docs fixes

This commit is contained in:
gnembon committed 2020-03-18 02:00:17 -03:00
1 parent 3f9556f9aa
commit 78ee80248b
2 files changed
+14 -10

No files matched your search

+8 -5
View File
@@ -62,7 +62,7 @@ or an OVERLY complex example:
or simply or simply
<pre> <pre>
/script run print('There is'+for(rect(x,9,z,8,8,8), _ == 'diamond_ore')+' diamond ore around you') /script run print('There is '+for(rect(x,9,z,8,8,8), _ == 'diamond_ore')+' diamond ore around you')
</pre> </pre>
It definitely pays to check what higher level `scarpet` functions have to offer. It definitely pays to check what higher level `scarpet` functions have to offer.
@@ -112,16 +112,17 @@ Or rather:
<pre> <pre>
if if
( ( x&lt;y+6,
x&lt;y+6,
( (
set(x,8+y,z,'air'); set(x,8+y,z,'air');
plop(x,top('surface',x,z),z,'birch') plop(x,top('surface',x,z),z,'birch')
), ),
// else if
sin(query(player(),'yaw'))>0.5, sin(query(player(),'yaw'))>0.5,
( (
plop(0,0,0,'boulder') plop(0,0,0,'boulder')
), ),
// else
particle('fire',x,y,z) particle('fire',x,y,z)
) )
</pre> </pre>
@@ -134,8 +135,10 @@ have problems with them
## Functions and scoping ## Functions and scoping
Users can define functions in the form `fun(args....) -> expression` and they are compiled and saved for further Users can define functions in the form `fun(args....) -> expression` and they are compiled and saved for further
execution in this but also subsequent calls of /script command. Functions can also be assigned to variables, execution in this, but also subsequent calls of /script command, added to events, etc. Functions can also be
passed as arguments, called with `call` function, but in most cases you would want to call them directly by assigned to variables,
passed as arguments, called with `call('fun', args...)` function, but in most cases you would want to
call them directly by
name, in the form of `fun(args...)`. This means that once defined functions are saved with the world for name, in the form of `fun(args...)`. This means that once defined functions are saved with the world for
further use. For variables, there are two types of them, global - which are shared anywhere in the code, further use. For variables, there are two types of them, global - which are shared anywhere in the code,
and those are all which name starts with 'global_', and local variables which is everything else and those and those are all which name starts with 'global_', and local variables which is everything else and those
+6 -5
View File
@@ -51,10 +51,10 @@ number('2')+number('2') => 4
Returns a formatted string representing expression. Accepts formatting style accepted by `String.format`. Returns a formatted string representing expression. Accepts formatting style accepted by `String.format`.
Supported types (with `"%?"` syntax): Supported types (with `"%?"` syntax):
* d, o, x: integers * `d`, `o`, `x`: integers, octal, hex
* a, e, f, g: floats * `a`, `e`, `f`, `g`: floats
* b: booleans * `b`: booleans
* s: strings * `s`: strings
<pre> <pre>
str(null) => null str(null) => null
@@ -81,7 +81,8 @@ the off-tick time in between ticks that didn't take 50ms. There are however bene
like fine time control not relying on the tick clock, or running things independent on each other. You can still run like fine time control not relying on the tick clock, or running things independent on each other. You can still run
your actions on tick-by-tick basis, either taking control of the execution using `game_tick()` API function your actions on tick-by-tick basis, either taking control of the execution using `game_tick()` API function
(nasty solution), or scheduling tick using `schedule()` function (much nicer solution), but threading often gives (nasty solution), or scheduling tick using `schedule()` function (much nicer solution), but threading often gives
the neatest solution to solve problems in parallel (see scarpet camera). the neatest solution to solve problems in parallel
(see [scarpet camera](/src/main/resources/assets/carpet/scripts/camera.sc)).
Due to limitations with the game, there are some limits to the threading as well. You cannot for Due to limitations with the game, there are some limits to the threading as well. You cannot for
instance `join_task()` at all from the main script and server thread, because any use of Minecraft specific instance `join_task()` at all from the main script and server thread, because any use of Minecraft specific