2,051
edits
m (colour -> color) |
m (behaviour -> behavior) |
||
Line 54: | Line 54: | ||
* Command name determines the data type it operates on, the nature of its operation, and the result. For example, consider assignment commands: assignn 10, 2 means store the value 2 into the variable number 10; assignv 10, 2 means store the value of variable 2 into the variable 10; set 10 mean set flag 10 to 1. Most often you will have to memorize what each command does and the type of its operands. | * Command name determines the data type it operates on, the nature of its operation, and the result. For example, consider assignment commands: assignn 10, 2 means store the value 2 into the variable number 10; assignv 10, 2 means store the value of variable 2 into the variable 10; set 10 mean set flag 10 to 1. Most often you will have to memorize what each command does and the type of its operands. | ||
* Small internal interpreter memory occasionally overflows. This is annoying because there may be lots of free RAM at the same time. | * Small internal interpreter memory occasionally overflows. This is annoying because there may be lots of free RAM at the same time. | ||
* There are powerful commands new_room and new_room_v used to completely change the program | * There are powerful commands new_room and new_room_v used to completely change the program behavior. | ||
* There are many test commands which allow not only to check the state of variables and flags, but also the position of objects one relative to another, or relative to some special lines and areas drawn on the background (for example, control barriers or water surface). The result of tests determines the progress of the game according to the design. | * There are many test commands which allow not only to check the state of variables and flags, but also the position of objects one relative to another, or relative to some special lines and areas drawn on the background (for example, control barriers or water surface). The result of tests determines the progress of the game according to the design. | ||
* The ability to fairly easily animate objects on the screen. Note that all the images programmatically associated with objects the interpreter or the user can control, have to be first created using the VIM utility, as well as the background created using PM utility. That is, creating an animation is a two-stage process: drawing a frame-by-frame animated sequence of the object (a human figure walking but not moving) and programmatic movement of the object for which the animation is played (this creates a walking figure). We shall later discuss the interaction between the designer, the artist and the programmer. | * The ability to fairly easily animate objects on the screen. Note that all the images programmatically associated with objects the interpreter or the user can control, have to be first created using the VIM utility, as well as the background created using PM utility. That is, creating an animation is a two-stage process: drawing a frame-by-frame animated sequence of the object (a human figure walking but not moving) and programmatic movement of the object for which the animation is played (this creates a walking figure). We shall later discuss the interaction between the designer, the artist and the programmer. |
edits