more examples

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zongor 2025-01-25 15:14:00 -05:00
parent 521c3c9bad
commit d93b4d8dc6
11 changed files with 306 additions and 7 deletions

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## What is _ztl_?
_ztl_ is an language transpiler with C/Zig/Rust/Lua/Fortran/Javascript/Elixir style syntax. The transpiler bootstrap is written in Lua which should make it easy to port to other systems.
_ztl_ is an language transpiler with C/Zig/Rust style syntax. The transpiler bootstrap is written in Lua which should make it easy to port to other systems. _ztl_ also can "run" standalone inside of a lua vm for debugging purposes, it could be used for small scripting tasks or the like.
# _ztl_ Grammar and Specification

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(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 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)
(set camera (make :camera (me.pos.x (add me.pos.y 10.0) (add me.pos.z 10.0))
(me.pos.x me.pos.y me.pos.z)
(0.0 1.0 0.0)
45.0
CAMERA-PERSPECTIVE))

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(* do the login here *)
} fn
255 255 0 :purple color
(255 255 0) :purple color
:main {
800 :screen_width i32
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camera me sync_camera
player_updated choose {
player_updated
choose {
me move :players set
} ifyes {
me ping :players set

116
docs/old/idea.zl2c Normal file
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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 -> bool) {
set p to pop; /* getting the player from the stack */
set password to pop; /* get the string from the stack */
return true; /* return back from function and push value on stack */
};
Color :purple {255 255 0};
fn :main (i32 str[] -> i32) {
set :argc to pop; // to is a noop but makes it more readable
set :argv to pop;
set :screen_width to i32 800;
set :screen_height to i32 450;
set :username to argv[0];
set :password to argv[1];
set :me to Player { // the brackets are for readablity, the ';' is neccisarry
username,
vec {0.0 1.0 2.0},
purple,
};
set :players to Player[] { login me password; };
set :camera to Camera3D {
vec {0.0 1.0 0.0},
i32 45.0,
atom :CAMERA_PERSPECTIVE,
vec {
add me.pos.x 10.0,
add me.pos.y 10.0,
me.pos.z,
},
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) {
set me.pos.x to {add me.pos.x 0.2};
set :player_updated true;
}
if (is_key_down :KEY_LEFT) {
set me.pos.x to {sub me.pos.x 0.2};
set :player_updated true;
}
if (is_key_down :KEY_DOWN) {
set me.pos.z to {add me.pos.z 0.2};
set :player_updated true;
}
if (is_key_down :KEY_UP) {
set me.pos.z to {sub 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 me.pos 0.5 0.5 0.5 me.apperance;
map :player players {
draw_cube player.pos 0.5 0.5 0.5 player.apperance;
}
end_mode_3d;
end_drawing;
}
/* Detect window close button or ESC key */
set :players to logout me;
close_window; /*Close window and OpenGL context */
}
main;

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use "common.ztl"
fn :login (9p, Player, str -> []Player) {
set s to pop;
set p to pop;
set password to pop;
s.auth(p.username, password);
return s.read("players");
};
fn :main (i32 str[] -> i32) {
set :argc to pop;
set :argv to pop;
set :screen_width to i32 800;
set :screen_height to i32 450;
set :username to argv[0];
set :password to argv[1];
set :me to Player {
username,
vec {0.0 1.0 2.0},
purple,
};
set :players to Player[] { login me password; };
set :camera to Camera3D {
vec {0.0 1.0 0.0},
i32 45.0,
atom :CAMERA_PERSPECTIVE,
vec {
add me.pos.x 10.0,
add me.pos.y 10.0,
me.pos.z,
},
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) {
set me.pos.x to {add me.pos.x 0.2};
set :player_updated true;
}
if (is_key_down :KEY_LEFT) {
set me.pos.x to {sub me.pos.x 0.2};
set :player_updated true;
}
if (is_key_down :KEY_DOWN) {
set me.pos.z to {add me.pos.z 0.2};
set :player_updated true;
}
if (is_key_down :KEY_UP) {
set me.pos.z to {sub 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 me.pos 0.5 0.5 0.5 me.apperance;
map :player players {
draw_cube player.pos 0.5 0.5 0.5 player.apperance;
}
end_mode_3d;
end_drawing;
}
/* Detect window close button or ESC key */
set :players to logout me;
close_window; /*Close window and OpenGL context */
};
main;

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type :Vec {
f32 :x,
f32 :y,
f32 :z,
};
type :Color {
i8 :r,
i8 :g,
i8 :b,
};
type :Player {
str :username,
Vec :pos,
Color :color,
};
Color :purple {255 255 0};

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use "common.ztl"
fn :main(i32, []str -> i32) {
set :argc to pop;
set :argv to pop;
set s to tunnel "0.0.0.0:25565";
s.host (
version,
auth,
error,
flush,
attach,
walk,
open,
create,
read,
write,
clunk,
remove,
stat,
);
}
fn :version(9pmsg) {
}
fn :auth(9pmsg) {
}
fn :error(9pmsg) {
}
fn :flush(9pmsg) {
}
fn :attach(9pmsg) {
}
fn :walk(9pmsg) {
}
fn :open(9pmsg) {
}
fn :create(9pmsg) {
}
fn :read(9pmsg) {
}
fn :write(9pmsg) {
}
fn :clunk(9pmsg) {
}
fn :remove(9pmsg) {
}
fn :stat(9pmsg) {
}