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A Pseudo-Coding Language Developed by (@Isaglish , me @JP16D , @Qma and @Vex Ave)
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A Pseudo-Coding Language Format Developed by (@Isaglish , me @JP16D , @Qma and @Vex Ave) base from Fancade's Coding.
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Here is what we have done so far ...
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Here is what we have done so far ...
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# Basics
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**Value Types** :
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```• Num varName = 0 ; //NaN ~ Integers ~ Inf
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• Tru varName = 0 ; //boolean either 0 or 1 only
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• Vec varName[x , y , z] ;
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• Rot varName[x , y , z] ;
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• Obj varName = Obj ;
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Basic Math Operators
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• Add - (+)
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• Subtract - (-)
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• Divide - (/ or ÷)
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• Multiply - (* or ×)
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• Power - (^)
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• Modulo - (%)
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Control
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if
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• If (condition) { function } else { function } ;
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or
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• 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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Loop
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• Loop[ start , end ]( )
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{ function ; return ( counter ) ; } ;
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or
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• Num start = 0 ;
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While (start < end) { start++ , function } ;
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/*this is loop in a nutshell :D , joke this is the manual loop*/
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Touch Sensor
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• Touch[ mode , touch ]( )
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{ function ; return ( x , y ) ; } ;
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Collision
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• Collide[ Obj ]( )
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{ function ; return ( Impulse , Normal , Hit Obj ) ; } ;
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Swipe
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• Swipe( ) { function ; return ( x , y , z ) ; } ;
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Box Art
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• BoxArt( ) { function } ;
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Play Sensor
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• PlaySensor( ) { function } ;
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Late Update
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• LateUpdate( ) { function } ;
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Basic Boolean Operators
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>
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Greater Than
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<
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Less Than
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==
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Equal
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&&
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AND
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||
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OR
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!
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Not
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Object
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Set Position
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• SetPos( Obj , Position[ ] , Rotation[ ] ) ;
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Raycast
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• Raycast( From[ ] , To[ ] )
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{ return ( Hit , Hit Pos[ ] , Hit Obj ) ; } ;
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Get Position
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• GetPos( ) { return ( Position[ ] , Rotation[ ] ) ; } ;
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Get Size
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• GetSize( ) { return ( max size[ ] , min size[ ] ) ; } ;
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Create Object
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• Object.Create( Obj ) ;
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Destroy Object
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• Object.Destroy( Obj ) ;
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Set Visible
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• Object.Visible( Obj , Visible ) ;
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Advanced
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List Set Element
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• Num varName[ index ] = 0 ;
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• Vec varName[ index ] = [ x , y , z ] ;
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List Get Element
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• varName[ index ]
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• varName[ [ x , y , z [ index ] ]
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Advanced Math Functions
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Scale & Rotate
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• Vec[ ] * Num
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• Math.Rotate[ Vec[ ] * Rot[ ] ]
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Break and Create Vec/Rot
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• Math.Break[ Vec[ ] ]
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or
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• vec[ x ] , vec[ y ] , vec[ z ]
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• Math.Create[ NumX , NumY , NumZ ]
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Dot & Cross Product
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• Vec[ ] ° Vec[ ] // Dot Product
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• Vec[ ] • Vec[ ] // Cross Product
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Min & Max
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• Math.Min[ a , b ]
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• Math.Max[ a , b ]
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Round , Floor & Ceil
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• Math.Round[ Num ]
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• Math.Floor[ Num ]
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• Math.Ceil[ Num ]
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Sin & Cos
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• Math.Sine[ Num ]
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• Math.Cos[ Num ]
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Distance
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• Math.Distance[ VecA[ ] , VecN[ ] ]
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LERP
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• Math.LERP[ From , To , Amount ]
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