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- \input texinfo @c -*-texinfo-*-
- @comment $Id@w{$}
- @comment %**start of header
- @settitle avdl 1.0
- @syncodeindex pg cp
- @comment %**end of header
- @titlepage
- @title avdl
- @subtitle for version 1.0
- @author Tom Tsagk (@email{tomtsagk@@gmail.com})
- @page
- @vskip 0pt plus 1filll
- @end titlepage
- @contents
- @ifnottex
- @node Top
- @top avdl
- This manual is for avdl (version 1.0).
- @end ifnottex
- @menu
- * Introduction::
- * Keywords::
- @end menu
- @node Introduction
- @chapter Introduction
- @code{avdl} is a lisp-like programming language for making video games.
- Its syntax and keywords are meant to describe a game in an abstract way, which then the compiler
- can translate to specific platforms.
- @node Keywords
- @chapter Keywords
- @c command - echo
- @section echo
- @code{(echo arg0 arg1 .. argN)}
- Prints all arguments to standard output.
- Combines arguments together.
- The arguments can be one of the following types:
- @code{string}, @code{int}, @code{float}
- Example:
- @example
- (echo "The result is " my_var)
- @end example
- Assuming the variable @code{my_var} is 5, this will produce:
- @example
- The result is 5
- @end example
- @c command - def
- @section def
- @code{(def type name [value])}
- This defines a variable with the given @code{type} and @code{name}.
- @code{type} can be one of the following values:
- @itemize @bullet
- @c@item @code{string} to declare a string (any set of characters surrounded by quotes),
- @item @code{int} to declare integers,
- @item @code{float} to declare floating numbers.
- @end itemize
- @code{name} has to start with a letter (@code{[a-zA-Z]}),
- followed by any number of either letters (@code{[a-zA-Z]}),
- numbers (@code{[0-9]}), or an underscore (@code{_}).
- Optionally a @code{value} can be passed, to initialise the variable with.
- @code{value} should have the same type as @code{type}.
- Examples:
- @example
- (def int x)
- @end example
- This defines a variable @code{x} with type @code{int}.
- @example
- (def float y 0.5)
- @end example
- This defines a variable @code{y} with type @code{float} and initialised with the value @code{0.5}.
- @c binary operators
- @section Binary Operators
- @subsection =
- @code{(= var_name value)}
- Assigns @code{value} to the variable @code{var_name}. Example:
- @example
- (= x 5)
- @end example
- Assigns the value @code{5} to the variable @code{x}.
- @subsection +
- @code{(+ arg0 arg1 .. argN)}
- Adds all arguments together, and returns the result.
- @subsection -
- @code{(- arg0 arg1 .. argN)}
- Substracts all arguments together, and returns the result.
- @subsection *
- @code{(* arg0 arg1 .. argN)}
- Multiplies all arguments together, and returns the result.
- @subsection /
- @code{(/ arg0 arg1 .. argN)}
- Divines all arguments together, and returns the result.
- @subsection >=
- @code{(>= arg0 arg1 .. argN)}
- Compares all arguments left-to-right, and returns the result.
- @subsection ==
- @code{(== arg0 arg1 .. argN)}
- Compares all arguments left-to-right, and returns the result.
- @subsection <=
- @code{(<= arg0 arg1 .. argN)}
- Compares all arguments left-to-right, and returns the result.
- @subsection <
- @code{(< arg0 arg1 .. argN)}
- Compares all arguments left-to-right, and returns the result.
- @subsection >
- @code{(> arg0 arg1 .. argN)}
- Compares all arguments left-to-right, and returns the result.
- @subsection &&
- @code{(&& arg0 arg1 .. argN)}
- Returns @code{true} if all arguments are @code{true}, otherwise @code{false}.
- @subsection ||
- @code{(|| arg0 arg1 .. argN)}
- Returns @code{true} if any of the arguments are @code{true}, otherwise @code{false}.
- @c command group
- @section group
- @code{(group arg0 arg1 .. argN)}
- Groups commands together, useful to pass multiple commands when another command expects only one.
- @c command function
- @section function
- @code{(function name arguments command)}
- Declare a function called @code{name}, that expects the given @code{arguments}
- (Arguments are not yet implemented, for now they expect to be an empty group).
- When the function is called, it executes the given @code{command}.
- @code{command} can either be a single command or a @code{group} of commands.
- Example:
- @example
- (function print_hello_world (group)
- (echo "hello world")
- )
- @end example
- This creates a function with name @code{print_hello_world}, takes no arguments (@code{(group)} is an empty group),
- and when called runs the command @code{(echo "hello world")}.
- New functions are called like a build-in command. For the example above, the function can be called with this:
- @example
- (print_hello_world)
- @end example
- @c command if
- @section if
- @code{(if cond1 stmt1 cond2 stmt2 .. [condN] stmtN)}
- For every 2 arguments, check if the condition (@code{cond1}) is true, then execute its statements (@code{stm1}).
- If there is an odd number of children, the last statement will trigger if no other statement has.
- @c command class
- @section class
- @code{(class name [subclass] data)}
- Declare a class called @code{name}, optionally a subclass of @code{subclass}
- and contains @code{data} (variables and functions).
- @c command new
- @section new
- @code{(new class_name)}
- Create a new instance of a class named @code{class_name}, and return its value.
- @c command sprite
- @section sprite
- @code{(sprite name filename)}
- Create a sprite called @code{name} with texture @code{filename}
- @c command return
- @section return
- @code{(return val)}
- Return the value @code{val} from a function.
- @c command array
- @section array
- @code{(array arg0 arg1 .. argN)}
- Creates an array containing all arguments.
- @printindex cp
- @bye
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