Difference between revisions of "Functions"

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[[Category:Functions]]
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#REDIRECT [[API:Functions]]
This is a definitive reference of the Sphere API: in other words, the functions that Sphere uses in its JavaScript engine. The page currently mimics the layout of <code>docs/development/api.txt</code>, but is undergoing reorganisation.
 
 
 
Alternatively, the whole Sphere API, sorted by category, with brief descriptions of the functions is available in the [[Doc Functions|API text file]] mirror itself.
 
 
 
For assistance with using JavaScript itself, consult these links:
 
*https://developer.mozilla.org/en/Core_JavaScript_1.5_Guide - Mozilla JavaScript Guide
 
*https://developer.mozilla.org/en/Core_JavaScript_1.5_Reference - Mozilla JavaScript Reference
 
 
 
 
 
<div style="background-color:#efe; border-color:#9c9; border-style:solid; border-width:1px; padding:4px">
 
<div style="background-color:#393; color:#fff; font-weight:bold; padding:5px">Making new function/object pages</div>
 
<div>Simple steps:
 
#Click a red link.
 
#Place the following code in the empty edit box: <code><nowiki>{{subst:functemp}}</nowiki></code> for a new function, or <code><nowiki>{{subst:objecttemp}}</nowiki></code> for a new object.
 
#Check the minor edit flag and save.
 
#Click 'edit' at the top of the page to add content.
 
#Try to be [http://en.wiktionary.org/wiki/objective objective] when writing, and save when you're done.
 
#Remove description from this page, add page link to list at the top of the matching section.</div>
 
</div>
 
 
 
<!-- Disclaimer is hidden
 
<div style="background-color:#fee; border-color:#fcc; border-style:solid; border-width:1px; padding:4px">
 
<div style="background-color:#c00; color:#fff; font-weight:bold; padding:5px">Disclaimer</div>
 
<div>Note the standard disclaimer at the bottom of the edit box:
 
:''If you don't want your writing to be edited mercilessly and redistributed at will, then don't submit it here.''
 
 
 
Be bold with your editing! If something doesn't look right, click 'edit' and fix it to the best of your ability.</div>
 
</div>
 
-->
 
 
 
 
 
= General functions =
 
 
 
* [[CreateStringFromCode]](''ascii_code''): Translate a number to the matching character.
 
* [[GetVersion]](): Get the version of Sphere as a number.
 
 
 
= Script functions =
 
 
 
* [[GarbageCollect]](): Run JavaScript's garbage collector to free memory.
 
 
 
== File inclusion ==
 
 
 
* [[EvaluateScript]](''filename''): Include a script file unconditionally.
 
* [[EvaluateSystemScript]](''filename''): Include a system script file unconditionally.
 
* [[RequireScript]](''filename''): Include a script file once.
 
* [[RequireSystemScript]](''filename''): Include a system script file once.
 
 
 
= Engine functions =
 
 
 
* [[GetVersionString]](): Get the full Sphere version.
 
 
 
== Game control ==
 
 
 
* [[Abort]](): Exit with a message.
 
* [[Exit]](): Exit unconditionally.
 
* [[RestartGame]](): Restarts the game.
 
 
 
== Acessing installed games ==
 
 
 
* Sphere [[Object-Game|Game]] object: Holds info about an installed Sphere game.
 
* [[GetGameList]](): Get a list of installed Sphere games.
 
* [[ExecuteGame]](''directory''): Execute Sphere game installed in ''directory''.
 
 
 
= System interfaces =
 
 
 
== Video ==
 
 
 
* [[ApplyColorMask]](''color''): Fills the whole screen with ''color''.
 
* [[FlipScreen]](): Show the results of drawing to the screen.
 
 
 
=== Clipping ===
 
 
 
* Sphere [[Object-Rectangle|Rectangle]] object: Holds dimensions for clipping rectangle functions.
 
* [[GetClippingRectangle]](): Get the rectangle in which drawing is being clipped on screen.
 
* [[SetClippingRectangle]](''x'', ''y'', ''width'', ''height''): Set a rectangle to clip screen drawing.
 
 
 
=== Frame rate control ===
 
 
 
* [[GetFrameRate]](): Get the frame rate that limits [[FlipScreen]]() call rate.
 
* [[SetFrameRate]](''frames_per_second''): Limit the rate of [[FlipScreen]]() calls.
 
 
 
=== Graphics primitives ===
 
 
 
'''NOTE:''' Be sure to use [[FlipScreen]]() when you are done drawing.
 
 
 
* [[Point]](''x'', ''y'', ''color''): Plot a point with ''color''.
 
   
 
* [[PointSeries]](''array'', ''color'): Plot a series of points from an array of objects using ''color''.
 
 
 
* [[Line]](''x1'', ''y1'', ''x2'', ''y2'', ''color''): Draw a line with ''color''.
 
 
 
* [[GradientLine]](''x1'', ''y1'', ''x2'', ''y2'', ''color1'', ''color2''): Draw a line that fades between colors.
 
 
 
* [[LineSeries]](''array'', ''color'' [, ''type'']): Draws a series of lines from an array of objects using ''color''
 
 
 
  [[BezierCurve]](color, step, Ax, Ay, Bx, By, Cx, Cy [, Dx, Dy])
 
    - Draws a series of points along a Bezier curve from A to C, controlled
 
      by B (A's control point) and D (optional, C's control point), with
 
      the color. step (0, 1] controls how many points are plotted
 
      (smaller step == more points).
 
 
 
* [[Triangle]](''x1'', ''y1'', ''x2'', ''y2'', ''x3'', ''y3'', ''color''): Draw a triangle with ''color''.
 
 
 
* [[GradientTriangle]](''x1'', ''y1'', ''x2'', ''y2'', ''x3'', ''y3'', ''color1'', ''color2'', ''color3''): Draw a filled triangle that smoothly changes colors between the vertices.
 
 
 
  [[Polygon]](array, color [, invert])
 
    - Draws a color-filled polygon using the array of objects
 
      (each object must have a 'x' and 'y' property).
 
      If invert is true, all points in the bounding box of the polygon, but
 
      not in the polygon will be colored.
 
 
 
* [[OutlinedRectangle]](''x'', ''y'', ''width'', ''height'', ''color'' [, ''size'']): Draws the outline of a rectangle.
 
 
 
* [[Rectangle]](''x'', ''y'', ''width'', ''height'', ''color''): Draw a rectangle filled with ''color''.
 
 
 
* [[GradientRectangle]](''x'', ''y'', ''width'', ''height'', ''color_ul'', ''color_ur'', ''color_lr'', ''color_ll''): Draw a rectangle filled with gradient colors.
 
 
 
* [[OutlinedEllipse]](''x'', ''y'', ''rx'', ''ry'', ''color''): Draws the outline of an ellipse with ''color''.
 
 
 
* [[FilledEllipse]](''x'', ''y'', ''rx'', ''ry'', ''color''): Draws an ellipse filled with ''color''.
 
 
 
* [[OutlinedCircle]](''x'', ''y'', ''radius'', ''color'' [, ''antialias'']): Draws the outline of a circle with ''color''.
 
 
 
* [[FilledCircle]](''x'', ''y'', ''radius'', ''color'' [, ''antialias'']): Draws a circle filled with ''color''.
 
 
 
* [[GradientCircle]](''x'', ''y'', ''radius'', ''color1'', ''color2'' [, ''antialias'']): Draws a circle filled with gradient colors.
 
 
 
  [[OutlinedComplex]](rx, ry, rw, rh, cx, cy, cr, color [, antialias])
 
    - Draws a filled rectangle at (rx, ry) with rw width and rh height
 
      colored with color, with a circle with the radius cr cut out
 
      at (cx, cy) onto the video buffer.
 
 
 
  [[FilledComplex]](rx, ry, rw, rh, cx, cy, cr, ca, cf, fill_empty, color1, color2)
 
    - Draws a filled rectangle at (rx, ry) with rw width and rh height
 
      colored with 'color1', with a circle with the radius cr and the
 
      color 'color2' drawn onto it.
 
      Part of the circle can be filled in by specifying the
 
      angular offset 'ca' and angular size 'cf'.
 
      If fill_empty is true, any part of the rectangle not filled by the arc
 
      will be filled with 'color1' instead of being left transparent.
 
 
 
  [[GradientComplex]](rx, ry, rw, rh, cx, cy, cr, ca, cf, fill_empty, color1, color2, color3)
 
    - Similar to FilledComplex, but fills the circle/arc with a gradient
 
      from color2 (center) to color3 (edge). All other arguments
 
      are identical.
 
 
 
=== Screen size ===
 
 
 
* [[GetScreenWidth]](): Get the width of the screen.
 
* [[GetScreenHeight]](): Get the height of the screen.
 
 
 
== Input ==
 
 
 
=== Player Input ===
 
 
 
  [[GetPlayerKey]](''player'', ''player_key'')
 
      - Returns the key constant associated with the configurable player key of 'player'.
 
        Allowed 'player' values are 0 - 3 or:
 
          PLAYER_1
 
          PLAYER_2
 
          PLAYER_3
 
          PLAYER_4
 
        Allowed 'player_key' values are:
 
          PLAYER_KEY_MENU
 
          PLAYER_KEY_UP
 
          PLAYER_KEY_DOWN
 
          PLAYER_KEY_LEFT
 
          PLAYER_KEY_RIGHT
 
          PLAYER_KEY_A
 
          PLAYER_KEY_B
 
          PLAYER_KEY_X
 
          PLAYER_KEY_Y
 
 
 
=== Keyboard ===
 
 
 
==== Key code translation ====
 
 
 
* [[GetKeyString]](''key'', ''shift''): Converts the given ''key'' into a string, KEY_A will become "a", etc. If shift is true, returns uppercase/special value of key. Control keys return an empty string.
 
 
 
==== Key status ====
 
 
 
* [[IsAnyKeyPressed]](): Check if any key is being held down.
 
* [[IsKeyPressed]](''key''): Check if the given ''key'' is being held down.
 
 
 
* [[GetToggleState]](''key''): Checks if Caps Lock, Num Lock or Scroll Lock are active.
 
* Allowed key values:
 
** <var>KEY_CAPSLOCK</var>
 
** <var>KEY_NUMLOCK</var>
 
** <var>KEY_SCROLLOCK (Note: only two Ls)</var>
 
 
 
==== Key queue ====
 
 
 
* [[AreKeysLeft]](): Check if keys are left in the key buffer.
 
* [[GetKey]](): Get a key from the key buffer, waits for one if there isn't.
 
 
 
=== Mouse ===
 
 
 
==== Cursor location ====
 
 
 
* [[GetMouseX]](): Get X coordinate of mouse cursor on the screen.
 
* [[GetMouseY]](): Get Y coordinate of mouse cursor on the screen.
 
* [[SetMousePosition]](''x'', ''y''): Set mouse cursor location.
 
 
 
==== Mouse button status ====
 
 
 
* [[IsMouseButtonPressed]](''mouse_button''): Check if a mouse button is being held down.
 
 
 
==== Mouse wheel event queue ====
 
 
 
* [[GetMouseWheelEvent]](): Returns a single mouse wheel event.
 
* [[GetNumMouseWheelEvents]](): Returns the length of the mouse wheel event queue.
 
 
 
=== Joystick ===
 
 
 
* [[GetNumJoysticks]](): Returns the number of joysticks available on the system.
 
* [[GetNumJoystickButtons]](''joystick''): Returns the number of buttons available on this joystick.
 
* [[GetNumJoystickAxes]](''joystick''): Returns the number of available axes on the given joystick.
 
 
 
* [[GetTalkActivationButton]](): Get joystick button used to activate talk scripts.
 
* [[SetTalkActivationButton]](''button''): Set joystick button used to activate talk scripts.
 
 
 
==== Button status ====
 
 
 
* [[IsJoystickButtonPressed]](''joystick'', ''button''): Find if a button on a joystick is being held down.
 
 
 
==== Orientation ====
 
 
 
* [[GetJoystickAxis]](''joystick'', ''axis''): Returns the current joystick axis position in normalized coordinates fro -1 to 1.
 
* Allowed axis values:
 
** <var>JOYSTICK_AXIS_X</var>
 
** <var>JOYSTICK_AXIS_Y</var>
 
** <var>JOYSTICK_AXIS_Z</var>
 
** <var>JOYSTICK_AXIS_R (rotation)</var>
 
 
 
== Time ==
 
 
 
* [[GetTime]](): Get the number of milliseconds since an arbitrary point in time.
 
 
 
== Map object ==
 
 
 
* Sphere [[Object-Map|Map]] object: Holds map data.
 
 
 
* [[GetMapEngine]](): Obtain the current [[Object-Map|Map]] object.
 
* [[Map.save]](''filename''): Save a [[Object-Map|Map]] object to ''filename''.
 
* [[Map.layerAppend]](''layer_width'', ''layer_height'', ''tile_index''): Adds a new layer to the [[Object-Map|Map]] object.
 
 
 
== ByteArray object ==
 
 
 
* Sphere [[Object-ByteArray|ByteArray]] object: Holds an array of bytes.
 
* [[CreateByteArray]](''length''): Create a new [[Object-ByteArray|ByteArray]].
 
* [[bytearray.concat]](''byte_array_object'', ''byte_array_to_append''): Returns bytearray with byte_array_to_append attached to the end of it
 
* [[bytearray.slice]](''start_slice'' [, ''end_slice'']): Returns a slice of the bytearray starting at start, and ending at end or the end of the bytearray if end is omitted. If end is a negative number, the end point is started from the end of the bytearray.
 
 
 
 
 
=== Conversion to and from strings ===
 
 
 
* [[CreateByteArrayFromString]](''string''): Create a [[Object-ByteArray|ByteArray]] from ''string''.
 
* [[CreateStringFromByteArray]](''byte_array''): Convert a [[Object-ByteArray|ByteArray]] into a string.
 
 
 
=== Data hashing ===
 
 
 
* [[HashByteArray]](''byte_array''): Calculate MD5 'fingerprint' of data in ''byte_array''.
 
 
 
== Networking ==
 
 
 
* [[GetLocalAddress]](): Get the local IP address.
 
* [[GetLocalName]](): Get the local computer name.
 
* [[ListenOnPort]](''port''): Wait for a connection and return a socket for it.
 
* [[OpenAddress]](''address'', ''port''): Connect to ''address'' on ''port''.
 
 
 
=== Socket object ===
 
 
 
* Sphere [[Object-Socket|Socket]] object: Has the ability to send/receive data over a network.
 
* [[Socket.close]](): Close the socket.
 
* [[Socket.getPendingReadSize]](): Get size of next incoming data block in bytes.
 
* [[Socket.isConnected]](): Find if the socket is connected or not.
 
* [[Socket.read]](''size''): Read ''size'' number of bytes into a [[Object-ByteArray|ByteArray]] from socket.
 
* [[Socket.write]](''data''): Send a [[Object-ByteArray|ByteArray]] into the socket.
 
 
 
= Map Engine =
 
 
 
* [[MapEngine]](''map_filename'', ''fps''): Start the map engine at ''map_filename'' at speed ''fps''.
 
* [[IsMapEngineRunning]](): Check if the map engine is running or not.
 
* [[ExitMapEngine]](): Flag the map engine to exit on the next update.
 
 
 
== Engine control ==
 
 
 
* [[GetMapEngineFrameRate]](): Get the frames per second the map engine is running at.
 
* [[SetMapEngineFrameRate]](''fps''): Change map engine frame rate.
 
* [[RenderMap]](): Draw all map layers and persons.
 
* [[UpdateMapEngine]](): Update state of map entities, animations and events in map engine.
 
 
 
== Map control ==
 
 
 
* [[GetCurrentMap]](): Get the filename of the loaded map.
 
* [[ChangeMap]](''map_filename''): Change the current map of the map engine.
 
 
 
== Map scripts ==
 
 
 
* [[SetRenderScript]](''script''): Set ''script'' to run after each time the map is drawn.
 
* [[SetUpdateScript]](''script''): Set ''script'' to run after each map engine update.
 
 
 
* [[CallMapScript]](''map_event''): Call map script associated with the current map.
 
 
 
* [[CallDefaultMapScript]](''map_event''): Call map script set by [[SetDefaultMapScript]]().
 
* [[SetDefaultMapScript]](''map_event'', ''script''): Set map engine to run ''script'' when ''map_event'' occurs for any map.
 
 
 
* Map event constants:
 
** <var>SCRIPT_ON_ENTER_MAP</var>
 
** <var>SCRIPT_ON_LEAVE_MAP</var>
 
** <var>SCRIPT_ON_LEAVE_MAP_NORTH</var>
 
** <var>SCRIPT_ON_LEAVE_MAP_EAST</var>
 
** <var>SCRIPT_ON_LEAVE_MAP_SOUTH</var>
 
** <var>SCRIPT_ON_LEAVE_MAP_WEST</var>
 
 
 
* [[SetDelayScript]](''frames'', ''script''): Run ''script'' after ''frames'' delay.
 
 
 
== Within the map engine ==
 
 
 
* [[SetColorMask]](''color'', ''frames''): Draws ''color'' over the map engine for ''frames'' duration.
 
 
 
=== Maps ===
 
 
 
==== Zones ====
 
 
 
* [[AreZonesAt]](''x'', ''y'', ''layer''): Check if there are any zones at (''x'', ''y'') on ''layer''.
 
* [[ExecuteZones]](''x'', ''y'', ''layer''): Run all scripts for zones that (''x'', ''y'') on ''layer'' is in.
 
* [[GetNumZones]](): Get the number of zones on the current map.
 
 
 
===== For each zone =====
 
 
 
* [[GetCurrentZone]](): Get the current zone index in a zone script.
 
* [[ExecuteZoneScript]](''zone''): Execute the script of ''zone''.
 
 
 
===== Zone position =====
 
 
 
* [[GetZoneX]](''zone''): Get the X coordinate of ''zone'' on the map.
 
* [[GetZoneY]](''zone''): Get the Y coordinate of ''zone'' on the map.
 
* [[GetZoneWidth]](''zone''): Get the pixel width of ''zone''.
 
* [[GetZoneHeight]](''zone''): Get the pixel height of ''zone''.
 
 
 
* [[GetZoneLayer]](''zone''): Get the map layer index of ''zone''.
 
* [[SetZoneLayer]](''zone'', ''layer''): Sets the map layer of ''zone'' to ''layer''.
 
 
 
==== Triggers ====
 
 
 
* [[IsTriggerAt]](''x'', ''y'', ''layer''): Check if there is a trigger at pixel coords (''x'', ''y'') on ''layer''.
 
 
 
===== For each trigger =====
 
 
 
* [[ExecuteTrigger]](''x'', ''y'', ''layer''): Activate the trigger at (''x'', ''y'') on ''layer'' if one exists.
 
 
 
==== Layers ====
 
 
 
* [[GetNumLayers]](): Get number of layers in the current map.
 
 
 
===== For each layer =====
 
 
 
* [[GetLayerName]](''layer''): Get the name of ''layer''.
 
* [[GetLayerWidth]](''layer''): Get width of ''layer'' in tiles.
 
* [[GetLayerHeight]](''layer''): Get height of ''layer'' in tiles.
 
* [[SetLayerWidth]](''layer'', ''width''): Set width of ''layer'' in tiles.
 
* [[SetLayerHeight]](''layer'', ''height''): Set height of ''layer'' in tiles.
 
 
 
* [[SetTile]](''tile_x'', ''tile_y'', ''layer'', ''tile''): Plot a tile at the given map location.
 
 
 
* [[GetLayerAngle]](''layer''): Get ''layer'' angle in radians.
 
* [[SetLayerAngle]](''layer'', ''angle''): Set ''layer'' rotation to ''angle'' radians.
 
 
 
* [[GetLayerMask]](''layer''): Get [[Object-Color|Color]] mask of ''layer''.
 
* [[SetLayerMask]](''layer'', ''color_mask''): Mask the layer with ''color_mask''.
 
 
 
* [[IsLayerReflective]](''layer''): Find if ''layer'' shows person entity reflections.
 
* [[SetLayerReflective]](''layer'', ''reflect''): Set reflectivity of ''layer''.
 
 
 
* [[IsLayerVisible]](''layer''): Find if ''layer'' is visible.
 
* [[SetLayerVisible]](''layer'', ''visible''): Set visibility of ''layer''.
 
 
 
* [[SetLayerScaleFactorX]](''layer'', ''factor''): Set width scaling of ''layer'' to ''factor''.
 
* [[SetLayerScaleFactorY]](''layer'', ''factor''): Set height scaling of ''layer'' to ''factor''.
 
 
 
* [[SetLayerRenderer]](''layer'', ''script''): Run ''script'' after ''layer'' has been rendered.
 
 
 
==== Tiles ====
 
 
 
* [[GetNumTiles]](): Get the number of tiles in the current map tileset.
 
* [[GetTile]](''tile_x'', ''tile_y'', ''layer''): Get the tileset index of the tile at the given map position.
 
* [[GetTileWidth]](): Get the image width of tiles in the current map tileset.
 
* [[GetTileHeight]](): Get the image height of tiles in the current map tileset.
 
* [[ReplaceTilesOnLayer]](''layer'', ''old_tile'', ''new_tile''): Substitute all ''old_tile'' with ''new_tile'' on ''layer''.
 
 
 
===== For each tile =====
 
 
 
* [[GetTileName]](''tile''): Get the name of ''tile''.
 
 
 
* [[GetTileImage]](''tile''): Get the [[Object-Image|Image]] of ''tile'' in the current map tileset.
 
* [[SetTileImage]](''tile'', ''image''): Change the [[Object-Image|Image]] of ''tile''.
 
 
 
* [[SetTileSurface]](''tile'', ''surface''): Change the [[Object-Surface|Surface]] of ''tile''.
 
 
 
===== Tile animations =====
 
 
 
* [[GetNextAnimatedTile]](''tile''): Get next tile index of animation from ''tile''.
 
* [[SetNextAnimatedTile]](''tile'', ''next''): Set next tile in a tile animation sequence.
 
 
 
* [[GetTileDelay]](''tile''): Get frame delay of animated tile.
 
* [[SetTileDelay]](''tile'', ''delay''): Set a frame delay for this ''tile'' animation frame.
 
 
 
=== Input ===
 
 
 
==== Player input ====
 
 
 
* [[AttachInput]](''person''): Give input control of ''person'' to the player.
 
* [[DetachInput]](): Remove input control given by [[AttachInput]]() or [[AttachPlayerInput]]().
 
 
 
* [[AttachPlayerInput]](''person'', ''player''): Give input control of ''person'' to ''player''.
 
* [[DetachPlayerInput]](''person''): Remove input control from ''person'' given to a player.
 
 
 
* [[IsInputAttached]](): Check if input is attached to a person or not.
 
* [[GetInputPerson]](): Get the name of the person who holds player input.
 
 
 
==== Binding scripts to keys ====
 
 
 
* [[BindKey]](''key'', ''on_key_down'', ''on_key_up''): Bind scripts to key events.
 
* [[UnbindKey]](''key''): Remove script binding from the given ''key''.
 
 
 
==== Binding scripts to joystick buttons ====
 
 
 
* [[BindJoystickButton]](''joystick'', ''button'', ''on_button_down'', ''on_button_up''): Bind scripts to joystick button events.
 
* [[UnbindJoystickButton]](joystick, button): Unbind joystick buttons from scripts.
 
 
 
=== Camera ===
 
 
 
==== Following persons ====
 
 
 
* [[AttachCamera]](''person''): Make the camera follow ''person''.
 
* [[DetachCamera]](): Stop the camera from following any person.
 
 
 
* [[IsCameraAttached]](): Check if the camera is attached to a person.
 
* [[GetCameraPerson]](): Get the name of the person the camera is attached to.
 
 
 
==== Camera position ====
 
 
 
* [[GetCameraX]](): Get the map X coordinate the camera is focusing on.
 
* [[SetCameraX]](''x_pos''): Set the X coordinate of the camera.
 
 
 
* [[GetCameraY]](): Get the map Y coordinate the camera is focusing on.
 
* [[SetCameraY]](''y_pos''): Set the Y coordinate of the camera.
 
 
 
==== Coordinate conversion ====
 
 
 
* [[MapToScreenX]](''layer'', ''x''): Convert a map X coordinate to screen X.
 
* [[MapToScreenY]](''layer'', ''y''): Convert a map Y coordinate to screen Y.
 
* [[ScreenToMapX]](''layer'', ''x''): Convert a screen X coordinate to map ''layer'' X.
 
* [[ScreenToMapY]](''layer'', ''y''): Convert a screen Y coordinate to map ''layer'' Y.
 
 
 
=== Persons ===
 
 
 
* [[GetPersonList]](): Get an array of all named persons on the current map.
 
 
 
* [[CreatePerson]](''name'', ''spriteset'', ''destroy_with_map''): Create a new person called ''name'' with ''spriteset'' (filename).
 
* [[DestroyPerson]](''name''): Destroy the person called ''name''.
 
 
 
==== Person position ====
 
 
 
* [[GetPersonX]](''name''): Get the map X coordinate of ''name''.
 
* [[GetPersonY]](''name''): Get the map Y coordinate of ''name''.
 
* [[GetPersonLayer]](''name''): Get the map layer index of ''name''.
 
 
 
* [[SetPersonX]](''name'', ''x''): Set the map X of ''name'' to ''x''.
 
* [[SetPersonY]](''name'', ''y''): Set the map Y of ''name'' to ''y''.
 
* [[SetPersonLayer]](''name'', ''layer''): Set the map layer of ''name'' to ''layer''.
 
 
 
* [[GetPersonXFloat]](''name''): Get the map X of ''name'' to floating point accuracy.
 
* [[GetPersonYFloat]](''name''): Get the map Y of ''name'' to floating point accuracy.
 
* [[SetPersonXYFloat]](''name'', ''x'', ''y''): Set the position of ''name'' with floating point accuracy.
 
 
 
==== Directions and animations ====
 
 
 
* [[GetPersonDirection]](''name''): Get the animation direction of person ''name''.
 
* [[SetPersonDirection]](''name'', ''direction''): Set animation direction of person ''name'' to ''direction''.
 
 
 
* [[GetPersonFrame]](''name''): gets the frame and direction that are currently being displayed.
 
* [[SetPersonFrame]](''name'', ''frame''): sets which frame from which direction to display.
 
 
 
* [[SetPersonFrameRevert]](''name'', ''delay''): sets the delay between when the person last moved and returning to first frame.
 
* [[GetPersonFrameRevert]](''name''): gets the delay between when the person last moved and returning to first frame.
 
 
 
==== Movement speed ====
 
 
 
* [[SetPersonSpeed]](''name'', ''speed''): sets the person's speed.
 
* [[SetPersonSpeedXY]](''name'', ''speed_x'', ''speed_y''): sets the person's x and y speed individually.
 
 
 
* [[GetPersonSpeedX]](''name''): gets a person's x speed.
 
* [[GetPersonSpeedY]](''name''): gets a person's y speed.
 
 
 
==== Appearance ====
 
 
 
  [[GetPersonOffsetX]](name)
 
      - gets the horizontal offset used for blitting frames
 
 
 
  [[SetPersonOffsetX]](name, x)
 
      - sets the horizontal offset to use for blitting frames
 
        e.g. setting it to 10 would result in the person frame blitted always 10 pixels
 
        to the right, while the person's x-position would remain unchanged.
 
 
 
  [[GetPersonOffsetY]](name)
 
      - gets the vertical offset used for blitting frames
 
 
 
  [[SetPersonOffsetY]](name, y)
 
      - sets the vertical offset to use for blitting frames
 
        e.g. setting it to 10 would result in the person frame blitted always 10 pixels
 
        to the bottom, while the person's y-position would remain unchanged.
 
 
 
* [[GetPersonAngle]](''name''): Get the rotation angle of the person ''name''.
 
* [[SetPersonAngle]](''name'', ''angle''): Set the rotation angle of person ''name'' to ''angle'' radians.
 
 
 
* [[GetPersonMask]](''name''): Get the masking [[Object-Color|color]] of the person ''name''.
 
* [[SetPersonMask]](''name'', ''color''): Set the color-channel multiplying mask ''[[Object-Color|color]]'' of the person ''name''.
 
 
 
* [[SetPersonScaleFactor]](''name'', ''scale_w'', ''scale_h''): Rescales the sprite of person ''name'' by relative factors ''scale_w'' and ''scale_h''.
 
* [[SetPersonScaleAbsolute]](''name'', ''width'', ''height''): Rescales the sprite of person ''name'' to ''width'' * ''height'' pixels.
 
 
 
* [[GetPersonSpriteset]](''name''): Get the spriteset of person ''name''.
 
* [[SetPersonSpriteset]](''name'', ''spriteset''): Set the spriteset of person ''name'' to ''spriteset'' (Sphere [[Object-Spriteset|Spriteset]] object).
 
 
 
* [[IsPersonVisible]](''name''): Check if the person with ''name'' is visible or not. <code>true</code>: visible, <code>false</code>: not visible.
 
* [[SetPersonVisible]](''name'', ''visible''): Make person ''name'' visible or invisible. <code>true</code>: visible, <code>false</code>: not visible.
 
 
 
==== Obstruction ====
 
 
 
* [[GetPersonBase]](''name''): Get a person's spriteset obstruction base.
 
 
 
* [[IsPersonObstructed]](''name'', ''x'', ''y''): Check if person "''name''" would be obstructed at (''x'', ''y'').
 
 
 
* [[IgnoreTileObstructions]](''person'', ''ignore''): Sets whether person "''person''" ignores tile obstructions.
 
 
 
* [[IsIgnoringTileObstructions]](''person''): Checks whether "''person''" is ignoring tile obstructions.
 
 
 
  [[GetObstructingTile]](name, x, y)
 
    - returns -1 if name isn't obstructed by a tile at x, y,
 
    - returns the tile index of the tile if name is obstructed at x, y
 
 
 
  [[GetObstructingPerson]](name, x, y)
 
    - returns "" if name isn't obstructed by person at x, y,
 
    - returns the name of the person if name is obstructed at x, y
 
 
 
  [[IgnorePersonObstructions]](person, ignore)
 
    - Sets whether 'person' should ignore other spriteset bases
 
 
 
  [[IsIgnoringPersonObstructions]](person)
 
    - Returns true if 'person' is ignoring person obstructions, else false
 
 
 
  [[GetPersonIgnoreList]](person)
 
    - Returns a list of people that 'name' is ignoring
 
 
 
  [[SetPersonIgnoreList]](person, ignore_list)
 
    - Tells 'person' to ignore everyone in ignore_list
 
    e.g. SetPersonIgnoreList("White-Bomberman", ["bomb", "powerup"]);
 
    Tells White-Bomberman to not be obstructed by bombs or powerups
 
 
 
==== Talk interaction ====
 
 
 
  [[SetTalkActivationKey]](key)
 
  [[GetTalkActivationKey]]()
 
    - set key used to activate talk scripts
 
 
 
  [[SetTalkDistance]](pixels)
 
  [[GetTalkDistance]]()
 
    - set distance to check for talk script activation
 
 
 
==== Following other persons ====
 
 
 
* [[FollowPerson]](''name'', ''leader'', ''pixels''): Makes a sprite follow behind another sprite.
 
 
 
==== Person data ====
 
 
 
  [[GetPersonData]](name)
 
    - gets a data object assiocated with the person 'name'
 
    There are certain default properties/values filled in by the engine, they are:
 
    num_frames - the number of frames for the person's current direction
 
    num_directions - the number of directions for the person
 
    width - the width of the spriteset's current frame
 
    height - the height of the spriteset's current frame
 
    leader - the person that this person is following, or "" if no-one...
 
    Any other properties are free for you to fill with values,
 
    e.g.
 
      var data = GetPersonData("Jimmy");
 
      var num_frames = data["num_frames"];
 
 
 
  [[SetPersonData]](name, data)
 
    - sets the 'data' object assiocated with the person 'name'
 
    e.g.
 
    var data = GetPersonData("Jimmy");
 
    data["talked_to_jimmy"] = true;
 
    SetPersonData("Jimmy", data);
 
 
 
  [[SetPersonValue]](name, key, value)
 
    - SetPersonValue("Jimmy", "talked_to_jimmy", true); // same as code above
 
 
 
  [[GetPersonValue]](name, key)
 
    - GetPersonValue("Jimmy", "num_frames"); // same as previous code above
 
 
 
==== Person control ====
 
 
 
* [[SetPersonScript]](name, which, script)
 
* Person scripts:
 
** SCRIPT_ON_CREATE
 
** SCRIPT_ON_DESTROY
 
** SCRIPT_ON_ACTIVATE_TOUCH
 
** SCRIPT_ON_ACTIVATE_TALK
 
** SCRIPT_COMMAND_GENERATOR
 
* [[CallPersonScript]](name, which)
 
 
 
* [[GetCurrentPerson]]()
 
 
 
* [[QueuePersonCommand]](''name'', ''command'', ''immediate''): add a command to the person's command queue.
 
* Person commands:
 
** <var>COMMAND_WAIT</var>
 
** <var>COMMAND_ANIMATE</var>
 
** <var>COMMAND_FACE_NORTH</var>
 
** <var>COMMAND_FACE_NORTHEAST</var>
 
** <var>COMMAND_FACE_EAST</var>
 
** <var>COMMAND_FACE_SOUTHEAST</var>
 
** <var>COMMAND_FACE_SOUTH</var>
 
** <var>COMMAND_FACE_SOUTHWEST</var>
 
** <var>COMMAND_FACE_WEST</var>
 
** <var>COMMAND_FACE_NORTHWEST</var>
 
** <var>COMMAND_MOVE_NORTH</var>
 
** <var>COMMAND_MOVE_EAST</var>
 
** <var>COMMAND_MOVE_SOUTH</var>
 
** <var>COMMAND_MOVE_WEST</var>
 
* [[QueuePersonScript]](''name'', ''script'', ''immediate''): Queue a script command on the command queue of ''name''.
 
* [[IsCommandQueueEmpty]](''name''): Check if the command queue of the person is empty.
 
* [[ClearPersonCommands]](name): Clears the command queue of the named person.
 
 
 
= Sphere objects =
 
 
 
== Colors ==
 
 
 
* Sphere [[Object-Color|Color]] object: Holds RGBA data for a color.
 
* [[CreateColor]](''red'', ''green'', ''blue''[, ''alpha'']): Create a new [[Object-Color|Color]] object.
 
 
 
=== Blending colors ===
 
 
 
* [[BlendColors]](''c1'', ''c2''): Mix two [[Object-Color|Color]]s evenly.
 
* [[BlendColorsWeighted]](''c1'', ''c2'', ''c1_weight'', ''c2_weight''): Mix two [[Object-Color|Color]]s in given proportions.
 
 
 
== Log object (debugging) ==
 
 
 
* [[OpenLog]](''filename''): Create a new log file.
 
 
 
* Sphere [[Object-Log|Log]] object: Traces script execution by putting messages in a log file.
 
* [[Log.beginBlock]](''name''): Create an indented block with ''name'' as title.
 
* [[Log.endBlock]](): Close an open block.
 
* [[Log.write]](''message''): Write a message to the log.
 
 
 
== Spritesets ==
 
 
 
* Sphere [[Object-Spriteset|Spriteset]] object: Holds appearance, direction and base data for a map person.
 
* Sphere [[Object-SpritesetBase|SpritesetBase]] object: Determines a person's collision box.
 
* Sphere [[Object-SpritesetDirection|SpritesetDirection]] object: Holds a direction name and animation sequence.
 
* Sphere [[Object-SpritesetFrame|SpritesetFrame]] object: A frame (image index, delay) in a [[Object-SpritesetDirection|SpritesetDirection]].
 
 
 
* [[LoadSpriteset]](''filename''): Load a Sphere [[Object-Spriteset|Spriteset]] from ''filename''.
 
 
 
  [[CreateSpriteset]](frame_width, frame_height, num_images, num_directions, num_frames)
 
    - returns a blank spriteset object with the given dimensions
 
 
 
  [[Spriteset.save]](filename)
 
    - saves the spriteset object to 'filename'
 
 
 
  [[Spriteset.clone]]()
 
    - returns a copy of the spriteset object
 
 
 
== Sounds ==
 
 
 
* Sphere [[Object-Sound|Sound]] object: Holds a sound or piece of music that can be played.
 
* Sphere [[Object-SoundEffect|SoundEffect]] object: Holds a sound that can be played. This powerful object is designed mainly for sound effects.
 
 
 
=== Sound object ===
 
 
 
* [[LoadSound]](''filename'' [, ''streaming'']): Load a sound from ''filename'', ''streaming'' from disk optional.
 
* [[Sound.play]](''repeat''): Play the sound, loop if ''repeat'' is true.
 
* [[Sound.pause]](): Pause playback of the sound. Call [[Sound.play]]() to resume.
 
* [[Sound.stop]](): Stop playback of the sound.
 
 
 
  [[Sound.reset]]()
 
    - Resets playback. No effect on MIDIs.
 
 
 
  [[Sound.setRepeat]](repeat)
 
    - Sets if the sound should be repeated.
 
 
 
  [[Sound.getRepeat]]()
 
    - Returns true if sound is set to repeat, otherwise false.
 
 
 
* [[Sound.isPlaying]](): Check if the sound is currently playing.
 
* [[Sound.isSeekable]](): Returns true if the sound is seekable. Not all sound types are seekable, Ogg is.
 
* [[Sound.getLength]](): Gets the length of the sound.
 
* [[Sound.clone]](): Returns a copy of the sound object.
 
* [[Sound.getPosition]](): Returns the position of the sound, zero if the sound isn't seekable.
 
* [[Sound.setPosition]](''position''): Sets the position of the sound. Does nothing if the sound isn't seekable.
 
 
 
* [[Sound.getVolume]](): Get the volume of the sound (0-255). No effect on MIDIs.
 
* [[Sound.setVolume]](''volume''): Set the volume of the sound (0-255). No effect on MIDIs.
 
 
 
  [[Sound.setPan]](pan)
 
    - Pan can be from -255 to 255.  -255 = left, 255 = right. No effect on MIDIs.
 
 
 
  [[Sound.getPan]]()
 
    - Returns the current pan of the sound. No effect on MIDIs.
 
 
 
* [[Sound.setPitch]](''pitch''): Sets the pitch for a sound. No effect on MIDIs.
 
 
 
  [[Sound.getPitch]]()
 
    - Returns the current pitch. No effect on MIDIs.
 
 
 
 
 
=== Sound Effect object ===
 
 
 
  [[LoadSoundEffect]](filename [, type])
 
    - returns a sound effect object from 'filename'. If Sphere is unable to open
 
      the file, the engine will give an error message and exit.
 
      There are two types of sound effects: SE_SINGLE and SE_MULTIPLE.
 
      SE_SINGLE sound effects only allow the sound to be played once at a time.
 
      SE_MULTIPLE sound effects always open a new stream to the audio device
 
      for each time it is played (cleaning up or reusing old streams if possible).
 
 
 
  [[SoundEffect.play]]()
 
    - plays the sound effect.
 
      If the sound effect is of type SE_SINGLE, this plays the sound
 
      if it isn't playing yet, and starts it again if it is.
 
      If the sound effect is of type SE_MULTIPLE, play() simply starts
 
      playing the sound again.
 
 
 
  [[SoundEffect.stop]]()
 
    - stops playback
 
      If the sound is of type SE_SINGLE, stop the sound.
 
      If it is of type SE_MULTIPLE, stop all playing instances of the sound.
 
 
 
  [[SoundEffect.setVolume]](volume)
 
    - sets the volume for the sound effect (0-255)
 
 
 
  [[SoundEffect.getVolume]]()
 
    - returns the sound effect's volume (0-255)
 
 
 
  [[SoundEffect.setPan]](pan)
 
    - pan can be from -255 to 255.  -255 = left, 255 = right. pan defaults to 0 (center).
 
 
 
  [[SoundEffect.getPan]]()
 
    - returns the current pan of the sound effect
 
 
 
  [[SoundEffect.setPitch]](pitch)
 
    - pitch ranges from 0.5 to 2.0.  0.5 is an octave down (and half as fast)
 
      while 2.0 is an octave up (and twice as fast).  pitch defaults to 1.0
 
 
 
  [[SoundEffect.getPitch]]()
 
    - returns the current pitch
 
 
 
== Fonts ==
 
 
 
* Sphere [[Object-Font|Font]] object: The graphical representation of text.
 
* [[GetSystemFont]](): Load the default system font.
 
* [[LoadFont]](): Load a font file.
 
 
 
=== Font object ===
 
 
 
  [[Font.clone]]()
 
    - returns a copy of 'font_object'
 
 
 
==== Drawing text ====
 
 
 
* [[Font.drawText]](''x'', ''y'', ''text''): Draw ''text'' at (''x'', ''y'') using the font.
 
* [[Font.drawTextBox]](''x'', ''y'', ''width'', ''height'', ''y_offset'', ''text''): Draw wrapped ''text'', shifted up/down by ''y_offset'', in the box (''x'', ''y'', ''width'', ''height'').
 
* [[Font.drawZoomedText]](''x'', ''y'', ''scale'', ''text''): Draw scaled text with upper-left corner (''x'', ''y'') using the font.
 
* [[Font.wordWrapString]](''string'', ''width''): Splits a string into an array of lines as if it were wrapped using [[Font.drawTextBox]]().
 
 
 
==== Font size info ====
 
 
 
* [[Font.getHeight]](): Get the height of chars in the font, in pixels.
 
 
 
* [[Font.getStringWidth]](''string''): Determine the width of a ''string'' drawn with the font, in pixels.
 
* [[Font.getStringHeight]](''string'', ''width''): Determine the height of the ''string'' as if it was drawn by [[Font.drawTextBox]]() with ''width''.
 
 
 
==== Font color masking ====
 
 
 
* [[Font.getColorMask]](): Get the color mask being used by the font.
 
* [[Font.setColorMask]](''color''): Set the color mask for a font to ''color'' (see [[color masking]]).
 
 
 
==== Font characters ====
 
 
 
  [[Font.getCharacterImage]](code)
 
    - returns the image in the font_object of the character based on
 
      the code, e.g. 65 is 'A'
 
 
 
  [[Font.setCharacterImage]](code, image)
 
    - sets the character image in the font_object based on the code
 
 
 
==== Saving to disk ====
 
 
 
  [[Font.save]](filename)
 
    - saves the Font_object as a font using the filename 'filename'
 
 
 
== WindowStyles ==
 
* Sphere [[WindowStyle]] object: holds a windowstyle for drawing.
 
* [[GetSystemWindowStyle]](): Get the window style that comes with the Sphere engine.
 
* [[LoadWindowStyle]](filename): returns a windowstyle object from 'filename'.
 
 
 
=== WindowStyle object ===
 
 
 
==== Drawing windows ====
 
 
 
* [[WindowStyle.drawWindow]](''x'', ''y'', ''w'', ''h''): Draw a window (''x'', ''y'', ''w'', ''h'') with external borders.
 
 
 
==== WindowStyle color masking ====
 
 
 
  [[WindowStyle.getColorMask]]()
 
    - gets the color mask being used by the windowstyle object
 
 
 
  [[WindowStyle.setColorMask]](color)
 
    - sets the color mask for a windowstyle (see ApplyColorMask)
 
 
 
== Images ==
 
 
 
* Sphere [[Object-Image|Image]] object: Holds a 2D bitmap for displaying.
 
* [[LoadImage]](''filename''): Load an image from ''filename''.
 
* [[GrabImage]](''x'', ''y'', ''width'', ''height''): Grab the screen contents at (''x'', ''y'', ''width'', ''height'') and store it in a new Image object.
 
 
 
=== System images ===
 
 
 
* [[GetSystemArrow]](): Get the right-pointing arrow image that comes with the Sphere engine.
 
* [[GetSystemUpArrow]](): Get the up-pointing arrow image that comes with the Sphere engine.
 
* [[GetSystemDownArrow]](): Get the down-pointing arrow image that comes with the Sphere engine.
 
 
 
=== Image object ===
 
 
 
  [[Image.clone]]()
 
    - returns a copy of 'image_object'
 
 
 
==== Blitting (drawing) images ====
 
 
 
* [[Image.blit]](''x'', ''y''): Draw the image with the top-left corner at (''x'', ''y'').
 
* [[Image.blitMask]](''x'', ''y'', ''mask''): Draw the image at (''x'', ''y'') with ''mask'' as the tinting color.
 
* [[Image.rotateBlit]](''center_x'', ''center_y'', ''angle''): Draw the image centered at (''center_x'', ''center_y''), rotated by ''angle'' radians.
 
* [[Image.rotateBlitMask]](''center_x'', ''center_y'', ''angle'', ''mask''): rotateBlit + mask.
 
* [[Image.zoomBlit]](''x'', ''y'', ''factor''): Draw the image zoomed by ''factor'' with the top-left corner at (''x'', ''y'').
 
  [[Image.zoomBlitMask]](''x'', ''y'', ''factor'', ''mask''): zoomBlit + mask.
 
* [[Image.transformBlit]](''x1'', ''y1'', ''x2'', ''y2'', ''x3'', ''y3'', ''x4'', ''y4''): Draw the image with top-left (''x1'', ''y1''), top-right (''x2'', ''y2''), bottom-right (''x3'', ''y3'') and bottom-left (''x4'', ''y4'').
 
* [[Image.transformBlitMask]](''x1'', ''y1'', ''x2'', ''y2'', ''x3'', ''y3'', ''x4'', ''y4'', ''mask''): Draw the image stretched to fit 4 coordinates clockwise from the top-left, with a masking color.
 
 
 
==== Surface conversion ====
 
 
 
* [[Image.createSurface]](): Create a new [[Object-Surface|Surface]] using the picture data in the image.
 
 
 
== Surfaces ==
 
 
 
* [[CreateSurface]](''width'', ''height'', ''color''): Create a [[Object-Surface|Surface]] of dimensions (''width'', ''height''), filled with ''color''.
 
 
 
* [[LoadSurface]](''filename''): Create a [[Object-Surface|Surface]] from an image given by ''filename''.
 
 
 
* [[GrabSurface]](''x'', ''y'', ''width'', ''height''): Grab the screen contents at (''x'', ''y'', ''width'', ''height'') and store it in a new Surface.
 
 
 
=== Surface object ===
 
 
 
* Sphere [[Object-Surface|Surface]] object: A picture canvas in memory that can be drawn to.
 
 
 
  [[Surface.setAlpha]](alpha)
 
    - sets the alpha of the surface
 
 
 
* [[Surface.clone]](): Create a copy of the surface object.
 
 
 
  [[Surface.cloneSection]](x, y, w, h)
 
    - returns a new surface object with the height and width of h and w, with
 
      part of image at (x,y) from the surface_object with the width w and
 
      height h.
 
 
 
==== Drawing on surfaces ====
 
 
 
* [[Blend Modes]]
 
** BLEND (default for drawing)
 
** REPLACE
 
** RGB_ONLY
 
** ALPHA_ONLY
 
** ADD
 
** SUBTRACT
 
** MULTIPLY (default for masking)
 
** AVERAGE
 
** INVERT
 
 
 
  [[Surface.setBlendMode]](mode)
 
    - Sets the blend mode of the surface, which will affect any drawing operation on the surface.
 
      'mode' must be one of the available blend modes for surfaces.
 
 
 
* [[Surface.getPixel]](''x'', ''y''): Get the color of the pixel at (''x'', ''y'') on the surface.
 
* [[Surface.setPixel]](x, y, color): Set the pixel (''x'', ''y'') on the surface to ''color''.
 
    - sets the pixel at (x,y) to 'color'
 
 
 
  [[Surface.replaceColor]](oldColor, newColor)
 
    - replace all pixels of the color oldColor in the surface with newColor
 
 
 
===== Primitives on surfaces =====
 
 
 
  [[Surface.pointSeries]](array, color)
 
    - plots a series of points colored with color onto the surface
 
      with array filled with objects (each object must have a 'x' and 'y' property)
 
 
 
* [[Surface.line]](''x1'', ''y1'', ''x2'', ''y2'', ''color''): Draw a line onto the surface starting from (''x1'', ''y1'') to (''x2'', ''y2'') with ''color''.
 
* [[Surface.gradientLine]](''x1'', ''y1'', ''x2'', ''y2'', ''color1'', ''color2''): Draw a line onto the surface starting from (''x1'', ''y1'') to (''x2'', ''y2'') with a color fade from ''color1'' to ''color2''.
 
 
 
  [[Surface.lineSeries]](array, color [, type])
 
    - draws a series of lines colored with color onto the surface
 
      with array filled with objects (each object must have a 'x' and 'y' property)
 
 
 
  [[Surface.bezierCurve]](color, step, Ax, Ay, Bx, By, Cx, Cy [, Dx] [, Dy])
 
    - Draws a Bezier curve colored with color onto the surface
 
      with step being a floating point number in the range 0 < step <= 1.0
 
      and the points (Ax, Ay: coordinates of the endpoint A),
 
      (Bx, By: coordinates of A's control point B)
 
      (Cx, Cy: coordinates of the endpoint C)
 
      (Dx, Dy: optional, coordinates of C's control point D - if omitted, B is also C's control point)
 
 
 
* [[Surface.outlinedRectangle]](''x'', ''y'', ''width'', ''height'', ''color'' [, ''size'']): Draw an outlined rectangle onto the surface at (''x'', ''y'') of ''width'' and ''height'' colored with ''color'' and with ''size'' determining the thickness.
 
 
 
* [[Surface.rectangle]](''x1'', ''y1'', ''x2'', ''y2'', ''color''): Draw a filled rectangle on the surface from (''x1'', ''y1'') to  (''x2'', ''y2'') with ''color''.
 
 
 
  [[Surface.gradientRectangle]](x, y, w, h, c_ul, c_ur, c_lr, c_ll)
 
    - Draws a gradient rectangle onto the surface at (x,y) with the height h and width w.
 
      Each corner of a rectangle (c_ul = color of upper left corner,
 
      c_ur = color of upper right corner, c_lr = color of lower right corner,
 
      c_ll = color of lower left corner) accepts a color information to
 
      generate the gradient of the rectangle.
 
 
 
* [[Surface.triangle]](''x1'', ''y1'', ''x2'', ''y2'', ''x3'', ''y3'', ''color''): Draw a filled triangle with points (''x1'', ''y1''), (''x2'', ''y2''), (''x3'', ''y3'') with ''color''.
 
 
 
  [[Surface.gradientTriangle]](x1, y1, x2, y2, x3, y3, c1, c2, c3)
 
    - Draws a gradient triangle onto the surface with the points (x1, y1), (x2, y2), (x3, y3),
 
      with each point (c1 = color of (x1, y1), c2 = color of (x2, y2), c3 = color
 
      of (x3, y3)) having a color to generate the gradient of the triangle
 
 
 
  [[Surface.polygon]](array, color [, invert])
 
    - draws a filled polygon colored with color onto the surface
 
      with array filled with objects (each object must have a 'x' and 'y' property)
 
      If invert is true, all points in the bounding box of the polygon, but
 
      not in the polygon will be colored.
 
 
 
  [[Surface.outlinedEllipse]](x, y, rx, ry, c)
 
    - Draws an outlined ellipse at (x, y) with rx being the horizontal radius
 
      and ry the vertical radius onto the surface with the color c
 
 
 
  [[Surface.filledEllipse]](x, y, rx, ry, c)
 
    - Draws a filled ellipse at (x, y) with rx being the horizontal radius
 
      and ry the vertical radius onto the surface with the color c
 
 
 
  [[Surface.outlinedCircle]](x, y, radius, color [, antialias])
 
    - Draws an outlined circle at (x, y) colored with color onto the surface
 
      if antialias is true, the circle will be antialiased
 
 
 
  [[Surface.filledCircle]](x, y, radius, color [, antialias])
 
    - Draws a filled circle at (x, y) colored with color onto the surface
 
      if antialias is true, the circle will be antialiased
 
 
 
  [[Surface.gradientCircle]](x, y, radius, color1, color2 [, antialias])
 
    - Draws a gradient circle at (x, y) onto the surface
 
      colored with a fading color from color1 to color2
 
      if antialias is true, the circle will be antialiased
 
 
 
===== Text on surfaces =====
 
 
 
  [[Surface.drawText]](font, x, y, text)
 
    - draws 'text' at x, y with the font onto the surface_object
 
 
 
  [[Surface.drawZoomedText]](font, x, y, scale, text)
 
    - draws scaled text (1.0 = normal) with (x,y) as the upper left corner
 
      onto the surface_object
 
 
 
  [[Surface.drawTextBox]](font, x, y, w, h, offset, text)
 
    - draws a word-wrapped text at (x, y) onto the surface_object with the width w and height h.
 
      The offset is the number of pixels which the number of pixels from y which
 
      the actual drawing starts at.
 
      See font_object.drawTextBox for more detail.
 
 
 
==== Manipulating surfaces ====
 
 
 
* [[Surface.rotate]](''angle'', ''resize''): Rotate the surface by ''angle'' radians, ''resize'' to fit if requested.
 
 
 
  [[Surface.resize]](w, h)
 
    - resizes the surface images. This does not stretch or shrink the image
 
      inside the surface.
 
 
 
  [[Surface.rescale]](w, h)
 
    - stretches or shrinks the surface to the new width w and height h
 
 
 
  [[Surface.flipHorizontally]]()
 
    - flips the surface horizontally
 
 
 
  [[Surface.flipVertically]]()
 
    - flips the surface vertically
 
 
 
===== Color effects =====
 
 
 
  [[Surface.applyLookup]](x, y, w, h, red_lookup, green_lookup, blue_lookup, alpha_lookup)
 
    - Apply a lookup table transformation to the pixels contained in x, y, w, h
 
      The lookup parameters are arrays of 256 elements containg the new pixel values.
 
      ex: var invert_lookup = [255, 254, 253, 252, 251, ..., 4, 3, 2, 1, 0];
 
 
 
  [[Surface.applyColorFX]](x, y, w, h,  colormatrix)
 
    - Apply the colormatrix to the pixels contained in x, y, w, h
 
      (see CreateColorMatrix)
 
 
 
  [[Surface.applyColorFX4]](x, y, w, h,  cm_upperleft, cm_upperright, cm_lowerleft, cm_lowerright)
 
    - Apply 4 color matrixes. Each corner has a seperate color matrix.
 
      (see CreateColorMatrix)
 
 
 
==== Drawing (blitting) surfaces ====
 
 
 
* [[Surface.blit]](''x'', ''y''): Draw the surface on the screen at (''x'', ''y'').
 
 
 
  [[Surface.blitSurface]](surface, x, y)
 
    - draws 'surface' onto 'surface_object' at (x,y)
 
 
 
  [[Surface.blitImage]](''image_object'', ''x'', ''y'')
 
    - draws 'image' onto 'surface_object' at (x,y)
 
 
 
  [[Surface.blitMaskSurface]](surface, x, y, mask [, mask_blend_mode])
 
    - draws 'surface' onto the surface_object at (x, y), except that the color passed
 
      as 'mask' tints 'surface'
 
      optionally you can pass one of the blend modes for masking as mask_blend_mode
 
 
 
  [[Surface.rotateBlitSurface]](surface, x, y, angle)
 
    - draws 'surface' onto the surface_object at (x, y), except that 'surface' is rotated
 
      anti-clockwise in radians, with -2*PI <= angle <= 2*PI
 
 
 
  [[Surface.rotateBlitMaskSurface]](surface, x, y, angle, mask [, mask_blend_mode])
 
    - rotateBlitSurface + blitMaskSurface
 
 
 
  [[Surface.zoomBlitSurface]](surface, x, y, factor)
 
    - draws 'surface' onto the surface_object at (x, y) with zooming, with the scaling
 
      depending on factor. Normally a factor of 1 will draw a normal looking
 
      'surface' and between 0 and 1 will shrink it. Any values greater than 1
 
      will stretch it's size.
 
 
 
  [[Surface.zoomBlitMaskSurface]](surface, x, y, factor, mask [, mask_blend_mode])
 
    - zoomBlitSurface + blitMaskSurface
 
 
 
  [[Surface.transformBlitSurface]](surface, x1, y1, x2, y2, x3, y3, x4, y4)
 
    - draws 'surface' onto the surface_object with "transformation", where
 
      (x1, y1) is the upper left corner, (x2, y2) the upper right corner,
 
      (x3, y3) is the lower right corner, and (x4, y4) is the lower left
 
      corner.
 
 
 
  [[Surface.transformBlitMaskSurface]](surface, x1, y1, x2, y2, x3, y3, x4, y4, mask [, mask_blend_mode])
 
    - transformBlitSurface + blitMaskSurface
 
 
 
==== Conversion to image ====
 
 
 
* [[Surface.createImage]](): Create a new [[Object-Image|Image]] with the picture data in the surface.
 
 
 
==== Saving to disk ====
 
 
 
  [[Surface.save]](filename)
 
    - saves the surface_object as an image using the filename 'filename'
 
      the image type is determined by the extension of the file
 
      e.g. surface.save("test.png") saves a png image called test.png
 
 
 
== Color matrices ==
 
 
 
  [[CreateColorMatrix]](rn, rr, rg, rb,  gn, gr, gg, gb,  bn, br, bg, bb)
 
    - Creates a [[Object-ColorMatrix|ColorMatrix]] that is used to transform the colors
 
      contained in a pixel with the following formula:
 
        newcolor.red  = rn + (rr * oldcolor.red + rg * oldcolor.green + rb * oldcolor.blue) / 255;
 
        newcolor.green = gn + (gr * oldcolor.red + gg * oldcolor.green + gb * oldcolor.blue) / 255;
 
        newcolor.blue  = bn + (br * oldcolor.red + bg * oldcolor.green + bb * oldcolor.blue) / 255;
 
      (see [[Surface.applyColorFX]] and [[Surface.applyColorFX4]])
 
 
 
== Animations ==
 
 
 
* [[Object-Animation|Animation object]]
 
* [[LoadAnimation]](filename): Load animation file and return an usable Animation object.
 
 
 
==== Animation frames ====
 
* [[Animation.getNumFrames]](): Returns the number of frames the animation contains.
 
* [[Animation.getDelay]](): Returns the delay between frames, in milliseconds.
 
* [[Animation.readNextFrame]](): Readies the next frame for drawing.
 
 
 
==== Drawing animation frames ====
 
 
 
* [[Animation.drawFrame]](x, y): Draws the current frame into the video buffer.
 
* [[Animation.drawZoomedFrame]](x, y, scale): Draws the current frame into the video buffer with a specified zoom scale.
 
 
 
== Directories ==
 
 
 
* [[GetDirectoryList]](''directory'') ''directory'' = directory in which to enumerate directories, the current game's directory if not specified. Returns an array of strings, which contain the directory names that reside in the ''directory'' directory of the game.
 
 
 
* [[Rename]](''old'', ''new''): Renames or moves a file or directory.
 
 
 
* [[CreateDirectory]](''directory''): Creates a new directory.
 
 
 
* [[RemoveDirectory]](''directory''): Removes a directory.
 
 
 
== Files ==
 
 
 
* [[RemoveFile]](''filename''): Deletes a file.
 
 
 
* [[GetFileList]](''directory''): Gets an array of strings containing the filenames in 'directory'.
 
 
 
* [[OpenFile]](''filename''): Returns a file object with the filename.
 
 
 
* [[OpenRawFile]](''filename'' [, ''writeable'']): Open or create a file, and grab a [[Object-RawFile|RawFile]] handle to it.
 
 
 
=== File object ===
 
 
 
  [[File.read]](key, default)
 
    - reads a value from the key
 
      the value type returned depends on the default value.
 
      + if the default is a number, read will return a number.
 
      + if the default is a text or string, read will return a string.
 
      + if the default is a boolean, read will return a boolean
 
      + if the key is not present in the file, it will return the default value.
 
 
 
  [[File.write]](key, value)
 
    - writes a value (string, number, boolean) to the file under the key name
 
 
 
  [[File.flush]]()
 
    - writes the file to disk immediately...  this way you don't have
 
      to wait for it to save when the file object is garbage collected
 
 
 
  [[File.close]]()
 
    - closes the File object, after which it cannot be used anymore.
 
      Always remember to close opened files.
 
 
 
==== File keys ====
 
 
 
  [[File.getNumKeys]]()
 
    - returns the number of keys in the file
 
   
 
  [[File.getKey]](index)
 
    - returns a string of the key at 'index'
 
 
 
=== RawFile object ===
 
 
 
* [[RawFile.read]](''num_bytes''): Read ''num_bytes'' from the file, and return that data as a [[Object-ByteArray|ByteArray]].
 
* [[RawFile.write]](''byte_array''): Write the data in ''byte_array'' into the file.
 
 
 
* [[RawFile.close]](): Close (and flush) the [[Object-RawFile|RawFile]] object.
 
 
 
==== Size ====
 
 
 
* [[RawFile.getSize]](): Get the size of the file in bytes.
 
 
 
==== File pointer position ====
 
 
 
* [[RawFile.getPosition]](): Get the current position which the data is read from.
 
* [[RawFile.setPosition]](''position''): Set the position that the file will be read from.
 
 
 
==== Hashing raw files ====
 
 
 
* [[HashFromFile]](''filename''): Generate the MD5 'fingerprint' of a file. Identical files produce the same MD5 hash.
 

Latest revision as of 20:59, 19 March 2013

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