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22 Commits

Author SHA1 Message Date
sam-astro
a484bdc941
Clarify install requirements for linux 2023-03-05 13:15:51 -05:00
sam-astro
2292eb8abe Update version 2022-08-28 12:52:33 -04:00
sam-astro
f591e13089
Merge pull request #44 from sam-astro/dev
Add simple benchmark script
2022-08-28 12:44:38 -04:00
sam-astro
c8f51e0c94
Merge pull request #43 from Rexo35/patch-1
Add the "ZS.System.Command" function
2022-08-28 12:43:50 -04:00
sam-astro
d7c79c6601 Simplify and make work without warnings 2022-08-28 12:43:01 -04:00
sam-astro
66f1127c53 Add simple benchmark script 2022-08-28 12:27:25 -04:00
Rexo35
eda78e8c39
Update builtin.h 2022-08-23 22:11:15 +02:00
Rexo35
0af8f5fff7
Update builtin.h 2022-08-23 22:02:17 +02:00
Rexo35
adcbe1f232
Add the "ZS.System.Command" function
Add the "ZS.System.Command" function in order to run console commands. Something like pythons os.system() function.
2022-08-23 18:29:36 +02:00
sam-astro
926a8e60f7
Fix link 2022-06-15 18:04:17 -04:00
sam-astro
0d10a90e1b
Merge pull request #34 from sam-astro/dev
Dev
2022-06-08 16:11:41 -04:00
sam-astro
13715dae7a
Merge pull request #33 from bsikar/dev
updated dependencies on readmd (made it more readable)
2022-06-08 16:10:14 -04:00
Brighton Sikarskie
bfce93649c
updated dependencies on readmd 2022-06-08 11:45:20 -05:00
sam-astro
33f28b898d
Merge pull request #30 from susyboy23/patch-1
Percent functions
2022-06-02 22:07:01 -04:00
sam-astro
0a8b8f47d9
Fix formatting and curly brackets 2022-06-02 22:05:58 -04:00
ConchetumareDev
fff73e5f14
idk, maybe someone will use it :) 2022-06-01 20:18:22 -04:00
sam-astro
0d2e0faa56
Merge pull request #29 from sam-astro/dev
Probably final dev from me
2022-05-30 17:19:45 -04:00
sam-astro
d114cfe3fb
Update README.md 2022-05-30 10:40:17 -04:00
sam-astro
799b2d7d0b Add Z-Sharp to PATH in Windows 2022-05-29 16:31:40 -04:00
sam-astro
f7926c44ad I accidentally left debug things on 2022-05-29 15:19:27 -04:00
sam-astro
444fc24e1d Fix dumdum issue with singles ARGs - again... 2022-05-29 15:15:46 -04:00
sam-astro
2c565d533f
Update README.md 2022-05-27 20:30:04 -04:00
10 changed files with 514 additions and 94 deletions

View File

@ -1,12 +1,17 @@
<img src="https://raw.githubusercontent.com/sam-astro/Z-Sharp/master/ExtraResources/ZS-Gem-Icon-Small.png"/><img src="https://raw.githubusercontent.com/sam-astro/Z-Sharp/master/ExtraResources/ZS-Logo-Light-Small.png"/>
> Z-Sharp is no longer in development! This project was never meant to go beyond the scope of a simple thing I could make pong in, yet people continue to ask for features and fixes, and I continue to oblige. So sadly, even though this was a cool project in which I learned a lot, it will be ending now. I will eventually make some docs and standards for the syntax, and will still leave this repository open. This way anybody can make their own interpreter or compiler for it. I will also still accept pull requests for any changes to this repository.
## Introduction
Z-Sharp is a custom programming language I made because I don't like c++ very much (Z-Sharp's interpreter is written in c++ though). Z-Sharp scripts have the file extension .ZS. The base syntax and formatting I would say is quite similar to C# or Python, but differs as task complexity increases. It has support for graphics using SDL2, and by default is not enabled.
Z-Sharp is a custom programming language I made because I don't like c++ very much (Z-Sharp's interpreter is written in c++ though). Z-Sharp scripts have the file extension .ZS. The base syntax and formatting I would say is quite similar to C# or Python, but differs as task complexity increases. It also has support for graphics using SDL2.
Before using Z#:
There is ***no documentation***, ***strings*** barely work, ***performance*** isn't great, the syntax is ***very specific***, and most errors just cause it to ***crash without warning***. I am just a *single developer* working on this during my free time; between school, other projects, and YouTube. Z-Sharp will most likely never be finished, since it was really supposed to end when the video was published about it.
If you are trying to use a common programming language feature, ask yourself this: ***Is this feature required to play pong?*** If not, then most likely that feature ***has not been implemented yet***. I initially only made the language so I could create pong and make a video about it, so it really is the ***bare minimum***.
## Documentation and getting started:
[The docs and tutorial](https://spazelectro.github.io/ZSharpDocs/#/README)
## Installation
Downloading or installing is very simple, here is how depending on your version and operating system:
### Windows
@ -22,36 +27,19 @@ Downloading or installing is very simple, here is how depending on your version
6. Feel free to use and edit the `Pong-Example-Project`. It is a single script called `script.zs`, and you can open it with any of the methods above. It is also located on the releases page.
> If you don't want to install ZSharp on your device, or you want easier acces to the executable and .DLLs, another version is provided called `ZS_Win_Base_Raw.zip`. This just contains all of the files the installer puts on your computer.
### Linux
1. Install requirements:
* You need the package ***libsdl2-dev***.
1. Install requirements: `SDL2, SDL2 Image, SDL2 TTF` Commands for `apt` and `pacman` below:
For Debian based operating systems you can install it with
```$ sudo apt install libsdl2-dev```
#### Debian
For Arch based operating systems you can install it with
```
$ sudo apt install libsdl2-dev libsdl2-image-dev libsdl2-ttf-dev
```
```$ sudo pacman -S sdl2```
* You also need the package ***libsdl2-image-dev***.
#### Arch
For Debian based operating systems you can install it with
```$ sudo apt install libsdl2-image-dev```
For Arch based operating systems you can install it with
```$ sudo pacman -S sdl2_image```
* You also need the package ***libsdl2-ttf-dev***.
For Debian based operating systems you can install it with
```$ sudo apt install libsdl2-ttf-dev```
For Arch based operating systems you can install it with
```$ sudo pacman -S sdl2_ttf```
```
$ sudo pacman -S sdl2 sdl2_image sdl2_ttf
```
2. Navigate to [the most recent release](https://github.com/sam-astro/Z-Sharp/releases) and download `ZSharp-Linux.zip`.
3. Unzip `ZSharp-Linux.zip` and open the unzipped folder.

View File

@ -5,7 +5,7 @@
//bool DEVELOPER_MESSAGES = true;
#define DEVELOPER_MESSAGES false
#define EXAMPLE_PROJECT false
#define NAMEVERSION "ZSharp v2.1.1-alpha"
#define NAMEVERSION "ZSharp v2.1.3-alpha"
#if defined(__unix__)
#define UNIX true
@ -78,12 +78,12 @@ boost::any GetVariableValue(const string& varName, const unordered_map<string, b
// Check if there is a variable with the specified name
bool IsVar(const string& varName, const unordered_map<string, boost::any>& variableValues)
{
if(split(varName, '.')[0] == "ZS")
if (split(varName, '.')[0] == "ZS")
return false;
if (variableValues.find(split(varName, '.')[0]) != variableValues.end())
return true;
return false;
}
@ -163,7 +163,7 @@ boost::any EvalExpression(const string& ex, unordered_map<string, boost::any>& v
string insideFunArgs = betweenChars(expression, '(', ')');
vector<string> argList = splitNoOverlap(insideFunArgs, ',', '(', ')');
#if DEVELOPER_MESSAGES == true
cout << "[" << unWrapVec(argList) << "]" << endl;
cout << split(expression, '(')[0] << " [" << unWrapVec(argList) << "]" << endl;
printVarValues(argList, variableValues);
#endif
vector<boost::any> funcArgs = VarValues(argList, variableValues);
@ -176,7 +176,7 @@ boost::any EvalExpression(const string& ex, unordered_map<string, boost::any>& v
string insideFunArgs = betweenChars(expression, '(', ')');
vector<string> argList = splitNoOverlap(insideFunArgs, ',', '(', ')');
#if DEVELOPER_MESSAGES == true
cout << split(expression, '(')[0]<< " [" << unWrapVec(argList) << "]" << endl;
cout << split(expression, '(')[0] << " [" << unWrapVec(argList) << "]" << endl;
printVarValues(argList, variableValues);
#endif
vector<boost::any> funcArgs = VarValues(argList, variableValues);
@ -288,9 +288,9 @@ bool BooleanLogic(const string& valA, const string& comparer, const string& valB
{
boost::any valARealValue;
boost::any valBRealValue;
if(valA != "")
if (valA != "")
valARealValue = EvalExpression(valA, variableValues);
if(valB != "")
if (valB != "")
valBRealValue = EvalExpression(valB, variableValues);
#if DEVELOPER_MESSAGES == true
InterpreterLog(AnyAsString(valARealValue) + " " + comparer + " " + AnyAsString(valBRealValue) + " : " + AnyAsString(valA) + " " + comparer + " " + AnyAsString(valB) + " : " + to_string(AnyAsString(valARealValue) == AnyAsString(valBRealValue)));
@ -419,22 +419,16 @@ boost::any ProcessLine(const vector<vector<string>>& words, int& lineNum, unorde
// Check if it is function call
else if (IsFunction(split(words.at(lineNum).at(0), '(')[0]))
{
// No args provided
if (indexInStr(words.at(lineNum).at(0), ')') - indexInStr(words.at(lineNum).at(0), '(')<=1)
ExecuteFunction(split(words.at(lineNum).at(0), '(')[0], vector<boost::any>());
else
{ // Args provided, parse them first
// start -> FuncCall(0, x, OtherFunc(a))
// changeto -> 0, x, OtherFunc(a)
string insideFunArgs = betweenChars(unWrapVec(words.at(lineNum)), '(', ')');
vector<string> argList = splitNoOverlap(insideFunArgs, ',', '(', ')');
// start -> FuncCall(0, x, OtherFunc(a))
// changeto -> 0, x, OtherFunc(a)
string insideFunArgs = betweenChars(unWrapVec(words.at(lineNum)), '(', ')');
vector<string> argList = splitNoOverlap(insideFunArgs, ',', '(', ')');
#if DEVELOPER_MESSAGES == true
cout << unWrapVec(argList) << endl;
printVarValues(argList, variableValues);
cout << unWrapVec(argList) << endl;
printVarValues(argList, variableValues);
#endif
vector<boost::any> funcArgs = VarValues(argList, variableValues);
ExecuteFunction(split(words.at(lineNum).at(0), '(')[0], funcArgs);
}
vector<boost::any> funcArgs = VarValues(argList, variableValues);
ExecuteFunction(split(words.at(lineNum).at(0), '(')[0], funcArgs);
return nullType;
}
@ -520,9 +514,9 @@ boost::any ProcessLine(const vector<vector<string>>& words, int& lineNum, unorde
break;
}
}
// If the statement is already false, don't bother gathering the contents
if(BooleanLogic(whileParameters.at(0), whileParameters.at(1), whileParameters.at(2), variableValues) == false){
if (BooleanLogic(whileParameters.at(0), whileParameters.at(1), whileParameters.at(2), variableValues) == false) {
lineNum++;
while (lineNum < (int)words.size())
{
@ -553,9 +547,9 @@ boost::any ProcessLine(const vector<vector<string>>& words, int& lineNum, unorde
//Iterate through all lines in while loop
for (int lineNum = 0; lineNum < (int)whileContents.size(); lineNum++)
{
if(whileContents.at(lineNum).at(0)== "continue")
if (whileContents.at(lineNum).at(0) == "continue")
break; // Stops iterating through lines and return to beginning
if(whileContents.at(lineNum).at(0)== "break")
if (whileContents.at(lineNum).at(0) == "break")
return nullType; // Stops iterating through lines and leave while loop
boost::any returnVal = ProcessLine(whileContents, lineNum, variableValues);
if (!returnVal.empty()) {
@ -594,7 +588,7 @@ boost::any ProcessLine(const vector<vector<string>>& words, int& lineNum, unorde
}
// If the statement is already false, don't bother gathering the contents
if(BooleanLogic(ifParameters.at(0), ifParameters.at(1), ifParameters.at(2), variableValues) == false){
if (BooleanLogic(ifParameters.at(0), ifParameters.at(1), ifParameters.at(2), variableValues) == false) {
lineNum++;
while (lineNum < (int)words.size())
{
@ -605,7 +599,7 @@ boost::any ProcessLine(const vector<vector<string>>& words, int& lineNum, unorde
}
return nullType;
}
// Gather the contents
lineNum++;
while (lineNum < (int)words.size())
@ -624,7 +618,7 @@ boost::any ProcessLine(const vector<vector<string>>& words, int& lineNum, unorde
//Iterate through all lines in if statement
for (int l = 0; l < (int)ifContents.size(); l++)
{
if(ifContents.at(l).at(0)== "break")
if (ifContents.at(l).at(0) == "break")
return breakReOp; // Stops iterating through lines and leave while loop
boost::any returnVal = ProcessLine(ifContents, l, variableValues);
if (!returnVal.empty())
@ -718,8 +712,8 @@ int parseZSharp(string script)
// Split the script by newline, signifying a line ending
vector<string> beforeProcessLines = split(script, '\n');
vector<string> lines;
for (int i = 0; i < (int)beforeProcessLines.size(); i++){ // Then split said lines into indiviual words
if(!startsWith(trim(beforeProcessLines.at(i)), "//") && trim(beforeProcessLines.at(i)) != "")
for (int i = 0; i < (int)beforeProcessLines.size(); i++) { // Then split said lines into indiviual words
if (!startsWith(trim(beforeProcessLines.at(i)), "//") && trim(beforeProcessLines.at(i)) != "")
{ // dont include line if it is a comment or if it is blank
lines.push_back(trim(beforeProcessLines.at(i)));
}
@ -836,7 +830,7 @@ int parseZSharp(string script)
InterpreterLog("Load script variable " + words.at(lineNum).at(1) + "...");
#endif
}
// Iterate through all types to see if line inits or
// re-inits a variable then store it with it's value
else if (countInVector(types, trim(words.at(lineNum).at(0))) > 0)
@ -844,24 +838,24 @@ int parseZSharp(string script)
//cout << words.at(lineNum).at(1) << "=" << unWrapVec(slice(words.at(lineNum), 3, -1)) << "=" << AnyAsString(EvalExpression(unWrapVec(slice(words.at(lineNum), 3, -1)), variableValues)) << endl;
globalVariableValues[words.at(lineNum).at(1)] = EvalExpression(unWrapVec(slice(words.at(lineNum), 3, -1)), globalVariableValues);
}
// else if (words.at(lineNum).at(0) == "int") {
// globalVariableValues[words.at(lineNum).at(1)] = stoi(words.at(lineNum).at(3));
//#if DEVELOPER_MESSAGES == true
// InterpreterLog("Load script variable " + words.at(lineNum).at(1) + "...");
//#endif
// }
// else if (words.at(lineNum).at(0) == "float") {
// globalVariableValues[words.at(lineNum).at(1)] = stof(words.at(lineNum).at(3));
//#if DEVELOPER_MESSAGES == true
// InterpreterLog("Load script variable " + words.at(lineNum).at(1) + "...");
//#endif
// }
// else if (words.at(lineNum).at(0) == "bool") {
// globalVariableValues[words.at(lineNum).at(1)] = stob(words.at(lineNum).at(3));
//#if DEVELOPER_MESSAGES == true
// InterpreterLog("Load script variable " + words.at(lineNum).at(1) + "...");
//#endif
// }
// else if (words.at(lineNum).at(0) == "int") {
// globalVariableValues[words.at(lineNum).at(1)] = stoi(words.at(lineNum).at(3));
//#if DEVELOPER_MESSAGES == true
// InterpreterLog("Load script variable " + words.at(lineNum).at(1) + "...");
//#endif
// }
// else if (words.at(lineNum).at(0) == "float") {
// globalVariableValues[words.at(lineNum).at(1)] = stof(words.at(lineNum).at(3));
//#if DEVELOPER_MESSAGES == true
// InterpreterLog("Load script variable " + words.at(lineNum).at(1) + "...");
//#endif
// }
// else if (words.at(lineNum).at(0) == "bool") {
// globalVariableValues[words.at(lineNum).at(1)] = stob(words.at(lineNum).at(3));
//#if DEVELOPER_MESSAGES == true
// InterpreterLog("Load script variable " + words.at(lineNum).at(1) + "...");
//#endif
// }
else
LogWarning("unrecognized type \'" + words.at(lineNum).at(0) + "\' on line: " + to_string(lineNum));
}

View File

@ -145,14 +145,6 @@ func GetKey(keyName)
return b
}
// WIP
//func SplitThread(function)
//{
// ZS.System.SplitThread(function)
//}
////////////////////////////
// ↓ MADE BY KAPUTCHINO ↓ //
////////////////////////////
@ -213,5 +205,19 @@ func Perm(n, r)
return Fac(n) / Fac(n - r)
}
//////////////////////////////////////////
// ↓ MADE BY CONCHETUMARE_PRODUCTIONS ↓ //
//////////////////////////////////////////
func GetPercent(value, percent)
{
float temp = value * percent / 100
return temp
}
//gets 100% of number
func PercentToHundred(value, percent)
{
float temp = value * 100 / percent
return temp
}
)"
;

View File

@ -2,7 +2,7 @@
; SEE THE DOCUMENTATION FOR DETAILS ON CREATING INNO SETUP SCRIPT FILES!
#define MyAppName "Z-Sharp"
#define MyAppVersion "2.1.1-alpha"
#define MyAppVersion "2.1.3-alpha"
#define MyAppPublisher "AstroSam"
#define MyAppURL "https://github.com/sam-astro/Z-Sharp"
#define MyAppExeName "ZSharp.exe"
@ -25,6 +25,7 @@ DefaultDirName={autopf}\ZSharp
DisableDirPage=yes
ChangesAssociations=yes
DisableProgramGroupPage=yes
ChangesEnvironment=true
LicenseFile=D:\Code\Z-Sharp\LICENSE
; Uncomment the following line to run in non administrative install mode (install for current user only.)
;PrivilegesRequired=lowest
@ -36,6 +37,21 @@ Compression=lzma
SolidCompression=yes
WizardStyle=modern
[Tasks]
Name: modifypath; Description: Add application directory to your environmental path (This allows you to easily use from command line); Flags: unchecked
[Code]
const
ModPathName = 'modifypath';
ModPathType = 'system';
function ModPathDir(): TArrayOfString;
begin
setArrayLength(Result, 1)
Result[0] := ExpandConstant('{app}');
end;
#include "modpath.iss"
[Languages]
Name: "english"; MessagesFile: "compiler:Default.isl"
Name: "armenian"; MessagesFile: "compiler:Languages\Armenian.isl"

View File

@ -1,6 +1,14 @@
#ifndef BUILTIN_H
#define BUILTIN_H
#if defined(__unix__)
#define UNIX true
#define WINDOWS false
#elif defined(_MSC_VER)
#define UNIX false
#define WINDOWS true
#endif
#include <iostream>
#include <fstream>
#include <string>
@ -13,6 +21,7 @@
#include <ctime>
#include <math.h>
#include <sys/stat.h>
#include <cstdlib> // for console command printing
#include "strops.h"
#include "graphics.h"
@ -409,29 +418,42 @@ boost::any ZSFunction(const string& name, const vector<boost::any>& args)
}
else if (name == "ZS.Graphics.Sprite")
{
if (!fileExists(StringRaw(AnyAsString(args.at(0)))))
LogCriticalError("Failed to create 'Sprite' object: \"" + StringRaw(AnyAsString(args.at(0))) + "\"");
string path = StringRaw(AnyAsString(args.at(0)));
if (count(path, '/') == 0)
path = "./" + path;
if (!fileExists(path))
LogCriticalError("Failed to create 'Sprite' object: \"" + path + "\"");
Sprite s(StringRaw(AnyAsString(args.at(0))), any_cast<Vec2>(args.at(1)), any_cast<Vec2>(args.at(2)), AnyAsFloat(args.at(3)));
return s;
}
else if (name == "ZS.Graphics.DrawPixel")
{
SDL_SetRenderDrawColor(gRenderer, AnyAsInt(args.at(2)), AnyAsInt(args.at(3)), AnyAsInt(args.at(4)), 255);
SDL_RenderDrawPoint(gRenderer, AnyAsInt(args.at(0)), AnyAsInt(args.at(1)));
SDL_SetRenderDrawColor(gRenderer, 0, 0, 0, 0);
}
//DrawPixel(AnyAsInt(args.at(0)), AnyAsInt(args.at(1)), AnyAsInt(args.at(2)), AnyAsInt(args.at(3)), AnyAsInt(args.at(4)));
else if (name == "ZS.Graphics.Draw")
any_cast<Sprite>(args.at(0)).Draw();
else if (name == "ZS.Graphics.Load")
any_cast<Sprite>(args.at(0)).Load();
else if (name == "ZS.Graphics.Text")
{
if (!fileExists(StringRaw(AnyAsString(args.at(1)))))
LogCriticalError("Failed to create 'Text' object: \"" + StringRaw(AnyAsString(args.at(1))) + "\"");
string path = StringRaw(AnyAsString(args.at(1)));
if (count(path, '/') == 0)
path = "./" + path;
if (!fileExists(path))
LogCriticalError("Failed to create 'Text' object: \"" + path + "\"");
if (args.size() <= 8)
{
Text t(StringRaw(AnyAsString(args.at(0))), StringRaw(AnyAsString(args.at(1))), any_cast<Vec2>(args.at(2)), AnyAsFloat(args.at(3)), AnyAsFloat(args.at(4)), (Uint8)AnyAsFloat(args.at(5)), (Uint8)AnyAsFloat(args.at(6)), (Uint8)AnyAsFloat(args.at(7)), true);
Text t(StringRaw(AnyAsString(args.at(0))), path, any_cast<Vec2>(args.at(2)), AnyAsFloat(args.at(3)), AnyAsFloat(args.at(4)), (Uint8)AnyAsFloat(args.at(5)), (Uint8)AnyAsFloat(args.at(6)), (Uint8)AnyAsFloat(args.at(7)), true);
return t;
}
else
{
Text t(StringRaw(AnyAsString(args.at(0))), StringRaw(AnyAsString(args.at(1))), any_cast<Vec2>(args.at(2)), AnyAsFloat(args.at(3)), AnyAsFloat(args.at(4)), (Uint8)AnyAsFloat(args.at(5)), (Uint8)AnyAsFloat(args.at(6)), (Uint8)AnyAsFloat(args.at(7)), AnyAsBool(args.at(8)));
Text t(StringRaw(AnyAsString(args.at(0))), path, any_cast<Vec2>(args.at(2)), AnyAsFloat(args.at(3)), AnyAsFloat(args.at(4)), (Uint8)AnyAsFloat(args.at(5)), (Uint8)AnyAsFloat(args.at(6)), (Uint8)AnyAsFloat(args.at(7)), AnyAsBool(args.at(8)));
return t;
}
}
@ -446,14 +468,21 @@ boost::any ZSFunction(const string& name, const vector<boost::any>& args)
else if (name == "ZS.Input.GetKey")
return KEYS[StringRaw(any_cast<string>(args.at(0)))] == 1;
else if (name == "ZS.System.Print")
cout << StringRaw(AnyAsString(args.at(0))) << StringRaw(AnyAsString(args.at(0))).length();
cout << StringRaw(AnyAsString(args.at(0)));
else if (name == "ZS.System.PrintLine")
cout << StringRaw(AnyAsString(args.at(0))) << StringRaw(AnyAsString(args.at(0))).length() << endl;
cout << StringRaw(AnyAsString(args.at(0))) << endl;
else if (name == "ZS.System.Vec2")
{
Vec2 v(AnyAsFloat(args.at(0)), AnyAsFloat(args.at(1)));
return v;
}
else if (name == "ZS.System.Command"){
string command = StringRaw(AnyAsString(args.at(0)));
//int command_len = command.length();
//char* command_char_arr=new char[command_len + 1];
//strcpy(command_char_arr, command.c_str()); // string into char arr
int k = system(command.c_str());
}
else
LogWarning("ZS function \'" + name + "\' does not exist.");

View File

@ -761,6 +761,12 @@ int cleanupGraphics()
return 0;
}
//void DrawPixel(int x, int y, int r, int g, int b) {
// SDL_SetRenderDrawColor(gRenderer, r, g, b, 255);
// SDL_RenderDrawPoint(gRenderer, x, y);
// SDL_SetRenderDrawColor(gRenderer, 0, 0, 0, 0);
//}
int updateLoop()
{

219
ZSharp/modpath.iss Normal file
View File

@ -0,0 +1,219 @@
// ----------------------------------------------------------------------------
//
// Inno Setup Ver: 5.4.2
// Script Version: 1.4.2
// Author: Jared Breland <jbreland@legroom.net>
// Homepage: http://www.legroom.net/software
// License: GNU Lesser General Public License (LGPL), version 3
// http://www.gnu.org/licenses/lgpl.html
//
// Script Function:
// Allow modification of environmental path directly from Inno Setup installers
//
// Instructions:
// Copy modpath.iss to the same directory as your setup script
//
// Add this statement to your [Setup] section
// ChangesEnvironment=true
//
// Add this statement to your [Tasks] section
// You can change the Description or Flags
// You can change the Name, but it must match the ModPathName setting below
// Name: modifypath; Description: &Add application directory to your environmental path; Flags: unchecked
//
// Add the following to the end of your [Code] section
// ModPathName defines the name of the task defined above
// ModPathType defines whether the 'user' or 'system' path will be modified;
// this will default to user if anything other than system is set
// setArrayLength must specify the total number of dirs to be added
// Result[0] contains first directory, Result[1] contains second, etc.
// const
// ModPathName = 'modifypath';
// ModPathType = 'user';
//
// function ModPathDir(): TArrayOfString;
// begin
// setArrayLength(Result, 1);
// Result[0] := ExpandConstant('{app}');
// end;
// #include "modpath.iss"
// ----------------------------------------------------------------------------
procedure ModPath();
var
oldpath: String;
newpath: String;
updatepath: Boolean;
pathArr: TArrayOfString;
aExecFile: String;
aExecArr: TArrayOfString;
i, d: Integer;
pathdir: TArrayOfString;
regroot: Integer;
regpath: String;
begin
// Get constants from main script and adjust behavior accordingly
// ModPathType MUST be 'system' or 'user'; force 'user' if invalid
if ModPathType = 'system' then begin
regroot := HKEY_LOCAL_MACHINE;
regpath := 'SYSTEM\CurrentControlSet\Control\Session Manager\Environment';
end else begin
regroot := HKEY_CURRENT_USER;
regpath := 'Environment';
end;
// Get array of new directories and act on each individually
pathdir := ModPathDir();
for d := 0 to GetArrayLength(pathdir)-1 do begin
updatepath := true;
// Modify WinNT path
if UsingWinNT() = true then begin
// Get current path, split into an array
RegQueryStringValue(regroot, regpath, 'Path', oldpath);
oldpath := oldpath + ';';
i := 0;
while (Pos(';', oldpath) > 0) do begin
SetArrayLength(pathArr, i+1);
pathArr[i] := Copy(oldpath, 0, Pos(';', oldpath)-1);
oldpath := Copy(oldpath, Pos(';', oldpath)+1, Length(oldpath));
i := i + 1;
// Check if current directory matches app dir
if pathdir[d] = pathArr[i-1] then begin
// if uninstalling, remove dir from path
if IsUninstaller() = true then begin
continue;
// if installing, flag that dir already exists in path
end else begin
updatepath := false;
end;
end;
// Add current directory to new path
if i = 1 then begin
newpath := pathArr[i-1];
end else begin
newpath := newpath + ';' + pathArr[i-1];
end;
end;
// Append app dir to path if not already included
if (IsUninstaller() = false) AND (updatepath = true) then
newpath := newpath + ';' + pathdir[d];
// Write new path
RegWriteStringValue(regroot, regpath, 'Path', newpath);
// Modify Win9x path
end else begin
// Convert to shortened dirname
pathdir[d] := GetShortName(pathdir[d]);
// If autoexec.bat exists, check if app dir already exists in path
aExecFile := 'C:\AUTOEXEC.BAT';
if FileExists(aExecFile) then begin
LoadStringsFromFile(aExecFile, aExecArr);
for i := 0 to GetArrayLength(aExecArr)-1 do begin
if IsUninstaller() = false then begin
// If app dir already exists while installing, skip add
if (Pos(pathdir[d], aExecArr[i]) > 0) then
updatepath := false;
break;
end else begin
// If app dir exists and = what we originally set, then delete at uninstall
if aExecArr[i] = 'SET PATH=%PATH%;' + pathdir[d] then
aExecArr[i] := '';
end;
end;
end;
// If app dir not found, or autoexec.bat didn't exist, then (create and) append to current path
if (IsUninstaller() = false) AND (updatepath = true) then begin
SaveStringToFile(aExecFile, #13#10 + 'SET PATH=%PATH%;' + pathdir[d], True);
// If uninstalling, write the full autoexec out
end else begin
SaveStringsToFile(aExecFile, aExecArr, False);
end;
end;
end;
end;
// Split a string into an array using passed delimeter
procedure MPExplode(var Dest: TArrayOfString; Text: String; Separator: String);
var
i: Integer;
begin
i := 0;
repeat
SetArrayLength(Dest, i+1);
if Pos(Separator,Text) > 0 then begin
Dest[i] := Copy(Text, 1, Pos(Separator, Text)-1);
Text := Copy(Text, Pos(Separator,Text) + Length(Separator), Length(Text));
i := i + 1;
end else begin
Dest[i] := Text;
Text := '';
end;
until Length(Text)=0;
end;
procedure CurStepChanged(CurStep: TSetupStep);
var
taskname: String;
begin
taskname := ModPathName;
if CurStep = ssPostInstall then
if IsTaskSelected(taskname) then
ModPath();
end;
procedure CurUninstallStepChanged(CurUninstallStep: TUninstallStep);
var
aSelectedTasks: TArrayOfString;
i: Integer;
taskname: String;
regpath: String;
regstring: String;
appid: String;
begin
// only run during actual uninstall
if CurUninstallStep = usUninstall then begin
// get list of selected tasks saved in registry at install time
appid := '{#emit SetupSetting("AppId")}';
if appid = '' then appid := '{#emit SetupSetting("AppName")}';
regpath := ExpandConstant('Software\Microsoft\Windows\CurrentVersion\Uninstall\'+appid+'_is1');
RegQueryStringValue(HKLM, regpath, 'Inno Setup: Selected Tasks', regstring);
if regstring = '' then RegQueryStringValue(HKCU, regpath, 'Inno Setup: Selected Tasks', regstring);
// check each task; if matches modpath taskname, trigger patch removal
if regstring <> '' then begin
taskname := ModPathName;
MPExplode(aSelectedTasks, regstring, ',');
if GetArrayLength(aSelectedTasks) > 0 then begin
for i := 0 to GetArrayLength(aSelectedTasks)-1 do begin
if comparetext(aSelectedTasks[i], taskname) = 0 then
ModPath();
end;
end;
end;
end;
end;
function NeedRestart(): Boolean;
var
taskname: String;
begin
taskname := ModPathName;
if IsTaskSelected(taskname) and not UsingWinNT() then begin
Result := True;
end else begin
Result := False;
end;
end;

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int g_screenw = 256
int g_screenh = 224
int g_resolutionScale = 3
float g_playerWalkSpeed = 150
float g_playerRunSpeed = 210
float g_jumpHeight = 200
float g_currPlayerSpeed = 400
bool g_running = false
bool g_colliding = false
float g_gravitySpeed = 86
bool g_jumping = false
float g_jumpingTime = 0
//include "./extra-include.zs"
func Main()
{
//SplitThread(ThreadedFunction())
EXIT_WHEN_DONE = false
// Immediately creates the window, then runs Start(), then the game loop. The game loop calls Update() every frame
ZS.Graphics.Init("Platformer game", g_screenw, g_screenh, g_resolutionScale)
}
func Start()
{
float centerX = g_screenw / 2
float centerY = g_screenh / 2
global Vec2 v_aa = NVec2(g_screenw / 2 + -40, g_screenh / 2 + -40)
global Sprite s_aa = ZS.Graphics.Sprite("./mariostill.png", v_aa, NVec2(16, 16), 0)
global Vec2 v_ab = NVec2(g_screenw / 2 + -30, g_screenh / 2 + -40)
global Sprite s_ab = ZS.Graphics.Sprite("./mariostill.png", v_ab, NVec2(16, 16), 0)
global Vec2 v_ac = NVec2(g_screenw / 2 + -20, g_screenh / 2 + -40)
global Sprite s_ac = ZS.Graphics.Sprite("./mariostill.png", v_ac, NVec2(16, 16), 0)
global Vec2 v_ad = NVec2(g_screenw / 2 + -10, g_screenh / 2 + -40)
global Sprite s_ad = ZS.Graphics.Sprite("./mariostill.png", v_ad, NVec2(16, 16), 0)
global Vec2 v_ae = NVec2(g_screenw / 2 + -0, g_screenh / 2 + -40)
global Sprite s_ae = ZS.Graphics.Sprite("./mariostill.png", v_ae, NVec2(16, 16), 0)
global Vec2 v_af = NVec2(g_screenw / 2 + 10, g_screenh / 2 + -40)
global Sprite s_af = ZS.Graphics.Sprite("./mariostill.png", v_af, NVec2(16, 16), 0)
global Vec2 v_ag = NVec2(g_screenw / 2 + 20, g_screenh / 2 + -40)
global Sprite s_ag = ZS.Graphics.Sprite("./mariostill.png", v_ag, NVec2(16, 16), 0)
global Vec2 v_ah = NVec2(g_screenw / 2 + 30, g_screenh / 2 + -40)
global Sprite s_ah = ZS.Graphics.Sprite("./mariostill.png", v_ah, NVec2(16, 16), 0)
global Vec2 v_ai = NVec2(g_screenw / 2 + 40, g_screenh / 2 + -40)
global Sprite s_ai = ZS.Graphics.Sprite("./mariostill.png", v_ai, NVec2(16, 16), 0)
global Vec2 v_aj = NVec2(g_screenw / 2 + -40, g_screenh / 2 + -30)
global Sprite s_aj = ZS.Graphics.Sprite("./mariostill.png", v_aj, NVec2(16, 16), 0)
global Vec2 v_ak = NVec2(g_screenw / 2 + -30, g_screenh / 2 + -30)
global Sprite s_ak = ZS.Graphics.Sprite("./mariostill.png", v_ak, NVec2(16, 16), 0)
global Vec2 v_al = NVec2(g_screenw / 2 + -20, g_screenh / 2 + -30)
global Sprite s_al = ZS.Graphics.Sprite("./mariostill.png", v_al, NVec2(16, 16), 0)
}
func Update(deltaTime)
{
float fps = 1 / deltaTime
Printl("FPS: " + fps)
// // Shift key lets you sprint
// g_running = GetKey("SHIFT_L")
// if g_running == true
// {
// g_currPlayerSpeed = g_playerRunSpeed
// }
// if g_running == false
// {
// g_currPlayerSpeed = g_playerWalkSpeed
// }
// // Move Left And Right
// if GetKey("D") == true
// {
// g_playerTargetPosition.x += g_currPlayerSpeed * deltaTime
// }
// if GetKey("A") == true
// {
// g_playerTargetPosition.x -= g_currPlayerSpeed * deltaTime
// }
// // Apply gravity
// g_colliding = Colliding(g_playerSprite, g_groundSprite)
// if g_colliding == false
// {
// if g_jumping == false
// {
// g_playerTargetPosition.y += deltaTime * g_gravitySpeed
// }
// if g_jumping == true
// {
// g_playerTargetPosition.y -= (g_jumpHeight * deltaTime) + (deltaTime * g_gravitySpeed * -g_jumpingTime * 5)
// }
// }
// if g_colliding == true
// {
// if GetKey("SPACE") == false
// {
// if g_jumpingTime > 1
// {
// g_jumping = false
// }
// }
// if GetKey("SPACE") == true
// {
// g_jumping = true
// g_jumpingTime = 0
// g_playerTargetPosition.y -= 2
// }
// }
// // Lerps from old position to destination smoothly
// float stopSpeed = deltaTime * 15
// float lerpedX = Lerp(g_playerSprite.position.x, g_playerTargetPosition.x, stopSpeed)
// s_aa.position = NVec2(lerpedX, g_playerTargetPosition.y)
// Finally draws all of the sprites
ZS.Graphics.Draw(s_aa)
ZS.Graphics.Draw(s_ab)
ZS.Graphics.Draw(s_ac)
ZS.Graphics.Draw(s_ad)
ZS.Graphics.Draw(s_ae)
ZS.Graphics.Draw(s_af)
ZS.Graphics.Draw(s_ag)
ZS.Graphics.Draw(s_ah)
ZS.Graphics.Draw(s_ai)
ZS.Graphics.Draw(s_aj)
ZS.Graphics.Draw(s_ak)
ZS.Graphics.Draw(s_al)
}
func Colliding(a, b)
{
bool bo = ZS.Physics.AxisAlignedCollision(a, b)
return bo
}

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func Main()
{
Printl("this is a test:")
ZS.System.Command("cls")
}