606 lines
23 KiB
Plaintext
606 lines
23 KiB
Plaintext
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Preamble:
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The following keywords are used to clarify the importance of each convention: MUST, SHOULD, MAY, SHOULD NOT, MUST NOT.
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In the code examples below, the sequence "// ..." (two slashes, one space, three full stops) denotes a line where, in most cases, more code should be written.
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However, such code is unnecessary for the purposes of each example.
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Comments from the writer that do not necessarily dictate style guidelines are preceded by the sequence "// NAZ: ".
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1: Identifiers
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1.1: Variables and Constants
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Note:
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Variables and constants SHOULD be declared with explicit type keywords (float, int, bool, char, string, etc.), unless the type is unknown,
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in which case either "let" or "var" is used. These keywords are interchangeable, but the scripter MUST decide on one to use consistently.
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Variables MUST be written using camelCase*, while constants MUST use SCREAMING_SNAKE_CASE.
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Related identifiers SHOULD share the leading parts of their names for alphabetization purposes.
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In cases where variables have short names or are uninitialized, multiple variables MAY be declared on the same line, separated by commas.
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They SHOULD be of the same type, so fewer keywords are necessary.
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*If necessary, a prefix or suffix MAY be added to a variable in the snake_case style.
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DO:
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float posX, posY;
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const int BOSS_RUMIA = 0;
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const int BOSS_CIRNO = 1;
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DON'T:
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let xPos;
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let yPos;
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const RUMIA_BOSS = 0, CIRNO_BOSS = 1;
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1.1.1: Local Variables
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Variables defined within a local scope, such as inside a function or task, MUST use camelCase without any underscores.
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EXAMPLE:
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function<void> DoSomething()
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{
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float posX, posY;
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// ...
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}
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1.1.2: Global Variables
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Variables defined globally in any script SHOULD be denoted with a leading underscore.
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This is similar to the notation used for tasks, but with camelCase instead of PascalCase.
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EXAMPLE:
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int _objEnemy;
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int _objPlayer;
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@Initialize
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{
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// ...
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}
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1.1.3: Parameters
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Function and task parameters SHOULD be denoted with a trailing underscore.
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Parameters SHOULD be declared with type keywords, or either "let" or "var" if unknown.
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EXAMPLE:
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function<void> DoSomethingElse(int foo_, float bar_)
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{
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// ...
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}
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1.1.4: Iterators
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Iterator variables declared in for-loops, ascent-loops, and descent-loops SHOULD be named lowercase letters of the alphabet starting with "i",
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progressing to the next letter for each nested loop. This convention MAY be bypassed if more semantic information is necessary.
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Iterator variables declared in for-each-loops SHOULD have single-word names prefixed with "i".
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Fun fact: It is possible to add a second iterator to a for-each-loop, which is listed before the first and iterates through the array's indices (starting from 0) instead of its elements.
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This variable SHOULD follow the same rules as those declared in for-loops.
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EXAMPLE:
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for (int i = 0; i < 2; i++) {
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ascent (j in 0 .. 3) {
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descent (k in 0 .. 4) {
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// ...
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}
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}
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}
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for each (iObj in arrObj) {
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// ...
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}
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for each ((i, iObj) in arrObj) {
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// ...
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}
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1.1.5: Constants
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As mentioned previously, constants MUST use SCREAMING_SNAKE_CASE. All constants SHOULD be defined in a dedicated constant library.
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Numeric constants SHOULD be integers instead of float numbers (denoted in decimal literals by appending the character "i" at the end,
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but this is not necessary if the constant type is explicitly defined).
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EXAMPLE:
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const int PLAYER_REIMU = 0;
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const int PLAYER_MARISA = 1;
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const int PLAYER_SAKUYA = 2;
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const int PLAYER_SANAE = 3;
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1.2: Functions, Tasks, and Subroutines
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Note:
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Function, task, and subroutine names all MUST use PascalCase to differentiate them from other identifiers.
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The root of the identifier name SHOULD begin with a verb.
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// NAZ: The "Is...Exists" structure is Engrish through and through, but I use it for consistency with built-in function names.
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EXAMPLE:
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function<void> DoSomething()
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{
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// ...
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}
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function<int> GetSomething(int foo_)
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{
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// ...
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}
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function<void> SetSomething(int foo_, float bar_)
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{
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// ...
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}
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function<bool> IsSomethingExists(int foo_)
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{
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// ...
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}
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1.2.1: Functions
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Functions SHOULD be declared with explicit type keywords in angle brackets, unless the type is unknown or variant.
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Function names MUST use PascalCase with no underscores.*
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Function calls require trailing parentheses, even when there are no arguments.
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*Excluding cases where there is a necessary prefix or suffix denoting important information, such as object type.
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EXAMPLE:
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function<void> DoSomething()
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{
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// ...
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}
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function<void> DoSomethingElse(bool foo_, float bar_)
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{
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DoSomething();
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// ...
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}
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function<void> Obj_DoSomething(int obj_)
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{
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// ...
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}
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function<void> DoSomething_Obj_Obj(int obj1_, int obj2_)
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{
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// ...
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}
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1.2.2: Tasks
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Task names SHOULD use one of the following styles (and consistently): PascalCase with a leading underscore, OR PascalCase with a leading uppercase T.
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The same rules about affixes and parentheses that apply to functions apply here.
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// NAZ: I like to treat my tasks as private routines, so often times you'll see me create a "public" function that calls task nested inside.
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EXAMPLE:
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task _RenderPlayer(int id_)
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{
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// ...
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}
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task _RenderPlayer_Reimu()
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{
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_RenderPlayer(PLAYER_REIMU);
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// ...
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}
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1.2.3: Subroutines
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Subroutines MUST use PascalCase, and SHOULD include a trailing underscore. Parentheses MAY be used.
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It is possible to use the at sign (@) in place of the "sub" keyword, but scripters SHOULD NOT do so, to prevent confusion with built-in routines (@Initialize, @MainLoop, @Finalize, etc.).
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// NAZ: I don't think I've ever used one of these, lol. I came up with the underscore rule on the fly.
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EXAMPLE:
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sub DoSomethingDifferent_
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{
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// ...
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}
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2: Whitespace
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Note:
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For the sake of consistency, spaces SHOULD be used instead of tabs in ALL cases.
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The default tab is equivalent to 4 spaces; any decent editor should have an option to insert spaces upon pressing the tab key.
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2.1: Operators
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Expressions and statements consisting of one or more literals and/or identifiers MUST employ one space on both sides of all binary and ternary operators
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(= +, -, *, /, ~/, %, ^, ~, +=, -=, *=, /=, ~/=, %=, ^=, ~=, ==, !=, >, <, >=, <=, &&, ||, &, |, ^^, .., ?, :).
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Expressions and statements consisting of an identifier and a unary operator (!, ++, --) MUST NOT employ a space between the operator and operand.
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DO:
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float someNum = 6 * 9 + 4 / 20 - 6 % 66;
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someNum++;
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DON'T:
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float someNum = 6*9+4/20-6%66;
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someNum ++;
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// NAZ: I will send you to the Shadow Realm if you don't put spaces in between your operators like in the "DON'T" example. It's entirely unreadable for me.
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2.2: Variables and Constants
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Variable and constant declaration and assignment statements MUST employ one space between the keyword (let, var, const) and the identifier,
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and on both sides of the assignment operator (=) if applicable.*
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As stated previously, if identifiers have short names or are uninitialized, their declarations MAY go on the same line, separated by commas and followed by spaces.
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*Additional spaces MAY be used to vertically align the operator and right-hand side of each statement in a group of statements. See the example.
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EXAMPLE:
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const int BGM_TITLE = 0;
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const int BGM_1_ROAD = 1;
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const int BGM_1_BOSS = 2;
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const int BGM_GAMEOVER = 3;
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2.3: Functions, Tasks, and Subroutines
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Function, task, and subroutine definitions MUST employ one space between the keyword (function, task, or sub) and the identifier,
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and NO space between the identifier and the parentheses, differently from flow control statements.
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Parameters contained inside the parentheses MUST employ one space between each identifier, i.e. after each comma.
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The opening and closing braces of a function, task, or subroutine block MUST go on their own lines, and all lines in between them MUST be indented.
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There MUST also be an empty line following each closing brace.
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The same rules also apply to @Initialize, @MainLoop, @Event, @Finalize, and @Loading.
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// Natashi: I don't like placing opening curly braces on newlines. *turns half of your body into pizza dough*
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Function, task, and subroutine invocations MUST NOT include a space between the identifier and parentheses, if applicable.
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Like parameters, arguments MUST be separated by whitespace, i.e. after each comma.
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Function and task arguments MAY span several indented lines for readability purposes.
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There SHOULD be an empty space following each multi-line function call, unless it precedes a closing brace or parenthesis.
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// NAZ: This is only really applicable if the arguments get unbearably long, though. The example just demonstrates it just because.
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EXAMPLE:
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@Initialize
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{
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DoSomething(
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true,
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1,
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1.1,
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'e',
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"abc"
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);
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// ...
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}
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function<void> DoSomething(bool foo_, int bar_, float baz_, char qux_, string quux_)
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{
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// ...
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}
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2.4: Flow Control Statements
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Flow control statements MUST employ whitespace on both sides of each keyword
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(if, else, loop, while, ascent, descent, in, for, each, alternative, case, others, switch, default, local, yield, break, continue),
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unless said keyword by itself is a statement (yield, break, continue), in which case it is simply terminated with a semicolon.
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For conditionals and loops, the opening curly brace SHOULD go on the same line as the preceding keyword or closing parenthesis, following a space.*
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The closing curly brace SHOULD go on its own line, except in the case of "else" and "else if" which SHOULD be written after a space following the closing brace.
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Loops and conditional structures SHOULD be followed by an empty line.
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For for-loops, each statement ending in a semicolon MUST be followed by a space, i.e. the first and second.
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The second and third statements may be omitted, in which case a space SHOULD be used instead.
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When statements are combined with commas, there MUST be a space after each of them.
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*Conditionals and loops containing a single statement terminated with a semicolon MAY be written without curly braces,
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in which case they SHOULD be written on the same line as the rest of the statement, following a space.
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Nested conditionals and loops may also be written without curly braces, provided that there is only one semicolon-terminated statement within it.
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Alternative cases written this way MAY use additional spaces to align their contents.
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EXAMPLE 1 (VERBOSE):
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for (int i = 1, j = 2; i <= 10; i++, j--) {
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alternative (i)
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case (1) {
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WriteLog("i is 1!", "j is 2!");
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}
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case (2) {
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WriteLog("i is 2!", "j is 1!");
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}
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others {
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WriteLog("I can't count that high!");
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}
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if (i >= 3) {
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break;
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} else {
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loop (5) {
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yield;
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}
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}
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}
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EXAMPLE 2 (CONCISE):
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for (int i = 1, j = 2; i <= 10; i++, j--) {
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alternative (i)
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case (1) WriteLog("i is 1!", "j is 2!");
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case (2) WriteLog("i is 2!", "j is 1!");
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others WriteLog("I can't count that high!");
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if (i >= 3) break;
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else loop (5) yield;
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}
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// NAZ: With "wait" being built-in there's no use case for "loop (n) yield;".
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// NAZ: I simply wanted to demonstrate nested structures and how they can be shortened.
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2.5: Arrays
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Arrays elements MUST be separated by whitespace, i.e. after each comma.
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Multidimensional or otherwise verbose arrays MAY be written across several indented lines.
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The initial opening square brace MUST go on the same line as the operator that precedes it.
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The new lines and indenting SHOULD be consistent throughout each dimension of the array.
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There SHOULD be an empty space following each multi-line array, unless it precedes a closing brace or parenthesis.
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For performance reasons, arrays SHOULD be indexed as infrequently as possible.
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If only one element is needed, storing it in a variable is recommended.
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EXAMPLE:
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int[] arrSmall = [1, 2, 3];
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int[][] arrBig = [
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[1, 2, 3],
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[4, 5, 6, 7],
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[8, 9, 10, 11, 12]
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];
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int[][][] arrBigger = [
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[
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[1, 2, 3],
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[4, 5, 6, 7],
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], [
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[8, 9, 10, 11, 12],
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[13, 14, 15, 16, 17, 18],
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[19, 20, 21, 22, 23, 24, 25],
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]
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];
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int numSmall = arrSmall[2];
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int numBig = arrBig[2][4];
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int numBigger = arrBigger[1][2][6];
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3: Organization
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3.1: Script Structure
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All scripts SHOULD have their sections organized in the following order:
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1. Headers (#TouhouDanmakufu, #ScriptVersion*, #Title, #Text, #System, #Background, #BGM)
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2. #include directives
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3. Global variables
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4. Predefined routines (@Initialize, @Event, @MainLoop, @Finalize, @Loading)
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5. Script-specific routines
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*The #ScriptVersion header can only take one possible argument (3), and SHOULD be omitted altogether.
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EXAMPLE:
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#TouhouDanmakufu[Stage]
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#Title["Example Stage"]
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#Text["An example of a stage script."]
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#System["script/script_system.dnh"]
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#include "script/include_stg.dnh"
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int _idScript;
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@Initialize
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{
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_idScript = GetOwnScriptID();
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_Main();
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}
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@MainLoop
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{
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yield;
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}
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@Finalize
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{
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WriteLog("Game over!");
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}
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task _Main()
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{
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while (GetPlayerState() != STATE_END) yield;
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CloseScript(_idScript);
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}
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3.2: Included Files
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As a preface, what the #include directive does is tell the engine to copy the contents of a given text file and paste them into the script, replacing the #include directive.
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If a file has already been included in the script, it will be skipped.
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To reduce the amount of boilerplate in each script file, the scripter SHOULD create files with the express purpose of including several other files, ideally in a hierarchical manner.
|
||
|
|
||
|
DO:
|
||
|
// In include_main.dnh
|
||
|
|
||
|
#include "./lib_main.dnh"
|
||
|
#include "./lib_const.dnh"
|
||
|
#include "./lib_math.dnh"
|
||
|
#include "./lib_render.dnh"
|
||
|
#include "./lib_event.dnh"
|
||
|
|
||
|
// In include_stg.dnh
|
||
|
|
||
|
#include "./include_main.dnh"
|
||
|
#include "./lib_stg.dnh"
|
||
|
#include "./lib_move.dnh"
|
||
|
#include "./lib_shot.dnh"
|
||
|
#include "./lib_enemy.dnh"
|
||
|
|
||
|
// In include_boss.dnh
|
||
|
|
||
|
#include "./include_stg.dnh"
|
||
|
#include "./lib_boss.dnh"
|
||
|
#include "./lib_anim.dnh"
|
||
|
#include "./lib_spell.dnh"
|
||
|
|
||
|
// In the main script
|
||
|
|
||
|
#TouhouDanmakufu[Single]
|
||
|
// ...
|
||
|
|
||
|
#include "script/include_boss.dnh"
|
||
|
|
||
|
@Initialize
|
||
|
{
|
||
|
// ...
|
||
|
}
|
||
|
|
||
|
|
||
|
DON'T:
|
||
|
|
||
|
// In the main script
|
||
|
|
||
|
#TouhouDanmakufu[Single]
|
||
|
// ...
|
||
|
|
||
|
#include "./lib_main.dnh"
|
||
|
#include "./lib_const.dnh"
|
||
|
#include "./lib_math.dnh"
|
||
|
#include "./lib_render.dnh"
|
||
|
#include "./lib_event.dnh"
|
||
|
#include "./lib_stg.dnh"
|
||
|
#include "./lib_move.dnh"
|
||
|
#include "./lib_shot.dnh"
|
||
|
#include "./lib_enemy.dnh"
|
||
|
#include "./lib_boss.dnh"
|
||
|
#include "./lib_anim.dnh"
|
||
|
#include "./lib_spell.dnh"
|
||
|
|
||
|
@Initialize
|
||
|
{
|
||
|
// ...
|
||
|
}
|
||
|
|
||
|
|
||
|
// NAZ: These file paths assume that the script as well as all of the library files are located in the base script directory.
|
||
|
// NAZ: Ideally, you should have a dedicated lib folder, possibly with subfolders corresponding to the libraries contained in each "include" file.
|
||
|
|
||
|
3.3: Script Routines
|
||
|
|
||
|
Scripts (particularly those in which danmaku is created) SHOULD call a task named _Main (or TMain, depending on your chosen style) from @Initialize.
|
||
|
This task SHOULD be the ultimate source of all other script-specific routine invocations.
|
||
|
|
||
|
The scripter SHOULD make use of nesting for a few reasons:
|
||
|
|
||
|
1. To ensure that variables are limited to their intended scopes.
|
||
|
2. To prevent the need to pass variables around unnecessarily via arguments.
|
||
|
|
||
|
EXAMPLE 1 (NON-NESTED):
|
||
|
|
||
|
task _Main()
|
||
|
{
|
||
|
float dir;
|
||
|
|
||
|
loop {
|
||
|
dir = rand(0, 360);
|
||
|
_Fire(dir);
|
||
|
wait(60);
|
||
|
|
||
|
}
|
||
|
}
|
||
|
|
||
|
task _Fire(float dir_)
|
||
|
{
|
||
|
float speed = 1;
|
||
|
|
||
|
loop (5) {
|
||
|
Shoot(speed, dir_);
|
||
|
speed++;
|
||
|
wait(2);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
function<void> Shoot(float speed_, float dir_)
|
||
|
{
|
||
|
int obj = CreateShotA1(someX, someY, speed_, dir_, someID, 15);
|
||
|
ObjShot_SetDeleteFrame(obj, 180);
|
||
|
}
|
||
|
|
||
|
EXAMPLE 2 (NESTED):
|
||
|
|
||
|
task _Main()
|
||
|
{
|
||
|
float dir;
|
||
|
|
||
|
loop {
|
||
|
dir = rand(0, 360);
|
||
|
_Fire();
|
||
|
wait(60);
|
||
|
}
|
||
|
|
||
|
task _Fire()
|
||
|
{
|
||
|
float speed = 1;
|
||
|
|
||
|
loop (5) {
|
||
|
Shoot_;
|
||
|
speed++;
|
||
|
wait(2);
|
||
|
}
|
||
|
|
||
|
sub Shoot_
|
||
|
{
|
||
|
int obj = CreateShotA1(someX, someY, speed, dir, someID, 15);
|
||
|
ObjShot_SetDeleteFrame(obj, 180);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// NAZ: These examples are intentionally bare-bones and only exist for the purposes of demonstrating how nesting can simplify task and function signatures and establish a sense of hierarchy.
|
||
|
|