 ) - SetSpriteColor ( 4, blue, red, green, 255 ) -
    - SetSpritePosition ( 1, x, y ) - SetSpriteAngle ( 1, angle ) -
    - SetSpritePosition ( 2, 2 / ( x / 100 ), 50 * ( y / 100 ) ) - SetSpriteAngle ( 2, angle ) -
    - SetSpritePosition ( 3, x + 10, 25 * ( y / 100 ) ) - SetSpriteAngle ( 3, angle * 3 ) -
    - SetSpritePosition ( 4, x * 1.25, y * z ) - SetSpriteAngle ( 4, angle * z ) -
    - sync ( ) -loop -

    What we end up with our 4 rectangles moving around the screen.

    image-1

    It's not vital that you understand every aspect of what's happening here. The key point is to get an understanding of how calculations can be made by using expressions to control the outcome of our program. Here's a very broad overview of what is happening.

    • A group of variables are declared at the start of the program. These will later be used to control properties of our on screen rectangles.
    • A white image is constructed that will be used by our rectangles. This is achieved by calling the command CreateImageColor.
    • 4 sprites to represent the rectangles are created using the white image and are then given a specified size. Each sprite is created by calling the command CreateSprite. The size of the sprite is controlled by SetSpriteSize.
    • Inside the do loop is where all the action takes place. Expressions are used to assign values to our variables. These variables are then used to control the properties of our rectangles on screen by calling the commands SetSpriteColor, SetSpritePosition and SetSpriteAngle. Notice how expressions are being used when assigning values to our variables, they are also being used when building up information to be passed into the commands, such as in the calls to SetSpritePosition.

    The aim at this point is to demonstrate what kind of results can be achieved when using simple expressions within your code, so don't be too concerned about not understanding everything that is taking place. As you progress through learning about AppGameKit Studio you will gain a far better understanding of all the components that come together to form a program.

                   


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    Conclusion

    Assignments and expressions are a key part of any program. Learning the very basics of these elements will provide you with a good foundation as you move forward.



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    Creating your first project

    Beginner Level Tutorial

    What you will learn

    This guide will take you through the process of creating your first project within AppGameKit.

    • Creating a new AppGameKit project
    • Using Instructions and Commands
    • Displaying text on screen

    Contents



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    Launching the IDE

    Here's what you will see when opening AppGameKit for the first time.

    image-1

    The editor or IDE (Integrated Development Environment) is used to write your programs. It is comprised of several parts.

    • File menu
    • Toolbar
    • Sidebar
    • Message window
    image-1

    For now we're just going to focus on what is needed for creating your first project, and as we move through the process you will get a better understanding of how the IDE works. The aim of the project is to simply print some text on screen.

                   


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    Creating a project

    A project is a container for the source code that will be used to make your project. To create a project go to the File menu and select New Project.

    image-1

    A dialog box will appear prompting you for the Name and Base Path of the project. Give your project a name e.g. "MyFirstAGKProject" and select a location where it and any files it requires will be stored. The default location for the project will be your "My Documents" folder on Windows e,g. C:\Users\Your Name\Documents. On the Mac it may be Users/Your Name/Documents. It's a good idea to use the default locations, as they are easily accessible. When you have filled in the dialog with the Name and Base Path press the Create button to confirm your options and let the IDE generate the project files.

    image-1

    When the project is created, by default a file is made called main.agc. This will be the starting point for your application. This file will be listed in the Sidebar under the Project tab. Double click on it to open the file and see its contents in the main editing area.

    image-1
                   


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    Default code

    AppGameKit will automatically provide you with a basic program that can be used as a starting point for your project. Here's what it looks like.

    // Project: First project 
    -// Created: 2017-01-10
    -// show all errors
    -SetErrorMode(2)
    -// set window properties
    -SetWindowTitle( "First project" )
    -SetWindowSize( 1024, 768, 0 )
    -// set display properties
    -SetVirtualResolution( 1024, 768 )
    -SetOrientationAllowed( 1, 1, 1, 1 )
    -SetSyncRate( 30, 0 ) // 30fps instead of 60 to save battery
    -UseNewDefaultFonts( 1 ) // since version 2.0.20 we can use nicer default fonts
    -do
    -    Print( ScreenFPS() )
    -    Sync()
    -loop
    -

    For our project this code isn't required, so select it all and delete it, leaving you with an empty source file. To remove the code either click and drag to select all of the code, then hit the delete key. Alternatively press ctrl + a on Windows or cmd + a on the Mac to select everything, then press the delete key.

                   


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    Adding your own code

    For now let's try and display something on screen by adding a line of code.

    print ( "hello world" )
    -

    Here's how the code will look in the editor.

    image-1

    This code calls a command named print and passes in the string "hello world" as a parameter. It is a command that is used to display text on screen. Try running this program - you will see a window appear on screen and immediately close, returning you back to the IDE. The reason why this happens is that your program only contains one line of instructions. Once that particular instruction has been executed there's nothing left for the program to do, therefore it finishes execution and terminates itself. We can correct this by adding in a loop, that can be used to continually cycle through a series of commands within it. Let's take a look at how our previous code can be modified to continually loop around.

    do
    -	print ( "hello world" )
    -loop
    -

    Two extra lines have been added to our program, specifically "do" and "loop". This effectively tells the program that any instructions contained within this block should continually loop around, until such time that the program tells it not to.

    Prior to running this program one extra step remains. We need to call another command that tells AppGameKit to update the contents of the screen. This is called the "sync" command and should be called whenever you want to update or refresh the screen. The additional command can be added into our program within the do loop.

    do
    -	print ( "hello world" )
    -	sync ( )
    -loop
    -

    The end result is that our program will continually execute the print and sync calls in sequence as fast as it possibly can, giving us something to see on screen. Let's run the program.

    image-1

    Now it's working exactly as we want it to - we can see our text on screen and terminate the application by closing the window.

    Try replacing the text "hello world" with something of your own and run the program again.

                   


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    Formatting the code

    The program that we have created can be written in any number of ways. All of these programs listed below perform exactly the same function as our own program.

    do
    -print ( "hello world" )
    -sync ( )
    -loop
    -
    do
    -print("hello world")
    -sync()
    -loop
    -
             DO
    -		PRINT    (  "hello world")
    -		
    -		
    -  SYNC()
    - LOOP
    -

    The syntax of AppGameKit and its commands are not case sensitive, therefore you can call the command print as PRINT, prINT or Print. Spacing is also not important, which is why you can have spaces before and after brackets. However, you can't have spaces inbetween commands e.g. print cannot be called pri nt. Adding multiple blank lines between commands is also perfectly fine.

    You are offered a lot of flexibility when it comes to formatting your code and you can lay things out as you see fit. Although it's not so critical when you're starting out, imagine what it might be like if you have a large program containing thousands of lines of code. Think about how you would want to manage that. Being consistent with spacing and making the code easy to read will help you in the long term.

                   


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    Conclusion

    Congratulations on making your first program within AppGameKit. Admittedly it's simple, but it's a start and gives you a glimpse into AppGameKit and a better understanding of the basics. As you learn more about AppGameKit you will discover it's essentially a lot of building blocks, adding in more instructions to create more complex and large projects.



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    Quiz

    Test your knowledge by answering a few questions.

    Navigation



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    Device Resolutions

    When developing an app it is important to understand the devices you are targeting, as this will impact the way your app is developed. Consideration must be given to supporting portrait, landscape or both orientations and how your app will look on different devices.

    First of all you need to determine whether you are more comfortable dealing with virtual resolutions or the percentage system. Using a virtual resolution can complicate matters and for users getting started it's probably easier to deal with the percentage system. To enable this call the command SetDisplayAspect at the start of your program, passing in the aspect ratio of the device -

    width#  = GetDeviceWidth ( )
    -height# = GetDeviceHeight ( )
    -aspect# = width# / height#
    -SetDisplayAspect ( aspect# )
    -

    An alternative approach that achieves the same objective is -

    SetDisplayAspect ( ( GetDeviceWidth ( ) + 0.0 ) / ( GetDeviceHeight ( ) + 0.0 ) )
    -

    Adding 0.0 to the values returned by GetDevideWidth and GetDeviceHeight results in the division dealing with floating point values, meaning you don't need to declare extra variables and convert integers to floats.

    Calling SetDisplayAspect as shown above will ensure you app covers the full screen of the device. Try some tests by displaying sprites or text at different areas of the screen to see how this works.

    Ideally test your app on your development device and use SetWindowSize to see how it looks and if necessary make any alterations for particular aspect ratios. In some cases your monitor may not support the resolution of the target device, in which case you can simply lower the resolution while maintaining the aspect ratio to determine how your app will look. For example the iPhone X has a portrait resolution of 1125 x 2436. You could divide both values by 2 to give a test resolution of 562 x 1218, thus allowing you to see how your app might look on this particular device.

    The resolution of devices can vary greatly. Here's a few examples of iOS devices -

    • iPhone XS Max 1242 x 2688
    • iPhone X 1125 x 2436
    • iPhone 8 Plus 1080 x 1920
    • iPhone 8 750 x 1334
    • iPad Pro 12.9-inch 2048 x 2732
    • iPad Pro 10.5-inch 2224 x 1668
    • iPad Air 2 1536 x 2048


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    Facebook

    Intermediate Level Tutorial

    What you will learn

    The Facebook commands provided within AppGameKit provide functionality allowing users of an app to login to Facebook, post information about the app and find friends who are using the app. It's a great way of raising awareness of an app. Please note that this functionality is aimed at iOS and Android users.

    Creating an app on Facebook

    There's a few prerequisites for dealing with Facebook.

    • Application listing on relevant app stores
    • Facebook account
    • Facebook application

    If your app is being deployed on iOS then you must register your app on iTunes Connect. If you app is being deployed on Android then your app must be registered on the Play Store. The reason for this is that Facebook needs to know information about the application it's connecting to, for example, the package name of your app when deploying to Android. This guide assumes you are familiar with the process of setting up an app for these platforms.

    If you don't already have a Facebook account then you will need to register here; https://facebook.com/

    The final stage before getting into any programming, is to create an application listing on Facebook, which will be used as a way of connecting your AppGameKit Studio app to Facebook. To get started with this visit the Facebook for developers page (https://developers.facebook.com/). Once logged in look at the top right of the screen where you will see a drop down menu showing "My Apps". Select this and click on "Add New App". After doing this you will be asked to provide some information, such as the name of the app, a contact email address and what category the app comes under. When you have filled in the form click the "Create App ID" button, which will take you to another page. There's a great deal of settings that can be configured at this stage, for now the most important part is to to handle the Facebook login. To set this up click on "Add Products" on the left panel and then select "Facebook Login", then select "Quickstart" and choose the first platform you want to deal with e.g. Android. You can add other platforms later. Once you add a platform you will be asked to go through these steps.

    • Download the Facebook SDK for Android - continue past this step
    • Import the Facebook SDK - continue past this step
    • Tell us about Your Android Project - add the required information
    • Add Your Development and Release Key Hashes - follow the instructions to generate key hashes from your signing certificates
    • Enable Single Sign On for Your App - if you're already logged into Facebook on your device, then enabling this will allow you to login automatically
    • Add Your Facebook App ID - ignore this step
    • Include FacebookActivity in your AndroidManifest.xml - ignore this step
    • Enable Chrome Custom Tabs - not necessary
    • Log App Events - continue past this step
    • Add the Facebook Login Button - continue past this step
    • Register a Callback - ignore
    • Check Login Status - not necessary
    • Next Steps - finished

    Much of the steps are not required as AppGameKit takes care of it. The key points are the information about your app and the key hashes from your certificates.

    When an application listing has been made make a note of your App ID from the Dashboard, as AppGameKit will require this so that it can connect to the application.

    Logging into Facebook

    For an app to login to Facebook it needs to perform the following.

    • Call FacebookSetup, passing in the app ID.
    • Check the user's device has an internet connection by calling GetInternetState.
    • Call FacebookLogin.
    • Confirm that the user is logged in by checking the return value of GetFacebookLoggedIn.

    Prior to attempting to login to Facebook it's a good idea to first of all determine if the user has a viable internet connection. This can be handled by calling the command GetInternetState. If this returns a value of 1 then you can attempt to login to Facebook.

    When FacebookLogin is called the user will be presented with a Facebook login dialog, that provides the user with the name of the Facebook app they are logging into. At this point the user enters their details and continues.

    The login process isn't going to happen instantaneously, it may take several seconds before knowing whether the login has failed or succeeded, so the login code needs to handle this. Here's an example of how it might work.

    FacebookSetup ( "358083327620324" )
    -loggedIn = Login ( )
    -do
    -        print ( loggedIn )
    -        
    -        sync ( )
    -loop
    -function Login ( )
    -        if GetInternetState ( ) = 0
    -                exitfunction 0
    -        endif
    -        
    -        FacebookLogin ( )
    -        
    -        do
    -                loggedIn = GetFacebookLoggedIn ( )
    -                
    -                select loggedIn
    -                        case 0:
    -                                print ( "waiting to login..." )
    -                        endcase
    -                        
    -                        case 1:
    -                                print ( "logged in" )
    -                                exitfunction 1
    -                        endcase
    -                        
    -                        case -1:
    -                                print ( "an error has occurred" )
    -                                exitfunction -1
    -                        endcase
    -                endselect
    -                
    -                sync ( )
    -        loop
    -endfunction 0
    -

    The program begins by calling FacebookSetup and passing in the App ID from the application listing on Facebook. This is followed by a call to the function Login.

    • A check is made to see if an internet connection is available by calling GetInternetState. If a connection is available a value of 1 will be returned, otherwise the command returns 0, in which case exitfunction is used to immediately return out of the function with a value of 0.
    • The next step is a call to FacebookLogin.
    • Given that GetFacebookLoggedIn may take a few seconds to determine whether the user is logged in a do loop is used that continually checks the return value of this command.
    • A select is used to look at the return value for GetFacebookLoggedIn. A value of 0 means the the user is still waiting to login, whereas a value of 1 indicates the login was successful and -1 means there's some kind of problem resulting in the user being unable to login.
    • When the function is complete its return value is passed to the caller, with the result stored inside the loggedIn variable, that gets displayed on screen letting us know the result of the login.
    • Given that this function may take several seconds to complete it would be a good idea to provide some information on screen for the user letting them know that the program is waiting to login to Facebook. As an extra precaution the function could be modified so that the Facebook login was given a set amount of time to complete, for example, 60 seconds. If the return value from GetFacebookLoggedIn was still 0 at this point then you could exit out of the function assuming the login had failed.

    Posting information to the user's wall

    Once a user has been logged into Facebook you can post information to their wall / page. The command to do this is called FacebookPostOnMyWall. When it is called in your program the command will display a dialog on screen, prompting the user to post the message to their Facebook page. It takes the following parameters.

    • link - link to a webpage
    • picture - a picture that can be displayed on the post
    • name - a name given to the post
    • caption - a caption if required
    • description - a description of the post

    This command is a great way to help promote your app. It could be used, for example, when a player reaches a certain score in a game, or perhaps when a player meets certain targets. Here's an example of how it can be used in the previous program, after a login attempt.

    if loggedIn = 1
    -        link$ = "www.game-guru.com"
    -        image$ = "https://www.thegamecreators.com/images/banners/gameguru-tgc-banner.jpg"
    -        name$ = "Game Guru"
    -        caption$ = "Check out Game Guru"
    -        description$ = "Create, play and share fun games on your PC with absolutely no technical knowledge needed!"
    -        
    -        FacebookPostOnMyWall ( link$, image$, name$, caption$, description$ )
    -endif
    -

    Finding friends

    A few commands are provided that allow you to obtain a list of friends who are also playing your app. Through the use of these commands it would be possible to create something like a high score table, showing a list of your friends and how successful they are at the game. It's also possible to post a message on a friends wall instead of your own.

    Once logged into Facebook the command FacebookGetFriends can be called to retrieve a list of your friends who have your app. Like the login command this will not necessarily complete immediately, so it may be that your app has to wait several seconds before the information is available. After calling FacebookGetFriends the command FacebookGetFriendsState is used to determine whether the information has been obtained or if there is a problem. Once the list has downloaded you can get information such as a user's name and also download their profile picture.

    Getting a list of friends could be handled with this function.

    function GetFriends ( )
    -        FacebookGetFriends ( )
    -        
    -        do
    -                friends = FacebookGetFriendsState ( )
    -                
    -                select friends
    -                        case 0:
    -                                print ( "waiting to download friends list..." )
    -                        endcase
    -                        
    -                        case 1:
    -                                print ( "obtained information" )
    -                                exitfunction 1
    -                        endcase
    -                        
    -                        case -1:
    -                                print ( "an error has occurred" )
    -                                exitfunction -1
    -                        endcase
    -                endselect
    -                
    -                sync ( )
    -        loop
    -endfunction
    -

    It's similar to the login process in that it may take several seconds before the information has been passed from Facebook to the app, so again at this stage it would be useful to display information on screen letting the user know what is happening, and also consider a timeout event to ensure the function does not remain here continually waiting to obtain a list of friends.

    Once a list of friends has been downloaded you can find out how many people are in it by calling FacebookGetFriendsCount. From there you can obtain the name of a friend in that list by calling FacebookGetFriendsName and their ID with FacebookGetFriendsID as shown in this function.

    function ShowFriends ( )
    -        do
    -                for i = 0 to FacebookGetFriendsCount ( )
    -                        print ( FacebookGetFriendsName ( i ) )
    -                        print ( FacebookGetFriendsID ( i ) )
    -                next i
    -                
    -                sync ( )
    -        loop
    -endfunction
    -

    Posting information to a friends wall

    This is similar to posting information onto the user's wall, except the command is called FacebookPostOnFriendsWall, which takes an extra parameter at the start, letting you control which friends wall you want to post to. Here's a function that shows how you could post onto a friends wall.

    function PostToFriendsWall ( index as integer )
    -        link$ = "www.game-guru.com"
    -        image$ = "https://www.thegamecreators.com/images/banners/gameguru-tgc-banner.jpg"
    -        name$ = "Game Guru"
    -        caption$ = "Check out Game Guru"
    -        description$ = "Create, play and share fun games on your PC with absolutely no technical knowledge needed!"
    -        
    -        FacebookPostOnFriendsWall ( FacebookGetFriendsID ( index ), link$, image$, name$, caption$, description$ )
    -endfunction
    -

    Bringing it all together

    To conclude this guide a small program has been created that does the following.

    • Attempts to login to Facebook
    • Retrieves a list of friends
    • Downloads the profile picture for each friend and attaches this to a sprite
    • Displays a list of names and pictures on screen
    • When the user taps on a picture a message will be posted to that users wall
    // a type to store information about facebook friends
    -type friendType
    -        ID as string
    -        name as string
    -        photo as string
    -        image as integer
    -        sprite as integer
    -endtype
    -// array to store friends
    -friends as friendType [ 1 ]
    -// current state
    -state as integer = 1
    -// index for current friend
    -currentFriend as integer = 0
    -// switch to new fonts
    -UseNewDefaultFonts ( 1 )
    -// set up facebook
    -FacebookSetup ( "358083327620324" )
    -// our main loop
    -do
    -        // take action dependent on the state
    -        select state
    -                case 1:
    -                        // login to facebook
    -                        if GetInternetState ( ) = 1
    -                                print ( "attempting to login to facebook..." )
    -                                FacebookLogin ( )
    -                                state = 2
    -                        else
    -                                state = 8
    -                        endif
    -                endcase
    -                
    -                case 2:
    -                        // wait for login and then get list of friends
    -                        print ( "waiting to login to facebook..." )
    -                        
    -                        if GetFacebookLoggedIn ( ) = 1
    -                                FacebookGetFriends ( )
    -                                state = 3
    -                        endif
    -                endcase
    -                
    -                case 3:
    -                        // get list of friends
    -                        print ( "waiting to get list of friends..." )
    -                        
    -                        if FacebookGetFriendsState ( ) = 1
    -                                if FacebookGetFriendsCount ( ) >= 1
    -                                        state = 4
    -                                else
    -                                        state = 8
    -                                endif
    -                        endif
    -                endcase
    -                
    -                case 4:
    -                        // download photo for friend
    -                        FacebookDownloadFriendsPhoto ( currentFriend )
    -                        state = 5
    -                endcase
    -                
    -                case 5:
    -                        // check download state
    -                        download = GetFacebookDownloadState ( )
    -                        
    -                        // still downloading, or downloading or failed
    -                        if download = 1
    -                                print ( "downloading photo for friend" )
    -                        elseif download = 2
    -                                // store information about this friend in our array
    -                                friends [ currentFriend ].ID = FacebookGetFriendsID ( currentFriend )
    -                                friends [ currentFriend ].name = FacebookGetFriendsName ( currentFriend )
    -                                friends [ currentFriend ].photo = GetFacebookDownloadFile ( )
    -                                friends [ currentFriend ].image = LoadImage ( friends [ currentFriend ].photo )
    -                                friends [ currentFriend ].sprite = CreateSprite ( friends [ currentFriend ].image )
    -                                
    -                                SetSpriteSize ( friends [ currentFriend ].sprite, 20, 10 )
    -                                
    -                                // either download information about the next friend or move on
    -                                if currentFriend < FacebookGetFriendsCount ( )
    -                                        friends.length = friends.length + 1
    -                                        currentFriend = currentFriend + 1
    -                                        state = 4 
    -                                else
    -                                        state = 6
    -                                endif
    -                        else
    -                                state = 8
    -                        endif
    -                endcase
    -                
    -                case 6:
    -                        // position photos of friends on screen to the right
    -                        y = 0
    -                        
    -                        for i = 0 to friends.length
    -                                SetSpritePosition ( friends [ currentFriend ].sprite, 80, y )
    -                                y = y + 10
    -                        next i
    -                        
    -                        state = 7
    -                endcase
    -                
    -                case 7:
    -                        // post on wall
    -                        
    -                        // print out friends names
    -                        for i = 0 to friends.length
    -                                print ( friends [ i ].name )
    -                        next i
    -                        
    -                        // deal with any input
    -                        if GetPointerPressed ( ) = 1
    -                                x = GetPointerX ( )
    -                                y = GetPointerY ( )
    -                                
    -                                for i = 0 to friends.length
    -                                        if GetSpriteHitTest ( friends [ currentFriend ].sprite, x, y ) = 1
    -                                                
    -                                                link$ = "www.game-guru.com"
    -                                                image$ = "https://www.thegamecreators.com/images/banners/gameguru-tgc-banner.jpg"
    -                                                name$ = "Game Guru"
    -                                                caption$ = "Check out Game Guru"
    -                                                description$ = "Create, play and share fun games on your PC with absolutely no technical knowledge needed!"
    -                                                
    -        
    -                                                // to post this information on a friends wall
    -                                                FacebookPostOnFriendsWall ( friends [ currentFriend ].ID, link$, image$, name$, caption$, description$ )
    -                                        endif
    -                                next i
    -                        endif
    -                endcase
    -                
    -                case 8:
    -                        // no friends using the app or some kind of problem getting information
    -                endcase
    -        endselect
    -        
    -        sync ( )
    -loop
    -


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    Facebook Setup

    To use the Facebook commands provided by AppGameKit Studio you must setup and app with Facebook which will give you an AppID you can use in AppGameKit Studio. To create a Facebook app you must first become a Facebook Developer, to do this log in to your Facebook account then visit https://developers.facebook.com and choose "Register Now". Once you have varified your account return to the main Facebook site and on the left menu you should now see a develoepr section like this

    From here you can create and manage your Facebook apps. Once you have created an app, find the "edit settings" button and you should see a page that looks like this

    The App ID at the top is the one you need to use in AppGameKit Studio, you do not need the App Secret.

    When you first open this page all of the sections will be unchecked, to be compatible with AppGameKit Studio on iOS and Android the sections above must be filled in.

    The section "Website with Facebook Login" allows you to post URLs with the AppGameKit Studio command FacebookPostToFriendsWall, all such URLs must start with the domain you provide in this box.

    You will also need to enter a contact email

    Note that the AppGameKit Studio Facebook commands using your App ID will not work properly in the AppGameKit Studio Player as the bundle ID and package name will not match those help by Facebook. You should compile your own app in XCode or Eclipse (or use our http://developer.thegamecreators.com/android/create_apk.php online APK service) to get an app that can properly communicate with Facebook.

    Android

    For Android there are a couple of fields that are not obvious, the Class Name field should just be your package name followed by NativeActivity as shown. The Key Hashes field requires you to generate a hash from the keystore file used to sign the app. You will usually have two keystores, one is the debug keystore used by Eclipse when you are testing your app, its key hash will be the same for everyone and is shown above. The other will be your release keystore that you use to submit the app to the Google Play store. To generate a key hash for it you can follow these steps:

    • Download openssl from http://code.google.com/p/openssl-for-windows/downloads/detail?name=openssl-0.9.8k_WIN32.zip (If you have a 64 bit machine you must download openssl-0.9.8e X64 not the latest version)
    • Extract it. create a folder- OpenSSL in C:/ and copy the extracted code here
    • Install the JDK 1.6 or above if you haven't done so already (it is also required for Eclipse)
    • Place your release keystore file in an easily typed path
    • Locate the keytool.exe program in the JDK, i.e. Java\jdk1.6.0_21\bin\keytool.exe
    • Use the command line to browse to this location an run the following command, replacing MyAliasName with the alias used to create it (this is "mykeystore" if generated via our website)
      keytool -exportcert -alias MyAliasName -keystore "C:\PathToKeystore\release.keystore" | "C:\OpenSSL\bin\openssl" sha1 -binary |"C:\OpenSSL\bin\openssl" base64
    • It will ask for your keystore password
    • That's all, you will get a key-hash that you can copy into the Facebook app settings page.

    Icons

    Next you should add some icons so that when people log in to your Facebook app it has a familiar icon on it, to do this find the "App Details" tab on the left side of the app settings page. IT should look something like this

    The only fields you need to fill in on this page are the 16x16 icon and the 75x75 icon. The rest can be left blank, and there is no need to submit the page for approval.



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    Functions and variable scope

    Beginner Level Tutorial

    What you will learn

    This guide explains what commands are, deals with functions, variable scope and branching. It's important to understand these elements so that you can write effective programs and control their flow.



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    Commands

    If you have been following through the previous guides you will already be familiar with commands such as print and sync. These commands are built into AppGameKit Studio, providing you with numerous options to deal with all kinds of situations, such as playing music, drawing something on screen, responding to input, saving data to files and much more.

    As you continue learning about AppGameKit Studio you will discover many more commands. Over time you will get a better understanding of which built in commands to use, so that you can create the functionality you require. For now though the aim is to explain a little bit more about how the syntax for some of these commands work. Let's begin with the sync command.

    sync ( )
    -

    This line of code contains three parts - the name of the command, an opening bracket and a closing bracket. This lets AppGameKit Studio know that we want to call the sync command in our program. When this happens AppGameKit Studio will internally handle updating the contents of the screen. Once it has finished it comes back to our program and moves onto the next line.

    All commands need to have an opening and closing bracket, although some need extra information to be placed within these brackets. These are known as parameters and are used as a way to pass data to the commands. The sync command has no parameters, so it just requires an open and closing bracket when being used. An example of a command that uses parameters is the print command. This command takes in one parameter, which can either be a float, an integer or a string.

    print ( 1.23 )
    -print ( 1 )
    -print ( "hello" )
    -

    Some commands need more than one parameter. When this happens parameters are separated by a comma. As an example we'll look at a command called SetSyncRate. This command controls how fast the program runs. It has two parameters, one to control the desired frame rate and the second to control how it does this. For now it's not essential to go into too much detail, all we're interested in is seeing the syntax for commands when dealing with multiple paramters.

    SetSyncRate ( 60, 0 )
    -SetSyncRate ( 30, 1 )
    -

    The data being passed into these commands as parameters can be constructed using literal values as shown in the examples, or using expressions.

    The kind of data being passed into commands as parameters is governed by the definition of the command. The SetSyncRate command requires two integer parameters, therefore attempting to pass in a string or floating point value would fail, along with only attempting to pass in one parameter.

    Some commands may also return a value. This is useful in situations where the command needs to act on its parameters and provide some back to the caller. One such command is called GetDeviceWidth. It takes no parameters and returns a value, letting the program know the width in pixels of the device the program is running on. Here's how it can be called.

    deviceWidth = GetDeviceWidth ( )
    -

    The return value from the command is saved in the variable deviceWidth.

    Just like with parameters it's important to consider what kind of data is being returned because some commands will return integers, whereas others will return strings or floating point values.

    Information explaining how all of the internal commands operate is provided within other areas of the documentation. It's not too important to understand everything right now. The main point is to get an idea of how commands work in general.

                   


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    Introduction to functions

    Functions follow the same set of rules as commands, except unlike commands it's your responsibility to define the behaviour of the function. Functions are used as way of isolating a specific block of code to perform certain tasks. They are an incredibly useful component within AppGameKit Studio and can be used to organise your code in a neat, effective and reusable manner.

    A typical program will have many functions all contributing to the outcome. It could be some of these functions are responsible for creating enemies in a level, or perhaps they are used to load data that defines how the level should look, or they may be responsible for handling how the player responds to input.

    This simple example shows what a function looks like and how it can be used within a program.

    do
    -	myFunction ( )
    -	
    - sync ( ) -loop -
    -function myFunction ( ) - print ( "inside a function" ) -endfunction -

    The code within the do loop contains a call to myFunction and sync. The functionality for the sync command is handled internally by AppGameKit. myFunction is not a command within AppGameKit, so it needs to be declared within our program. To do this we need to declare our function outside of a loop and also provide information about what parameters it requires and if it returns any data to the caller. This process is handled by the function keyword. As you can see in the code listing the function keyword is followed by a name. This can be whatever you want as long as it does not clash with the name of a command or start with a number or use symbols. This is followed by an opening bracket and then a closing bracket, indicating that this particular function has no parameters. Anything following this is code associated with the function. To declare the end point of the function the keyword endfunction is used.

    When you run this program it displays the string "inside a function" on screen. When myFunction is called the program execution moves within the function, executes any lines within it and then returns back to where it was called from, in this case moving into the call to the sync command.

    Any kind of functionality you require can be added into a function listing. You can use loops, if statements and call other commands and functions.

                   


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    Function parameters

    Functions, just like commands can have parameters associated with them. Here's an example of a function that takes two parameters.

    do
    -	myFunction ( 10, 20 )
    -	
    - sync ( ) -loop -
    -function myFunction ( a as integer, b as integer ) - print ( a * b ) -endfunction -

    The function has been declared using the function keyword and given a name, then within the brackets parameters can be declared. The declarations are the same as when declaring a variable (except no default value is assigned to them - they will get their values from actual function calls). With this particular function we have a and b declared as integers. This means that when this function is called it must be passed two integer parameters. The first parameter's value will be assigned to variable a, while the second parameter's value will be assigned to variable b. These parameters can be used within the function and treated as regular variables, as shown with the call to the print command that multiplies the variables a and b, displaying the result on screen.

    The call to myFunction is made within the do loop, passing in 10 and 20. The value 10 is the first parameter and therefore inside the function a will have a value of 10. The value 20 is the second parameter and therefore inside the function b will have a value of 20.

    By default variables declared within AppGameKit Studio are defined as integers, so the function declaration would still be valid if it was written like this.

    function myFunction ( a, b )
    -	print ( a * b )
    -endfunction
    -

    The next program shows the same function, but this time taking four parameters, with two being integers, one being a floating point value and one a string.

    do
    -	myFunction ( 10, 20, 3.671, "hello function" )
    -	
    - sync ( ) -loop -
    -function myFunction ( a as integer, b as integer, c as float, d as string ) - print ( a * b / c ) - print ( d ) -endfunction -

    The same function could be rewritten using shortcuts to be displayed as.

    function myFunction ( a, b, c#, d$ )
    -	print ( a * b / c# )
    -	print ( d$ )
    -endfunction
    -

    Both functions are exactly the same aside from the way in which they declare the variables. Whichever approach you use is down to personal preference. Some people prefer to be very explicit and use the as keyword to define their data types, while others like to use symbols such as # and $ to highlight the contents of their data.

                   


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    Returning values in functions

    Returning data from a function is a simple process - just place the data to be returned to the caller directly after the endfunction keyword, as shown in this example.

    do
    -	print ( myFunction ( 10, 20 ) )
    -	
    - sync ( ) -loop -
    -function myFunction ( a as integer, b as integer ) - c as integer = 0 - c = a + b -endfunction c -

    The variable c is declared after the keyword endfunction, resulting in the value of c being returned to the caller. The code within the function declares c as an integer and assigns it a default value of 0. The next line performs an expression to add the values of a and b and assign the result to c.

    Inside the do loop, when the print command is called it passes in a function call to myFunction as a parameter. This is valid because when myFunction has run its return value passed as a parameter to the print command.

    Return values can either be a variable, an expression or a literal value, as shown in this example.

    do
    -	print ( myFunctionA ( 10, 20 ) )
    -	print ( myFunctionB ( 10, 20 ) )
    -	print ( myFunctionC ( 10, 20 ) )
    -	print ( myFunctionD ( 10, 20 ) )
    -	
    - sync ( ) -loop -
    -function myFunctionA ( a as integer, b as integer ) - c as integer = 0 - c = a + b -endfunction c -
    -function myFunctionB ( a as integer, b as integer ) - c = a + b -endfunction c -
    -function myFunctionC ( a as integer, b as integer ) -
    -endfunction a + b -
    -function myFunctionD ( a as integer, b as integer ) -
    -endfunction 30 -

    myFunctionA declares a variable c, and assigns it the value of a + b. The value of c is returned once the function has completed.

    myFunctionB declares a variable c, which is not explicitly declared, meaning it is treated as an integer, which is assigned the value of a + b. The value of c is returned once the function has completed.

    myFunctionC has nothing happening inside the function. Instead the return value is calculated directly after the endfunction keyword, where the values of a and b are added together and returned to the caller.

    myFunctionD returns a literal value to the calling function (30).

                   


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    Exiting functions

    There may be occasions where you want to exit out of a function dependent on certain conditions. The keyword exitfunction lets you do this. When used it immediately exits the function resulting in no further instructions beyond being executed. The following program shows it being used.

    do
    -	myFunction ( 10, 20 )
    -	
    - sync ( ) -loop -
    -function myFunction ( a as integer, b as integer ) - print ( a ) - exitfunction - print ( b ) -endfunction -

    The function myFunction takes in two integer parameters (a and b). The code within the function makes a call to the print command passing in the value of a. This is followed by a call to the exitfunction command. The effect of this is such that the next call to print using the parameter b is ignored, as the function immediately exits out upon coming to exitfunction. When this program runs the only thing you will see on screen is the number 10. The call to display the value of b on screen is never executed.

    This kind of functionality to exit out of a function can be useful. Let's look at the program again, but this time with a condition added in.

    do
    -	myFunction ( 10, 20 )
    -	
    - sync ( ) -loop -
    -function myFunction ( a as integer, b as integer ) - if a <= 10 - exitfunction - endif -
    - print ( a ) - print ( b ) -endfunction -

    The function myFunction has an if statement that determines whether the parameter a is less than or equal to 10. If this condition is met exitfunction is used to immediately return out of the function and continue execution from where the function was called. If this condition is not met then the values of a and b are displayed on screen. Given that myFunction is called and supplied with values of 10 and 20 this function will immediately exit. If the first parameter is changed to 11 then the function will display 11 and 20 on screen.

    When you need to exit out of a function that returns a value simply add the return value directly after the call to exitfunction, as shown in this example.

    do
    -	print ( myFunction ( 10, 20 ) )
    -	
    - sync ( ) -loop -
    -function myFunction ( a as integer, b as integer ) - if a <= 10 - exitfunction 1 - endif -endfunction a + b -
    -

    If the value of a within myFunction is less than or equal to 10 the function will immediately exit, returning a value of 1, otherwise the function will return the sum of a and b.

                   


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    Experimenting with functions

    This example highlights how functions can be useful, by taking code to draw a circle and incorporating it into a function, meaning we can pass in whatever we want to the function to draw multiple circles on the screen. Here's the program.

    SetVirtualResolution ( 1024, 768 )
    -
    -CreateImageColor ( 1, 255, 255, 255, 255 ) -CreateSprite ( 1, 1 ) -SetSpriteSize ( 1, 1, 1 ) -
    -x as integer = 0 -
    -do - for y = 1 to 10 - DrawCircle ( 5 * ( y / 1.5 ), x + ( y * 10 ), y * 70, random ( 0, 255 ), random ( 0, 255 ), random ( 0, 255 ) ) - next y -
    - x = x + 5 -
    - if x >= 1024 - x = 0 - endif -
    - sync ( ) -loop -
    -function DrawCircle ( radius as integer, positionX as integer, positionY as integer, red as integer, green as integer, blue as integer ) - for y = -radius to radius - for x = -radius to radius - if x * x + y * y <= radius * radius - SetSpritePosition ( 1, positionX + x, positionY + y ) - SetSpriteColor ( 1, red, green, blue, 255 ) - DrawSprite ( 1 ) - endif - next x - next y -endfunction -

    The program creates 10 circles and displays them on screen. It achieves this by creating the function DrawCircle. This contains some simple code that will position and draw a sprite numerous times to display a filled circle. The useful part about this function is that the parameters being passed in are used to control the properties of the circle that gets drawn on screen. This makes the code very useful as it can be called with different values passed in, allowing us to create different sizes of circles, place them in different positions and have them coloured however we like.

    It wouldn't be so difficult to adjust the program so that the code within the function DrawCircle was placed inside the do loop. However, take a moment to think about the implications of that. What might happen if you needed that code to be used elsewhere in your program? You could always copy and paste the code, adjust the values and reuse it, but this will likely lead to complications. What would happen if you suddenly decided the functionality need to change? You would need to change it in all of the locations where it was used. Had this code been included in a function you would only need to deal altering the code within the actual function.

    Getting into the habit of using functions is very important. Try and consider whether code can be reused and if so think about how it could be contained within a function. By using functions you can also organise your code in a neat way. One function may be responsible for creating enemies in a level, another might handle updating their logic while the game is playing, while another might destroy them when the level is over.

                   


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    Variable scope

    The scope of variables relates to how a variable is seen by a particular block of code. Let's look at an example.

    value as integer = 1
    -
    -do - myFunction ( ) - sync ( ) -loop -
    -function myFunction ( ) - print ( value ) -endfunction -

    At the start of this program the variable value is declared and assigned a value of 1. This is followed by a do loop, that calls our custom function myFunction and the sync command to update the screen. All that myFunction attempts to do is to print the contents of value on screen. This program will not work. Attempting to compile or run it will result in an error, telling you that the variable "value" is used without being defined or initialised within the function. The reason for this is that the variable is only visible to the area where it has been defined, in this case anything before or after the do loop can deal with it. The function declaration is considered another block of code, therefore it doesn't know about the existence of the variable value. Let's examine the program with a few changes.

    value as integer = 1
    -
    -do - print ( value ) - myFunction ( ) - sync ( ) -loop -
    -function myFunction ( ) - value as integer = 2 - print ( value ) -endfunction -

    This time myFunction declares a variable named value inside it, resulting in the code being valid, so it can compile and run, but we have already declared a variable called value outside of this function, so what is happening? Well, the way it works is that the variable declared inside of the function is within the scope of the function, so it's unique to the function. The program treats it as a different variable to the one declared outside of the function. When you run the program the values 1 and 2 will be displayed on screen because these are unrelated variables.

                   


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    Local variables

    Local variables are variable that are isolated or unique to the function where they have been declared. The following program creates three variables named value, all of which are completely indepedent of each other.

    value as integer = 1
    -
    -do - print ( value ) -
    - myFunctionA ( ) - myFunctionB ( ) -
    - sync ( ) -loop -
    -function myFunctionA ( ) - value as integer = 2 - print ( value ) -endfunction -
    -function myFunctionB ( ) - value as integer = 3 - print ( value ) -endfunction -

    The scope of the first variable (that is assigned 1) is related to the block of code after it has been declared. It can be referred to by other code before, within or after the do loop.

    The second variable (assigned 2) is declared within the function named myFunctionA. It is only accessible within this function. It is not known to the code outside of this function.

    The third variable (assigned 3) is also declared within a function, so just like the second variable it's only accessible within the function it has been declared in.

    As shown in this example when a variable is local it can share the same name as another local variable.

                   


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    Global variables

    Global variables can be used when you require a variable to be visible by all of the program. To transform a variable into a global simply add the keyword global prior to its declaration.

    global value as integer = 1
    -
    -do - myFunction ( ) -
    - sync ( ) -loop -
    -function myFunction ( ) - print ( value ) -endfunction -

    Now that the variable value has been declared as global it becomes visible in the function myFunction.

    Globals have their place and can be useful, but at the same time can contribute to making a large program unwieldy, as it can often lead to confusion with one variable being able to be modified in multiple locations throughout a program. It's probably better to pass data around your program where possible by using parameters and return values in functions, which is perhaps an easier way to manage data and keep track of what is happening.

                   


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    Global and local precedence

    If a local variable is declared that has the same name as a global variable, then it will take precedence over the global variable. The program that follows declares a global named value, however, the function myFunction declares a local variable named value and gives it a floating point value. This variable has priority over the global.

    global value as integer = 1
    -
    -do - print ( value ) - myFunction ( ) -
    - sync ( ) -loop -
    -function myFunction ( ) - value as float = 1.2 - print ( value ) -endfunction -

    When you run the program you will see 1 and 1.2 displayed on screen. Due to the local variable taking precedence within the function any attempt to work with value inside myFunction affects the local and not the global.

                   


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    Branching

    There's a number of other options available for controlling the flow of your program alongside functions including gosub and goto. These commands are present for completeness and are not recommended to be used. They date back to the early days of the BASIC language before functions existed.

    Normally, a program executes statements in sequence starting at the top. A branch statement allows you to jump to another part of the program to continue execution. A gosub command will jump to a label and continue from its new location. When the program encounters a return command, the program will jump back to the gosub from where it originally came. Here's an example:

    do
    -	gosub myGosub
    -
    - sync ( ) -loop -
    -myGosub: - print ( "inside the gosub" ) -return -

    This program behaves in a similar way to a function, except there's no parameters or return value. If the return keyword was not used the program would continue to execute any code that is beneath it, in our case nothing, so the program would simply end.

    The goto command is similar in behaviour to a gosub, except this does not remember the location where it came from. The example that follows demonstrate how it's possible to jump around the program.

    partA:
    -do
    -	print ( "inside a do loop and partA" )
    -	goto partB
    -	print ( "this code will never be executed" )
    -loop
    -
    -partB: - print ( "inside partB" ) - sync ( ) - goto partA -

    The commands to branch around the program can be useful, albeit in very limited circumstances. In the main it's advisable to stay away from them and instead control the flow of your program using functions.

                   


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    Conclusion

    There's a lot to take in with functions, parameters, return values, variable scope and branching. Try and spend some time to familiarise yourself with the concepts shown and experiment with the programs in this guide to discover what happens when you change values etc.



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    Android Push Notifications

    Before you begin

    You will need a server capable of running PHP scripts for this example to work

    Note that these notifications will not work on Amazon or Ouya devices

    Push Notifications on Android are handled by the Firebase Cloud Messaging API, You will need to create a Firebase project for your app in the Firebase console here https://console.firebase.google.com

    In the Firebase console project settings you should see a tab labelled "Cloud Messaging". In there should be a field called "Server key", you will need this for the PHP script. You will also need the "SenderID" field also on this page

    Implementation

    Two android projects (interpreter_android_google, and template_android_google) are setup to use Push Notifications, the instructions are the same for both of these projects.

    In your tier 1 code first call SetPushNotificationKeys with your SenderID value like so

    SetPushNotificationKeys( "SenderID", "9102938475" )
    -

    The "SenderID" field is case sensitive and must be exactly as above, the senderID value should be all numbers. After that you can call PushNotificationSetup(). If this returns 0 then this platform does not support push notifications. Otherwise wait for GetPushNotificationToken() to return something other than an empty string, if it returns "Error" then something went wrong. Once you have the token you need to send it to your server, you might also want to send some identifying information like a userID so you know who this token belongs to. The code we use looks something like this

    g_Net_UserID = 01234 // some user ID that your server can use to recognise whos key this is
    -result = PushNotificationSetup()
    -if ( result = 1 )
    -    token = GetPushNotificationToken()
    -    while ( token = "" )
    -        token = GetPushNotificationToken()
    -    endwhile
    -    params$ = "token="+token+"&platform="+getdevicebasename() + "&id=" + str(g_Net_UserID)
    -    SendHTTPRequestASync( conn, "sendToken.php", params$ ) // we do not need the server to return anything so we can ignore getting the response
    -endif
    -

    In this example we also send the output of GetDeviceBaseName so we know which platform this token belongs to, iOS and Android use different methods. The server will need to remember the token and who it belongs to so you can send them push notifications later, be aware that the tokens can be 183 characters or more in the case of Android. The device takes no further action after this, it simply sends off its token and the server decides when to send a notification.

    When you want to send a notification to an Android device use the following PHP script to send a message to a particular device token, replacing the $apiKey field with your API key generated earlier. For example when two users are playing a turn based game and one device notifies your server it has finished its turn, the server can use the user ID to find the token that belongs to the opponent and send them a notification.

    function SendPushNotificationAndroid( $deviceToken, $message )
    -{
    -    // Replace with real SERVER API key from Google APIs
    -    $apiKey = "Server Key From Firebase Console";
    - 
    -    // Set POST variables
    -    $url = 'https://fcm.googleapis.com/fcm/send';
    - 
    -    $fields = array(
    -        'to'   => $deviceToken,
    -        'notification' => array( "body" => $message ),
    -    );
    - 
    -    $headers = array( 
    -       'Authorization: key=' . $apiKey,
    -       'Content-Type: application/json'
    -    );
    -     
    -    // Open connection
    -    $ch = curl_init();
    - 
    -    // Set the url, number of POST vars, POST data
    -    curl_setopt( $ch, CURLOPT_URL, $url );
    -    curl_setopt( $ch, CURLOPT_POST, true );
    -    curl_setopt( $ch, CURLOPT_HTTPHEADER, $headers);
    -    curl_setopt( $ch, CURLOPT_RETURNTRANSFER, true );
    - 
    -    curl_setopt( $ch, CURLOPT_POSTFIELDS, json_encode( $fields ) );
    - 
    -    // Execute post
    -    echo "Sending";
    -    $result = curl_exec($ch);
    - 
    -    // Close connection
    -    curl_close($ch);
    - 
    -    echo "Result: " . $result;
    -}
    -

    Note that Firebase also allows sending of messages directly from the Firebase console, if you only want to use this functionality to send messages to all users of your app then you do not need to worry about the device token or having a PHP server.



    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/guides/push_notifications_ios.htm b/AGK/AGK Help Generator/AGK Txt/guides/push_notifications_ios.htm deleted file mode 100644 index f1c083e2..00000000 --- a/AGK/AGK Help Generator/AGK Txt/guides/push_notifications_ios.htm +++ /dev/null @@ -1,123 +0,0 @@ - - - -iOS Push Notifications - AGK Help - - - - - - - - - - - - - - -

    iOS Push Notifications

    Push Notifications on iOS are handled by the Apple Push Notification Service (APNS), a comprehensive set of instructions can be found here http://www.raywenderlich.com/32960/apple-push-notification-services-in-ios-6-tutorial-part-1 but we will summarise them here.

    Before you begin

    You will need a server capable of running PHP scripts for this example to work

    You will need an iOS device, the simulator won't work, and an Apple developer membership.

    You must know how to create a certificate signing request to request a certificate from Apple, this is the same process used to generate Distribution and Development certificates.

    To simplify the process we will only cover Distribution (including AdHoc) builds, not Development builds.

    Server Setup

    Apple push notifications involve an SSL certificate that is used to sign all notifications, this certificate is part of the App ID setup and must be generated per app. When generating the App ID the "Push Notification" tick box must be ticked, you can also edit an existing App ID to turn it on.

    Once enabled select the App ID and choose Edit (if you are not already there) and scroll down to the push notification section. Click Create Certificate in the Production SSL Certificate box and generate a certificate for it. Download the certificate and place it in a folder that is easy to access via the command line (there is no need to add the certificate to your keychain). In your keychain find the private key that was generated for this certificate, export it, and place it in the same folder.

    For the purposes of this example we will convert the certificate and private key into a PEM file so that our server running PHP can use it to sign notifications. These steps may vary if you are using another language.

    Open a terminal window and browse to the folder containing the certificate and private key. Run the following command to convert the certificate into a PEM file.

    openssl x509 -in downloaded_certificate.cer -inform der -out PushCert.pem
    -

    Now run the following command to convert the private key to PEM. Note that if you type your p12 password incorrectly OpenSSL may still generate a PEM file but it will not contain the private key.

    openssl pkcs12 -nocerts -out PushKey.pem -in exported_private_key.p12
    -

    It will ask you to generate a password for this PEM, you will need to use this in the server code later. Now to combine the two into a single PEM file

    cat PushCert.pem PushKey.pem > ck.pem
    -

    You will need to upload this ck.pem file to your server, for this example we will store it in a folder anemd "certs" next to the PHP script. You can use the following PHP code on the server to send requests

    function SendPushNotificationiOS( $deviceToken, $message, $badgecount )
    -{
    -    $cert = "certs/ck.pem";
    -    
    -    $ctx = stream_context_create();
    -    stream_context_set_option($ctx, 'ssl', 'local_cert', $cert);
    -    stream_context_set_option($ctx, 'ssl', 'passphrase', 'myPEMpassword');
    - 
    -    // Open a connection to the APNS server
    -    $fp = stream_socket_client( 'ssl://gateway.push.apple.com:2195', $err, $errstr, 60, STREAM_CLIENT_CONNECT|STREAM_CLIENT_PERSISTENT, $ctx);
    -    if (!$fp) 
    -    {
    -        echo "Failed to connect: $err $errstr";
    -        return;
    -    }
    - 
    -    // Create the payload body, you can add a path to a custom sound in the app media folder, or remove the sound line completely, the badgecount is the number that will appear on the app icon
    -    $body['aps'] = array(
    -         'alert' => $message,
    -         'sound' => 'media/sfx/YouveWon.wav',
    -         'badge' => $badgecount
    -         );
    - 
    -    // Encode the payload as JSON
    -    $payload = json_encode($body);
    - 
    -    // Build the binary notification
    -    $msg = chr(0) . pack('n', 32) . pack('H*', $deviceToken) . pack('n', strlen($payload)) . $payload;
    - 
    -    // Send it to the server
    -    $result = fwrite($fp, $msg, strlen($msg));
    -    fclose($fp);
    -}
    -

    Tier 1 Setup

    On iOS there is no need to call SetPushNotificationKeys, start by calling PushNotificationSetup(). If this returns 0 then this platform does not support push notifications. Otherwise wait for GetPushNotificationToken() to return something other than an empty string, if it returns "Error" then something went wrong. Once you have the token you need to send it to your server, you might also want to send some identifying information like a userID so you know who this token belongs to. The code we use looks something like this

    g_Net_UserID = 01234 // some user ID that your server can use to recognise whos key this is
    -result = PushNotificationSetup()
    -if ( result = 1 )
    -    token = GetPushNotificationToken()
    -    while ( token = "" )
    -        token = GetPushNotificationToken()
    -    endwhile
    - 
    -    params$ = "token="+token+"&platform="+getdevicebasename() + "&id=" + str(g_Net_UserID)
    -    SendHTTPRequestASync( conn, "sendToken.php", params$ ) // we do not need the server to return anything so we can ignore getting the response
    -endif
    -

    In this example we also send the output of GetDeviceBaseName so we know which platform this token belongs to, iOS and Android use different methods. The server will need to remember the token and who it belongs to so you can send them push notifications later, be aware that the tokens can be 183 characters or more in the case of Android. The device takes no further action after this, it simply sends off its token and the server decides when to send a notification.

    When you want to send a notification use the device token to send a message to a particular device. For example when two users are playing a turn based game and one device notifies your server it has finished its turn, the server can use the user ID to find the token that belongs to the opponent and send them a notification.



    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/guides/scancodes.htm b/AGK/AGK Help Generator/AGK Txt/guides/scancodes.htm deleted file mode 100644 index bb786caa..00000000 --- a/AGK/AGK Help Generator/AGK Txt/guides/scancodes.htm +++ /dev/null @@ -1,29 +0,0 @@ - - - - - AGK Help - - - - - - - - - - - - - - -

    Scan Codes

    A listing of scan codes for dealing with keyboard input:

    • Key Value
    • KEY_BACK 8
    • KEY_TAB 9
    • KEY_ENTER 13
    • KEY_SHIFT 16
    • KEY_CONTROL 17
    • KEY_ALT 18
    • KEY_PAUSE 19
    • KEY_CAPSLOCK 20
    • KEY_ESCAPE 27
    • KEY_SPACE 32
    • KEY_PAGEUP 33
    • KEY_PAGEDOWN 34
    • KEY_END 35
    • KEY_HOME 36
    • KEY_LEFT 37
    • KEY_UP 38
    • KEY_RIGHT 39
    • KEY_DOWN 40
    • KEY_INSERT 45
    • KEY_DELETE 46
    • KEY_0 48 (triggered by both top row number keys and numpad keys)
    • KEY_1 49
    • KEY_2 50
    • KEY_3 51
    • KEY_4 52
    • KEY_5 53
    • KEY_6 54
    • KEY_7 55
    • KEY_8 56
    • KEY_9 57
    • KEY_A 65
    • KEY_B 66
    • KEY_C 67
    • KEY_D 68
    • KEY_E 69
    • KEY_F 70
    • KEY_G 71
    • KEY_H 72
    • KEY_I 73
    • KEY_J 74
    • KEY_K 75
    • KEY_L 76
    • KEY_M 77
    • KEY_N 78
    • KEY_O 79
    • KEY_P 80
    • KEY_Q 81
    • KEY_R 82
    • KEY_S 83
    • KEY_T 84
    • KEY_U 85
    • KEY_V 86
    • KEY_W 87
    • KEY_X 88
    • KEY_Y 89
    • KEY_Z 90
    • KEY_WIN_LEFT 91
    • KEY_WIN_RIGHT 92
    • KEY_NUMPAD_0 96
    • KEY_NUMPAD_1 97
    • KEY_NUMPAD_2 98
    • KEY_NUMPAD_3 99
    • KEY_NUMPAD_4 100
    • KEY_NUMPAD_5 101
    • KEY_NUMPAD_6 102
    • KEY_NUMPAD_7 103
    • KEY_NUMPAD_8 104
    • KEY_NUMPAD_9 105
    • KEY_ASTERISK 106
    • KEY_PLUS 107
    • KEY_SUBTRACT 109
    • KEY_DECIMAL 110
    • KEY_DIVIDE 111
    • KEY_F1 112
    • KEY_F2 113
    • KEY_F3 114
    • KEY_F4 115
    • KEY_F5 116
    • KEY_F6 117
    • KEY_F7 118
    • KEY_F8 119
    • KEY_F9 120
    • KEY_F10 121
    • KEY_F11 122
    • KEY_F12 123
    • KEY_NUMLOCK 144
    • KEY_SCROLLLOCK 145
    • KEY_VOLUME_MUTE 173
    • KEY_VOLUME_DOWN 174
    • KEY_VOLUME_UP 175
    • KEY_MEDIA_NEXT 176
    • KEY_MEDIA_PREV 177
    • KEY_MEDIA_STOP 178
    • KEY_MEDIA_PLAY 179
    • ; 186
    • = 187
    • , 188
    • - 189
    • . 190
    • / 191
    • ' 192
    • [ 219
    • \ 220
    • ] 221
    • # 222
    • ` 223
    • KEY_LEFT_SHIFT 257
    • KEY_RIGHT_SHIFT 258
    • KEY_LEFT_CTRL 259
    • KEY_RIGHT_CTRL 260
    • KEY_LEFT_ALT 261
    • KEY_RIGHT_ALT 262
    • KEY_TOP_0 263
    • KEY_TOP_1 264
    • KEY_TOP_2 265
    • KEY_TOP_3 266
    • KEY_TOP_4 267
    • KEY_TOP_5 268
    • KEY_TOP_6 269
    • KEY_TOP_7 270
    • KEY_TOP_8 271
    • KEY_TOP_9 272


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/guides/tier1_players.htm b/AGK/AGK Help Generator/AGK Txt/guides/tier1_players.htm deleted file mode 100644 index 3bad832a..00000000 --- a/AGK/AGK Help Generator/AGK Txt/guides/tier1_players.htm +++ /dev/null @@ -1,29 +0,0 @@ - - - -Tier 1 Players - AGK Help - - - - - - - - - - - - - - -

    Tier 1 Players

    Overview

    A collection of player applications are available for use with Tier 1. The purpose of these applications is to allow you to test your game on multiple platforms. For example, you can be developing your game on the Windows platform, install the player app on an iPad, launch it, hit the run, compile and broadcast button in the AppGameKit Studio IDE and your game will be transmitted and launched on the iPad.

    Windows Player

    The Windows player comes bundled with AppGameKit Studio. If installing to the default directory you can locate it here:

    "\Program Files\The Game Creators\AGKStudio\Players\Windows"

    iOS

    The player is available to download directly from the App Store. Just click the Help drop down menu in Studio and select AppGameKit Player for iOS and you'll be taken to the app store location.

    Mac OS X

    The Mac player comes bundled with AppGameKit Studio. If installing to the default directory you can locate it here:

    Applications\AGKStudio\Players\Mac

    Android

    You can obtain the Android player from the Google Play store, just click the Help drop down menu in Studio and select AppGameKit Player for Android and you'll be taken to the app store download page on Google Play. You can also side load the version that comes with AppGameKit Studio, you'll find it here:

    C:\Program Files\The Game Creators\AGKStudio\Players\Android

    You will need to have "Unknown Sources" ticked in your device security settings to side load an app.



    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/guides/types.htm b/AGK/AGK Help Generator/AGK Txt/guides/types.htm deleted file mode 100644 index 034135a9..00000000 --- a/AGK/AGK Help Generator/AGK Txt/guides/types.htm +++ /dev/null @@ -1,29 +0,0 @@ - - - -Types - AGK Help - - - - - - - - - - - - - - -

    Types

    Beginner Level Tutorial

    What you will learn

    This guide demonstrates how types can be used to manage data within your program.



    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/guides/types_001.htm b/AGK/AGK Help Generator/AGK Txt/guides/types_001.htm deleted file mode 100644 index d79a0f23..00000000 --- a/AGK/AGK Help Generator/AGK Txt/guides/types_001.htm +++ /dev/null @@ -1,91 +0,0 @@ - - - -What are types? - AGK Help - - - - - - - - - - - - - - -

    What are types?

    Types provide a way to group data into a container. This is very useful as it allows you to keep your data organised. Let's consider a game where you want to keep track of a player's score, how many lives they have left and how many bullets they have remaining. This could be handled by declaring three separate variables.

    score as integer
    -lives as integer
    -bullets as integer
    -

    An alternative approach would be to group this data together using a type. Here's how it would look.

    type playerType
    -	score as integer
    -	lives as integer
    -	bullets as integer
    -endtype
    -

    The keyword type is used followed by a name, which is an identifier for the type. In this instance playerType has been used. The lines that follow declare variables that will be contained within this type. To finish the type declaration the keyword endtype is used.

    With the type declaration in place the next step is to declare a variable that uses this type. This is achieved by using the as keyword and works in the same way as declaring other variables, except we use the identifier name for the type instead of the typical float, integer or string.

    player as playerType
    -

    The variable declaration for player tells the program that it's going to be of type playerType, that has been declared earlier.

    To access the variables contained within the type the dot operator is used. The next few lines show values being assigned to the variables within the type.

    player.score = 100
    -player.lives = 3
    -player.bullets = 5
    -

    Here's a complete program that defines a type, declares a variable that uses the type, assigns values to the variable and then displays its values on screen.

    type playerType
    -	score as integer
    -	lives as integer
    -	bullets as integer
    -endtype
    -
    -player as playerType -
    -player.score = 100 -player.lives = 3 -player.bullets = 5 -
    -do - print ( player.score ) - print ( player.lives ) - print ( player.bullets ) -
    - sync ( ) -loop -
                   


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/guides/types_002.htm b/AGK/AGK Help Generator/AGK Txt/guides/types_002.htm deleted file mode 100644 index 5f374465..00000000 --- a/AGK/AGK Help Generator/AGK Txt/guides/types_002.htm +++ /dev/null @@ -1,215 +0,0 @@ - - - -Declaring types - AGK Help - - - - - - - - - - - - - - -

    Declaring types

    Types can contain regular variables such as floating point values, integers and strings. They can also contain arrays and other types. This section of the documentation provides several examples showing the different ways in which types can be declared.

    The program that follows defines and uses a type named myType.

    type myType
    -	a as integer
    -	b as float
    -	c as string
    -endtype
    -
    -data as myType -
    -data.a = 1 -data.b = 1.23 -data.c = "hello" -
    -do - print ( data.a ) - print ( data.b ) - print ( data.c ) -
    - sync ( ) -loop -

    The type declaration for myType contains three variables named a, b and c. a is declared as an integer, b is declared as a floating point value and finally c is declared as a string. A variable named data is declared that is of type myType. This is followed by three lines that assign values to the contents of data. Then there's the loop that continually prints out the values within data

    The next program shows how a type can contain an array.

    type myType
    -	a as string [ 4 ]
    -	b as integer [ 4 ]
    -endtype
    -
    -data as myType -
    -data.a [ 1 ] = "a" -data.a [ 2 ] = "b" -data.a [ 3 ] = "c" -data.a [ 4 ] = "d" -
    -for i = 1 to 4 - data.b [ i ] = i * 5 -next i -
    -do - for i = 1 to 4 - print ( data.a [ i ] + " " + str ( data.b [ i ] ) ) - next i -
    - sync ( ) -loop -

    A string array named a is declared within the type declaration along with an integer array named b. The way they are declared is just the same as when dealing with regular arrays, except these arrays are contained within myType. This is followed by a few lines that assign values to the arrays within data. Then the loop simply prints out the contents of data.a and data.b

    Types can also contain other types, as displayed in this program.

    type myTypeA
    -	score as integer
    -	names as string [ 4 ]
    -endtype
    -
    -type myTypeB - sub as myTypeA - value as float -endtype -
    -data as myTypeB -
    -data.sub.score = 1 -data.sub.names [ 1 ] = "a" -data.sub.names [ 2 ] = "b" -data.sub.names [ 3 ] = "c" -data.sub.names [ 4 ] = "d" -data.value = 1.45 -
    -do - print ( data.sub.score ) -
    - for i = 1 to 4 - print ( data.sub.names [ i ] ) - next i -
    - print ( data.value ) -
    - sync ( ) -loop -

    The type myTypeA is declared, which is then followed by the declaration for myTypeB. This type declares a variable sub that uses the type myTypeA. The next few lines beneath this show how to access a type within a type.

    The final program shows how you can have an array of a type.

    type playerType
    -	score as integer
    -	name as string
    -endtype
    -
    -players as playerType [ 3 ] -
    -players [ 1 ].score = -1000 -players [ 1 ].name = "lee" -players [ 2 ].score = 100 -players [ 2 ].name = "paul" -players [ 3 ].score = 500 -players [ 3 ].name = "rick" -
    -do - for i = 1 to players.length - print ( players [ i ].name + " = " + str ( players [ i ].score ) ) - next i -
    - sync ( ) -loop -

    To specify that a variable using a type is going to be an array just add on the opening bracket, the size of the array and lastly the closing bracket, just like you would do with a regular floating point, string or integer array.

    The variable players is treated like a regular array, so it's possible to use the likes of length and sort with it, as shown in the for loop that iterates from 1 to the size or length of the array.

                   


    \ No newline at end of file diff --git a/AGK/AGK Help Generator/AGK Txt/guides/types_003.htm b/AGK/AGK Help Generator/AGK Txt/guides/types_003.htm deleted file mode 100644 index 8675bced..00000000 --- a/AGK/AGK Help Generator/AGK Txt/guides/types_003.htm +++ /dev/null @@ -1,527 +0,0 @@ - - - -Types in action - AGK Help - - - - - - - - - - - - - - -

    Types in action

    To give you an idea how of types can be used a program has been made that creates a space ship, that flies left and right, firing lasers at set intervals.

    image-1

    This program relies on some external media. The easiest way of running this program is to click here and download the project. Once the file has been downloaded, extract the files and open MyFirstAGKProject.agk within AppGameKit Studio.

    There's a lot to take in with this program, as it's using types and a number of functions. Try running the program first and watch it for several seconds to see what happens.

    The program moves the space ship left and right whilst continually firing lasers. The kind of data we need to store includes the speed of the ship, which direction the ship is moving in, how often the ship should fire, the speed at which the lasers move etc. All of this data could be declared as individual variables. For example, the ship's data might look like this.

    sprite as integer
    -speed as integer
    -direction as integer
    -fireTimer as float
    -
    -laserSprite as integer [ 10 ] -laserSpeed as float [ 10 ] -laserState as integer [ 10 ] -

    This approach does work, but it's not necessarily the best way of storing the data. Think about what might happen if you needed more data for the laser - you would need to declare another array to store it. The problem is that all this data is connected to each other, but stored in lots of different arrays. It's not an ideal method to deal with your data.

    Given the relationship between the data it would make sense to utilise types. The laser that gets fired could be considered as one type, while the ship could be considered as another type that contains an array of lasers. The above code could be rewritten as.

    type laserType
    -	sprite as integer
    -	speed as float
    -	state as integer
    -endtype
    -
    -type shipType - sprite as integer - speed as integer - direction as integer - fireTimer as float - lasers as laserType [ 10 ] -endtype -

    This results in more effective way of dealing with our data. To declare one ship we simply do this.

    spaceShip as shipType
    -

    If we needed multiple ships it's just a case of changing the declaration to an array.

    spaceShip as shipType [ 5 ]
    -

    By taking this approach everything we need is now contained within the variable spaceShip. This makes our code much easier to read and manage.

    Now let's take a look at the whole program.


    -// create a space ship on screen that flies left and right -// and also fires lasers -
    -// declare a type to store data for our lasers -type laserType - sprite as integer - speed as float - state as integer -endtype -
    -// declare a type to store data for our ship -type shipType - sprite as integer - speed as integer - direction as integer - fireTimer as float - lasers as laserType [ 10 ] -endtype -
    -// variable for our ship, make it global so it can be -// easily accessed by all parts of the program -global spaceShip as shipType -
    -// set a virtual resolution of 1024 x 768 -SetVirtualResolution ( 1024, 768 ) -
    -// call functions to set up the ship and its lasers -SetupShip ( ) -SetupLasers ( ) -
    -// our main loop -do - // call functions to update the ship and its lasers - UpdateShip ( ) - UpdateLasers ( ) -
    - // update the screen - sync ( ) -loop -
    -function SetupLasers ( ) -
    - // this function will set up the lasers -
    - // load an image for the laser - image = LoadImage ( "laser.png" ) -
    - // create sprites for each laser - for i = 1 to spaceShip.lasers.length - spaceShip.lasers [ i ].sprite = CreateSprite ( image ) - ResetLaser ( i, 0 ) - next i -
    -endfunction -
    -function ResetLaser ( index as integer, visible as integer ) -
    - // this function will reset the lasers, giving them default values -
    - // state, speed, position to match the ship and visibility - spaceShip.lasers [ index ].state = 0 - spaceShip.lasers [ index ].speed = Random ( 80, 100 ) / 10.0 - SetSpritePosition ( spaceShip.lasers [ index ].sprite, GetSpriteX ( spaceShip.sprite ) + GetSpriteWidth ( spaceShip.sprite ) / 2 - 8 , GetSpriteY ( spaceShip.sprite ) - 12 ) - SetSpriteVisible ( spaceShip.lasers [ index ].sprite, visible ) -
    -endfunction -
    -function UpdateLasers ( ) -
    - // this function updates the lasers -
    - // increment the timer to control when the lasers should fire - spaceShip.fireTimer = spaceShip.fireTimer + 0.01 -
    - // run through all the lasers - for i = 1 to spaceShip.lasers.length -
    - // if the state is 0 then this laser is available - if spaceShip.lasers [ i ].state = 0 -
    - // only fire the laser if the fire timer is over 0.25 - if spaceShip.fireTimer >= 0.25 -
    - // reset the laser, set the state to 1 and reset the timer - ResetLaser ( i, 1 ) - spaceShip.lasers [ i ].state = 1 - spaceShip.fireTimer = 0.0 -
    - endif -
    - endif -
    - // when the state is 1 the laser has been fired - if spaceShip.lasers [ i ].state = 1 -
    - // move the laser up the screen - SetSpritePosition ( spaceShip.lasers [ i ].sprite, GetSpriteX ( spaceShip.lasers [ i ].sprite ), GetSpriteY ( spaceShip.lasers [ i ].sprite ) - spaceShip.lasers [ i ].speed ) -
    - // check for the laser leaving the screen - if GetSpriteY ( spaceShip.lasers [ i ].sprite ) < 0 -
    - // reset the laser and allow it to be used again - ResetLaser ( i, 0 ) -
    - endif - endif - next i -
    -endfunction -
    -function SetupShip ( ) -
    - // set up for our ship -
    - // create a sprite, control how fast it moves and set its initial direction - spaceShip.sprite = CreateSprite ( LoadImage ( "TopFighter1.png" ) ) - spaceShip.speed = 2 - spaceShip.direction = 0 -
    - // position the sprite towards the centre and near the bottom of the screen - SetSpritePosition ( spaceShip.sprite, 1024 / 2, 626 ) -
    -endfunction -
    -function UpdateShip ( ) -
    - // control the movement of the ship -
    - // get the X coordinate of the ship - x = GetSpriteX ( spaceShip.sprite ) -
    - // find out whether it has moved to the left or right side - if ( spaceShip.direction = 0 and x > 976 ) or ( spaceShip.direction = 1 and x < 0 ) -
    - // reverse the speed and direction - spaceShip.speed = -spaceShip.speed - spaceShip.direction = not spaceShip.direction -
    - endif -
    - // add the current speed to the X position - x = x + spaceShip.speed -
    - // update the position of our ship - SetSpritePosition ( spaceShip.sprite, x, GetSpriteY ( spaceShip.sprite ) ) -
    -endfunction -

    The program begins by declaring our types. laserType contains data for the lasers and shipType contains data about the ship, including an array of 10 lasers.

    type laserType
    -	sprite as integer
    -	speed as float
    -	state as integer
    -endtype
    -
    -type shipType - sprite as integer - speed as integer - direction as integer - fireTimer as float - lasers as laserType [ 10 ] -endtype -

    A variable is declared named spaceShip using the type shipType. It has global prefixed to the declaration so that it will be accessible throughout the whole program, as later on some of the functions require access to it. It is possible to pass in types as parameters to functions, but for now declaring the variable as global will do.

    global spaceShip as shipType
    -

    The next part contains two calls to functions.

    SetupShip ( )
    -SetupLasers ( )
    -

    Let's take a look at what the function SetupShip does.

    function SetupShip ( )
    -	spaceShip.sprite = CreateSprite ( LoadImage ( "TopFighter1.png" ) )
    -	spaceShip.speed = 2
    -	spaceShip.direction = 0
    -	
    - SetSpritePosition ( spaceShip.sprite, 1024 / 2, 626 ) -endfunction -

    The function creates a sprite using the image "TopFighter1.png" and stores the sprite ID within the sprite variable, that is part of the spaceShip variable. It also assigns a value of 2 to the speed part of spaceShip. This is later used to determine how fast the ship moves across the screen. A lower value will make the ship move slower, whereas a higher value will make it move quickly. This is followed by the direction part of spaceShip getting assigned 0. This variable controls the direction in which the ship moves. If direction is 0 then the ship moves from left to right. If direction is 1 then the ship moves from right to left. The final call is used to position the newly created sprite towards the centre and bottom of the screen.

    After SetupShip has finished its work a call is made to SetupLasers. This function is responsible for creating 10 lasers that the ship will fire. Let's see the code.

    function SetupLasers ( )
    -	
    - image = LoadImage ( "laser.png" ) -
    - for i = 1 to spaceShip.lasers.length - spaceShip.lasers [ i ].sprite = CreateSprite ( image ) - ResetLaser ( i, 0 ) - next i -endfunction -

    It begins by loading an image named "laser.png" and storing its ID within the variable image. This is followed by a loop that will cycle from 1 to the size or length of the lasers array (10) contained within the spaceShip variable. For each iteration of the loop a sprite is created, with its identifier stored in the lasers array. This will give us 10 separate laser sprites that can be used by the ship. It's finished off with a call to ResetLaser.

    function ResetLaser ( index as integer, visible as integer )
    -	spaceShip.lasers [ index ].state = 0
    -	spaceShip.lasers [ index ].speed = Random ( 80, 100 ) / 10.0
    -	SetSpritePosition ( spaceShip.lasers [ index ].sprite, GetSpriteX ( spaceShip.sprite ) + GetSpriteWidth ( spaceShip.sprite ) / 2 - 8 , GetSpriteY ( spaceShip.sprite ) - 12 )
    -	SetSpriteVisible ( spaceShip.lasers [ index ].sprite, visible )
    -endfunction
    -

    The ResetLaser function is used to apply default values to the lasers. It takes in two parameters letting us specify the laser to modify with the index, and the visibility of the sprite using visible. SetupLasers calls this function to modify all 10 lasers that get created and sets visible to 0. The actual function sets the state of each laser to 0 (the state determines whether it's available to be fired), gives it a random speed, sets its position to match that of the space ship and finally sets the sprite to be visible or invisible.

    The next part of the program is the main loop.

    do
    -	UpdateShip ( )
    -	UpdateLasers ( )
    -	
    - sync ( ) -loop -

    It calls the functions UpdateShip and UpdateLasers.

    Here's the UpdateShip function.

    function UpdateShip ( )
    -	x = GetSpriteX ( spaceShip.sprite )
    -	
    - if ( spaceShip.direction = 0 and x > 976 ) or ( spaceShip.direction = 1 and x < 0 ) - spaceShip.speed = -spaceShip.speed - spaceShip.direction = not spaceShip.direction - endif -
    - x = x + spaceShip.speed -
    - SetSpritePosition ( spaceShip.sprite, x, GetSpriteY ( spaceShip.sprite ) ) -endfunction -

    The function performs a few simple operations. It gets the X position of the space ship sprite. It then checks whether the ship is moving left or right and if it has left the boundaries of the screen. If this condition is met the ship is set to move in the opposite direction. Finally the position of the ship is updated using the modified X value.

    The UpdateLasers function cycles through all 10 lasers and will launch one every so often.

    function UpdateLasers ( )
    -	spaceShip.fireTimer = spaceShip.fireTimer + 0.01
    -	
    - for i = 1 to spaceShip.lasers.length - if spaceShip.lasers [ i ].state = 0 - if spaceShip.fireTimer >= 0.25 -
    - ResetLaser ( i, 1 ) - spaceShip.lasers [ i ].state = 1 - spaceShip.fireTimer = 0.0 - endif - endif -
    - if spaceShip.lasers [ i ].state = 1 - SetSpritePosition ( spaceShip.lasers [ i ].sprite, GetSpriteX ( spaceShip.lasers [ i ].sprite ), GetSpriteY ( spaceShip.lasers [ i ].sprite ) - spaceShip.lasers [ i ].speed ) -
    - if GetSpriteY ( spaceShip.lasers [ i ].sprite ) < 0 - ResetLaser ( i, 0 ) - endif - endif - next i -endfunction -

    The function performs the following tasks.

    • It begins by incrementing a timer contained within spaceShip by 0.01 every time the function is called.
    • It then performs a for loop cycling through all of the lasers that the ship has.
    • If the state of the laser is 0 then another check is made to see if the fireTimer is greater than or equal to 0.25. If this is the case a laser can be fired.
    • When the condition is met to launch a laser the ResetLaser function is called passing in the index of the laser to launch and setting its visibility to 1. This is followed by a state change to 1, meaning this laser has been launched. Last of all the fireTimer is reset to 0.0 letting us specify a delay before firing the next laser.
    • When the state of a laser is 1 this means the laser has been fired. Any lasers with this state must continually move up the screen. When the laser is off screen (checked by its Y value being less than 0), it gets reset and its visibility set to 0. The reset function returns its state to 0, meaning that it can be used to fire again.

    Overall it's quite a simple program but it does demonstrate how effective types can be when grouping data together.

                   


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    Passing types to functions

    Types are just like any other variables in that they can be passed into functions as parameters. Here's a small example program that shows how it is done.

    type point
    -	x as integer
    -	y as integer
    -endtype
    -
    -p as point -
    -UpdatePoint ( p ) -
    -do - print ( p.x ) - print ( p.y ) -
    - sync ( ) -loop -
    -function UpdatePoint ( a as point ) - a.x = 5 - a.y = 10 -endfunction -

    Here's how it works.

    • A type is declared with the name point. It contains two integer variables named x and y.
    • A variable using the type point is declared and named p.
    • A function named UpdatePoint is called passing in the variable p.
    • The do loop prints out the contents of the variable p.
    • The function UpdatePoint has declared the type of parameter as being point, so it expects this kind of data to be passed in.

    If you run this program you will see 0 and 0 displayed on screen and not 5 and 10 as you might expect. The reason for this is that by default AppGameKit Studio takes parameters being passed into functions and copies their data, resulting in the parameter being a complete copy of the data passed in. The original data remains untouched by the function.

    If you want to modify the data being passed into the function then the parameter needs to be declared slightly differently - use the ref keyword after the name of the variable and before the as keyword. Here's the same program, but this time the type is passed in as reference, resulting in its data being modified directly by the function.

    type point
    -	x as integer
    -	y as integer
    -endtype
    -
    -p as point -
    -UpdatePoint ( p ) -
    -do - print ( p.x ) - print ( p.y ) -
    - sync ( ) -loop -
    -function UpdatePoint ( a ref as point ) - a.x = 5 - a.y = 10 -endfunction -

    When you run this program the values 5 and 10 will be displayed on screen because the parameter has been declared using ref, therefore a copy is not made and the data being passed into the function will be directly modified by the function.

    To pass in an array of types to a function the parameter must have opening and closing brackets used after it, with no number specified inbetween. Here's a program that shows how it works.

    type point
    -	x as integer
    -	y as integer
    -endtype
    -
    -p as point [ 10 ] -
    -UpdatePoint ( p ) -
    -do - sync ( ) -loop -
    -function UpdatePoint ( a as point [ ] ) - for i = 1 to a.length - a [ i ].x = 1 - a [ i ].y = 2 - next i -endfunction -

    Remember that by default the parameter being passed in is a copy of the parameter's data, so modifying it within the function has no affect to the original data. If you want the function to be able to directly modify the data being passed in then the ref keyword must be used, as shown earlier. Here's the same program with some modifications to pass the array into the function using reference, therefore its data will be modified within the function.

    type point
    -	x as integer
    -	y as integer
    -endtype
    -
    -p as point [ 10 ] -
    -UpdatePoint ( p ) -
    -do - for i = 1 to p.length - print ( p [ i ].x ) - print ( p [ i ].y ) - next i -
    - sync ( ) -loop -
    -function UpdatePoint ( a ref as point [ ] ) - for i = 1 to a.length - a [ i ].x = 1 - a [ i ].y = 2 - next i -endfunction -

    When you run this program it will simply print out a bunch of 1s and 2s.

                   


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    Conclusion

    Types are very useful to group and organise your data. Try and consider using types where possible within your program. It will ultimately lead to neater, organised code.



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    Understanding Variables

    Beginner Level Tutorial

    What you will learn

    This guide provides an overview of what variables are and how they are used.



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    What is a variable?

    Every program you create is going to consist of a bunch of common elements, one of which are variables. They are used to store information that your program needs. Take the example of a Space Invader style game. A game like this will need to store data, such as how many lives the player has left, how many points they have scored, how many enemies are still alive etc. This is where variables come into play. You can use them to deal with all the data that your game requires.

    A variable can be declared in your program by giving it a name and assigning it a value. Say our game requires a variable to hold the score. It could be set up like this.

    score = 0
    -
    -do - print ( score ) - sync ( ) -loop -

    The first line has declared a variable named score and assigned it a value of 0. Following on from that there's a do loop, that will display the contents of score on screen by calling the print command and passing in score as its parameter. If you run the program all you will see on screen is the number 0 in the top left corner.

    image-1
                   


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    Variable data type

    By default AppGameKit Studio will treat the variable score as an integer. This means that the variable can only be used to store positive or negative whole numbers. The variable score could be assigned values such as 100, 0, -50 or 123.

    score = 100
    -score = 0
    -score = -50
    -score = 123
    -

    There will come a time when your game requires different kinds of data, for example, you can't store the name of a player using an integer and it may be you want to control the speed of a ship with more precision, using a fractional number rather than an integer.

    The way that AppGameKit Studio handles this is to provide you with the option of declaring a variable and specifying its type. The three basic types of data storage available are.

    • integers
    • floats
    • strings
                   


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    Integers

    This is the default variable type in AppGameKit Studio and as mentioned earlier can be used to store positive or negative whole numbers. Here's the kind of data an integer variable may hold.

    • Current score in the game
    • Which level the player is on
    • How many lives the player has left
    • The number of enemies in a game
    • A countdown timer controlling how much time is left to complete the level

    Variables to store this data could be declared as follows -

    currentScore = 0
    -currentLevel = 0
    -lives = 0
    -enemiesRemaining = 0
    -timeLeft = 0
    -

    The name of the variables is entirely your choice. You can use whatever name you want, as long as it doesn't clash with existing commands. You can't have a variable named print as this will conflict with the command called print. The names don't have to be descriptive as shown in the above list. They could be renamed like this.

    s = 0
    -cl = 0
    -l = 0
    -e = 0
    -t = 0
    -

    Although that is perfectly valid it's certainly not so clear as in the first attempt at declaring them. When dealing with variables it's a good idea to name them in a descriptive way where possible. Having a variable named enemiesRemaining should make it pretty obvious what kind of data it holds, whereas a variable called e could be just about anything.

    You can be more explicit when it comes to declaring variables by specifying the type in the declaration. All of the integer variables can also be declared like this.

    currentScore as integer = 0
    -currentLevel as integer = 0
    -lives as integer = 0
    -enemiesRemaining as integer = 0
    -timeLeft as integer = 0
    -

    It is not necessary to give the variable a value when declaring it when using the keywords as integer, in which case it will automatically default to 0. All of these declarations are acceptable.

    currentScore as integer = 0
    -currentLevel as integer = 50
    -lives as integer
    -enemiesRemaining as integer
    -timeLeft = 123
    -

    Bear in mind when you declare a variable without specifying its type then you must give it a default value, as shown in the above listing where timeLeft is declared and given a value of 123.

                   


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    Floats

    Floating point values can be used when you need more precision for your data. If you had a ship flying across the screen and stored that data in an integer variable you are limited to whole numbers, so the ship might have a speed of 10. With a floating point variable you can use fractional numbers, meaning a speed of 10.5 would work. Floating point variables can also hold whole numbers. Here's some examples of values that could be used.

    • 20.56
    • 99.9125
    • 250
    • -455.244

    Unlike integer values when you want to use floating point data you must explicitly declare the variable, but like with an integer it's not essential to provide a default value. If you don't give your variable a value it will default to 0.0.

    shipSpeed as float
    -shipBoost as float = 50.47
    -
                   


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    Strings

    The final basic data type are strings. This kind of variable can be used to store characters and words. Some examples might include storing the name of a player, a description for the level that you're playing and instructions on how to play the game.

    Just like with floats when dealing with strings you will need to explicitly declare the variable, although you don't need to specify a default value. If you choose not to assign your variable a value it will default to a blank string.

    playerName as string = "player 1"
    -levelDescription as string
    -levelInstruction as string
    -

    In this instance playerName has been declared as a string and been assigned the string "player 1". The other two variables are empty strings that can be filled in later on.

                   


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    Declaring variables

    Now that you have seen how to declare variables, it's time to create a small program that demonstrates all the variable types in action.

    currentScore as integer = 0
    -timeLeft as integer = 123
    -shipSpeed as float = 0.47
    -playerName as string = "player 1"
    -
    -do - print ( currentScore ) - print ( timeLeft ) - print ( shipSpeed ) - print ( playerName ) - sync ( ) -loop -

    This program simply prints out the contents of the variables on screen.

    image-1

    Given that it's not necessary to explicitly declare integer variables our program could be modified to look like this.

    currentScore = 0
    -timeLeft = 123
    -shipSpeed as float = 0.47
    -playerName as string = "player 1"
    -
    -do - print ( currentScore ) - print ( timeLeft ) - print ( shipSpeed ) - print ( playerName ) - sync ( ) -loop -

    Either approach is perfectly acceptable.

                   


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    Variables in action

    Now it's time to take everything you have discovered so far and put it into practice, by creating a program where we can see how variables can be used. To do this we'll display something on screen that can have its position controlled by variables. In the interests of keeping things simple the something we'll display on screen will actually be a small blue rectangle, but with a bit of imagination this could be a space ship flying around a level you have constructed. Admittedly to get something other than text being displayed on screen we are kind of jumping ahead of ourselves a little, but it's going to be a lot more interesting than staring at text.

    Here's the starting point for our program. Copy this code and run it.

    CreateImageColor ( 1, 0, 0, 255, 255 )
    -CreateSprite ( 1, 1 )
    -SetSpriteSize ( 1, 10, 10 )
    -
    -do - SetSpritePosition ( 1, 30, 40 ) -
    - sync ( ) -loop -

    A glorious blue rectangle displayed on screen! Let's break it down and see what is happening.

    image-1
    • CreateImageColor is used to create a blue image
    • CreateSprite will allow us to take the image and display it on screen
    • SetSpriteSize lets us define how big the sprite will be on screen
    • Finally in the do loop the sprite is positioned

    There's a lot going on here, although for now it's not too important to explore all of this in minute detail. The main thing is we've got something on screen that we can experiment with. The key command we'll explore in this program is SetSpritePosition. Three values are passed into this command 1, 30 and 40. These are known as parameters. The first parameter is 1, the second parameter is 30 and the third parameter is 40. Try changing the second parameter 30 to 0 and running the program. Notice how the blue rectangle has been moved over to the left side of the screen. This parameter controls the position of the rectangle on the X axis. As this value increases the rectangle will move over to the right and as it decreases it will move over to the left. Now try modifying the third parameter to 0. Note this time that the rectangle has moved up. This parameter controls the position of the rectangle on the Y axis. As it decreases the rectangle moves up the screen and as it increases the rectangle moves down.

    Instead of passing in a fixed number such as 30 to control the X position we can instead use a variable. Lets declare a variable named shipPositionX in our program and pass it into the command SetSpritePosition.

    shipPositionX as integer = 0
    -
    -CreateImageColor ( 1, 0, 0, 255, 255 ) -CreateSprite ( 1, 1 ) -SetSpriteSize ( 1, 10, 10 ) -
    -do - SetSpritePosition ( 1, shipPositionX, 40 ) -
    - sync ( ) -loop -

    When the program runs the value of shipPositionX is 0, therefore the position of our ship / blue rectangle is over to the left side of the screen.

    image-1

    Now what you will find is that the ships position (at least on the X axis - going from left to right on the screen) is being controlled by the value assigned to shipPositionX. Try changing the initial value of shipPositionX to 50. Notice how the rectangle has moved over to the right of the screen.

    With one simple change our rectangle can be made to move or fly from one side of the screen to the other. The addition of this line in our do loop is all that is needed -

    shipPositionX = shipPositionX + 1
    -

    What it does is first of all work out the value of shipPositionX + 1 and then assigns the result to shipPositionX. So it will start off at 0, then 1, then 2 and continually count upwards. To help make things a little clearer the print command will be called passing in shipPositionX so we can see its value on screen. Again this line can be added into our do loop.

    print ( shipPositionX )
    -

    Our latest program should now look like this.

    shipPositionX as integer = 0
    -
    -CreateImageColor ( 1, 0, 0, 255, 255 ) -CreateSprite ( 1, 1 ) -SetSpriteSize ( 1, 10, 10 ) -
    -do - print ( shipPositionX ) -
    - SetSpritePosition ( 1, shipPositionX, 40 ) - shipPositionX = shipPositionX + 1 -
    - sync ( ) -loop -

    Now when you run the program the blue rectangle will move from the left side of the screen to the right.

    image-1

    This examples displays a scenario where we might not be using the best data type for what we're trying to achieve. The rectangle moves across the screen very quickly and as we're only adding 1 to its position each cycle of the loop (the smallest amount we can add), then we can't slow it down so easily. If we wanted to move it at a slower rate then we would be better suited to using a floating point variable instead and adding a smaller value to shipPositionX each cycle of the loop. Here's how it can be achieved.

    shipPositionX as float = 0
    -
    -CreateImageColor ( 1, 0, 0, 255, 255 ) -CreateSprite ( 1, 1 ) -SetSpriteSize ( 1, 10, 10 ) -
    -do - print ( shipPositionX ) -
    - SetSpritePosition ( 1, shipPositionX, 40 ) - shipPositionX = shipPositionX + 0.01 -
    - sync ( ) -loop -

    Now when you run the program the blue rectangle will move very slowly across the screen. The advantage of using a floating point variable is that we now have greater control over the precision of our movement.

                   


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    Alternative variable declarations

    There is an alternative method of declaring variables as floats and strings. Instead of using the as float or as string keywords you can instead use # and $. Here's some examples of the alternative method for declaring some floating point variables.

    shipSpeed# = 5.8
    -shipRotationSpeed# = 1.3
    -

    Now we can see the alternative method for declaring string variables.

    playerName$ = "player 1"
    -

    The additional symbols at the end of the variable name are used to identify the variable types and become part of the variable name. If you want to reference these variables later on be sure to include the symbols on the end. This example shows the variables being declared and printed on screen.

    shipSpeed# = 5.8
    -shipRotationSpeed# = 1.3
    -playerName$ = "player 1"
    -
    -do - print ( shipSpeed# ) - print ( shipRotationSpeed# ) - print ( playerName$ ) - sync ( ) -loop -

    Whether you declare variables using the as keyword or go for the alternative method is your choice. Ideally it's best to stick with one method and use that throughout your programs. This will help to ensure your code is consistent.

                   


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    Variable names

    Variable names are your choice, although as mentioned they cannot match the name of an existing command. The name needs to be unique and beware that they are not case sensitive. All of these variable names are treated exactly the same.

    currentScore = 100
    -CurrentScore = 100
    -currentscore = 100
    -CURRENTSCORE = 100
    -cUrReNtScOrE = 100
    -

    Whether you choose to have your variables named all lowercase, or uppercase or a mixture is entirely your choice.

                   


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    Conclusion

    By now you should have a basic understanding of what variables are and how they can be used in your programs.



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    Principles

    The purpose of this section of the help is to teach you how to write your own programs. BASIC is an acronym for Beginners All Purpose Symbolic Instruction Code. The traditional description of a program is a task that you want your computer to perform. The task is described to the computer using statements the language can understand.

    Statements in your program must be written using a set of rules known as "Syntax". You must follow these rules if you are to write programs. By proceeding through these sections in sequence, you will gain a firm understanding about the general rules of BASIC and how to apply them as a programmer.

    • Datatypes and variables
    • Operators
    • Common statements
    • Functions
    • Syntax
    • Looping and Syncing
    • Numerical bases
    • Errors and warnings


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    Data Types, Variables and Arrays

    Data Types

    We have established that statements are used to write a program. A statement can be broken up into a command and its data. The command is the operation, or task you wish to perform. The data is that which must be used by the command to complete the operation. The data is also referred to as the parameter(s).

    There are many types of data you can use, including integer numbers, real numbers and string. Each type of data holds a slightly different type of value.

    Integer Numbers

    An integer number can hold a whole number, but no fraction. For the value to be negative, you must place a hyphen symbol (-) before the value. You must not use commas as part of the number as this would generate a Syntax Error. Examples of integer numbers:

    42
    -10000
    --233000
    --100
    -

    Real Numbers

    A real number (also known as a float) can hold a whole number or a fractional number that uses a decimal point. For the value to be negative, you must place a hyphen symbol (-) before the value. Examples of real numbers:

    20.0005
    -99.9
    --5000.12
    --9999.9991
    -

    Strings

    String data is non-numerical, and is used to store characters and words. All strings consist of characters enclosed within double quotation marks. The string data can include numbers and other numerical symbols but will be treated as text. Examples of strings are:

    "A"
    -"Hello World"
    -"Telephone"
    -"I am 99 years old"
    -"1.2.3.4.5.6.7.8.9"
    -

    Each string can consist of as many characters as the memory allows. You can also have a string with no data whatsoever, represented by an empty pair of double quotation marks.

    Data Type Ranges

    Each type of data has a maximum and minimum value known as the range. It is important to know these ranges, especially when dealing with smaller datatypes. Below is a list of datatypes and their ranges:

    INTEGER Range : -2,147,483,648 to 2,147,483,647
    -REAL Range : 3.4E +/- 38 (7 significant figures)
    -

    Note that whilst the range for Real numbers is very large its accuracy is limited to 7 significant figures. So you could represent 143670000.0 or 0.000053712, each has 5 significant figures, but not both in the same value 143670000.000053712 as the combined value has 18 significant figures. If you tried to store such a value it would be rounded to 143670000.0

    Variables

    The best way to demonstrate what a variable does is by way of an example. Take the calculation:

    A = 3 + 4
    -

    A variable is used to store a value. It's that simple. You can have a variable that stores any type of data, and you can have as many as you want. The following program shows you how the contents of the variable can be output to the screen:

    A = 3 + 4
    -PRINT ( A )
    -

    Now take the next example to show you how variables can be used as freely as standard number types:

    A = 2
    -B = 8
    -C = A + B
    -PRINT ( C )
    -

    In the preceding example, 2 is stored in the A variable, 8 is stored in the B variable and C is given the result of the calculation between A and B. The calculation is based on the values stored within the variables and so the calculation is actually C = 2 + 8. The result, which in this case is 10, is stored as the new value of C and this is the value that eventually gets printed to the screen.

    So far, we have seen variables used to store and recall integer values. Variables can also store real numbers and strings. In order to allow a variable to store these other types of data, you must make sure the variable is recognized as a real or string variable. To name a real number variable, you must add a hash character (#) as the last character of the variable name. If you want your variable to store a string, you must add a dollar character ($) as the last character of the variable name. Let us see these new variables used to store and recall real values and strings:

    mydata#=42.5
    -PRINT ( mydata# )
    -

    By adding the (#) symbol, we are instructing the program to treat the variable as a real number variable. Exactly the same rule applies to a string variable:

    myname$="Lee"
    -PRINT ( myname$ )
    -

    All variable names can use either upper or lower case characters, which means a variable called NAME$ is the same variable as name$ or Name$. String variables even support the use of limited maths. The following example adds two strings together and the result is a concatenation of the two strings:

    a$="Hello"
    -b$="World"
    -c$=a$+b$
    -PRINT ( c$ )
    -

    To run this example, the text "HelloWorld" will be printed to the screen. Would you be able to alter this example to place a space between "Hello" and "World"?

    If you prefer not to use (#) and ($) symbols in your code, you can also declare your variables as your chosen data type using the AS statement. Here is an example of this:

    a as string
    -b as float
    -c as integer
    -

    Arrays

    Arrays are going to be a very important part of your future programs. They allow you to store large amounts of data under a single name. You can then access the data by index rather than by name alone.

    If you had to write a program that stored each weeks lottery numbers, typing out 52 unique variable names is a lot of work, hard to maintain and quite unnecessary. Arrays allow you to create a special kind of variable that can store more than one item of data. You might start your program like this:

    lottery1$="43,76,12,34,12,11"
    -lottery2$="76,12,34,12,11,44"
    -lottery3$="12,34,12,02,05,07"
    -etc..
    -

    Two hours later, you realize you could have written it like this:

    DIM lottery$[52]
    -lottery$[1]="43,76,12,34,12,11"
    -lottery$[2]="76,12,34,12,11,44"
    -lottery$[3]="12,34,12,02,05,07"
    -etc..
    -

    We declare a string array using the DIM command followed by a name for our array. Like variables, when we use a dollar symbol after the name we instruct the program to use the array to store only strings. We then enclose in square brackets how many items of data we wish the array to store. The array can be filled almost like a variable, but you must also provide the position within the array you wish to store your data.

    But you then ask yourself what benefits I would have gained using the second approach. If you were also required to print out all 52 lottery numbers to the screen with your first approach you would have to add another 52 statements that printed each variable:

    PRINT ( lottery1$ )
    -PRINT ( lottery2$ )
    -PRINT ( lottery3$ )
    -etc..
    -

    But if you had used an array, the same example would look like this:

    PRINT ( lottery$[1] )
    -PRINT ( lottery$[2] )
    -PRINT ( lottery$[3] )
    -etc..
    -

    You will have noticed that by using an array, you no longer have to refer to your data using a unique variable name. You can now point to the data you want using a position number. Accessing data this way has a thousand advantages over trying to access data by variable name alone, as you will discover. One example would be to improve the above like this:

    FOR T=1 TO 52
    -PRINT ( lottery$[T] )
    -NEXT T
    -

    Incredibly the above code replaced 52 PRINT statements with just 3 statements. With the above example, T is incremented from 1 to 52 within a loop that prints out the contents of the array at that position.

    Arrays can also store multiple levels of data. At the moment our lottery entries are stored as strings and the numbers are hard to get at. Let us say we wanted to store all six numbers for every lottery week, we would create an array like this:

    DIM lottery[52,6]
    -

    Without the dollar symbol($), we are declaring the array to store integer numbers instead of strings. You will also notice we have a second number separated by a comma. This means for every array position from 1 to 52, there is a sub-set numbered 1 to 6 in which multiple data can be stored. You can visualize this array as a filing cabinet with large draws numbered 1 to 52. Within each of the 52 draws is a tray with 6 boxes inside. You can store a value in each box. In all you can store 312 (52 x 6) values in this array. You can have up to five dimensions in your array, which means you can create an array as big as (1,2,3,4,5). Be careful when declaring dimensions, as large arrays consume large amounts of memory and may reduce overall performance and stability of your program.

    Entering data into our new array is elementary:

    lottery[1,1]=43
    -lottery[1,2]=76
    -lottery[1,3]=12
    -lottery[1,4]=34
    -lottery[1,5]=12
    -lottery[1,6]=11
    -lottery[2,1]=43
    -lottery[2,2]=76
    -lottery[2,3]=12
    -lottery[2,4]=34
    -lottery[2,5]=12
    -lottery[2,6]=11
    -

    You are now able to give your program access to much more useful data. Unlike the string approach, you could make your program count how many times a certain number has appeared.

    As you have determined, arrays need to be declared as a particular type. You can have an array of integer numbers, real numbers or strings. You cannot have multiple types in the same array, but you can declare new arrays dedicated to holding such data. See user defined types below.

    All arrays are created as global arrays, which means you can access their data from anywhere in your program. It is important to note that a global array must be declared at the top of the main source code of the program as arrays are dynamically created only when the DIM command is executed. Placing DIM commands at the top of included source code will not dynamically create the array unless it lies within a subroutine called from the main program. Essentially, your program has to DIM the array before it can access the array for reading and writing.

    An array can also be declared and initialised as follows:

    dim a [ 5 ] as integer = [ 10, 20, 30, 40, 50 ]
    -dim b [ 3 ] as float = [ 1.2, 1.3, 1.4 ]
    -

    User Defined Types

    If the current set of datatypes is inadequate for your needs, you can create your own data types using user-defined-type. User defined types are useful for storing data using logical fields rather than the unfriendly list of subscripts used by arrays.

    To create a user defined type, you must first declare it at the top of your program. To do so, you would give your type a name and a list of fields it contains:

    TYPE MyType
    - Fieldname1
    - Fieldname2
    - Fieldname3
    -ENDTYPE
    -

    The above code creates a type called MyType with three fields contained within it. As the fields have no declaration, they are assumed to be integers. The same code could also be truncated to a single line like so:

    TYPE MyType Fieldname1 Fieldname2 Fieldname3 ENDTYPE
    -

    You can also declare different data types for each field, using either the type symbols or using the AS statement, like so:

    TYPE MyType
    - Fieldname1
    - Fieldname2
    - Fieldname3
    - Fieldname4 AS integer
    - Fieldname5 AS float
    - Fieldname6 AS string
    -ENDTYPE
    -

    To use your type, you simply create a variable and declare it with your new type. To declare a variable as a specific type, you would use the AS statement:

    MyVariable AS MyType
    -

    You can then assign data to your variable as normal, with the added bonus of the fields you have given your variable like so:

    MyVariable.Fieldname1 = 41
    -MyVariable.Fieldname2 = 42
    -MyVariable.Fieldname3 = 43
    -

    At the moment, the type is assuming our fields are integers. We may wish to declare our fields as a real number, string or other datatype. We can do so using the same AS statement within the type definition, so the following code makes more sense we shall give our type and fields sensible names:

    TYPE AccountEntryType
    - Number AS INTEGER
    - Name AS STRING
    - Amount AS FLOAT
    -ENDTYPE
    -

    You can use a type like any other, so creating and using an array of the above is simply a case of declaring the array with your new type:

    DIM Accounts[100] AS AccountEntryType
    -Accounts[1].Number=12345
    -Accounts[1].Name="Lee"
    -Accounts[1].Amount=0.42
    -

    As you will eventually discover you can have types within types for more complex data structures so we can imagine one of the fields contains more than one value. We would define two user defined types, and then use one of them in the declaration of one of the fields, as follows:

    TYPE AmountsType
    - CurrentBalance AS FLOAT
    - SavingsBalance AS FLOAT
    - CreditCardBalance AS FLOAT
    -ENDTYPE
    -TYPE AccountEntryType
    - Number AS INTEGER
    - Name AS STRING
    - Amount AS AmountsType
    -ENDTYPE
    -DIM Accounts[100] AS AccountEntryType
    -Accounts[1].Number=12345
    -Accounts[1].Name="Lee"
    -Accounts[1].Amount.CurrentBalance=0.42
    -Accounts[1].Amount.SavingsBalance=100.0
    -Accounts[1].Amount.CreditCardBalance=-5000.0
    -

    As you can see, user defined types are not only powerful, they make the readability of your programs far easier. Using named fields instead of a subscript value within an array, you can save yourself many hours all for the sake of an incorrect subscript value throwing out your program results.



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    Arithmetic, Relational, Boolean and Bitwise Operators

    We have already used one type of well-known operator in the preceding examples. Operators are the term given to a mathematical symbol used in all calculations. The most common operators are arithmetic operators and are quickly identified. All operators require two operands of data that are placed on each side of the operator.

    Arithmetic Operators

    An arithmetic operator can represent an Addition, Subtraction, Multiplication or Division. These operators are represented symbolically as (+) (-) (*) (/) respectively.

    The Plus(+) sign specifies that the data on the right of the plus sign must be added to the data on the left. Examples of which you have already seen are:

    3 + 4 equals 7
    -A + B equals the value of B added to the value of A
    -

    The minus(-) sign specifies that the data to the right of the minus sign must be subtracted from the data to the left of the minus sign:

    3 - 4 equals -1
    -A - B equals the value of B subtracted from the value of A
    -

    An asterix(*) specifies that the data on the right side of the asterix is multiplied by the data on the left side of the asterix:

    3 * 4 equals 12
    -A * B equals the value of B multiplied by the value of A
    -

    The slash(/) specifies that the data on the left side of the slash is to be divided by the data on the right side of the slash. Whether the data types are integer or real numbers play a factor:

    10 / 4 equals 2
    -A / B equals the integer value of A divided as an integer by the integer value of B
    -10 / 4.0 equals 2.5
    -A / B equals the real value of A divided as a real by the real value of B
    -

    The MOD command specifies that first argument is to be divided by the second argument, and the remainder of the division is the result:

    Mod(11, 2) equals 1
    -Mod(A, B) equals the remainder of the division between A and B
    -

    The "Power" symbol specifies a result that is the left side value to the power of the right side value. For example 2^3 equates to the calculation 2*2*2, thus:

    2^3 equals 8
    -A ^ B equals A to the power B
    -

    Relational Operators

    These operators are less common, unless you have programming experience. These operators represent conditions that are applied to data. The conditions handled are Equal To, Greater Than, Less Than, Greater or Equal To, Less or Equal To and Not Equal To. The purposes of these conditions are to determine the result of a comparison between two data values. A condition result can only be of two possible values. If the condition is false, the resulting value is zero. If the condition is true, the resulting value is one. Take the following examples:

    10 = 9 results in 0 because 10 is not the same as 9
    -10 = 10 results in 1 because 10 is the same as 10
    -10 > 9 results in 1 because 10 is greater than 9
    -100 >= 100 results in 1 because 100 is greater or equal to 100
    -

    You can also have less than symbols which work just like the above greater-than symbols except that they will return the result of one if the left parameter is less than the right parameter. Using a less-than symbol, then a greater-than symbol next to each other denotes a not-equal operator, and will only return a true value of one if the parameters on either side are not the same value.

    The same relational operators can be applied to real numbers, integer and real variables and in some case strings and string variables. You can compare whether two strings are the same or not the same, and even test whether one string is greater or less than another.

    Boolean Operators

    AppGameKit Studio allows you to use AND, OR, and NOT operators on your data. They are used when assembling multiple conditional expressions, such as:

    IF a=1 AND b=2 THEN c=3
    -IF a=1 OR b=2 THEN c=3
    -IF NOT b=2 THEN c=3
    -

    The AND operator works with any integer value, but for demonstration purposes the general rule applies when using this operator:

    0 AND 0 = 0
    -0 AND 1 = 0
    -1 AND 0 = 0
    -1 AND 1 = 1
    -

    What you see is the decision tree of the AND operator. It shows that the result will only be a 1 if both data operands of the AND operator are 1. Otherwise a 0 will be returned. To see how this logic works in reality, take the following example:

    A=5
    -B=25
    -(A > 10) AND (B > 20) so what is the resulting value?
    -

    We can determine the result of the parts enclosed in brackets first. We can see the relational operators provide us with the following results:

    (A > 10) results in 0 because 5 is not greater than 10
    -(B > 20) results in 1 because 25 is greater than 20
    -

    Our updated calculation looks something like this:

    (0) AND (1) results in 0 as our table shows 0 AND 1 = 0
    -

    The logic of the table is that only when both sides of the AND operand are 1 will the result of the calculation be 1 also. What would happen if you change the value of A to 15?

    The OR operator works in a similar fashion, but using the following table. If either the left side or right side has a value of 1, the result will be 1:

    0 OR 0 = 0
    -0 OR 1 = 1
    -1 OR 0 = 1
    -1 OR 1 = 1
    -

    The NOT operator works using the following table. This operator is a unary operator and only requires a single right-side value:

    IF NOT 0 THEN PRINT "this will print"
    -IF NOT 1 THEN PRINT "this will not print"
    -

    Bitwise Operators

    Bitwise operators, unlike boolean operators work on all the bits of the specified variable or value. There are six bitwise operators as follows:

    BITWISE LSHIFT using two less-than symbols shift bits 1 space to the left.
    -%0111 << 1 becomes %1110.
    -BITWISE RSHIFT using two greater-than symbols shift bits 1 space to the right.
    -%0111 >> 1 becomes %0011.
    -BITWISE AND signified by the symbol && will AND all bits of one value with another.
    -%1111 && %0011 becomes %0011.
    -BITWISE OR signified by the symbol || will OR all bits of one value with another.
    -%1110 || %0011 becomes %1111.
    -BITWISE XOR signified by the symbol ~~ will XOR all bits of one value with another.
    -%1111 ~~ %0011 becomes %1100.
    -BITWISE NOT signified by the symbol ! will NOT all bits of the right value.
    -!%1010 becomes %0101.
    -

    You will discover how useful these operators become when writing conditions for your programs. Being able to write conditions with multiple parts will become increasingly important as you begin to write more complex programs.

    XOR Truth Table

    Input Output 
    - A B 
    - 0 0    0
    - 1 0    1
    - 0 1    1
    - 1 1    0
    -


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    Common Statements

    Assignment statements

    You have already used an assignment statement, and it is probably the most commonly used part of any programming language. The Equal Symbol (=) is used to assign a value to a variable or array. Take the following examples:

    a=42
    -a#=99.9
    -a$="HELLO"
    -lottery[1,1]=49
    -

    Branch statements

    Normally, a program executes statements in sequence starting at the top. A branch statement allows you to jump to another part of the program to continue execution. A GOSUB command will jump to a label and continue from its new location. When the program encounters a RETURN command, the program will jump back to the GOSUB from where it originally came. Take the following example:

    PRINT ( "Hello" )
    -GOSUB MySubroutine
    -END
    - 
    -MySubroutine:
    -  PRINT ( "World" )
    -RETURN
    -

    The program will print the "Hello" text to the screen, then jump to the MySubroutine line of the program and continue execution. The next command it finds will print "World" to the screen. The RETURN command then returns the program to the point it left, where it then proceeds onto the next command after the GOSUB command which in this case is the END command.

    A GOTO command however, does not remember from where it jumped and will continue running from its new location permanently. It is not recommended you use GOTO commands often, as there are better ways to control the flow of your programs. Here is an example, however, of a simple GOTO command:

    MyLabel:
    -  PRINT ( "Hello World " )
    -  SYNC()
    -GOTO MyLabel
    -

    Or alternatively, a better way would be:

    DO
    -  PRINT ( "Hello World " )
    -  SYNC()
    -LOOP
    -

    You will agree the last example is a much better, cleaner and friendly way of doing the above and demonstrates how the use of GOTO can be eliminated. GOTO is retained in the AppGameKit Studio language for compatibility with older BASIC languages.

    For next statements

    You may recall the use of the FOR NEXT statement in earlier examples. The FOR NEXT commands are used to create a finite loop in which a variable is incremented or decremented from a value to a value. A simple example would be:

    FOR T=1 TO 5
    -  PRINTC ( T )
    -  PRINTC ( " " )
    -NEXT T
    -PRINT ( "Done" )
    -

    The output to the screen would read:

    1 2 3 4 5 Done
    -

    The program would set T to a value of 1 and then go to the next two lines to print the value of T followed by a space. After printing, the NEXT command would return the program to the FOR command and increment the value of T to make it 2. When the PRINT commands are encountered again, the value of T has changed and a new value is printed. This continues until T has gone from 1 through to 5, then the loop ends and the program is permitted to continue. The next command after the NEXT statement prints "Done" to the screen showing the program has left the loop.

    You can also nest loops to create a loop within a loop, as the following example shows:

    FOR A=1 TO 5
    -  PRINTC ( "MAIN A=" )
    -  PRINT ( A )
    -  FOR B=1 TO 10
    -    PRINTC ( "LITTLE B=" )
    -    PRINT ( B )
    -  NEXT B
    -NEXT A
    -

    The FOR NEXT statement loops the main A variable from 1 to 5, but for every loop of A the FOR NEXT statement inside the first loop must also loop its variable B from 1 to 10. This is known as a nested loop as the loop in the middle is nested inside an outer loop.

    Such loops are especially useful for working on array data by using the variables that increment as position indexes for the arrays. As an example, we could list all our lottery numbers using the following example:

    FOR week=1 TO 52 STEP 4
    -  PRINTC ( "LOTTERY NUMBER FOR WEEK " )
    -  PRINTC ( week )
    -  PRINTC ( " ARE " )
    -  FOR index=1 to 6
    -    PRINTC ( lottery[week,index] )
    -    PRINT ( " " )
    -  NEXT index
    -NEXT week
    -

    Notice the new STEP command added to the end of the FOR NEXT statement. The STEP command is used to change the default increment value from 1 to another value. In this case, the program will only print the lottery numbers for every fourth week.

    If then statements

    The IF statement allows your program to make decisions that controls the flow of your program. The IF statement requires an expression to evaluate results as either true or false. If the expression is true, the commands following the THEN command will be executed. If the expression is false, the program will move onto the next statement and ignore the rest of the IF THEN statement. Take the following example:

    age=20
    -IF age>=16 THEN PRINT ( "You can buy a lottery ticket" )
    -

    This program demonstrates a simple IF THEN Statement. To understand how this works we must look at the IF command in a little more detail. First, we must take the expression and evaluate it:

    age>=16
    -

    We can determine from our earlier coverage of operators, that this relational operator will result in either a zero or a one depending on whether age is greater or equal to 16. The IF command considers a value of zero to be false and all other values as true. So we can determine that if age is indeed greater or equal to 16 then the result will be 1, and the expression according to the IF command will be true.

    The expression can be any combination of values, variables, arrays and operators providing the expression makes sense. These expressions will make sense:

    IF A THEN PRINT ( "ok" )
    -IF A = B THEN PRINT ( "ok" )
    -IF A > (B - 5) THEN PRINT ( "ok" )
    -IF A = (B + (A * 2)) THEN PRINT ( "ok" )
    -IF A=1 AND B=2 THEN PRINT ( "ok" )
    -IF A#=1.5 OR LOTTERY[10,2]=20 THEN PRINT ( "ok" )
    -

    These expressions will not make sense:

    IF A = B = THEN PRINT ( "not ok" )
    -IF > A = B THEN PRINT ( "not ok" )
    -IF A B THEN PRINT ( "not ok" )
    -IF AND A THEN PRINT ( "not ok" )
    -IF B OR THEN PRINT ( "not ok" )
    -

    On occasions where one line is not enough after the THEN command, you can use the IF ENDIF statement. Using the same IF logic as above, instead of a THEN Command, simply provide your commands to be executed on the lines following the IF command. You must then mark the end of the commands to be executed with an ENDIF command, as the following example shows:

    IF A = B
    -  PRINT ( "Hello A and B!" )
    -ENDIF
    -

    This is the same as:

    IF A = B THEN PRINT ( "Hello A and B!" )
    -

    But the main advantage is that the first piece of code can be adapted to do this:

    IF A = B
    -  PRINT ( "Hello A!" )
    -  PRINT ( "Hello B!" )
    -  PRINT ( "Hello A and B!" )
    -  PRINT ( "Hello B and A!" )
    -  PRINT ( "Hello Everything!" )
    -ENDIF
    -

    You can also respond to an IF command if the expression turns out to be false. In cases where you wish to execute a different piece of code if the condition is false, the ELSE command should be used as follows:

    IF A = B
    -  PRINT ( "The values are the same!" )
    -ELSE
    -  PRINT ( "The values are different!" )
    -ENDIF
    -

    It is important to make sure that you always use an ENDIF when THEN is not in use. You will note ENDIF is used whether or not the ELSE command is utilized.

    You can also make use of the ELSEIF statement, which only executes further statements based on a condition being true, such as:

    IF A = 1
    -  PRINT ( "The value of A is 1!" )
    -ELSEIF A=2
    -  PRINT ( "The value of A is 2!"  )
    -ENDIF
    -

    Print Statements

    The PRINT command is capable of printing out more than a single value. The command allows you to specify a list of data items that can be printed one after the other on the same line. The data items can be of any type. Although the use of PRINT has been frequent in the above examples, there are some unique features you may not be aware of. To print out more than one value on a line you can do this:

    a = 1
    -b = 2
    -name$ = "richard"
    -PRINT ( name$ + STR ( a ) + STR ( b ) )
    -

    Note that the STR command is used to convert numbers into a string that is compatible with the PRINT command.

    When the PRINT command is used to print data to the screen, the print cursor that is used to paste the individual letters to the screen resets to the left of the screen and one line down when the print is complete. A string of PRINT commands will print to the screen one line at a time. You can change this by leaving the cursor at the end of the printed line after a PRINT command. You achieve this by using the alternative command PRINTC, for example:

    PRINTC ( "Hello " )
    -PRINT ( "World" )
    -

    There are much more sophisticated text commands in AppGameKit Studio that handle bitmap fonts, colors, sizes and styles but you will discover these as you explore the rest of the help system.

    End and Exit statements

    The END command will terminate the execution of a program and end the application immediately.

    The EXIT command can be used to escape a conditional loop early, often as the result of a particular objective being achieved. For example:

    FOR T=1 TO 100 STEP 10
    -  PRINT ( T )
    -  IF T=51
    -    PRINT ( "got to 51!" )
    -    EXIT
    -  ENDIF
    -NEXT T
    -


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    Common and User Functions

    Common functions

    Functions can be described as commands that return a value. AppGameKit Studio uses arithmetic functions, string functions, command specific functions and user-defined functions. They all share commonalties that will help you recognize what they look like and how they are used.

    A simple arithmetic function is the ABS command, which takes a negative value and converts it to positive:

    PRINT ( ABS(-100) )
    -

    Will print 100 as the result of the function

    The same function can be used in a calculation:

    A = B + ABS(-100)
    -

    Or used with a variable:

    A = ABS( B )
    -

    Or used as part of a conditional expression:

    IF ABS( A ) > 180 THEN PRINT ( "ok" )
    -

    Just as you have become accustomed to using variables in place of standard numbers and strings, you can use functions in the same way. As shown, functions can take data but they don"t have to. Some functions merely return a value, such as:

    DO
    - PRINT ( TIMER() )
    -LOOP
    -

    You will notice that even though no parameter data is required, you still need to add the brackets. The brackets instruct AppGameKit Studio it is a function and is a handy way of quickly determining whether it"s a variable or function.

    User defined functions

    There will come a time when the ability to create your own functions will be priceless. Experienced programmers would not be able to write effective code without them. Although GOSUB commands and subroutines have been provided for compatibility and learning, it is expected that you will progress to use functions as soon as possible.

    Functions are blocks of commands that usually perform a recursive or isolated task that is frequently used by your program. Variables used within the function are isolated from the rest of the program. If you use a variable name of FRED in your function, it will not affect another variable called FRED in your main program, nor any other function that happens to use a similar variable name. This may seem to be a restriction, but forces you to think about cutting up your program into exclusive tasks which is a very important lesson.

    You can pass up to nine parameters into your function, and have the option of returning a value when the function returns. Functions that do not return a value can also be used as normal commands in your main program.

    Declaring a function couldn"t be simpler. To use the FUNCTION command, simply provide it with a name and a list of parameters in brackets and your declaration is half-complete. Enter the commands you want on the following lines and then end the function declaration with the command ENDFUNCTION. The following example declares a function that returns half of a value passed in:

    FUNCTION halfvalue(value)
    - value=value/2
    -ENDFUNCTION value
    -

    This declaration creates a function that can be used as a fancier print command:

    REM Start of program
    -BetterPrint("Hello world")
    -END
    -FUNCTION BetterPrint(t$)
    - PRINTC ( "***" )
    - PRINTC ( t$ )
    - PRINT ( "***" )
    -ENDFUNCTION
    -


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    Reserved Words, Remarks and Spacing

    Reserved words

    Words that are deemed to be reserved are the commands of the language. You will not be able to name your variables, arrays or user functions if they exist as part of the language as commands. As you become more familiar with the language, you will be able to naturally avoid using reserved words for your variables, array names and user functions.

    REMARKS

    You are able to write statements in your program that will be completely ignored when run. This may seem strange at first, but actually provides one of the most important features of your programming armoury. Remarks, also known as code commentary or documentation, are the plain English descriptions of what your program does at any point in the code.

    Although BASIC is quite concise as a readable language, it"s never entirely clear what a piece of code is supposed to do if you read it for the first time. Do not be fooled into thinking the code you write yourself is for your eyes only. Returning to a piece of code you wrote 3 months previous will dispel any concerns you may have over the importance of remarks.

    The trick is to write only a summary of what a piece of code does. Leave out details, data and snippets that may change or be removed. Avoid typing a half-page description as the likelihood is that you"ll never find the time to read it. Remarks become a highly powerful part of your program if used correctly.

    You can use the REM command to make a comment, as follows:

    REM Print a greeting for the user
    -PRINT ( "Hello World" )
    -

    There are other ways to make remarks in a program, such as the single open quote symbol:

    ` Print a greeting for the user
    -PRINT ( "Hello World" )
    -

    Or the more common double forward slash used in other languages:

    // Print a greeting for the user
    -PRINT ( "Hello World" )
    -

    If you wish to "comment out" a number of lines in your program, you can avoid adding a REM command at the start of each line by using the following:

    REMSTART
    -PRINT ( "Hello World" )
    -PRINT ( "Hello World" )
    -PRINT ( "Hello World" )
    -REMEND
    -

    Anything between the REMSTART command and the REMEND command will be ignored when the program is run. These commands are especially useful for temporarily removing parts of the program for testing purposes.

    You can also use the symbols /* and */ to comment multiple lines. This is an alternative to REMSTART and REMEND and will be more familiar to users of other languages, for example:

    /*
    -PRINT ( "Hello World" )
    -PRINT ( "Hello World" )
    -PRINT ( "Hello World" )
    -*/
    -

    Use of spacing

    Unlike other BASIC languages, spaces are very important in your programs. It is important to separate commands and parameters, otherwise your program will not be understood. Take for example the line:

    FOR T=1 TO 10
    -

    This would not be recognized if written as:

    FORT=1TO10
    -

    Nor would this be easy to read either. Providing you use spaces to separate commands and parameters, you will encounter no problems with spacing.

    You can also use it where it might make code easier to understand, even if the spaces are not necessary. For example both of the following are valid, and do exactly the same thing, but the latter might be easier to understand for someone else looking at your code

    b=4-6*c
    -a=2*(b+1)+c/4
    -
    b = 4 - 6*c
    -a = 2*(b+1) + c/4
    -


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    Looping and Syncing

    In order to create programs that can be operated by an end user, you need to be able to sustain a program loop and to display the contents of your program to the screen. Fail to do this and you will find your programs quit instantly, or appear to freeze with a black screen. This is because the program runs through your commands and reaches the end so quits, or sustains a loop but is never instructed to draw the program out to the screen.

    The Loop

    The simplest form of loop is the DO LOOP, which creates an infinite loop, and looks something like this:

    DO
    -LOOP
    -

    This will create a viable loop, but of course has nothing to display. So we insert something to display:

    DO
    - PRINT ( "hello world" )
    -LOOP
    -

    When you run this code, you will still have a viable loop and the program has something to do, but the screen still remains black. In order to see anything, you need to issue the SYNC command which instructs the device to render the program to the screen.

    DO
    - PRINT ( "hello world" )
    - SYNC()
    -LOOP
    -

    Presto, you now have all the commands required to sustain a loop and draw the program output to the screen. By remembering to use loops and syncs in your programs, your programs will run and draw normally.

    There are other types of loop available too, such as the WHILE ENDWHILE loop which allows you to use a condition to decide whether the loop should continue, such as:

    A=1
    -WHILE A<30
    - INC A
    - PRINT ( A )
    - SYNC()
    - SLEEP(50)
    -ENDWHILE
    -

    The above program will enter the while loop and the code within will increment the variable A. When the value stored in variable A reaches 30, it will make the condition associated with the while loop false (as 30 is not less than 30), and the program will skip the code in the while loop and jump to the ENDWHILE and continue the program from that point.

    You can also use a REPEAT UNTIL loop which places the condition at the end of the loop instead of the beginning. This is useful if you do not know the value required for the condition until the loop code has been executed. Take this example:

    REPEAT
    - PRINT ( "click/touch to exit" )
    - SYNC()
    -UNTIL GETPOINTERPRESSED()=1
    -

    Whether you are using DO, WHILE, FOR or REPEAT loops, you can exit them at any time by using the EXIT command. This command will immediately end code execution within the loop and skip instantly to the end of the loop and resume the program from there. A modified version of the above code might look like this:

    DO
    - PRINT ( "click/touch to exit" )
    - SYNC()
    - IF GETPOINTERPRESSED()=1 THEN EXIT
    -LOOP
    -PRINT ( "This line will run after the EXIT command" )
    -


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    Numerical Bases

    Numerical bases are the method by which a value is represented. Most values are represented using Base 10, which essentially consists of digits zero through nine. This however is not the only method of representing a value. There are many other forms of numerical representation, some of which are supported below.

    Binary

    A numerical value representing Base 2 and consists only of values zero and one. Counting from zero through to ten, the binary values would look like 0, 01, 10, 11, 100, 101, 110, 111, 1000, 1001, 1010. A binary value is coded with a "%" symbol prefix to inform the compiler that the value is binary. In binary, the value ten would be coded %1010.

    Octal

    A numerical value representing Base 8 and consists of values zero through seven. Counting from zero through to ten, the octal values would look like 00, 01, 02, 03, 04, 05, 06, 07, 10, 11, 12. An octal value is coded with a "0c" prefix to inform the compiler that the value is octal. In octal, the value ten would be coded 0c12.

    Hexadecimal

    A numerical value representing Base 16 and consists of values 0 through F. Counting from zero through to twenty, the hexadecimal values would look like 00, 01, 02, 03, 04, 05, 06, 07, 08, 09, 0A, 0B, 0C, 0D, 0E, 0F, 10, 11, 12, 13, 14. A hexadecimal value is coded with a "0x" prefix to inform the compiler that the value is hex. In hexadecimal, the value twenty would be coded 0x14.



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    Errors, Warnings and The Compiler

    There are many types of errors you will encounter while programming and running your creations, but they fall into four main categories:

    "SYNTAX ERROR"
    -

    You have tried to compile your program but a command statement was not recognized or understood.

    "PARAMETER MISMATCH"
    -

    You have tried to compile your program but a known command has been given the wrong parameter data. You must provide the correct types of parameters for the command, and in the right order.

    "RUNTIME WARNING"
    -

    The program has compiled and run successfully, but the command failed due to the reasons given with the warning. A warning will not be given in a standalone executable version of the program!

    "RUNTIME ERROR"
    -

    The program has compiled and run successfully, but the command failed due to the reasons given with the error. An error will terminate a standalone executable version of the program and provide a reason for the error!

    The Compiler

    To help understand the compiler better, here are a few notes that will help as you start to compile your programs. Some of the notes may be a little advanced, and are not essential reading for the beginner.

    1. To reduce iterations, the compiler will process TYPE declarations and FUNCTION declarations in the same sweep, so if you place the TYPE ENDTYPE command after the function, the function will not be able to compile as it will not know what the TYPE is. Make sure you declare all your types before declaring any functions that use them.

    2. Comments can be created as an appendage to an existing line, or as a command in itself. To append a comment to a line, simply use the ` symbol before adding the descriptive text you wish to apply. Comments can also be created as standalone commands using the REM statement, which you can abbreviate to the ` symbol if you wish. You should only place "appendage" comments inside type declarations or select statements. You can place a command comment anywhere a normal command can go. Common mistakes is to try and place REM commands inside TYPE or SELECT statements, which the compiler will find illegal.

    3. The compiler will treat an ambiguous name as an array before a user function. A name will be treated as a user function call only if there is a FUNCTION declaration elsewhere in the program.

    4. When the compiler processes a program that includes more than one .AGC source code file, it must first produce a single listing before it can be processed. This single listing can be found in the Media\SourceCode.agc file for reference. If the resulting executables throws a runtime error during its execution, the line number it reports refers to this master file, and not the main source code file from the project.

    5. Error messages can sometimes be confusing if read out of context. Here is an explanation of an error that might cause confusion;

    CODE: A$ = "X: " + TIMER()
    -ERROR: Types "$$1" and "TEMP0" are incompatible at line X.
    -EXPLANATION: This means the string and value cannot be added. The $$ symbol refers to a string, the TEMP0 refers to a temporary variable internally required by the compiler. The solution is to convert one so that you are adding the same type, i.e.: A$ = "X: " + STR(TIMER())
    -


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