Thank you for your kind wish! ๐
Here, for example, is how the showMessage function would work:
$MessageLabelis a field defined by the programmer in Godot.- The
showIn(p_message, p_place)function shows the messagep_messagein the fieldp_place. - waitSeconds(2) waits 2 seconds.
- When the 2 seconds are elapsed, the second branch
waitSeconds(2)is finished and so theparallelblock is exited (because ofexitWith branch 2) and the other branch (the first one) is definitely interrupted (because myparallel exitWith branch Ndoes so). - The interruption of the first branch
showIn(p_message, $MessageLabel)makes the$MessageLabelinvisible.
Yes, it's very different from what is done in G'MIC. Here, the language is preferably adapted to user interactions. There aren't many in G'MIC. ๐
Yes, that's why I hope others will be able to join me. In the meantime, you can try FuncSug in the Playground. ๐
Thank you, Kissaki, for the crossposting :)
Thank you for your very useful feedback :)
A native representation of HTML tags is a good idea: I'll have to do that.
For ...---, I wanted a big split symbol between branches (||========) and a small split symbol between the two steps inside a branch (...---). ... because the branch continues and --- to mark a smaller split than ==========.
I intend to add a syntaxic sugar for:
parallel(select N) ||
||==============
myFunction(arg1,...,argM)
...--------
restOfBranch1
||=============
myFunction(arg1b,...,argMb)
...-------
restOfBranch2
that would be:
choose N by myFunction
* arg1,...,argM
restOfBranch1
* arg1b,...,argMb
restOfBranch2
Thank you very much for your feedback. ๐
cli345
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I like this overview.
Incidentally, in my view, it reproduces the common belief that a game has to be structured as a main loop that might be hidden to the programmer in which case s/he has to associate actions(handler functions) to events. This example attempts to prove that it's not always the case.