> 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 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 1. Navigate to [the most recent release](https://github.com/sam-astro/Z-Sharp/releases) and download `ZSharp-Win-Installer.zip`. 2. Unzip `ZSharp-Win-Installer.zip` and open the unzipped folder. 3. Inside is a single file titled `ZSharp-Setup.exe`. Run it, and follow the setup instructions. 4. If it fails to run, make sure the `MS Visual Runtime and MSVC C++ Redistribute` are installed. You can download them [here from Microsoft](https://docs.microsoft.com/en-us/cpp/windows/latest-supported-vc-redist) 5. Now that it is installed, there are a few ways to use it: * (recommended) Any ZSharp file that ends with .ZS will automatically be associated with the interpreter. Just double-click it, and the interpreter will run. * Drag and drop any .ZS script directly onto the executable. * Use command line, providing path to interpreter and then to script like so: `> ./ZSharp.exe ./Pong-Example-Project/script.zs` 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: `SDL2, SDL2 Image, SDL2 TTF` Commands for `apt` and `pacman` below: #### Debian ``` $ sudo apt install libsdl2-dev libsdl2-image-dev libsdl2-ttf-dev ``` #### Arch ``` $ 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. 4. You will see some files. The Z# interpreter is `ZSharp`. Any time you want to execute a script, this is the program that will be used. You can use it like so: * Use terminal, providing path to executable and then to script like so: `$ ./ZSharp ./Pong-Example-Project/script.zs` 5. Feel free to use and edit the included `Pong-Example-Project`. It is a single script called `script.zs`, and you can open it with any of the methods above. ## Here is some example code: ```c++ // Comments are indicated by two forward slashes // They can only be on their own line // int j = 4 // <- This is invalid comment placement // All programs start with a main function func Main() { int i = 0 string s = "r" i += 2 i -= 1 i /= 3 i *= 2 while i < 10 { i += 1 } if s == "r" { Printl(s + " is r") } int functionNumber = ExampleFunction("A", s) ExampleFunction(1, 3) GlobalFunction() } // Declare new function with 'func', then it's name, and the names of any input variables. // The input variables don't need type, as those are automatic. Also, they don't need to /// be assigned at all on execute and can be left blank func ExampleFunction(inputA, inputB) { Printl("In A is: " + inputA) Printl("In B is: " + inputB) // Return a value to the valling location return 4 } func GlobalFunction() { // Create variables that can be accessed from anywhere (ex. in Main or ExampleFunction) with the 'global' keyword before type global int x = 12 global string y = "Y String" } ``` Here is how to use graphics: ```c++ func Main() { int screenWidth = 500 int screenHeight = 500 ZS.Graphics.Init("Title of window", screenWidth, screenHeight) // After graphics are initialized, the main function will not finish. // Instead, Start() will be called a single time, then Update() every frame after that. } // Runs once at start of graphics initialization func Start() { // Vec2 are initialized using function 'NVec2(x, y)' Vec2 position = NVec2(250, 250) Vec2 scale = NVec2(20, 20) float rotation = 0 // Sprite object, stores (and loads from file) the texture, location, scale, and rotation global Sprite exampleSprite = ZS.Graphics.Sprite("./square.png", position, scale, rotation) } // Executes each frame func Update(deltaTime) { // Draws the image created in Start(). This is usually at the end of update. ZS.Graphics.Draw(exampleSprite) } ``` Currently, ZSharp is ***VERY*** strict with formatting, and can throw an error if you forget to put a space somewhere. Also, speaking of errors, if your code has any it will show in the console. Errors are colored red, and warnings are colored yellow. A line number will also usually be provided. This is ***Not*** the line relative to the *documents* beginning, but rather the *functions* beginning. Example: ``` ERROR: line 5 in function Main ``` This is the 5th line *inside of Main*. ```c++ func Main() { // line 1 // line 2 // line 3 // line 4 int g = "s" // ^ above line is the error, since it is line 5 } ``` I am planning to change how error reporting works to report the document line number as well, but this is how it is for now.