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.