Updated Fancade Text Code Format.md (markdown)
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1 | A Pseudo-Coding Language Developed by (@Isaglish , me @JP16D , @Qma and @Vex Ave) |
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1 | A Pseudo-Coding Language Format Developed by (@Isaglish , me @JP16D , @Qma and @Vex Ave) base from Fancade's Coding. |
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2 | 2 | |
3 | Here is what we have done so far ... |
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... | ... | \ No newline at end of file |
0 | Here is what we have done so far ... |
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1 | ||
2 | # Basics |
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3 | ||
4 | **Value Types** : |
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5 | ```• Num varName = 0 ; //NaN ~ Integers ~ Inf |
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6 | • Tru varName = 0 ; //boolean either 0 or 1 only |
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7 | • Vec varName[x , y , z] ; |
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8 | • Rot varName[x , y , z] ; |
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9 | • Obj varName = Obj ; |
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10 | ||
11 | Basic Math Operators |
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12 | • Add - (+) |
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13 | • Subtract - (-) |
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14 | • Divide - (/ or ÷) |
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15 | • Multiply - (* or ×) |
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16 | • Power - (^) |
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17 | • Modulo - (%) |
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18 | ||
19 | ||
20 | ||
21 | ||
22 | ||
23 | ||
24 | ||
25 | Control |
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26 | ||
27 | if |
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28 | • If (condition) { function } else { function } ; |
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29 | or |
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30 | • condition ? function : function ; /* This a secondary method of conditional if in JS language Idk if there are other languages using this method of conditional if */ |
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31 | ||
32 | ||
33 | ||
34 | ||
35 | ||
36 | ||
37 | ||
38 | Loop |
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39 | • Loop[ start , end ]( ) |
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40 | { function ; return ( counter ) ; } ; |
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41 | or |
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42 | • Num start = 0 ; |
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43 | While (start < end) { start++ , function } ; |
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44 | /*this is loop in a nutshell :D , joke this is the manual loop*/ |
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45 | ||
46 | Touch Sensor |
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47 | • Touch[ mode , touch ]( ) |
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48 | { function ; return ( x , y ) ; } ; |
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49 | ||
50 | Collision |
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51 | • Collide[ Obj ]( ) |
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52 | { function ; return ( Impulse , Normal , Hit Obj ) ; } ; |
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53 | ||
54 | Swipe |
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55 | • Swipe( ) { function ; return ( x , y , z ) ; } ; |
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56 | ||
57 | Box Art |
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58 | • BoxArt( ) { function } ; |
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59 | ||
60 | Play Sensor |
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61 | • PlaySensor( ) { function } ; |
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62 | ||
63 | Late Update |
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64 | • LateUpdate( ) { function } ; |
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65 | ||
66 | Basic Boolean Operators |
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67 | > |
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68 | Greater Than |
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69 | < |
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70 | Less Than |
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71 | == |
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72 | Equal |
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73 | && |
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74 | AND |
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75 | || |
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76 | OR |
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77 | ! |
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78 | Not |
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79 | ||
80 | Object |
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81 | ||
82 | Set Position |
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83 | • SetPos( Obj , Position[ ] , Rotation[ ] ) ; |
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84 | ||
85 | Raycast |
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86 | • Raycast( From[ ] , To[ ] ) |
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87 | { return ( Hit , Hit Pos[ ] , Hit Obj ) ; } ; |
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88 | ||
89 | Get Position |
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90 | • GetPos( ) { return ( Position[ ] , Rotation[ ] ) ; } ; |
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91 | ||
92 | Get Size |
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93 | • GetSize( ) { return ( max size[ ] , min size[ ] ) ; } ; |
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94 | ||
95 | ||
96 | Create Object |
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97 | • Object.Create( Obj ) ; |
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98 | ||
99 | Destroy Object |
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100 | • Object.Destroy( Obj ) ; |
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101 | ||
102 | Set Visible |
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103 | • Object.Visible( Obj , Visible ) ; |
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104 | ||
105 | ||
106 | ||
107 | ||
108 | ||
109 | ||
110 | ||
111 | Advanced |
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112 | ||
113 | List Set Element |
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114 | • Num varName[ index ] = 0 ; |
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115 | • Vec varName[ index ] = [ x , y , z ] ; |
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116 | List Get Element |
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117 | • varName[ index ] |
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118 | • varName[ [ x , y , z [ index ] ] |
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119 | ||
120 | Advanced Math Functions |
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121 | ||
122 | Scale & Rotate |
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123 | • Vec[ ] * Num |
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124 | • Math.Rotate[ Vec[ ] * Rot[ ] ] |
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125 | ||
126 | ||
127 | Break and Create Vec/Rot |
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128 | • Math.Break[ Vec[ ] ] |
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129 | or |
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130 | • vec[ x ] , vec[ y ] , vec[ z ] |
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131 | • Math.Create[ NumX , NumY , NumZ ] |
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132 | ||
133 | Dot & Cross Product |
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134 | • Vec[ ] ° Vec[ ] // Dot Product |
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135 | • Vec[ ] • Vec[ ] // Cross Product |
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136 | ||
137 | Min & Max |
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138 | • Math.Min[ a , b ] |
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139 | • Math.Max[ a , b ] |
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140 | ||
141 | ||
142 | ||
143 | Round , Floor & Ceil |
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144 | • Math.Round[ Num ] |
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145 | • Math.Floor[ Num ] |
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146 | • Math.Ceil[ Num ] |
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147 | ||
148 | Sin & Cos |
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149 | • Math.Sine[ Num ] |
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150 | • Math.Cos[ Num ] |
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151 | ||
152 | Distance |
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153 | • Math.Distance[ VecA[ ] , VecN[ ] ] |
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154 | ||
155 | LERP |
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156 | • Math.LERP[ From , To , Amount ] |