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| 1 | +# Scripting in Ballduck |
| 2 | + |
| 3 | +Ballduck offers a simple scripting language optimized for prototyping and |
| 4 | +overall development speed. It is useful as a "glue" between components that |
| 5 | +would be too tedious to implement in Rust. |
| 6 | + |
| 7 | +To attach scripts to a Node, it needs a `ScriptComponent`. This Component can |
| 8 | +hold any number of scripts. |
| 9 | + |
| 10 | + |
| 11 | +## Syntax |
| 12 | + |
| 13 | +Ballscript resembles a very simplified form of `Python`. |
| 14 | + |
| 15 | +The convention for intendation is to use **tabs**. |
| 16 | + |
| 17 | +### Functions |
| 18 | + |
| 19 | +A function can be declared with: |
| 20 | + |
| 21 | +```ballscript |
| 22 | +fn foo(bar, baz) |
| 23 | + pass |
| 24 | +fn bar(qux,) |
| 25 | + pass |
| 26 | +``` |
| 27 | + |
| 28 | +A function can be called with: |
| 29 | + |
| 30 | +```ballscript |
| 31 | +foo(13, "thirty-seven") |
| 32 | +a = bar("quux") |
| 33 | +``` |
| 34 | + |
| 35 | +Function names may **not** conflict with variable names. |
| 36 | + |
| 37 | +### Variables |
| 38 | + |
| 39 | +A variable can be declared with: |
| 40 | + |
| 41 | +```ballscript |
| 42 | +var qux |
| 43 | +var quux = 42 |
| 44 | +``` |
| 45 | + |
| 46 | +A variable can be assigned to with: |
| 47 | + |
| 48 | +```ballscript |
| 49 | +qux = "( ^-^)" |
| 50 | +``` |
| 51 | + |
| 52 | +Variable names may **not** conflict with function names. |
| 53 | + |
| 54 | +### Comments |
| 55 | + |
| 56 | +```ballscript |
| 57 | +# This is a comment |
| 58 | +``` |
| 59 | + |
| 60 | + |
| 61 | +## Types |
| 62 | + |
| 63 | +All types implement the `ScriptType` component. To use your own types you |
| 64 | +must implement `ScriptType` for said type. |
| 65 | + |
| 66 | +### Built-in types |
| 67 | + |
| 68 | +There are a few built-in types with a custom syntax |
| 69 | + |
| 70 | +### Integers |
| 71 | + |
| 72 | +Integers can be defined as |
| 73 | + |
| 74 | +```ballscript |
| 75 | +232 |
| 76 | +16_777_216 |
| 77 | +80u8 |
| 78 | +443_i16 |
| 79 | +0xdeadbeef |
| 80 | +0b101010101_i32 |
| 81 | +``` |
| 82 | + |
| 83 | +By default, integers are `isize`s, but this can be overriden as shown above |
| 84 | + |
| 85 | + |
| 86 | +### Floating point numbers |
| 87 | + |
| 88 | +Floating point numbers can be defined as |
| 89 | + |
| 90 | +```ballscript |
| 91 | +23.2 |
| 92 | +16_777.216 |
| 93 | +80f32 |
| 94 | +443_f64 |
| 95 | +0xdeadb.eef |
| 96 | +0b10101.0101_f32 |
| 97 | +``` |
| 98 | + |
| 99 | + |
| 100 | +### Arrays |
| 101 | + |
| 102 | +Arrays are internally defined as `Vec<Box<dyn ScriptType>>`, which means |
| 103 | +they can hold any type. |
| 104 | + |
| 105 | +Arrays can be created using: |
| 106 | + |
| 107 | +```ballscript |
| 108 | +[] |
| 109 | +[1, 2, 3, "Chicken!"] |
| 110 | +["blep", 0.0,] |
| 111 | +``` |
| 112 | + |
| 113 | + |
| 114 | +### Dictionaries |
| 115 | + |
| 116 | +Dictionaries are internally defined as `HashMap<Box<dyn ScriptType + Hash + Eq>, Box<dyn ScriptType>>`. |
| 117 | +Again, this means that they can hold any type. The keys mush implement `Hash` |
| 118 | +and `Eq` though. |
| 119 | + |
| 120 | +Dictionaries can be created using: |
| 121 | + |
| 122 | +```ballscript |
| 123 | +{} |
| 124 | +{"a": 0, 5: 3.14} |
| 125 | +{a: b,} |
| 126 | +``` |
| 127 | + |
| 128 | +Note that floating point numbers do not implement `Eq` and hence cannot be |
| 129 | +used as keys. |
| 130 | + |
| 131 | + |
| 132 | +### Boolean |
| 133 | + |
| 134 | +This type can be either `true` or `false` |
| 135 | + |
| 136 | + |
| 137 | +## Control structures |
| 138 | + |
| 139 | +### `if` |
| 140 | + |
| 141 | +If the expression following the `if` statement evaluates to a boolean `true`, |
| 142 | +the code block follwing it will be executed. If it is `false` it will skip |
| 143 | +the code block. If it evaluates to a non-boolean type it will throw an error. |
| 144 | + |
| 145 | +### `else` |
| 146 | + |
| 147 | +This statement can be put behind an `if` block. If the expression in the `if` |
| 148 | +evaluates to `false`, the block following the `else` will be executed. |
| 149 | +Otherwise, it will be skipped. |
| 150 | + |
| 151 | +### `elif` |
| 152 | + |
| 153 | +This is a combination of `if` and `else`: if the previous `if` or `elif` |
| 154 | +statement evaluates to `false`, the expression in the current `elif` |
| 155 | +block will be evaluates as if it were an `if`. Otherwise, it is skipped. |
| 156 | + |
| 157 | +### `while` |
| 158 | + |
| 159 | +This is a variant of the `if` instruction that will repeatedly execute |
| 160 | +a code block until the expression evaluates to `false`. |
| 161 | + |
| 162 | +### `for` |
| 163 | + |
| 164 | +This structure will iterate types that implement `ScriptIter`. If the type |
| 165 | +does not implement `ScriptIter`, an error will be thrown. |
| 166 | + |
| 167 | +```ballscript |
| 168 | +for i in 10: |
| 169 | + ... |
| 170 | +for v in [42, "foo"]: |
| 171 | + ... |
| 172 | +for k in {"bar": "qux", 13: 37}: |
| 173 | + ... |
| 174 | +``` |
| 175 | + |
| 176 | +## Creating custom types in Rust |
| 177 | + |
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