Check out my website where I sometimes make/write things.
- ๐ญ Iโm currently working on a programming language (it's in a weird spot right now ๐ง)
- ๐ฌ Ask me about web development and compilers
A simple language which creates Psykick game skeletons
License: MIT License
Check out my website where I sometimes make/write things.
Users should have the ability to disable console output and not see any kind of build report.
Each entity type requires a set of Components to be properly constructed. Those Components aren't currently being added to the list of require
d modules up top.
Allow the user to output the results in a useful JSON format. Possible format would be:
{
"name": "Name of the Game",
"warnings": [ "Array of warning messages" ],
"error": "null or fatal error message",
"components": [ "Array of component filenames" ],
"systems": [ "Array of system filenames" ]
}
Psykick has some built in Components and Systems. Users should be allowed to reference these from within their ct files. Furthermore, users should be able to break their projects into multiple files.
The compiler only provides a skeleton and the user has to implement functionality. It would be a shame to define a complex system then accidentally overwrite it when re-compiling a project for some new components.
Alternatively, perhaps it should only generate new ones by default and you have to force it to overwrite files.
When compiling for Psykick2D, RenderSystems and BehaviorSystems should have draw and update functions, respectively. Each of these will usually operate on each of their entities. The compiler should generate basic functions which do this.
Components require a property, NAME
, to differentiate them from other Components. This name is not being assigned during compilation.
Expected:
var World = require('psykick{2d|3d}').World;
Actual:
var World = require('psykick{2d|3d}');
Every function should have good documentation about what it's for.
Each Component has some automatic Closure Compiler style documentation attached to the top. If we have any nested objects in the options
parameter, they should receive their own entries in the documentation.
Example:
/**
* @param {Object} option
* @param {Object} [option.a]
* @param {Object} [option.a.b]
* @constructor
*/
var SomeComponent = function() { ...
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