Wishlist
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@Discostew For structs, maybe even a generic
isA
that we can pass a struct type to. -
Intellisense?
Parameter context / reference for commands?
Summary-comments that appear when a type or method associated with it is selected or hovered over? -
getDrawTarget()
. Useful for functions that draw to images. It would allow them to save a reference to the current draw target and restore it before they return, so the rest of the program doesn't end up confused. -
Can you add a strSplit(<string>,<string separator>) function that returns an array of strings ?
result=strSplit("this+is+my+text","+")after execution, result = ["this","is","my","text"]
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Can you add function indirect call ?
// classic function function draw() return void // put the address of the classic fonction draw in the field indirectdraw of the structure myForm=[ .prop1=0, .prop2=1, .indirectdraw=@draw ] // call the draw function using the tructure field myForm.indirectdraw() ==> call function draw
An even better use could be to pass as the first argument of the called method the structure itself:
// classic function function draw(self) // access the field of the structure self using self.field return void // put the address of the classic fonction draw in the field indirectdraw of the structure myForm=[ .prop1=0, .prop2=1, .indirectdraw=@draw ] // call the draw function using the tructure field myForm.indirectdraw() ==> call function draw(myForm) because the indirectdraw field is inside myForm
And now, you can start to play with OOP... :-)
What do you think about that ?
[edit by Martin] Added code tags
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I think someone already mentioned insert and remove at index for arrays, but some more things that would be nice to have for arrays are
push()
pop()
shift()
andunshift()
For anyone curious
push()
- Adds a new element to end of an array
pop()
- Removes last element from an array
unshift()
- Adds new element to beginning of an array
shift()
- Removes first element from an array -
@pico8-jihem said in Wishlist:
Can you add a strSplit(<string>,<string separator>) function that returns an array of strings ?
result=strSplit("this+is+my+text","+")after execution, result = ["this","is","my","text"]
Here's my version of that. Takes a string and a separator string (length of 1)
function strSplit( strd, sep ) arr = [] if( len( sep ) == 1 ) then while(( loc = strFind( strd, sep )) >= 0 ) loop if( loc == 0 ) then strd = strd[ 1: ] else arr[ len( arr )] = strd[ :loc - 1 ] strd = strd[ loc: ] endIf repeat endIf return arr
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@Discostew Excellent, mine is very similar. Thank you for sharing :-)
Some of the requested functions can be done programmatically. The purpose of my request is to have a native function (faster than anything we can write). -
@Martin Regarding switch vs if-[elsif...]-else-endif the main difference in many languages is that switch supports ordinal values only (due to optimized jmp table) but if-elsif supports arbitrary expressions (resulting in boolean). So in case F4NS switch supports arbitrary expressions it's a clear vote from me but if not there still might be handy to have elsif keyword.
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@pico8-jihem Haha, this is just a step away from adding classes ;-). Maybe something like golang implements for their "sort-of-OOP" might be here in F4NS as well. Golang basically ignores all the principles from OOP but left structures (F4NS has structures as well), added namespace definition and allows hook functions to structures. Nothing more. No constructors, no inheritance and no polymorpism - memory gc is solved via escape analysis. So possibly something like this might appear in the future version of F4NS?
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It would be nice if the standard
result = input(prompt, multiline)
function could include an optional 3rd parameter, with the default text in the edit field. That way it would be easier to edit existing data.
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For the 3D:
- Something like :
https://www.khronos.org/opengl/wiki/GLAPI/glDrawArrays
Handy if you want to draw arbitrary objects from data.
- Parametric fog - fog makes the melancholic atmosphere in games ;-)
- Something like :
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"...something like golang implements for their "sort-of-OOP" might be here in F4NS as well..."
@mixaal l think it's enougth and I would love it :-) -
@Jonboy I would really like to see Fuze have a 3D model creator and texture creator to used with the program’s 3D capabilities in a future update. A music and sfx creator would also be helpful when making games with your own original music or sounds.
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@B_Studios I also think more advanced 2d drawing tools for the sprite creator and more themes for the menu would be cool to see in a future update. Keyboard themes would also be cool to have options for keyboard designs besides the two already existing red and black keyboard themes.
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Hey Team, one for the website tutorials - Any chance of putting in links at the bottom of each page for the next/previous topic?
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I've noticed that it would be convenient if the screen didn't scroll to the right when entering code so quickly. once you get to a certain amount of characters typed, the screen jumps far to the right and it can mess with my bearings. does that make sense? maybe just move with each character typed, but still show a majority of the left side of the screen rather than the right.
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@Jonboy lambda expressions I can stick in variables and array slots, functional-style features for dealing with collections of things (so, closures.) Some way to break my code into multiple "files" (even if that's not what's going on under the hood; the whole thing could be a SQLite database or whatever else.) Regular expressions would be a huge win. ToyCon integration (particularly the piano and the VR goggles.)
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I imagine the "File Handling" stuff is mainly for a project's "save" data (so it doesn't actually get shared), but maybe that could be expanded so we can store project relevant data that'll be shared, not limited to just one file, and maybe make them read-only when sharing (as they could be important and changing data in them could break the project). When I worked on my MM2 PTC project in Petit Computer, I utilized the program's use of graphic pages (GRP) to hold such both graphic and non-graphic data (like levels, music, etc) because I had no room within the program's line limit (9999 lines of code) to fit them there. As I understand it right now, if I were to use arrays and whatnot to hold levels, music, etc, that would actually take away from the memory allocated for variables. PTC provided the DATA and READ commands to hold the data as code like an array, but one had to read that data into variables and arrays to use them, thereby they didn't take up precious memory.
If having this expanded file handling is out of the question, then what about allowing us to read pixels in image buffers, and being able to save images from within our projects? That would allow us to utilize them like files that held project data like how I did it in Petit Computer.
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