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