The following describe the core functions of BooBoo. All of this can be used from the CLI version as well as the game engine.
Sections:
declare a variable or variables e.g. var x y z
load a different BooBoo script This is seamless and more or less instant. If you start drawing the same thing in the next script, the player may not know the script changed. It's useful for different game modes, menus, high scores etc... state information can be passed between scripts using the configuration API. e.g. reset "next_slide.boo"
Exit the app with a return code to the environment e.g. exit 0
Return a value from a function e.g. return 1 or just return if the function doesn't return a value
Include a BooBoo file at this point in the code e.g. include "my_functions.inc"
Define a label e.g. :jump_here
Define a comment e.g. = x 1 ; assign 1 to x
A multiline comment e.g. call foo bar /* foo bar */ baz
a string e.g. = name "Pelvis Johnson"
define a function
References can be defined by prefixing a parameter name by a tilde (~)
e.g. function foo param1 param2 ~param3 { ... }
Returns a string respresentation of the type of the second parameter e.g. = type_string (typeof my_var)
an expression e.g. (+ x (* y (* z w 2))) in C would be x+(y*(z*w*2)) Supported operators are: + - * / % && || > < >= <= == != ! | ^ & << >> @ The boolean operators return 1 or 0 Your own functions can be supplied as operators
Vector/map indexing operator e.g. = x [v [m "key"]] in C++ would be x = v[m["key"]] Can be used anywhere a variable is expected. You can use multiple indexes e.g. [v 3 2 1 0] is like v[3][2][1][0] in C.
Start a hexadecimal number e.g. #FF is equivalent to 255
A reference. Function parameters preceded by a ~ can be modified
by a function
e.g. function foo a b ~c d ~e { ... } ; c and e can be modified
The address operator e.g. = my_pointer (@ my_var) or call foo (@ bar) ; where foo is expecting a pointer
Dereference operator. This is used to get/set the value pointed to by a pointer e.g. = p (@ some_num) e.g. = `p 10 ; some_num is now 10
You can do some basic "reflection" using toptr to get a pointer the to variable with the name in a string. e.g. var foo e.g. = number 10 e.g. var bar e.g. = bar "foo" e.g. = `(toptr bar) 1000 ; foo is now 1000 You can use this to script BooBoo with function names/etc in a text file. Returns NULL if the variable isn't found
random integers between two numbers inclusive This uses a Mersenne Twister algorithm e.g. = r (rand 0 99)
Seed the random number generator e.g. srand (time)
Return time since epoch in seconds e.g. = t (time)
assign e.g. = x 1
Cast to a number e.g. = n (number str)
Cast to a string e.g. = str (string num)
Cast to a vector e.g. var foo e.g. = foo (vector foo)
Cast to a map e.g. var foo e.g. = foo (map foo)
Cast to a function e.g. var foo e.g. = foo (function foo)
Cast to a label e.g. var foo e.g. = foo (label foo)
Cast to a pointer e.g. var foo e.g. = foo (pointer foo)
jump to a label e.g. goto next_loop
Comparison e.g. ? x 1 You can also evaluate an expression ? 1 (&& (> a b) (< x y)) je true jne false
Jumps like this one are based on the last comparison. If it was equal, this will jump, if not, it won't e.g. je process_x_equals_1
Jump if not equal e.g. jne process_x_not_1
Jump if less e.g. jl my_label
Jump if less or equal e.g. jle my_label
Jump if greater e.g. jg my_label
Jump if greater or equal e.g. jge my_label
Call a function that doesn't return anything e.g. call my_func param1 param2 param2
Call a function that returns a value e.g. call_result result my_func param1 param2
compare and jump e.g. if (expr1) the_if (expr2) elseif1 (expr3) elseif2 the_else ; expr1 true code :the_if ; expr2 true code :elseif1 ; expr3 true code :elseif2 ; else code :the_else the_if elseif1 elseif2 and the_else are labels that are the bottom of their code blocks. The else block is optional. Labels need to be in order of appearance in the if statement or behaviour is undefined.
A for loop e.g. for i start (expression) increment end_label ; your loop code here :end_label i is initialised to "start" then gets incremented by increment each loop until expression returns FALSE.
format strings with replacements e.g. = dest (string_format "I'm % years old" age) printf-equivalent formating options are available with %(...) for example %(3.16g)
Get the value of character at index in a string This function is UTF8 compliant e.g. = dest (string_char_at str index)
Get the length of a string This function is UTF8 compliant e.g. = dest (string_length str)
Turns the ascii value into a one character length string This function is UTF8 compliant e.g. = str (string_from_number 97) ; creates "a"
Create a substring of a string e.g. = s (string_substr s start end) End is optional, if not specified it will cut from start till the end of the string. This is UTF8 compliant
Make a string uppercase e.g. = s (string_uppercase s)
Make a string lowercase e.g. = s (string_lowercase s)
Trim leading and trailing whitespace from a string e.g. = s (string_trim s)
regex replacement e.g. = str (string_replace str regex replacement)
Extract sub-strings from a string e.g. = out_vector (string_match str regex)
Check if a string matches a regex e.g. = yesno (string_matches str regex)
floating point modulus e.g. = x (fmod x 1.5)
trigonometry functions e.g. = n (sin n)
trigonometry functions e.g. = n (cos n)
trigonometry functions e.g. = n (tan n)
trigonometry functions e.g. = n (asin n)
trigonometry functions e.g. = n (acos n)
trigonometry functions e.g. = n (atan n)
trigonometry functions e.g. = n (atan2 y x)
absolute value e.g. = n (abs value)
exponentiation e.g. = n (pow x 2)
square root e.g. = n (sqrt x)
Calculate hypotenuse of a and b e.g. = n (hypot a b)
Drop the fractional part of a number e.g. = n (floor x)
Round to the next highest integer e.g. = n (ceil x)
Invert the sign of a number e.g. = n (neg x)
Returns the sign of a number e.g. = n (sign x)
Calculate the value of e e.g. = n (exp x)
Logarithm function e.g. = n (log x)
Base 10 logarithm e.g. = n (log10 x)
Get the minimum number in a list of values e.g. = n (min a b c d e f g)
Get the max number in a list of values e.g. = n (max a b)
Some vector and matrix math is available through expression operators. Supported are: mul, identity, scale, rotate, translate, length, dot, angle, cross, normalize, add, sub, inverse, transpose Most of these behave as you'd expect. identity takes 1 argument, the size of the matrix. scale, rotate and translate produce transformation matrices to be multiplied by another matrix (scale and translate take 3 parameters, rotate takes 4.)
push a value onto a vector (must be created e.g. vector v) e.g. vector_add v 0
get the number of elements in a vector e.g. = size (vector_size vec)
insert a value in any position in a vector e.g. vector_insert v index value
remove from a vector e.g. vector_erase v index
empty a vector e.g. vector_clear v
Allocate space for at least n elements to avoid reallocations e.g. vector_reserve v n
Assign sequential vector elements to variables e.g. var v e.g. vector_init v 1 2 3 4 5 e.g. var a b c e.g. explode v a b c ; 1 2 3 in a b c
erase a key/value pair from a map e.g. map_erase m "key"
clear a map e.g. map_clear m
Get the names of the keys from a map into a vector of strings e.g. = v (map_keys m)
open a file, mode can be either "a" "r" or "w" "a" means append, "w" means write (overwrite) and "r" means read mode. e.g. var f e.g. = f (file_open "out.txt "w") f will be -1 on failure
You should always close files you open with this e.g. file_close f
Read a word from a file e.g. = s (file_read f)
Read a line from a file e.g. = s (file_read_line f)
Write a word to a file e.g. file_write f "turkey"
Print to a file. Behaves exactly like print but takes a file e.g. file_print f "%(20s)%(20s)%(20s)" x y z
print a string (like string_format) e.g. print "Hello, I'm % and I like % and %" name like1 like2 printf-equivalent formating options are available with %(...) for example %(3.16g)
Read a word from stdin e.g. = str (input)
Get an environment variable e.g. = dest (getenv "HOME")
Create a directory e.g. mkdir my_string_path
List files and directories in a glob e.g. = dest_vector (list_directory "/home/Pelvis/*") Directories returned will end with "/" and regular files will not.
Returns the user interface language of the system e.g. = lang (get_system_language) lang will be in Steam format e.g. "french", "brazilian" etc
Get a list of active drive letters in a vector (e.g. "A", "C", ...) e.g. = v (list_drives)
Convert a pathname to a fully qualified pathname e.g. = filename (get_full_path filename)
Change the text colour. Colour constants are: BLACK BLUE GREEN CYAN RED PURPLE YELLOW WHITE Each colour has a bright version toggleable by a boolean. e.g. text_colour BLACK 0 WHITE 1 ; fore fore_bright back back_bright
Reset the text colour e.g. text_reset
Clear the screen e.g. text_clear
Input a single character from the terminal, not waiting for newline e.g. = input_number (getch)
Note: these values are not read-only (so not technically constant...)
These are used with text_colour: