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- ing engine configuration and controlling [[assets:model#timelines|3D model asset animation]]. Doomsday Script is not a compiled language and thus is not int... c myrec.newMember = 100</code> * There are only modifiable arrays. Non-modifiable tuples are not supported:<code>array = [1, 2, 3, 4] array[1] = 100 # arr
- language
- eturns type of a value as a text string | ===== Modules ===== The Doomsday Script Standard Library consists of a collection of native built-in modules and script modules. Applications also provide a number of built-in modules for scripts. ; [[.module:App]] : applicati
- core @script:module
- ====== Core (Module) ====== Module for built-in classes and other integral features of Doomsday Script. ===== Functio... current search path for imported Doomsday Script modules. The return value is an array: [ , /modules, /home/modules, /data/net.dengine.stdlib.pack/module
- scopes @script:walkthrough
- lowing scopes (namespaces) are defined: * Each module has its own global scope. * Each function ha... signment '':='' operator inserts variables to the module's global namespace. a = 1 def globalAssig... a: hello b: world ===== Importing modules ===== The ''import'' keyword is used to import modules. All built-in modules and all script files on
- app @script:module
- ====== App (Module) ====== Module that wraps the native App class. Derived classes like ClientApp may also augment the module with their variables and functions. ===== Fu... object representing the console player ([[script:module:App#app.player|App.Player]]). #@Identifier_HT
- world @script:module
- ====== World (Module) ====== Native module that provides bindings to objects in the game world. ===== Functions =====... _HTML~addMom~@# ( #@Arg_HTML~Array,momentum~@# ) Modifies the momentum of the thing by adding the 3D v... an object representing that player (see [[script:module:App#App.Player|App.Player]]). Otherwise return
- audio @script:module
- ====== Audio (Module) ====== Module for the audio subsystem. ===== Functions ===== #@Identifier_HTML~localSound~@# ( ... or example for UI/HUD sound effects. Use [[script:module:world#World.Thing|World.Thing.startSound()]] t... uring a map. If the currently playing sequence is modified, it will restart as if the ''end'' command h
- records @script:walkthrough
- foundation of Doomsday Script. Each namespace and module is a record, each object is a record, and classes are records, too. The ownership model of records is that there is always a single own... records are owned by native code (e.g., built-in modules like ''Core''), but may still be referenced b... sses. This means that, for instance, an imported module could be used as a class. Setting up the sup
- functions @script:walkthrough
- myrec.val = 'Original' print myrec.val def modify(r) r.val = 'Changed' end modify(myrec) print myrec.val Output: Original Changed ... on has its own local namespace and may access the module's global namespace. a = 'global scope' de
- displaymode @script:module
- ====== DisplayMode (Module) ====== Module that wraps the native DisplayMode class. ===== Functions ===== #@Identifier_HTML~... ( ) Returns the original (i.e., desktop) display mode, the one that was in use when the engine was sta
- statements_and_compounds @script:walkthrough
- o the same variable. i = "abc" Arrays are modifiable, so one can change the value of an individ... ], 4 ] One can assign to dictionaries to add or modify the values of keys. $ d = {1:2, 'Three':4... nment ''?='' only creates new variables. It never modifies existing ones. $ print "z exists?", 'z' i
- defs @script:module
- ====== Defs (Module) ====== The ''Defs'' module provides access to the definitions read from [[:DED]] files. <code> ... s, episodes, finales, flags, mapInfos, materials, models, musics, skies, states, things ] </code> ===
- config @script:module
- ====== Config (Module) ====== The Config module contains persistent configuration variables. The **Config.ds** script r... tdown, the contents are serialized to the **persist.pack** package, as a file named **modules/Config**.
- game @script:module
- ====== Game (Module) ====== When a game plugin is loaded, its script bindings are added to the Game module. ===== Functions ===== #@Identifier_HTML~set
- operator_expressions @script:walkthrough
- /root/location' Absolute: /root/location ===== Modulo ===== Modulo converts number arguments to integers. $ print 'Numbers:', 7 % 3 Numbers: 1 ''%