Input, Mappings & Controls

3.Scripting #

The scripting language generally reflects the structure of Javascript and similar languages.

Language

Variables

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var i; // uninitialized variable, can take any value on first assignment;
auto j; // equiv to var
var k = 5; // initialized to 5 (integer)
var l := k; // reference to k
auto &m = k; // reference to k
global g = 5; // creates a global variable. If global already exists, it is not re-added
global g = 2; // global 'g' now equals 2
var i; // uninitialized variable, can take any value on first assignment; auto j; // equiv to var var k = 5; // initialized to 5 (integer) var l := k; // reference to k auto &m = k; // reference to k global g = 5; // creates a global variable. If global already exists, it is not re-added global g = 2; // global 'g' now equals 2
var i; // uninitialized variable, can take any value on first assignment;
auto j; // equiv to var

var k = 5; // initialized to 5 (integer)
var l := k; // reference to k
auto &m = k; // reference to k

global g = 5; // creates a global variable. If global already exists, it is not re-added
global g = 2; // global 'g' now equals 2

Looping

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// c-style for loops
for (var i = 0; i < 100; ++i) { print(i); }
// while
while (some_condition()) { /* do something */ }
// ranged for
for (x : [1,2,3]) { print(i); }
while (some_condition()) {
/* do something */
if (another_condition()) { break; }
}
// c-style for loops for (var i = 0; i < 100; ++i) { print(i); } // while while (some_condition()) { /* do something */ } // ranged for for (x : [1,2,3]) { print(i); } while (some_condition()) { /* do something */ if (another_condition()) { break; } }
// c-style for loops
for (var i = 0; i < 100; ++i) { print(i); }
                        
// while
while (some_condition()) { /* do something */ }
                        
// ranged for
for (x : [1,2,3]) { print(i); }
                        
while (some_condition()) {
  /* do something */
  if (another_condition()) { break; }
}

Conditionals

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if (expression) { }
if (expression) { }
if (expression) { }

Switch Statements

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var myvalue = 2
switch (myvalue) {
case (1) {
print("My Value is 1");
break;
}
case (2) {
print("My Value is 2");
break;
}
default {
print("My Value is something else.");
}
}
var myvalue = 2 switch (myvalue) { case (1) { print("My Value is 1"); break; } case (2) { print("My Value is 2"); break; } default { print("My Value is something else."); } }
var myvalue = 2
switch (myvalue) {
    case (1) {
        print("My Value is 1");
        break;
    }
    case (2) {
        print("My Value is 2");
        break;
    }
    default {
        print("My Value is something else.");
    }
}

Functions

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def myfun(x, y) { x + y; } // last statement in body is the return value
def myfun(x, y) { return x + y; } // equiv
print(myfun(1, 1)) //Prints "2"
def myfun(x, y) { x + y; } // last statement in body is the return value def myfun(x, y) { return x + y; } // equiv print(myfun(1, 1)) //Prints "2"
def myfun(x, y) { x + y; } // last statement in body is the return value
def myfun(x, y) { return x + y; } // equiv 

print(myfun(1, 1)) //Prints "2"

Input

The following are valid Input names for function calls:

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////////////// Buttons //////////////
SHARE
OPTIONS
PS
DPADUP
DPADRIGHT
DPADDOWN
DPADLEFT
TRIANGLE
CIRCLE
CROSS
SQUARE
L1
R1
L3
R3
TOUCHPAD
////////////// Axis //////////////
LEFTSTICKX
LEFTSTICKY
RIGHTSTICKX
RIGHTSTICKY
////////////// Triggers //////////////
L2
R2
////////////// Touch //////////////
TOUCH1
TOUCH2
////////////// Buttons ////////////// SHARE OPTIONS PS DPADUP DPADRIGHT DPADDOWN DPADLEFT TRIANGLE CIRCLE CROSS SQUARE L1 R1 L3 R3 TOUCHPAD ////////////// Axis ////////////// LEFTSTICKX LEFTSTICKY RIGHTSTICKX RIGHTSTICKY ////////////// Triggers ////////////// L2 R2 ////////////// Touch ////////////// TOUCH1 TOUCH2
////////////// Buttons //////////////
SHARE
OPTIONS
PS
DPADUP
DPADRIGHT
DPADDOWN
DPADLEFT
TRIANGLE
CIRCLE
CROSS
SQUARE
L1
R1
L3
R3
TOUCHPAD

////////////// Axis //////////////
LEFTSTICKX
LEFTSTICKY
RIGHTSTICKX
RIGHTSTICKY

////////////// Triggers //////////////
L2
R2

////////////// Touch //////////////
TOUCH1
TOUCH2
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