edicik / Z-Sharp

Custom programming interpreter for ZSharp (Z#), a language I made up.

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Introduction

Z-Sharp is a custom programming language I made because I don't like c++ very much (Z-Sharp's interpreter is written in c++ though). It used to be called Slang, standing for "Stupid Lang", but another programming language called Slang already exists :(. Z-Sharp scripts have the file extension .zs. The base syntax and formatting I would say is quite similar to C#, but differs as task complexity increases. It has support for graphics using SDL2, and by default is not enabled.

Installation

Downloading or installing is very simple, here is how depending on your version and operating system:

Windows

  1. Navigate to the most recent release and download ZSharp-Win-Installer.zip.
  2. Unzip ZSharp-Win-Installer.zip and open the unzipped folder.
  3. Inside is a single file titled ZSharp-Setup.exe. Run it, and follow the setup instructions.
  4. Now that it is installed, there are a few ways to use it:
    • (recommended) Any ZSharp file that ends with .ZS will automatically be associated with the interpreter. Just double-click it, and the interpreter will run.
    • Drag and drop any .ZS script directly onto the executable.
    • Use command line, providing path to interpreter and then to script like so: > ./ZSharp.exe ./Pong-Example-Project/script.zs
  5. Feel free to use and edit the Pong-Example-Project. It is a single script called script.zs, and you can open it with any of the methods above. It is also located on the releases page.

If you don't want to install ZSharp on your device, or you want easier acces to the executable and .DLLs, another version is provided called ZS_Win_Base_Raw.zip. This just contains all of the files the installer puts on your computer.

Linux

  1. Install requirements:

    • You need the package libsdl2-dev. For Debian based operating systems you can install it with

      $ sudo apt install libsdl2-dev

    • You also need the package libsdl2-image-dev. For Debian based operating systems you can install it with

      $ sudo apt install libsdl2-image-dev

    • You also need the package libsdl2-ttf-dev. For Debian based operating systems you can install it with

      $ sudo apt install libsdl2-ttf-dev

  2. Navigate to the most recent release and download ZSharp-Linux.zip.

  3. Unzip ZSharp-Linux.zip and open the unzipped folder.

  4. You will see some files. The Z# interpreter is ZSharp. Any time you want to execute a script, this is the program that will be used. You can use it like so:

    • Use terminal, providing path to executable and then to script like so: $ ./ZSharp ./Pong-Example-Project/script.zs
  5. Feel free to use and edit the included Pong-Example-Project. It is a single script called script.zs, and you can open it with any of the methods above.

Here is some example code:

// Comments are indicated by two forward slashes
// They can only be on their own line
//    int j = 4 // <- This is invalid comment placement

// All programs start with a main function
func Main()
{
    int i = 0
    string s = "r"
    
    i += 2
    i -= 1
    i /= 3
    i *= 2
    
    while i < 10
    {
        i += 1
    }
    
    if s == "r"
    {
        print s + " is r"
    }
    
    int functionNumber = ExampleFunction("A", s)
    ExampleFunction(1, 3)
    
    GlobalFunction()
}

// Declare new function with 'func', then it's name, and the names of any input variables.
// The input variables don't need type, as those are automatic. Also, they don't need to
/// be assigned at all on execute and can be left blank
func ExampleFunction(inputA, inputB)
{
    print "In A is: " + inputA
    print "In B is: " + inputB
    
    // Return a value to the valling location
    return 4
}

func GlobalFunction()
{
    // Create variables that can be accessed from anywhere (ex. in Main or ExampleFunction) with the 'global' keyword before type
    global int x = 12
    global string y = "Y String"
}

Here is how to use graphics:

func Main()
{
    int screenWidth = 500
    int screenHeight = 500
    ZS.Graphics.Init("Title of window", screenWidth, screenHeight)
    // After graphics are initialized, the main function will not finish.
    // Instead, Start() will be called a single time, then Update() every frame after that.
}

// Runs once at start of graphics initialization
func Start()
{
    // Vec2 are initialized using function 'NVec2(x, y)'
    Vec2 position = NVec2(250, 250)
    Vec2 scale = NVec2(20, 20)
    float rotation = 0

    // Sprite object, stores (and loads from file) the texture, location, scale, and rotation
    global Sprite exampleSprite = ZS.Graphics.Sprite("./square.png", position, scale, rotation)
}

// Executes each frame
func Update(deltaTime)
{
    // Draws the image created in Start(). This is usually at the end of update.
    ZS.Graphics.Draw(exampleSprite)   
}

Currently, ZSharp is VERY strict with formatting, and can throw an error if you forget to put a space somewhere. Also, speaking of errors, if your code has any it will show in the console. Errors are colored red, and warnings are colored yellow. A line number will also usually be provided. This is Not the line relative to the documents beginning, but rather the functions beginning. Example:

ERROR: line 5 in function Main

This is the 5th line inside of Main.

func Main()
{
   // line 1
   // line 2
   // line 3
   // line 4
   int g = "s"
   // ^ above line is the error, since it is line 5
}

I am planning to change how error reporting works to report the document line number as well, but this is how it is for now.

About

Custom programming interpreter for ZSharp (Z#), a language I made up.

License:MIT License


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