# Difference between revisions of "Legacy:Functions"

This is a definitive reference of the **legacy** Sphere 1.5 API. In other words, the functions that Sphere 1.5 uses in its JavaScript engine.

Alternatively, the whole Sphere API, sorted by category, with brief descriptions of the functions is available in the API text file mirror itself.

For assistance with using JavaScript itself, consult these links:

### Making new function/object pages

Simple steps:
2. Place the following code in the empty edit box: `{{subst:functemp}}` for a new function, or `{{subst:objecttemp}}` for a new object.
3. Check the minor edit flag and save.
4. Click 'edit' at the top of the page to add content.
5. Try to be objective when writing, and save when you're done.

# Engine functions

## Accessing installed games

• Sphere 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.

# Script functions

## Time

• GetTime(): Get the number of milliseconds since an arbitrary point in time.

# System interfaces

## Video

### 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 of the given color along a Bezier curve from A to C, controlled by B (A's control point) and D (optional, C's control point).
step (0, 1] controls how many points are plotted (smaller step == more points).
• 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.
• 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.
• Rectangle(x, y, width, height, color): Draw a rectangle filled with color.
• OutlinedRectangle(x, y, width, height, color [, size]): Draws the outline of a rectangle.
• GradientRectangle(x, y, width, height, color_ul, color_ur, color_lr, color_ll): Draw a rectangle filled with gradient colors.
• FilledCircle(x, y, radius, color [, antialias]): Draws a circle filled with color.
• OutlinedCircle(x, y, radius, color [, antialias]): Draws the outline of a circle with color.
• FilledEllipse(x, y, rx, ry, color): Draws an ellipse filled with color.
• OutlinedEllipse(x, y, rx, ry, color): Draws the outline of an ellipse with color.
• 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.
• 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.
• 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.

## 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_UP
PLAYER_KEY_DOWN
PLAYER_KEY_LEFT
PLAYER_KEY_RIGHT
PLAYER_KEY_A
PLAYER_KEY_B
PLAYER_KEY_X
PLAYER_KEY_Y

# Map Engine

## Map and map engine control

• MapEngine(map_filename, fps): Start the map engine at map_filename at speed fps.
• GetCurrentMap(): Get the filename of the loaded map.
• ChangeMap(map_filename): Change the current map of the map engine.
• IsMapEngineRunning(): Check if the map engine is running or not.
• UpdateMapEngine(): Update state of map entities, animations and events in map engine.
• ExitMapEngine(): Flag the map engine to exit on the next update.

## Map object

• Sphere Map object: Holds map data.

## 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:
SCRIPT_ON_ENTER_MAP
SCRIPT_ON_LEAVE_MAP
SCRIPT_ON_LEAVE_MAP_NORTH
SCRIPT_ON_LEAVE_MAP_EAST
SCRIPT_ON_LEAVE_MAP_SOUTH
SCRIPT_ON_LEAVE_MAP_WEST

### Map Elements

#### 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.
##### 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.

#### Triggers

• IsTriggerAt(x, y, layer): Check if there is a trigger at pixel coords (x, y) on layer.
• ExecuteTrigger(x, y, layer): Activate the trigger at (x, y) on layer if one exists.

#### Tiles

• GetNumTiles(): Get the number of tiles in the current map tileset.
• GetTileWidth(): Get the image width of tiles in the current map tileset.
• GetTileHeight(): Get the image height 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.
• SetTile(tile_x, tile_y, layer, tile): Plot a tile at the given map location.
• ReplaceTilesOnLayer(layer, old_tile, new_tile): Substitute all old_tile with new_tile on layer.
##### Tile animations
• GetTileDelay(tile): Get frame delay of animated tile.
• SetTileDelay(tile, delay): Set a frame delay for this tile animation frame.

### Input

#### Binding scripts to input devices

Note: Binding a key or joystick button overrides whatever input has already been associated with it via AttachInput or AttachPlayerInput!

• BindKey(key, on_key_down, on_key_up): Bind scripts to key events.
• UnbindKey(key): Remove script binding from the given key.

### Camera

#### 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

Coordinate conversion translates the current map position to screen coordinates based on the current camera position, and vice versa. Some functions (like checking obstructions) require map coordinates, while others (like image blitting) require screen coordinates. Both map and screen coordinates consider the top-left corner to be (0,0) and extend right-ward and down-ward for X and Y position, respectively.

• 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

NOTE: Entities are known in script as "persons" for legacy reasons.

• 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.

#### Entity position

• 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

• 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.

#### 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.
• 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.
• IsPersonVisible(name): Check if the person with name is visible or not.
`true`: visible, `false`: not visible.
• SetPersonVisible(name, visible): Make person name visible or invisible.
`true`: visible, `false`: not visible.

#### Obstruction

• GetObstructingTile(name, x, y): returns the tile index of the tile if name is obstructed at x, y
returns -1 if name isn't obstructed by a tile at x, y,
• GetObstructingPerson(name, x, y): returns the name of the person if name is obstructed at x, y
returns "" if name isn't obstructed by any person 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

#### Entity data

• GetPersonData(name): gets a data object associated 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 associated 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

#### Controlling entities in script

• QueuePersonCommand(name, command, immediate): add a command to the person's command queue.
• Available Person commands:
COMMAND_WAIT
COMMAND_ANIMATE
COMMAND_FACE_NORTH
COMMAND_FACE_NORTHEAST
COMMAND_FACE_EAST
COMMAND_FACE_SOUTHEAST
COMMAND_FACE_SOUTH
COMMAND_FACE_SOUTHWEST
COMMAND_FACE_WEST
COMMAND_FACE_NORTHWEST
COMMAND_MOVE_NORTH
COMMAND_MOVE_EAST
COMMAND_MOVE_SOUTH
COMMAND_MOVE_WEST
• 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

Besides the above, Sphere has a set of built-in objects for more generalized use within projects. Most are loaded from external resource files, but a few (Color, ColorMatrix) are defined solely in script and remain only in-memory during the running of the project.

## Sounds

• Sphere Sound object: Holds a sound or piece of music that can be played.
• Sphere SoundEffect object: Holds a sound that can be played. This powerful object is designed mainly for sound effects.
• LoadSound(filename [, streaming]): Load a sound from filename, streaming from disk optional.

### Sound object

• 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

• Sphere SoundEffect object
• LoadSoundEffect(filename [, type]): returns a SoundEffect 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 ranges 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

## Colors

• Sphere Color object: Holds RGBA data for a color.
• CreateColor(red, green, blue[, alpha]): Create a new Color object.

## Color matrices

• Sphere ColorMatrix object used to transform colors
• CreateColorMatrix(rn, rr, rg, rb, gn, gr, gg, gb, bn, br, bg, bb): Creates a 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;

## Spritesets

• Sphere Spriteset object: Holds appearance, direction and base data for a map person.

## Fonts

• Sphere Font object: The graphical representation of text.
• GetSystemFont(): Load the default system font.

### 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().

#### Saving to disk

• Font.save(filename): saves the Font_object as a font using the filename 'filename'

## Images

• Sphere Image object: Holds a 2D bitmap for displaying.
• 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

#### Blitting (drawing) images

• Image.blit(x, y): Draw the image with the top-left corner at (x, y).
• Image.rotateBlit(center_x, center_y, angle): Draw the image centered at (center_x, center_y), rotated by angle radians.
• Image.zoomBlit(x, y, factor): Draw the image zoomed by factor with the top-left corner at (x, y).
• 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.

## Surfaces

• CreateSurface(width, height, color): Create a Surface of dimensions (width, height), filled with color.
• GrabSurface(x, y, width, height): Grab the screen contents at (x, y, width, height) and store it in a new Surface.

### Surface object

• Sphere 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
• SUBTRACT
• 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 at (x, y) on the surface 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 and a gradient of colors graduating from each corner of the rectangle as follows:
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
• 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.drawTextBox for more detail.

#### Manipulating surfaces

##### 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 matrices. Each corner has a separate color matrix. (see CreateColorMatrix)

#### 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

## Filesystem

• 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.
• GetFileList(directory): Gets an array of strings containing the filenames in 'directory'.
• RemoveFile(filename): Deletes a file.
• Rename(old, new): Renames or moves a file or directory.
• CreateDirectory(directory): Creates a new directory.
• RemoveDirectory(directory): Removes a directory.

## Files

• Sphere File object is a handle to an INI-like key=value structured text file.
• Sphere RawFile object is a handle to a raw file with no inference as to structure and by default processes as binary; scripts have been written to process RawFiles according to their proper formats.
• OpenFile(filename): Returns a Sphere File object with the filename.
• OpenRawFile(filename [, writeable]): Open or create a file, and grab a 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.

### RawFile object

#### Hashing raw files

• HashFromFile(filename): Generate the MD5 'fingerprint' of a file. Identical files produce the same MD5 hash.

## Log object (debugging)

• OpenLog(filename): Create a new log file.
• Sphere 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.

## ByteArray object

• Sphere ByteArray object: Holds an array of bytes.
• CreateByteArray(length): Create a new 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.

### Data hashing

• HashByteArray(byte_array): Calculate MD5 'fingerprint' of data in byte_array.