BlitzMax: diferenças entre revisões

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#Tópicos avançados
#Tópicos avançados


===Módulos===
===[[Módulos]]===

====A====

#ACos
#ASin
#ATan
#ATan2
#Abs
#Abstract
#AddHook
#AllocChannel
#AllocHookId
#And
#AppArgs
#AppDir
#AppFile
#AppSuspended
#AppTerminate
#AppTitle
#Asc
#Assert
#AutoImageFlags
#AutoMidHandle

====B====

#BankBuff
#BankCapacity
#BankSize
#BigEndianStream
#Bin
#BindSocket
#BufferedD3D7Max2DDriver
#Byte

====C====

#Case
#CasedFileName
#Catch
#Ceil
#ChangeDir
#CloseFile
#CloseGNetHost
#CloseGNetObject
#CloseGNetPeer
#CloseGraphics
#CloseSocket
#CloseStream
#Cls
#CollideImage
#CollideRect
#Confirm
#ConnectSocket
#Const
#Continue
#ConvertPixmap
#CopyBank
#CopyBytes
#CopyPixmap
#CopyStream
#Cos
#Cosh
#CountGraphicsModes
#CountList
#CreateAudioSample
#CreateBank
#CreateBankStream
#CreateDir
#CreateEvent
#CreateFile
#CreateGNetHost
#CreateGNetMessage
#CreateGNetObject
#CreateGraphics
#CreateImage
#CreateList
#CreatePixmap
#CreateRamStream
#CreateSocketStream
#CreateStaticAudioSample
#CreateStaticBank
#CreateStaticPixmap
#CreateTCPSocket
#CreateTimer
#CreateUDPSocket
#CueSound
#CurrentDate
#CurrentDir
#CurrentEvent
#CurrentTime

====D====

#D3D7Max2DDriver
#DebugLog
#DebugStop
#DefData
#Default
#Delay
#Delete
#DeleteDir
#DeleteFile
#DottedIP
#Double
#DrawImage
#DrawImageRect
#DrawLine
#DrawOval
#DrawPixmap
#DrawPoly
#DrawRect
#DrawText

====E====

#EachIn
#Else
#ElseIf
#EmitEvent
#EmitEventHook
#End
#EndExtern
#EndFunction
#EndGraphics
#EndIf
#EndMethod
#EndRem
#EndSelect
#EndTry
#EndType
#EndWhile
#Eof
#EventData
#EventExtra
#EventID
#EventMods
#EventSource
#EventSourceHandle
#EventText
#EventX
#EventY
#Exit
#Exp
#Extends
#Extern
#ExtractDir
#ExtractExt

====F====

#False
#Field
#FileMode
#FileSize
#FileTime
#FileType
#Final
#Flip
#FlipHook
#Float
#Floor
#FlushKeys
#FlushMouse
#FlushStream
#For
#Forever
#Framework
#Function

====G====

#GCCollect
#GCMemAlloced
#GCSetMode
#GLAdjustTexSize
#GLDrawText
#GLGraphics
#GLGraphicsDriver
#GLMax2DDriver
#GLTexFromPixmap
#GNetAccept
#GNetConnect
#GNetListen
#GNetMessageObject
#GNetMessages
#GNetObjectLocal
#GNetObjectRemote
#GNetObjectState
#GNetObjects
#GNetPeerTCPSocket
#GNetPeerUDPSocket
#GNetPeers
#GNetSync
#GNetTotalBytesIn
#GNetTotalByterOut
#GetAlpha
#GetBlend
#GetChar
#GetClsColor
#GetColor
#GetGNetFloat
#GetGNetInt
#GetGNetString
#GetGNetTarget
#GetGraphicsMode
#GetHandle
#GetImageFont
#GetLineWidth
#GetMaskColor
#GetOrigin
#GetRotation
#GetScale
#GetViewport
#Global
#Goto
#GrabImage
#GrabPixmap
#Graphics
#GraphicsDepth
#GraphicsFlags
#GraphicsHeight
#GraphicsHertz
#GraphicsModeExists
#GraphicsModes
#GraphicsWidth

====H====

#HandleFromObject
#HandleToObject
#Hex
#HideMouse
#HostIp
#HostIps
#HostName

====I====

#If
#ImageHeight
#ImageWidth
#ImagesCollide
#ImagesCollide2
#Import
#Incbin
#IncbinLen
#IncbinPtr
#Include
#Input
#Instr
#Int

====J====

#JoyAxisCaps
#JoyButtonCaps
#JoyCount
#JoyDown
#JoyHat
#JoyName
#JoyPitch
#JoyR
#JoyRoll
#JoyU
#JoyV
#JoyWheel
#JoyX
#JoyY
#JoyYaw
#JoyZ

====K====

#KeyDown
#keyHit

====L====

#LSet
#LauchDir
#left
#Len
#ListAddFirst
#ListContains
#ListFindLink
#ListFromArray
#ListIsEmpty
#ListRemove
#ListToArray
#LittleEndianStream
#LoadAnimImage
#LoadAudioSample
#LoadBank
#LoadByteArray
#LoadDir
#LoadImage
#LoadImageFont
#LoadPixmap
#LoadPixmapPNG
#LoadSound
#LoadString
#Local
#LockImage
#Log10
#Log
#Long
#LongBin
#LongHex
#Lower

====M====

#MaskPixmap
#Max
#MemAlloc
#MemClear
#MemCopy
#MemExtend
#MemFree
#MemMove
#Method
#Mid
#MidHandleImage
#MilliSecs
#Min
#Mod
#Module
#ModuleInfo
#MouseDown
#MouseHit
#MouseX
#MouseY
#MouseZ
#MoveMouse

====N====

#New
#Next
#NextFile
#Not
#Notify
#Null

====O====

#Object
#OnEnd
#OpenFile
#OpenStream
#OpenURL
#Or

====P====

#PauseChannel
#PeekByte
#PeekDouble
#PeekEvent
#PeekFloat
#PeekInt
#PeekLong
#PeekShort
#Pi
#PixmapFormat
#PixmapHeight
#PixmapPitch
#PixmapPixelPtr
#PixmapWidth
#PixmapWindow
#PlaySound
#Plot
#PokeByte
#PokeDouble
#PokeFloat
#PokeInt
#PokeLong
#PokeShort
#PollEvent
#PollSystem
#PostEvent
#Print
#Private
#Proceed
#Ptr
#Public

====Q====
====R====

#RSet
#Rand
#ReadBank
#ReadByte
#ReadData
#ReadDir
#ReadDouble
#ReadFile
#ReadFloat
#ReadInt
#ReadLine
#ReadLong
#ReadPixel
#ReadShort
#ReadStdin
#ReadStream
#ReadString
#RealPath
#Release
#Rem
#RemoveHook
#RemoveLink
#RenameFile
#Repeat
#Replace
#RequestDir
#RequestFile
#ResetCollisions
#ResizeBank
#ResizePixmap
#RestoreData
#ResumeChannel
#Return
#ReverseList
#Right
#Rnd
#RndDouble
#RndFloat
#RndSeed
#RunHooks
#RuntimeError

====S====

#Sar
#SaveBank
#SaveByteArray
#SavePixmapPNG
#SaveString
#ScriptEngine
#SeedRnd
#SeekStream
#Select
#Self
#SendGNetMessage
#SetAlpha
#SetBlend
#SetChannelDepth
#SetChannelPan
#SetChannelRate
#SetChannelVolume
#SetClsColor
#SetColor
#SetFileMode
#SetGNetFloat
#SetGNetInt
#SetGNetString
#SetGNetTarget
#SetGraphics
#SetGraphicsTarget
#SetHandle
#SetImageFont
#SetImageHandle
#SetLineWidth
#SetMaskColor
#SetOrigin
#SetRotation
#SetScale
#SetTransform
#SetViewport
#Sgn
#Shl
#Short
#ShowMouse
#Shr
#Sin
#Sinh
#SizeOf
#SocketAccept
#SocketConnected
#SocketListen
#SocketLocalIP
#SocketLocalPort
#SocketReadAvail
#SocketRemoteIP
#SocketRemotePort
#SocketStreamSocket
#SortList
#Sqr
#StandardIOStream
#Step
#StopChannel
#StopTimer
#StreamPos
#StreamSize
#Strict
#String
#StripAll
#StripDir
#StripExt
#StripSlash
#Super
#SuperStrict
#SwapLists

====T====

#TAudioSample
#TAudioSampleLoader
#TBank
#TBankStream
#TCStream
#TChannel
#TEvent
#TIO
#TLink
#TList
#TListEnum
#TPixmap
#TPixmapLoader
#TSound
#TStream
#TStreamException
#TStreamFactory
#TStreamReadException
#TStreamWrapper
#TStreamWriteException
#Tan
#Tanh
#TextHeight
#TextWidth
#Then
#Throw
#TileImage
#TimerTicks
#To
#Trim
#True
#Try
#Type

====U====

#UnlockImage
#Until
#Upper

====V====

#Var
#Varptr

====W====

#WaitChar
#WaitEvent
#WaitKey
#WaitMouse
#WaitSystem
#WaitTimer
#Wend
#While
#WriteBank
#WriteByte
#WriteDouble
#WriteFile
#WriteFloat
#WriteInt
#WriteLine
#WriteLong
#WritePixel
#WriteShort
#WriteStderr
#WriteStdout
#WriteStream
#WriteString

====X====

#XFlipPixmap

====Y====

#YFlipPixmap

====Z====


===Artigos e tutoriais===
===Artigos e tutoriais===

Revisão das 21h06min de 9 de dezembro de 2007

BlitzMax é a ultima versão da linguagem de programação voltada para jogos criada pela Blitz Research. Foi lançada em dezembro de 2004 para Mac e em maio de 2005 para Windows e Linux. É uma linguagem multiplataforma com conceitos de programação orientada a objetos com suporte a OpenGL

Conteúdo

Linguagem

  1. Compatibilidade com BASIC
  2. Comentários
  3. Identificadores
  4. Tipos
  5. Literais
  6. Constantes
  7. Variáveis
  8. Expressões
  9. Funções
  10. Estruturas de repetição
  11. Objetos
  12. Strings
  13. Arrays
  14. Matrizes
  15. Tipos definidos pelo usuário
  16. Debug
  17. Excessões
  18. Coleções
  19. Projeto
  20. Módulos
  21. Ponteiros
  22. Tópicos avançados

Módulos

Artigos e tutoriais

Referências