Noble.Bonk

Engine-specific error handling.

Noble Engine overrides/supersedes some Playdate SDK behavior. A "bonk" is what happens when your game breaks the engine.

Most bonks will throw during normal operation, but others ("debug bonks") introduce some execution overhead so are not checked by default.


Functions

Noble.Bonk.startCheckingDebugBonks()
Begin checking for debug bonks, on every frame. This introduces needless overhead, so don't do it in a release build. You can only run this if you ran previously Noble.new() with __enableDebugBonkChecking as true, which you should also not do in a release build.

See

Noble.Bonk.stopCheckingDebugBonks()
Stop checking for debug bonks on every frame.

NOTE: You can only run this if debug bonk checking is enabled.

Noble.Bonk.disableDebugBonkChecking()
Disable the ability to check for debug bonks. It frees up some memory. Once you disable debug bonk checking, you cannot re-enable it.

NOTE: You can only run this if debug bonk checking is enabled.

Noble.Bonk.checkingDebugBonks()
Are we debug bonk checking for debug bonks?

Returns

    bool
Noble.Bonk.checkDebugBonks()
Manually check for debug bonks. This method runs every frame when checkingDebugBonks is true, but you may call it manually instead.

NOTE: You can only run this if debug bonk checking is enabled.

Noble Engine by Mark LaCroix, Noble Robot Documentation created using LDoc 1.5.0.