A scripting language created for the use in games and game engines.
- Structs
- Functions
- Primitives (long long, long double)
- Operator Overloading
- Manual Memory Management (Pointers, Malloc, Calloc, Delete)
- Function Pointers
- Lambdas
- Strongly Typed
- For Loops
- If Statements
- Elseif, Else
- ASM output
The purpose of this language is to be able to create libraries with minimal lines of code, a template function is created and the compiler would do the rest (see operator overloading).
The other reason I created this language is simple, none of the available scripting languages felt right for my game engine, and therefore I decided to create HCode specifically for my engine.
I needed full control of the internals of the VM and a dynamic, somewhat object oriented language. Whenever a feature is implemented, (eventually) I would be able to compile the script into ASM.
import Collections
import StringLib
Variable: int = 5 //variable declaration (64bit signed)
VarFloat: float = Variable^float //cast to float (64bit) (no implicit conversion)
VarPointer: int ***//pointers, supported by the parser, but not the runtime env
Vector: vector = vector()//must import Collections
//any object can be passed here
//will add type checking later.
Vector.push_back(...)
//the following functions take int index
//as an argument.
Vector.erase(...)
Vector.get(...)
if Vector.get(1) != Vector.get(6){
print("Oh No!")
}
for x:int=0, x<4, x=x+1{
for y:int=0, y<4, y=y+1{
print(quick_concat(quick_concat("x: ", to_string(x)), quick_concat(" y: ", to_string(y))))
}
}
Dosomething:: void() {//function declaration
print(5 * 5)
}
SomeStruct:: struct {//structs do not hold functions
Field1: int
Field2: float
FuncPointer: (int)(this: SomeStruct, X:int, Y:int) //function pointer
...
}
operator:: SomeStruct (SomeStruct + int) {//operator overloading
Res: SomeStruct
Res.Field1 = A.Field1 + B
Res.Field2 = A.Field2 + B^float //cast using ^
Res.FuncPointer(B, B+12) //using the '.' operator tells the compiler
//that the first argument is (Res)
//so we don't need to pass "this" argument
return Res
}
//One definition fits all.
//using '~' will create a generic operator
//function, it will require a list of operators
//after the function declaration declared in brackets.
//[+ - /] for example tells the compiler to generate
//operator functions for addition, subtraction, and division
operator:: Vector4(Vector4~float) [+ - * /] {
//~ will be replaced
//by real operators
return Vector4(A.x~B, A.y~B, A.z~B, A.w~B)
}
//can be called with Var: Type = make_copy(SomeVar)
//the compiler will find the suitable copy constructor
//for the variable type and use it.
clone:: SomeStruct(SomeStruct){ //copy constructor
Result: SomeStruct
...
return Result
}