2018-09-08 22:31:57 +03:00
|
|
|
---
|
|
|
|
language: moonscript
|
|
|
|
contributors:
|
|
|
|
- ["RyanSquared", "https://ryansquared.github.io/"]
|
|
|
|
- ["Job van der Zwan", "https://github.com/JobLeonard"]
|
|
|
|
filename: moonscript.moon
|
|
|
|
---
|
|
|
|
|
|
|
|
MoonScript is a dynamic scripting language that compiles into Lua. It gives
|
|
|
|
you the power of one of the fastest scripting languages combined with a
|
|
|
|
rich set of features.
|
|
|
|
|
|
|
|
See [the MoonScript website](https://moonscript.org/) to see official guides on installation for all platforms.
|
|
|
|
|
|
|
|
```moon
|
|
|
|
-- Two dashes start a comment. Comments can go until the end of the line.
|
|
|
|
-- MoonScript transpiled to Lua does not keep comments.
|
|
|
|
|
|
|
|
-- As a note, MoonScript does not use 'do', 'then', or 'end' like Lua would and
|
|
|
|
-- instead uses an indented syntax, much like Python.
|
|
|
|
|
|
|
|
--------------------------------------------------
|
|
|
|
-- 1. Assignment
|
|
|
|
--------------------------------------------------
|
|
|
|
|
|
|
|
hello = "world"
|
|
|
|
a, b, c = 1, 2, 3
|
|
|
|
hello = 123 -- Overwrites `hello` from above.
|
|
|
|
|
|
|
|
x = 0
|
|
|
|
x += 10 -- x = x + 10
|
|
|
|
|
|
|
|
s = "hello "
|
|
|
|
s ..= "world" -- s = s .. "world"
|
|
|
|
|
|
|
|
b = false
|
|
|
|
b and= true or false -- b = b and (true or false)
|
|
|
|
|
|
|
|
--------------------------------------------------
|
|
|
|
-- 2. Literals and Operators
|
|
|
|
--------------------------------------------------
|
|
|
|
|
|
|
|
-- Literals work almost exactly as they would in Lua. Strings can be broken in
|
|
|
|
-- the middle of a line without requiring a \.
|
|
|
|
|
|
|
|
some_string = "exa
|
|
|
|
mple" -- local some_string = "exa\nmple"
|
|
|
|
|
|
|
|
-- Strings can also have interpolated values, or values that are evaluated and
|
|
|
|
-- then placed inside of a string.
|
|
|
|
|
|
|
|
some_string = "This is an #{some_string}" -- Becomes 'This is an exa\nmple'
|
|
|
|
|
|
|
|
--------------------------------------------------
|
|
|
|
-- 2.1. Function Literals
|
|
|
|
--------------------------------------------------
|
|
|
|
|
|
|
|
-- Functions are written using arrows:
|
|
|
|
|
|
|
|
my_function = -> -- compiles to `function() end`
|
|
|
|
my_function() -- calls an empty function
|
|
|
|
|
|
|
|
-- Functions can be called without using parenthesis. Parentheses may still be
|
|
|
|
-- used to have priority over other functions.
|
|
|
|
|
|
|
|
func_a = -> print "Hello World!"
|
|
|
|
func_b = ->
|
|
|
|
value = 100
|
|
|
|
print "The value: #{value}"
|
|
|
|
|
|
|
|
-- If a function needs no parameters, it can be called with either `()` or `!`.
|
|
|
|
|
|
|
|
func_a!
|
|
|
|
func_b()
|
|
|
|
|
|
|
|
-- Functions can use arguments by preceding the arrow with a list of argument
|
|
|
|
-- names bound by parentheses.
|
|
|
|
|
|
|
|
sum = (x, y)-> x + y -- The last expression is returned from the function.
|
|
|
|
print sum(5, 10)
|
|
|
|
|
|
|
|
-- Lua has an idiom of sending the first argument to a function as the object,
|
|
|
|
-- like a 'self' object. Using a fat arrow (=>) instead of a skinny arrow (->)
|
|
|
|
-- automatically creates a `self` variable. `@x` is a shorthand for `self.x`.
|
|
|
|
|
|
|
|
func = (num)=> @value + num
|
|
|
|
|
|
|
|
-- Default arguments can also be used with function literals:
|
|
|
|
|
|
|
|
a_function = (name = "something", height=100)->
|
|
|
|
print "Hello, I am #{name}.\nMy height is #{height}."
|
|
|
|
|
|
|
|
-- Because default arguments are calculated in the body of the function when
|
|
|
|
-- transpiled to Lua, you can reference previous arguments.
|
|
|
|
|
|
|
|
some_args = (x = 100, y = x + 1000)-> print(x + y)
|
|
|
|
|
|
|
|
--------------------------------------------------
|
|
|
|
-- Considerations
|
|
|
|
--------------------------------------------------
|
|
|
|
|
|
|
|
-- The minus sign plays two roles, a unary negation operator and a binary
|
|
|
|
-- subtraction operator. It is recommended to always use spaces between binary
|
|
|
|
-- operators to avoid the possible collision.
|
|
|
|
|
|
|
|
a = x - 10 -- a = x - 10
|
|
|
|
b = x-10 -- b = x - 10
|
|
|
|
c = x -y -- c = x(-y)
|
|
|
|
d = x- z -- d = x - z
|
|
|
|
|
|
|
|
-- When there is no space between a variable and string literal, the function
|
|
|
|
-- call takes priority over following expressions:
|
|
|
|
|
|
|
|
x = func"hello" + 100 -- func("hello") + 100
|
|
|
|
y = func "hello" + 100 -- func("hello" + 100)
|
|
|
|
|
|
|
|
-- Arguments to a function can span across multiple lines as long as the
|
|
|
|
-- arguments are indented. The indentation can be nested as well.
|
|
|
|
|
|
|
|
my_func 5, -- called as my_func(5, 8, another_func(6, 7, 9, 1, 2), 5, 4)
|
|
|
|
8, another_func 6, 7, -- called as
|
|
|
|
9, 1, 2, -- another_func(6, 7, 9, 1, 2)
|
|
|
|
5, 4
|
|
|
|
|
|
|
|
-- If a function is used at the start of a block, the indentation can be
|
|
|
|
-- different than the level of indentation used in a block:
|
|
|
|
|
|
|
|
if func 1, 2, 3, -- called as func(1, 2, 3, "hello", "world")
|
|
|
|
"hello",
|
|
|
|
"world"
|
|
|
|
print "hello"
|
|
|
|
|
|
|
|
--------------------------------------------------
|
|
|
|
-- 3. Tables
|
|
|
|
--------------------------------------------------
|
|
|
|
|
|
|
|
-- Tables are defined by curly braces, like Lua:
|
|
|
|
|
|
|
|
some_values = {1, 2, 3, 4}
|
|
|
|
|
|
|
|
-- Tables can use newlines instead of commas.
|
|
|
|
|
|
|
|
some_other_values = {
|
|
|
|
5, 6
|
|
|
|
7, 8
|
|
|
|
}
|
|
|
|
|
|
|
|
-- Assignment is done with `:` instead of `=`:
|
|
|
|
|
|
|
|
profile = {
|
|
|
|
name: "Bill"
|
|
|
|
age: 200
|
|
|
|
"favorite food": "rice"
|
|
|
|
}
|
|
|
|
|
|
|
|
-- Curly braces can be left off for `key: value` tables.
|
|
|
|
|
|
|
|
y = type: "dog", legs: 4, tails: 1
|
|
|
|
|
|
|
|
profile =
|
|
|
|
height: "4 feet",
|
|
|
|
shoe_size: 13,
|
|
|
|
favorite_foods: -- nested table
|
|
|
|
foo: "ice cream",
|
|
|
|
bar: "donuts"
|
|
|
|
|
|
|
|
my_function dance: "Tango", partner: "none" -- :( forever alone
|
|
|
|
|
|
|
|
-- Tables constructed from variables can use the same name as the variables
|
|
|
|
-- by using `:` as a prefix operator.
|
|
|
|
|
|
|
|
hair = "golden"
|
|
|
|
height = 200
|
|
|
|
person = {:hair, :height}
|
|
|
|
|
|
|
|
-- Like in Lua, keys can be non-string or non-numeric values by using `[]`.
|
|
|
|
|
|
|
|
t =
|
|
|
|
[1 + 2]: "hello"
|
|
|
|
"hello world": true -- Can use string literals without `[]`.
|
|
|
|
|
|
|
|
--------------------------------------------------
|
|
|
|
-- 3.1. Table Comprehensions
|
|
|
|
--------------------------------------------------
|
|
|
|
|
|
|
|
-- List Comprehensions
|
|
|
|
|
|
|
|
-- Creates a copy of a list but with all items doubled. Using a star before a
|
|
|
|
-- variable name or table can be used to iterate through the table's values.
|
|
|
|
|
|
|
|
items = {1, 2, 3, 4}
|
|
|
|
doubled = [item * 2 for item in *items]
|
|
|
|
-- Uses `when` to determine if a value should be included.
|
|
|
|
|
2020-05-21 23:00:00 +03:00
|
|
|
slice = [item for item in *items when item > 1 and item < 3]
|
2018-09-08 22:31:57 +03:00
|
|
|
|
|
|
|
-- `for` clauses inside of list comprehensions can be chained.
|
|
|
|
|
|
|
|
x_coords = {4, 5, 6, 7}
|
|
|
|
y_coords = {9, 2, 3}
|
|
|
|
|
|
|
|
points = [{x,y} for x in *x_coords for y in *y_coords]
|
|
|
|
|
|
|
|
-- Numeric for loops can also be used in comprehensions:
|
|
|
|
|
|
|
|
evens = [i for i=1, 100 when i % 2 == 0]
|
|
|
|
|
|
|
|
-- Table Comprehensions are very similar but use `{` and `}` and take two
|
|
|
|
-- values for each iteration.
|
|
|
|
|
|
|
|
thing = color: "red", name: "thing", width: 123
|
|
|
|
thing_copy = {k, v for k, v in pairs thing}
|
|
|
|
|
|
|
|
-- Tables can be "flattened" from key-value pairs in an array by using `unpack`
|
|
|
|
-- to return both values, using the first as the key and the second as the
|
|
|
|
-- value.
|
|
|
|
|
|
|
|
tuples = {{"hello", "world"}, {"foo", "bar"}}
|
|
|
|
table = {unpack tuple for tuple in *tuples}
|
|
|
|
|
|
|
|
-- Slicing can be done to iterate over only a certain section of an array. It
|
|
|
|
-- uses the `*` notation for iterating but appends `[start, end, step]`.
|
|
|
|
|
|
|
|
-- The next example also shows that this syntax can be used in a `for` loop as
|
|
|
|
-- well as any comprehensions.
|
|
|
|
|
|
|
|
for item in *points[1, 10, 2]
|
|
|
|
print unpack item
|
|
|
|
|
|
|
|
-- Any undesired values can be left off. The second comma is not required if
|
|
|
|
-- the step is not included.
|
|
|
|
|
|
|
|
words = {"these", "are", "some", "words"}
|
|
|
|
for word in *words[,3]
|
|
|
|
print word
|
|
|
|
|
|
|
|
--------------------------------------------------
|
|
|
|
-- 4. Control Structures
|
|
|
|
--------------------------------------------------
|
|
|
|
|
|
|
|
have_coins = false
|
|
|
|
if have_coins
|
|
|
|
print "Got coins"
|
|
|
|
else
|
|
|
|
print "No coins"
|
|
|
|
|
|
|
|
-- Use `then` for single-line `if`
|
|
|
|
if have_coins then "Got coins" else "No coins"
|
|
|
|
|
|
|
|
-- `unless` is the opposite of `if`
|
|
|
|
unless os.date("%A") == "Monday"
|
|
|
|
print "It is not Monday!"
|
|
|
|
|
|
|
|
-- `if` and `unless` can be used as expressions
|
|
|
|
is_tall = (name)-> if name == "Rob" then true else false
|
|
|
|
message = "I am #{if is_tall "Rob" then "very tall" else "not so tall"}"
|
|
|
|
print message -- "I am very tall"
|
|
|
|
|
|
|
|
-- `if`, `elseif`, and `unless` can evaluate assignment as well as expressions.
|
|
|
|
if x = possibly_nil! -- sets `x` to `possibly_nil()` and evaluates `x`
|
|
|
|
print x
|
|
|
|
|
|
|
|
-- Conditionals can be used after a statement as well as before. This is
|
|
|
|
-- called a "line decorator".
|
|
|
|
|
|
|
|
is_monday = os.date("%A") == "Monday"
|
|
|
|
print("It IS Monday!") if isMonday
|
|
|
|
print("It is not Monday..") unless isMonday
|
|
|
|
--print("It IS Monday!" if isMonday) -- Not a statement, does not work
|
|
|
|
|
|
|
|
--------------------------------------------------
|
|
|
|
-- 4.1 Loops
|
|
|
|
--------------------------------------------------
|
|
|
|
|
|
|
|
for i = 1, 10
|
|
|
|
print i
|
|
|
|
|
|
|
|
for i = 10, 1, -1 do print i -- Use `do` for single-line loops.
|
|
|
|
|
|
|
|
i = 0
|
|
|
|
while i < 10
|
|
|
|
continue if i % 2 == 0 -- Continue statement; skip the rest of the loop.
|
|
|
|
print i
|
|
|
|
|
|
|
|
-- Loops can be used as a line decorator, just like conditionals
|
|
|
|
print "item: #{item}" for item in *items
|
|
|
|
|
|
|
|
-- Using loops as an expression generates an array table. The last statement
|
|
|
|
-- in the block is coerced into an expression and added to the table.
|
|
|
|
my_numbers = for i = 1, 6 do i -- {1, 2, 3, 4, 5, 6}
|
|
|
|
|
|
|
|
-- use `continue` to filter out values
|
|
|
|
odds = for i in *my_numbers
|
|
|
|
continue if i % 2 == 0 -- acts opposite to `when` in comprehensions!
|
|
|
|
i -- Only added to return table if odd
|
|
|
|
|
|
|
|
-- A `for` loop returns `nil` when it is the last statement of a function
|
|
|
|
-- Use an explicit `return` to generate a table.
|
|
|
|
print_squared = (t) -> for x in *t do x*x -- returns `nil`
|
|
|
|
squared = (t) -> return for x in *t do x*x -- returns new table of squares
|
|
|
|
|
|
|
|
-- The following does the same as `(t) -> [i for i in *t when i % 2 == 0]`
|
|
|
|
-- But list comprehension generates better code and is more readable!
|
|
|
|
|
|
|
|
filter_odds = (t) ->
|
|
|
|
return for x in *t
|
|
|
|
if x % 2 == 0 then x else continue
|
|
|
|
evens = filter_odds(my_numbers) -- {2, 4, 6}
|
|
|
|
|
|
|
|
--------------------------------------------------
|
|
|
|
-- 4.2 Switch Statements
|
|
|
|
--------------------------------------------------
|
|
|
|
|
|
|
|
-- Switch statements are a shorthand way of writing multiple `if` statements
|
|
|
|
-- checking against the same value. The value is only evaluated once.
|
|
|
|
|
|
|
|
name = "Dan"
|
|
|
|
|
|
|
|
switch name
|
|
|
|
when "Dave"
|
|
|
|
print "You are Dave."
|
|
|
|
when "Dan"
|
|
|
|
print "You are not Dave, but Dan."
|
|
|
|
else
|
|
|
|
print "You are neither Dave nor Dan."
|
|
|
|
|
|
|
|
-- Switches can also be used as expressions, as well as compare multiple
|
|
|
|
-- values. The values can be on the same line as the `when` clause if they
|
|
|
|
-- are only one expression.
|
|
|
|
|
|
|
|
b = 4
|
|
|
|
next_even = switch b
|
|
|
|
when 1 then 2
|
|
|
|
when 2, 3 then 4
|
|
|
|
when 4, 5 then 6
|
|
|
|
else error "I can't count that high! D:"
|
|
|
|
|
|
|
|
--------------------------------------------------
|
|
|
|
-- 5. Object Oriented Programming
|
|
|
|
--------------------------------------------------
|
|
|
|
|
|
|
|
-- Classes are created using the `class` keyword followed by an identifier,
|
|
|
|
-- typically written using CamelCase. Values specific to a class can use @ as
|
|
|
|
-- the identifier instead of `self.value`.
|
|
|
|
|
|
|
|
class Inventory
|
|
|
|
new: => @items = {}
|
|
|
|
add_item: (name)=> -- note the use of fat arrow for classes!
|
|
|
|
@items[name] = 0 unless @items[name]
|
|
|
|
@items[name] += 1
|
|
|
|
|
|
|
|
-- The `new` function inside of a class is special because it is called when
|
|
|
|
-- an instance of the class is created.
|
|
|
|
|
|
|
|
-- Creating an instance of the class is as simple as calling the class as a
|
|
|
|
-- function. Calling functions inside of the class uses \ to separate the
|
|
|
|
-- instance from the function it is calling.
|
|
|
|
|
|
|
|
inv = Inventory!
|
|
|
|
inv\add_item "t-shirt"
|
|
|
|
inv\add_item "pants"
|
|
|
|
|
|
|
|
-- Values defined in the class - not the new() function - will be shared across
|
|
|
|
-- all instances of the class.
|
|
|
|
|
|
|
|
class Person
|
|
|
|
clothes: {}
|
|
|
|
give_item: (name)=>
|
|
|
|
table.insert @clothes name
|
|
|
|
|
|
|
|
a = Person!
|
|
|
|
b = Person!
|
|
|
|
|
|
|
|
a\give_item "pants"
|
|
|
|
b\give_item "shirt"
|
|
|
|
|
|
|
|
-- prints out both "pants" and "shirt"
|
|
|
|
|
|
|
|
print item for item in *a.clothes
|
|
|
|
|
|
|
|
-- Class instances have a value `.__class` that are equal to the class object
|
|
|
|
-- that created the instance.
|
|
|
|
|
|
|
|
assert(b.__class == Person)
|
|
|
|
|
|
|
|
-- Variables declared in class body the using the `=` operator are locals,
|
|
|
|
-- so these "private" variables are only accessible within the current scope.
|
|
|
|
|
|
|
|
class SomeClass
|
|
|
|
x = 0
|
|
|
|
reveal: ->
|
|
|
|
x += 1
|
|
|
|
print x
|
|
|
|
|
|
|
|
a = SomeClass!
|
|
|
|
b = SomeClass!
|
|
|
|
print a.x -- nil
|
|
|
|
a.reveal! -- 1
|
|
|
|
b.reveal! -- 2
|
|
|
|
|
|
|
|
--------------------------------------------------
|
|
|
|
-- 5.1 Inheritance
|
|
|
|
--------------------------------------------------
|
|
|
|
|
|
|
|
-- The `extends` keyword can be used to inherit properties and methods from
|
|
|
|
-- another class.
|
|
|
|
|
|
|
|
class Backpack extends Inventory
|
|
|
|
size: 10
|
|
|
|
add_item: (name)=>
|
|
|
|
error "backpack is full" if #@items > @size
|
|
|
|
super name -- calls Inventory.add_item with `name`.
|
|
|
|
|
|
|
|
-- Because a `new` method was not added, the `new` method from `Inventory` will
|
|
|
|
-- be used instead. If we did want to use a constructor while still using the
|
|
|
|
-- constructor from `Inventory`, we could use the magical `super` function
|
|
|
|
-- during `new()`.
|
|
|
|
|
|
|
|
-- When a class extends another, it calls the method `__inherited` on the
|
|
|
|
-- parent class (if it exists). It is always called with the parent and the
|
|
|
|
-- child object.
|
|
|
|
|
|
|
|
class ParentClass
|
|
|
|
@__inherited: (child)=>
|
|
|
|
print "#{@__name} was inherited by #{child.__name}"
|
|
|
|
a_method: (a, b) => print a .. ' ' .. b
|
|
|
|
|
|
|
|
-- Will print 'ParentClass was inherited by MyClass'
|
|
|
|
|
|
|
|
class MyClass extends ParentClass
|
|
|
|
a_method: =>
|
|
|
|
super "hello world", "from MyClass!"
|
|
|
|
assert super == ParentClass
|
|
|
|
|
|
|
|
--------------------------------------------------
|
|
|
|
-- 6. Scope
|
|
|
|
--------------------------------------------------
|
|
|
|
|
|
|
|
-- All values are local by default. The `export` keyword can be used to
|
|
|
|
-- declare the variable as a global value.
|
|
|
|
|
|
|
|
export var_1, var_2
|
|
|
|
var_1, var_3 = "hello", "world" -- var_3 is local, var_1 is not.
|
|
|
|
|
|
|
|
export this_is_global_assignment = "Hi!"
|
|
|
|
|
|
|
|
-- Classes can also be prefixed with `export` to make them global classes.
|
|
|
|
-- Alternatively, all CamelCase variables can be exported automatically using
|
|
|
|
-- `export ^`, and all values can be exported using `export *`.
|
|
|
|
|
|
|
|
-- `do` lets you manually create a scope, for when you need local variables.
|
|
|
|
|
|
|
|
do
|
|
|
|
x = 5
|
|
|
|
print x -- nil
|
|
|
|
|
|
|
|
-- Here we use `do` as an expression to create a closure.
|
|
|
|
|
|
|
|
counter = do
|
|
|
|
i = 0
|
|
|
|
->
|
|
|
|
i += 1
|
|
|
|
return i
|
|
|
|
|
|
|
|
print counter! -- 1
|
|
|
|
print counter! -- 2
|
|
|
|
|
|
|
|
-- The `local` keyword can be used to define variables
|
|
|
|
-- before they are assigned.
|
|
|
|
|
|
|
|
local var_4
|
|
|
|
if something
|
|
|
|
var_4 = 1
|
|
|
|
print var_4 -- works because `var_4` was set in this scope, not the `if` scope.
|
|
|
|
|
|
|
|
-- The `local` keyword can also be used to shadow an existing variable.
|
|
|
|
|
|
|
|
x = 10
|
|
|
|
if false
|
|
|
|
local x
|
|
|
|
x = 12
|
|
|
|
print x -- 10
|
|
|
|
|
|
|
|
-- Use `local *` to forward-declare all variables.
|
|
|
|
-- Alternatively, use `local ^` to forward-declare all CamelCase values.
|
|
|
|
|
|
|
|
local *
|
|
|
|
|
|
|
|
first = ->
|
|
|
|
second!
|
|
|
|
|
|
|
|
second = ->
|
|
|
|
print data
|
|
|
|
|
|
|
|
data = {}
|
|
|
|
|
|
|
|
--------------------------------------------------
|
|
|
|
-- 6.1 Import
|
|
|
|
--------------------------------------------------
|
|
|
|
|
|
|
|
-- Values from a table can be brought to the current scope using the `import`
|
|
|
|
-- and `from` keyword. Names in the `import` list can be preceded by `\` if
|
|
|
|
-- they are a module function.
|
|
|
|
|
|
|
|
import insert from table -- local insert = table.insert
|
|
|
|
import \add from state: 100, add: (value)=> @state + value
|
|
|
|
print add 22
|
|
|
|
|
|
|
|
-- Like tables, commas can be excluded from `import` lists to allow for longer
|
|
|
|
-- lists of imported items.
|
|
|
|
|
|
|
|
import
|
|
|
|
asdf, gh, jkl
|
|
|
|
antidisestablishmentarianism
|
|
|
|
from {}
|
|
|
|
|
|
|
|
--------------------------------------------------
|
|
|
|
-- 6.2 With
|
|
|
|
--------------------------------------------------
|
|
|
|
|
|
|
|
-- The `with` statement can be used to quickly call and assign values in an
|
|
|
|
-- instance of a class or object.
|
|
|
|
|
|
|
|
file = with File "lmsi15m.moon" -- `file` is the value of `set_encoding()`.
|
|
|
|
\set_encoding "utf8"
|
|
|
|
|
|
|
|
create_person = (name, relatives)->
|
|
|
|
with Person!
|
|
|
|
.name = name
|
|
|
|
\add_relative relative for relative in *relatives
|
|
|
|
me = create_person "Ryan", {"sister", "sister", "brother", "dad", "mother"}
|
|
|
|
|
|
|
|
with str = "Hello" -- assignment as expression! :D
|
|
|
|
print "original: #{str}"
|
|
|
|
print "upper: #{\upper!}"
|
|
|
|
|
|
|
|
--------------------------------------------------
|
|
|
|
-- 6.3 Destructuring
|
|
|
|
--------------------------------------------------
|
|
|
|
|
|
|
|
-- Destructuring can take arrays, tables, and nested tables and convert them
|
|
|
|
-- into local variables.
|
|
|
|
|
|
|
|
obj2 =
|
|
|
|
numbers: {1, 2, 3, 4}
|
|
|
|
properties:
|
|
|
|
color: "green"
|
|
|
|
height: 13.5
|
|
|
|
|
|
|
|
{numbers: {first, second}, properties: {:color}} = obj2
|
|
|
|
|
|
|
|
print first, second, color -- 1 2 green
|
|
|
|
|
|
|
|
-- `first` and `second` return [1] and [2] because they are as an array, but
|
|
|
|
-- `:color` is like `color: color` so it sets itself to the `color` value.
|
|
|
|
|
|
|
|
-- Destructuring can be used in place of `import`.
|
|
|
|
|
|
|
|
{:max, :min, random: rand} = math -- rename math.random to rand
|
|
|
|
|
|
|
|
-- Destructuring can be done anywhere assignment can be done.
|
|
|
|
|
|
|
|
for {left, right} in *{{"hello", "world"}, {"egg", "head"}}
|
|
|
|
print left, right
|
|
|
|
```
|
|
|
|
|
|
|
|
## Additional Resources
|
|
|
|
|
|
|
|
- [Language Guide](https://moonscript.org/reference/)
|
|
|
|
- [Online Compiler](https://moonscript.org/compiler/)
|