From 1202fdc1dde892cdc700a238aa0e90a095850790 Mon Sep 17 00:00:00 2001 From: zongor Date: Sat, 7 Dec 2024 18:44:29 -0500 Subject: [PATCH] Bunch of random ideas --- SPECIFICATION.MD | 337 +++++++++++++++++++++++++++------------------ idea.vq | 39 ++++++ idea.zl0 | 110 +++++++++++++++ idea.zl1 | 110 +++++++++++++++ idea.zl2 | 113 +++++++++++++++ old/idea.md | 31 +++++ old/idea.zl-f90 | 82 +++++++++++ old/idea.zl-lisp | 43 ++++++ old/idea.zl-zigish | 63 +++++++++ 9 files changed, 796 insertions(+), 132 deletions(-) create mode 100644 idea.vq create mode 100644 idea.zl0 create mode 100644 idea.zl1 create mode 100644 idea.zl2 create mode 100644 old/idea.md create mode 100644 old/idea.zl-f90 create mode 100644 old/idea.zl-lisp create mode 100644 old/idea.zl-zigish diff --git a/SPECIFICATION.MD b/SPECIFICATION.MD index 91ffb6c..e99416b 100644 --- a/SPECIFICATION.MD +++ b/SPECIFICATION.MD @@ -1,20 +1,20 @@ -# *zwl* (zongors world language) Design parameters +# _zwl_ (zongors world language) Design parameters -## What is *zwl*? +## What is _zwl_? -*zwl* is an esoteric programming language that is trying way too hard to be a serious programming language. +_zwl_ is an esoteric programming language that is trying way too hard to be a serious programming language. It is inspired by both [esoteric programming languages](https://esolangs.org/wiki/Esoteric_programming_language), like [var'aq](https://web.archive.org/web/20091026213516/http://geocities.com/connorbd/varaq/), [uiua](https://www.uiua.org/), and [TIS-100 assembly](https://www.zachtronics.com/images/TIS-100P%20Reference%20Manual.pdf) and serious programming languages like C, Perl, Common Lisp, Lua, Rust, Go, Odin, Zig, Elixir, and Haskell. -## What are the features in *zwl*? +## What are the features in _zwl_? In general the paradigms are designed to be: var'aq-like, Interpreted, Distributed, Concurrent, and have an option to be JIT. ## What is the purpose of this language? -*zwl* acts as the assembly language for the universe machine. it allows for a user to manipulate the world machine. +_zwl_ acts as the assembly language for the universe machine. it allows for a user to manipulate the world machine. -# *zwl* Grammar and Specification +# _zwl_ Grammar and Specification How do I read these operations? @@ -34,15 +34,16 @@ unless stated you should assume that any arguments are pushed or poped from the - atoms (invoked forms) are stored in the internal database which is why they need version numbers - Forms can be implementations of interfaces, collsions are not important as the names of interfaces only carry what needs to be implemented a not any implemtntation itself. for people coming from OOP you can think of this similar to an abstract class. - there are also a list of "substantial forms" which come with the language which are the building blocks for more complex forms. If you are coming from object oriented languages you can think of this as "primitive types" +- the "constructor" of it is + - string for the name of the form + - this returns how many dimensions it can exist in, 0th means non drawable, 2 means 2D GUI usually, 3 means 3D object, and >3 is somthing you will have to implement yourself, e.g. miegakure + - this is for the unit/measures system + - some kind of procedure to draw the element in space or None + - a position in space or None + - the list of allowed forms that can be used as input + - a list containing the data of that form -string for the command -this returns how many dimensions it can exist in, 0th means non drawable, 2 means 2D GUI usually, 3 means 3D object, and >3 is somthing you will have to implement yourself, e.g. miegakure -this is for the unit/measures system -some kind of procedure to draw the element in space or None -a position in space or None -a list containing the data of that form - -"form name" «dimensions» «unit» «display» «position» «data» `frmdef` - +"form-name" «dimensions» «unit» «display» «position» («list» «of» «allowed» «input» «forms» …) («data» …) `frmdef` - # Substantial Forms @@ -50,7 +51,7 @@ a list containing the data of that form ### bit (or unsigned units) -«hex number» 8 `u` u8 +«hex number» 8 `u` u8 «hex number» «hex number» 16 `u` u16 @@ -60,7 +61,7 @@ a list containing the data of that form ### integer (signed) -«hex number» 8 `i` u8 +«hex number» 8 `i` u8 «hex number» «hex number» 16 `i` u16 @@ -83,9 +84,11 @@ strings are always utf8, other formats will need to be done manually ## logical ### true + - `true` bool -### false +### false + - `false` bool ### panic @@ -106,53 +109,105 @@ A list will act similar to a list in LISP, it is esentially a block of memory th The following is a list of global operators and their effect: -comment (looks for another ! to close) +#### comment (looks for another ! to close) + ! any raw text here `!` - -anonymous subtroutine +#### anonymous subtroutine + { … `}` subroutine -sets a value in the node's map -`set` +#### sets a value in the node's map -delete from node's map -`del` +"«name of the value [no spaces]»" «value» `set` - -`add` +#### delete from node's map -`sub` +«name-of-the-item» `del` -`mul` - -`div` - -`pow` - -`eq` - -`ne` - -`mod` - -`not` - -`and` - -`or` +#### adds the top values on the stack -`nor` +num num `add` num (of same type) -`nand` +#### subtracts the top values on the stack -`xor` +num num `sub` num (of same type) -`band` +#### multiplys the top values on the stack -`bor` +num num `mul` num (of same type) -`bnor` +#### divides the top values on the stack -`bxor` +num num `div` num (of same type) + +#### does a n'th power the top values on the stack + +num num `pow` num (of same type) + +#### returns the divisor of the top values on the stack + +num num `mod` num (of same type) + +#### checks if the top values on the stack are equal + +val val `eq` bool + +#### checks if the top values on the stack are not equal + +val val `ne` bool + +#### checks if the top values on the stack are equal + +val val `not` bool + +#### does an and operation on the top of the stack + +bool bool `and` bool + +#### does an or operation on the top of the stack + +bool bool `or` bool + +#### does an not-or operation on the top of the stack + +bool bool `nor` bool + +#### does an not-and operation on the top of the stack + +bool bool `nand` bool + +#### does an exclusive or operation on the top of the stack + +bool bool `xor` bool + +#### does an bitwise and operation on the top of the stack + +val val `band` val (of same type) + +#### does an bitwise or operation on the top of the stack + +val val `bor` val (of same type) + +#### does an bitwise nor operation on the top of the stack + +val val `bnor` val (of same type) + +#### does an bitwise xor operation on the top of the stack + +val val `bxor` val (of same type) + +#### does an bitwise shift left + +val num `sll` val (of same type) + +#### does an bitwise shift right + +val num `srl` val (of same type) + +#### checks the form of the value on top of the stack + +«value» «form» `?` bool ## Atom @@ -182,80 +237,96 @@ note the form must always be of a form which is "tunnel-able" i.e. Files, socket «field», … `«tunnel-able form»` tunnel -open communication +#### open communication -tunnel args, … `attach` bool tunnel +args, … `attach` bool tunnel -close communication +#### close communication -tunnel `clunk` bool tunnel +tunnel `clunk` bool -cancels long operation and dumps whatever is in buffer +#### cancels long operation and dumps whatever is in buffer tunnel `flush` bool tunnel -opens a tunnel for doing operations on +#### opens a tunnel for doing operations on tunnel resource mode `open` bool tunnel -creates the object from the database graph/file from file structure +#### creates the object from the database graph/file from file structure tunnel resource `create` bool tunnel -reads from a tunnel +#### reads from a tunnel tunnel resource `read` «form» tunnel -writes to a tunnel, gets response from endpoint +#### writes to a tunnel, gets response from endpoint tunnel resource data `write` bool tunnel -removes the object from the database graph/file from file structure +#### removes the object from the database graph/file from file structure tunnel resource `remove` bool tunnel -returns the status of the file/resource +#### returns the status of the file/resource -tunnel resource `stat` tunnel «status data» +tunnel resource `stat` tunnel «status data» -returns the version code for the connected tunnel, returns of version info +#### returns the version code for the connected tunnel, returns of version info tunnel `version` (list) tunnel -moves around the filesystem or through the graph - -tunnel "path_or_endpoint" `walk` bool tunnel +#### moves around the filesystem or through the graph +tunnel "path-or-endpoint" `walk` bool tunnel #### example ``` -"echo_tunnel" "user" "auth" "http://example.com" url attach set ! create a new tunnel called "echo tunnel" and attach it to the resource -"hello world" "/some/rest/echo" echo_tunnel open pop write ! open the endpoint and read write the "hello world" to it -echo_tunnel read std write ! syncronously read in the data echoed back from the endpoint and print it to stdout +"echo-tunnel" "user" "auth" "http://example.com" url attach set ! create a new tunnel called "echo tunnel" and attach it to the resource ! +"hello world" "/some/rest/echo" echo-tunnel open pop write ! open the endpoint and read write the "hello world" to it ! +echo-tunnel read std write ! syncronously read in the data echoed back from the endpoint and print it to stdout ! flush -clunk pop -"echo_tunnel" del +clunk pop +"echo-tunnel" del ``` in "terminal mode" the default tunnel is std in "web mode" the default tunnels are log, info, trace, warn, error, but note these are all special tunnels which only accept write commands +### built in tunnleable forms + +#### file + +A file that exists on the local filesystem + +#### http + +A file or data endpoint that exists on the internet or other network using the http protocol + +#### https + +A file or data endpoint that exists on the internet or other network using the https protocol + +#### 9p + +A file or data endpoint that exists on the internet or other network using the 9p protocol + ## subroutines -``` -{ - «instructions» -} -``` +{ «instructions» `}` -- Built in subroutines +- Subroutines in stdlib - sort - filter - trig functions - calc functions - statistical functions + - I/O + - networking + - more... ## Control flow @@ -263,55 +334,61 @@ in "web mode" the default tunnels are log, info, trace, warn, error, but note th runs the subroutine infinitely until it breaks or panics -{ «body» } `loop` - +{ «body» } `loop` ? runs the subroutine a given number of times -«some numeric value» { «body» } `repeat` - +«some numeric value» { «body» } `repeat` ? -runs the subroutine a given number of times +runs the subroutine for each element on the stack + +{ «body» } `map` ? ## Libraries and “includes” In most languages the include or use statements get libraries which link to other files and so on. This quickly gets confusing and so requires package managers and installers, etc. The other way to do this would be to just specifically “name” the paths using a tunnel and import it. You can even use localization tokens to create config files. -Since everything is lazily compiled jit anyways it (in theory) doesn't hurt performance much +Since everything is lazily compiled jit anyways it (in theory) doesn't hurt performance much. -"https://raw.githubusercontent.com/some_user/some_library/some_file.zwl" `import` +The import subroutine takes in a tunnel and evaluates the contents in the node. import the same as creating a tunnel, reading the contents, and evaluating the response. -"./some_local_file.zwl" `import` +"«string of resource location»" «tunnel-able form» `import` - +For example: + +``` +"./some_local_file.zwl" file import ! imports a local file +"/lib/stdlib.zwl" file import ! imports the standard library +"/some_user/some_library/some_file.zwl" "raw.githubusercontent.com" https import ! imports the contents of this url +``` ## Universe All forms and complications exist within the universe. The universe can be thought of as the "global" namespace in an object oriented language or as the kernel for the "atom processes" to exist in. a "main" space should be created that invokes the required startup atoms of the syntax. -in kOS this actually *is* the kernel layer +in kOS this actually _is_ the kernel layer ## GUI The GUI is inspired by PicoLisp and Electron, using a web browser engine to render the GUI including 3D stuff like webgl. -Most html elements have an analogous form in *zwl*: Tables, lists, links, buttons, input boxes, etc. +Most html elements have an analogous form in _zwl_: Tables, lists, links, buttons, input boxes, etc. In kOS these are replaces by its own version of these forms. -These of course can be wrapped in your own implementations. The idea is that on *zwls* side all UI is unified by forms but also is interoperable with HTML, templating engines, or gui libraries +These of course can be wrapped in your own implementations. The idea is that on _zwls_ side all UI is unified by forms but also is interoperable with HTML, templating engines, or gui libraries ## Concurrency As in elixir there are as many schedulers as there are cores for your cpu Like in CM and real time micro architecture systems like QNX tasks are scheduled based on priority and must stay within a time limit or it will be “punished” into a lower priority -Threading in *zwl* are split up into tasks (which take input) and daemons (which take no input) +Threading in _zwl_ are split up into tasks (which take input) and daemons (which take no input) Tasks are spawned whereas daemons are summoned Message passing can be achieved by using tunnels. probably should take concurrency stuff from golang; its very nice - # Appendicies -## Modern programming languages in the 21st century usually have need for the following requirements - ### Data - describing data @@ -327,7 +404,34 @@ probably should take concurrency stuff from golang; its very nice - sentiment analysis - more... - measurements - - tons of these... + - time + - unit + - seconds (s) + - subforms + - date + - Default is ISO 8601 + - length + - unit + - metre (m) + - subforms + - angle + - radian (rad) + - mass + - unit + - kilogram (kg) + - electric current + - unit + - ampere (a) + - temperature + - unit + - kelvin (K) + - amount of substance + - unit + - mol (mol) + - luminous intensity + - unit + - candela (candela) + - more... ### Inputing data @@ -377,14 +481,14 @@ probably should take concurrency stuff from golang; its very nice ### Displaying data - - objects - - 3d models - - 2d models - - graphs - - tables - - infographics - - written output - - ai generated text +- objects + - 3d models + - 2d models +- graphs +- tables +- infographics +- written output + - ai generated text ### System/World Objects @@ -414,7 +518,9 @@ probably should take concurrency stuff from golang; its very nice - documentation - tutorials -- generating objects automatically like +- metaprogramming + - macros + - generating objects automatically ### Data Description @@ -440,36 +546,3 @@ probably should take concurrency stuff from golang; its very nice - read - update - delete - - -## Measurement - -- forms - - time - - unit - - seconds (s) - - subforms - - date - - Default is ISO 8601 - - length - - unit - - metre (m) - - subforms - - angle - - radian (rad) - - mass - - unit - - kilogram (kg) - - electric current - - unit - - ampere (a) - - temperature - - unit - - kelvin (K) - - amount of substance - - unit - - mol (mol) - - luminous intensity - - unit - - candela (candela) - diff --git a/idea.vq b/idea.vq new file mode 100644 index 0000000..60d5fac --- /dev/null +++ b/idea.vq @@ -0,0 +1,39 @@ +(255 255 0) ~ purple set + +~ main { + 800 ~ screen_width set + 450 ~ screen_height set + + argv split + ~ username set + ~ password set + + (username (0.0 1.0 2.0) purple) ~ me set + (password) me login cons ~ players set + + () () me shatter pop exch pop shatter cons + 10.0 add cons + 10.0 add cons + me shatter pop exch pop cons + (0.0 1.0 0.0) cons + 45.0 cons + "CAMERA_PERSPECTIVE" cons + ~ camera set + + screen_width screen_height "zwl client : raylib" init_window + 60 set_target_fps + + { + + (* Do handling in here *) + + end_mode_3d + + end_drawing + } window_should_close repeat (* Detect window close button or ESC key *) + + me logout ~ players set + close_window (*Close window and OpenGL context *) +} set + +main diff --git a/idea.zl0 b/idea.zl0 new file mode 100644 index 0000000..a1cc386 --- /dev/null +++ b/idea.zl0 @@ -0,0 +1,110 @@ +:vec { + :x + :y + :z +} type + +:color { + :r + :g + :b +} type + +:player { + :username + :pos + :color +} type + +:login { + 0 check + 1 check + + (* do the login here *) +} sub + +255 255 0 new :purple set + +:main { + 800 new :screen_width set + 450 new :screen_height set + + argv split + new :username set + new :password set + + username (0.0 1.0 2.0) purple new :me set + password me login <(player)> new :players set + + () me (:pos :x) acc push + me (:pos :y) acc 10.0 add push + me (:pos :z) acc 10.0 add push (* Camera pos *) + + () me (:pos :x) acc push + me (:pos :y) acc push + me (:pos :z) acc push (* Camera looking at point *) + + (0.0 1.0 0.0) (* Camera up vector(rotation towards target) *) + 45.0 (* Camera field - of - view Y *) + :CAMERA_PERSPECTIVE (* Camera projection type *) + new :camera set + + screen_width screen_height "zwl client : raylib" init_window + 60 set_target_fps + + (* Main game loop *) + { + + :KEY_RIGHT is_key_down { + 0.2 me (:pos :x) acc inc me (:pos :x) mut :me set + true :player_updated set + } ifyes + + :KEY_LEFT is_key_down { + 0.2 me (:pos :x) acc dec me (:pos :x) mut :me set + true :player_updated set + } ifyes + + :KEY_DOWN is_key_down { + 0.2 me (:pos :z) acc inc me (:z :pos) mut :me set + true :player_updated set + } ifyes + + :KEY_UP is_key_down { + 0.2 me (:pos :z) acc dec me (:z :pos) mut :me set + true :player_updated set + } ifyes + + camera me sync_camera + + player_updated choose { + me move :players set + } ifyes { + me ping :players set + } isubo + + begin_drawing + RAYWHITE clear_background + + camera begin_mode_3d + + (* Draw floor *) + 30 1.0 draw_grid + + me .pos 0.5 0.5 0.5 me .apperance draw_cube + players { + .pos 0.5 0.5 0.5 .apperance draw_cube + } map + + end_mode_3d + + end_drawing + } + { window_should_close not } while (* Detect window close button or ESC key *) + + :players me logout set + close_window() (*Close window and OpenGL context *) + +} sub + +main \ No newline at end of file diff --git a/idea.zl1 b/idea.zl1 new file mode 100644 index 0000000..158ecc6 --- /dev/null +++ b/idea.zl1 @@ -0,0 +1,110 @@ +type :vec { + :x + :y + :z +} + +type :color { + :r + :g + :b +} + +type :player { + :username + :pos + :color +} + +fn :login { + check 0 + check 1 + + (* do the login here *) +} + +set :purple new [255 255 0] + +fn :main { + set :screen_width new 800 + set :screen_height new 450 + + split argv + set :username new + set :password new + + set :me new [ + username + new [0.0 1.0 2.0] + purple + ] + set :players <()> login me password + + set :camera new [ + new [0.0 1.0 0.0] + new 45.0 + :CAMERA_PERSPECTIVE + new [add [acc me (:pos :x)] 10.0] [add [acc me (:pos :y)] 10.0] [acc me (:pos :z)] + new [acc me :pos] + ] + + init_window screen_width screen_height "zwl client : raylib" + set_target_fps 60 + + (* Main game loop *) + while { not window_should_close } { + + if is_key_down :KEY_RIGHT { + mut :me (:pos :x) add [acc me :pos :x] 0.2 + set :player_updated true + } + + if is_key_down :KEY_LEFT { + mut :me (:pos :x) sub [acc me :pos :x] 0.2 + set :player_updated true + } + + if is_key_down :KEY_DOWN { + mut :me (:pos :z) add [acc me :pos :z] 0.2 + set :player_updated true + } + + if is_key_down :KEY_UP { + mut :me (:pos :z) sub [acc me :pos :z] 0.2 + set :player_updated true + } + + sync_camera camera me + + if player_updated { + set :players move me + } else { + set :players ping me + } + + begin_drawing + clear_background RAYWHITE + + begin_mode_3d camera + + (* Draw floor *) + draw_grid 30 1.0 + + draw_cube [acc me :pos] 0.5 0.5 0.5 [acc me :apperance] + + map players { + draw_cube [acc @this :pos] 0.5 0.5 0.5 [acc @this apperance] + } + + end_mode_3d + + end_drawing + } + (* Detect window close button or ESC key *) + + players = me.logout() + close_window() (*Close window and OpenGL context *) + +} + +main \ No newline at end of file diff --git a/idea.zl2 b/idea.zl2 new file mode 100644 index 0000000..7d43a1a --- /dev/null +++ b/idea.zl2 @@ -0,0 +1,113 @@ +type :Vec { + f32 :x + f32 :y + f32 :z +} + +type :Color { + i8 :r + i8 :g + i8 :b +} + +type :Player { + Str :username + Vec :pos + Color :color +} + +fn :login { + Player + str + + (* do the login here *) +} + +Color :purple {255 255 0} + +fn :main { + i32 :screen_width 800 + i32 :screen_height 450 + + split argv + str :username + str :password + + Player :me { + username + vec {0.0 1.0 2.0} + purple + } + Player() :players { login me password } + + Camera3D :camera { + vec {0.0 1.0 0.0} + i32 45.0 + atom :CAMERA_PERSPECTIVE + vec { + add acc (:me :pos :x) 10.0 + add acc (:me :pos :y) 10.0 + acc (:me :pos :z) + } + vec {acc me :pos} + } + + init_window "zwl client : raylib" screen_width screen_height + set_target_fps 60 + + (* Main game loop *) + while { not window_should_close } { + + if {is_key_down :KEY_RIGHT} { + mut (:me :pos :x) add acc me :pos :x 0.2 + set :player_updated true + } + + if {is_key_down :KEY_LEFT} { + mut (:me :pos :x) sub acc me :pos :x 0.2 + set :player_updated true + } + + if {is_key_down :KEY_DOWN} { + mut (:me :pos :z) add acc me :pos :z 0.2 + set :player_updated true + } + + if {is_key_down :KEY_UP} { + mut (:me :pos :z) sub acc me :pos :z 0.2 + set :player_updated true + } + + sync_camera camera me + + if (player_updated) { + set :players move me + } else { + set :players ping me + } + + begin_drawing + clear_background RAYWHITE + + begin_mode_3d camera + + (* Draw floor *) + draw_grid 30 1.0 + + draw_cube [acc me :pos] 0.5 0.5 0.5 [acc me :apperance] + + map players { + draw_cube [acc @this :pos] 0.5 0.5 0.5 [acc @this apperance] + } + + end_mode_3d + + end_drawing + } + (* Detect window close button or ESC key *) + + set :players logout me + close_window (*Close window and OpenGL context *) +} + +main \ No newline at end of file diff --git a/old/idea.md b/old/idea.md new file mode 100644 index 0000000..310b30c --- /dev/null +++ b/old/idea.md @@ -0,0 +1,31 @@ +```c / zig + lisp like +(fn main (argc :i32 argv :[str]) (v :i32) ( + (set message (concat "hello " (get argv 1) " !\n" )) + (write :std message) + (set v 0))) +``` + +```c + zig like +i32 main(i32 argc, str[] argv) { + str message = concat("hello ", argv[1], " !\n"); + write(:std, message); + return 0; +} +``` + +```lisp like +(set message (concat "Hello " (get argv 1) " !\n")) +(write 0 message) + +``` + +```forth + lisp / var'aq like +"Hello " argv shatter strtie " !\n" strtie disp +``` + +```fortran c / zig + fortran like +program main { + str message = concat("hello ", argv[1], "! \n") + write(0, "%s", message) +} +``` diff --git a/old/idea.zl-f90 b/old/idea.zl-f90 new file mode 100644 index 0000000..8a7af86 --- /dev/null +++ b/old/idea.zl-f90 @@ -0,0 +1,82 @@ +program main + use raylib + use player + use json + + i32 screen_width = 800 + i32 screen_height = 450 + + i32 i, status + f32 time + bool player_updated, exist + + str username + str password + + call getarg(1, username) + call getarg(2, password) + + open(u, file=file_input) + defer close(u) + + inquire(unit=u, size=sz) + + Player me(username=username, pos=(0.0, 1.0, 2.0), apperance=PURPLE) + Player(:) players = me.login(password) + + Camera3D camera = Camera3D(pos = (me.pos.x, me.pos.y + 10.0, me.pos.z + 10.0), !Camera pos + target = (me.pos.x, me.pos.y, me.pos.z), !Camera looking at point + up = (0.0, 1.0, 0.0), !Camera up vector(rotation towards target) + fovy = 45.0, !Camera field - of - view Y + projection = CAMERA_PERSPECTIVE) !Camera projection type + + init_window(screen_width, screen_height, "zwl client : raylib") + set_target_fps(60) + + !Main game loop + do while (.not. window_should_close()) ! Detect window close button or ESC key + + if (is_key_down(KEY_RIGHT)) then + me.pos.x += 0.2 + player_updated = .true. + else if (is_key_down(KEY_LEFT)) then + me.pos.x -= 0.2 + player_updated = .true. + else if (is_key_down(KEY_DOWN)) then + me.pos.z += 0.2 + player_updated = .true. + else if (is_key_down(KEY_UP)) then + me.pos.z -= 0.2 + player_updated = .true. + end if + + me.sync_camera(camera) + + time = get_time() + if (modulo(time, 1.0) .ge. 0.98) then + if (player_updated) then + players = me.move() + else + players = me.ping() + end if + end if + + begin_drawing() + clear_background(RAYWHITE) + + begin_mode_3d(camera) + ! Draw floor + draw_grid(30, 1.0) + + draw_cube(me.pos, 0.5, 0.5, 0.5, me.apperance) + do i = 1, size(players) + draw_cube(players(i).pos, 0.5, 0.5, 0.5, players(i).apperance) + end do + end_mode_3d() + end_drawing() + + end do + + players = me.logout() + close_window() !Close window and OpenGL context +end program diff --git a/old/idea.zl-lisp b/old/idea.zl-lisp new file mode 100644 index 0000000..4619ff4 --- /dev/null +++ b/old/idea.zl-lisp @@ -0,0 +1,43 @@ +(set screen-width 800) +(set screen-height 450) +(set username (get argv 1)) +(set password (get argv 2)) +(set me (make-player username (0.0 1.0 2.0) PURPLE)) +(set players (login me)) +(set camera (make-camera (me.pos.x, me.pos.y + 10.0, me.pos.z + 10.0) + (me.pos.x, me.pos.y, me.pos.z) + (0.0, 1.0, 0.0) + 45.0 + CAMERA-PERSPECTIVE)) + +(init-window screen-width screen-height "lisp-ish client : raylib") +(set-target-fps 60) + +(using-window + (while (not (window-should-close)) + (case + (is-key-down KEY-RIGHT ( + (inc me.pos.x 0.2) + (set player-updated t))) + (is-key-down KEY-LEFT ( + (dec me.pos.x 0.2) + (set player-updated t))) + (is-key-down KEY-DOWN ( + (inc me.pos.z 0.2) + (set player-updated t))) + (is-key-down KEY-UP ( + (dec me.pos.z 0.2) + (set player-updated t)))) + + (sync-camera me camera) + (choose (player-updated) + (set players (move me)) + (set players (ping me))) + + (begin-drawing ( + (clear-background RAYWHITE) + (begin-mode-3d camera ( + (draw-grid 30 1.0) + (draw-cube me.pos 0.5 0.5 0.5 me.apperance) + (for-each (player) players ( + (draw-cube player.pos 0.5 0.5 0.5 player.apperance))))))))) diff --git a/old/idea.zl-zigish b/old/idea.zl-zigish new file mode 100644 index 0000000..d15501b --- /dev/null +++ b/old/idea.zl-zigish @@ -0,0 +1,63 @@ +i32 main(i32 argc, str argv[]) { + + i32 screen_width = 800 + i32 screen_height = 450 + + str username = argv[1] + str password = argv[2] + + Player me(username=username, pos=(0.0, 1.0, 2.0), apperance=PURPLE) + Player[] players = me.login(password) + + Camera3D camera(pos = (me.pos.x, me.pos.y + 10.0, me.pos.z + 10.0), //Camera pos + target = (me.pos.x, me.pos.y, me.pos.z), //Camera looking at point + up = (0.0, 1.0, 0.0), //Camera up vector(rotation towards target) + fovy = 45.0, //Camera field - of - view Y + projection = CAMERA_PERSPECTIVE) //Camera projection type + + init_window(screen_width, screen_height, "zwl client : raylib") + set_target_fps(60) + + //Main game loop + do while (.not. window_should_close()) { // Detect window close button or ESC key + + if (is_key_down(KEY_RIGHT)) { + me.pos.x = me.pos.x + 0.2 + player_updated = .true. + } else if (is_key_down(KEY_LEFT)) { + me.pos.x = me.pos.x - 0.2 + player_updated = .true. + } else if (is_key_down(KEY_DOWN)) { + me.pos.z = me.pos.z + 0.2 + player_updated = .true. + } else if (is_key_down(KEY_UP)) { + me.pos.z = me.pos.z - 0.2 + player_updated = .true. + } + + me.sync_camera(camera) + + if (player_updated) { + players = me.move() + } else { + players = me.ping() + } + + begin_drawing() + clear_background(RAYWHITE) + + begin_mode_3d(camera) + // Draw floor + draw_grid(30, 1.0) + + draw_cube(me.pos, 0.5, 0.5, 0.5, me.apperance) + do (int i = 0; size(players)) { + draw_cube(players[i].pos, 0.5, 0.5, 0.5, players[i].apperance) + } + end_mode_3d() + end_drawing() + } + + players = me.logout() + close_window() //Close window and OpenGL context +}