Howdy, Stranger!

It looks like you're new here. If you want to get involved, click one of these buttons!

Are there secret functions?

Are there secret functions that aren't documented in the reference page?

Comments

  • dave1707dave1707 Mod
    Posts: 5,903

    @PlatinumFrog I usually do this for every version so I can see what's different from one version to the next. Look thru the list and see if there's anything you don't recognize .

    Codea version 2.5
    
    --- variables ---
    
    ADDITIVE
    ANY
    BACK
    BACKSPACE
    BEGAN
    CAMERA
    CAMERA_BACK
    CAMERA_FRONT
    CANCELLED
    CENTER
    CHAIN
    CIRCLE
    COMPOUND
    CORNER
    CORNERS
    ContentScaleFactor
    CurrentOrientation
    CurrentTouch
    DATA
    DECODE
    DISABLED
    DISTANCE
    DST_ALPHA
    DST_COLOR
    DYNAMIC
    DeltaTime
    EDGE
    ENCODE
    ENDED
    ElapsedTime
    FORMAT_MONO16
    FORMAT_MONO8
    FORMAT_STEREO16
    FORMAT_STEREO8
    FRONT
    FULLSCREEN
    FULLSCREEN_NO_BUTTONS
    Gravity
    HEIGHT
    KINEMATIC
    LANDSCAPE_ANY
    LANDSCAPE_LEFT
    LANDSCAPE_RIGHT
    LEFT
    MOVING
    MULTIPLY
    MUSIC
    NORMAL
    ONE
    ONE_MINUS_DST_ALPHA
    ONE_MINUS_DST_COLOR
    ONE_MINUS_SRC_ALPHA
    ONE_MINUS_SRC_COLOR
    OVERLAY
    POLYGON
    PORTRAIT
    PORTRAIT_ANY
    PORTRAIT_UPSIDE_DOWN
    PRISMATIC
    PROJECT
    RADIUS
    RETAINED
    RETURN
    REVOLUTE
    RIGHT
    ROPE
    ROUND
    RotationRate
    SHADERS
    SOUNDS
    SOUND_BLIT
    SOUND_EXPLODE
    SOUND_HIT
    SOUND_JUMP
    SOUND_NOISE
    SOUND_PICKUP
    SOUND_POWERUP
    SOUND_RANDOM
    SOUND_SAWTOOTH
    SOUND_SHOOT
    SOUND_SINEWAVE
    SOUND_SQUAREWAVE
    SPRITES
    SQUARE
    SRC_ALPHA
    SRC_ALPHA_SATURATE
    SRC_COLOR
    STANDARD
    STATIC
    STATIONARY
    TEXT
    UserAcceleration
    WELD
    WIDTH
    ZERO
    _G
    _VERSION
    
    
    
    --- functions ---
    
    alert
    applyMatrix
    assert
    assetList
    background
    backingMode
    blendMode
    buffer
    camera
    cameraSource
    class
    clearLocalData
    clearOutput
    clearParameters
    clearProjectData
    clip
    close
    collectgarbage
    color
    coroutine
    createProject
    debug
    deleteProject
    deviceMetrics
    displayMode
    dofile
    draw
    ellipse
    ellipseMode
    error
    fill
    font
    fontMetrics
    fontSize
    getmetatable
    hasProject
    hideKeyboard
    http
    image
    io
    ipairs
    iparameter
    isKeyboardShowing
    isRecording
    json
    keyboardBuffer
    line
    lineCapMode
    listGlobalData
    listLocalData
    listProjectData
    listProjectTabs
    listProjects
    load
    loadfile
    loadstring
    location
    math
    matrix
    mesh
    modelMatrix
    music
    next
    noClip
    noFill
    noSmooth
    noStroke
    noTint
    noise
    openURL
    ortho
    os
    output
    package
    pairs
    parameter
    pasteboard
    pcall
    perspective
    physics
    point
    pointSize
    popMatrix
    popStyle
    print
    projectionMatrix
    pushMatrix
    pushStyle
    rawequal
    rawget
    rawlen
    rawset
    readGlobalData
    readImage
    readLocalData
    readProjectData
    readProjectInfo
    readProjectTab
    readText
    rect
    rectMode
    require
    resetMatrix
    resetStyle
    restart
    rotate
    rsqrt
    saveGlobalData
    saveImage
    saveLocalData
    saveProjectData
    saveProjectInfo
    saveProjectTab
    saveText
    scale
    select
    setContext
    setInstructionLimit
    setmetatable
    setup
    shader
    showKeyboard
    smooth
    sound
    soundBufferSize
    soundbuffer
    speech
    sprite
    spriteBatching
    spriteList
    spriteMode
    spriteSize
    startRecording
    stopRecording
    string
    stroke
    strokeWidth
    supportedOrientations
    table
    text
    textAlign
    textMode
    textSize
    textWrapWidth
    tint
    tonumber
    tostring
    touched
    translate
    triangulate
    tween
    type
    unpack
    utf8
    vec2
    vec3
    vec4
    viewMatrix
    watch
    xpcall
    zLevel
    
    
  • Posts: 26

    There seems to be a few things like collectgarbage(), spritebatching(), and the point()/pointsize() functions that aren't documented. Thanks.

  • Posts: 207

    @PlatinumFrog the collectgarbage() function clears all the useless data floating around, it can also be used to figure out the memory being used by saying:

    collectgarbage("count")
    

    point() and pointSize() just draw an ellipse, pretty useless because you can just use the ellipse() function.
    I'll leave it to @dave1707 to tell you what spriteBatching() is because he has more experience with it.

  • dave1707dave1707 Mod
    Posts: 5,903

    I haven't the slightest idea what spriteBatching is. Doing a google search didn't turn up anything useful.

  • Posts: 207

    @dave1707 sorry, I thought I remembered you doing it on a thread. It was @SkyTheCoder who used it. Basically, @PlatinumFrog , it accepts one parameter which is a boolean, true or false, I remember it being used for separating sprite sheets into single sprites, don't remember it's true functionality tho

  • Posts: 26

    How does setInstructionLimit() work? Why is there io.read()/io.write() when they are useless on an ipad? (unless they aren't and I'm missing something) By using Lua, is there some contract saying that you can't delete any functions or modify them, but you can make your own?

  • Posts: 207

    @PlatinumFrog setInstructionLimit() sets a limit to the amount of lines of code to be read. For example:

    setInstructionLimit(1000)
    

    This will read 1000 lines of code before stopping. Default is 0, which makes it unlimited

  • dave1707dave1707 Mod
    Posts: 5,903

    @PlatinumFrog io read and write work on the iPad. Do a forum search and you'll find a lot of examples. I did a lot of stuff with them before we got readtext.

  • dave1707dave1707 Mod
    edited May 15 Posts: 5,903

    @PlatinumFrog @CamelCoder See this link.

    https://bitbucket.org/TwoLivesLeft/core/wiki/setInstructionLimit
    

    EDIT: I don't think setInstructionLimit works anymore. At least I couldn't get it to stop a large loop.

  • SimeonSimeon Admin Mod
    Posts: 4,352

    @PlatinumFrog setInstructionLimit is deprecated.

    The spriteBatching(bool) function will enable or disable automatic sprite batching. It's not meant to be a public API (because sprite batching should just work). But I've left it in undocumented in case any one runs into issues with automatic batching and needed to see if that resolves it.

    There are two libraries included but undocumented. These are LPEG and LuaSocket. LPEG is used by the JSON library, and LuaSocket is there for anyone who wants to play with sockets.

Sign In or Register to comment.