A language for Geometry Dash triggers. An easy way to create levels using code.
SPWN is a programming language that compiles to Geometry Dash levels. What that means is that you can create levels by using not only the visual representation in the GD-editor, but using a "verbal" and abstracted representation as well. This is especially useful for using GD triggers, which (if you want to make complicated stuff) are not really suited for the graphical workflow of the in-game editor.
Useful links |
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Official SPWN documentation |
Documentation Repository |
Official SPWN Discord server |
SPWN Playground |
You can either use the installers for your operating system, or build SPWN from source. Please note that building from source will give you access to newer features and bug fixes, but may be unstable.
With Rust installed:
cargo install spwn
.$HOME/.cargo/bin/spwn
.If you would like a pre-compiled package, look below.
Note: If you get a message telling you that SmartScreen protected your PC, press more info, then run anyways.
Note: If you get a message telling you that you cant open files from unidentified developers, open 'System Preferences' then click 'Security & Privacy' and click 'Open Anyway' on the 'General' menu.
spwn-0.0.8-x86_64.tar.gz
from the latest release.tar -xvf spwn-0.0.8-x86_64.tar.gz
../spwn
.PATH=$PATH:<where you extracted spwn>
to your .bashrc
or .zshrc
.No v0.7 or v0.8 installers for Debian based distros have been built yet.
You can either:
sudo dpkg -i spwn_0.0.6-0_amd64.deb
.curl -sLO https://github.com/Spu7Nix/SPWN-language/releases/download/v0.6-beta/spwn_0.6.0-0_amd64.deb && sudo dpkg -i spwn_0.6.0-0_amd64.deb
.pacman -U spwn-0.0.8-x86_64-linux_arch.pkg.tar.zst
yay -S spwn-bin
Once you have these, run:
cargo install spwn
Let it compile and you're good to go.
Open command window here
.Terminal.app
in the Utilities
folder in the Applications
folder, then drag and drop the folder onto the terminal window and press enter.Open in Terminal
.cargo build --release
.target/release
directory.SPWN Playground is a SPWN compiler built into your browser. You can use it to try out SPWN before you decide to install it.
Alright, enough talk, how do we actually use SPWN?
SPWN code can be programmed in any code editor, but the ones that have had SPWN extensions or plugins written for them are Visual Studio Code, Sublime Text and Vim.
Navigate to VSCode SPWN language support and hit install. In VSCode, hit enable and then create a new file with the extension .spwn.
Note: Make sure to have the file in the same directory as the libraries folder.
VSCode should automatically change the language syntax to SPWN, but if it doesn't, navigate to the bottom right of the screen and click on select language mode
, then select SPWN.
Open Sublime Text and open the Command Palette... by selecting Command Palette from the Tools pull-down menu. In the menu that opens type install which will result in the Install Package Control option being presented. Hit Enter or left click the entry to install Package Control. Open the Command Palette again, and type 'install'. When Package Control: Install Package
is highlighted press 'Enter' then type 'SPWN Language' and press 'Enter' when SPWN Language
is highlighted.
Go to spwn().vim! and follow to instructions on that page.
For any other editor with syntax highlighting, most C type syntax highlighting schemes work fine.
Head to the docs to create a simple program, such as the one below
test = 5g
-> test.move(5, 100, 0.25)
test.move(10, -10, 2)
Save the file, then open a terminal and type in spwn build YOURFILENAME.spwn
. Make sure to have GD closed during this process. After running this command, open GD, and the levels content will be modified. Head over to the docs to learn how to program in SPWN.
Note: SPWN generates triggers near the top of your level, so you might not see any difference.
Here is a list of SPWN command line subcommands and flags. This information can be found by typing spwn help
in the command line as well.
build
Runs/builds a given file [aliases: b]
doc
Generates documentation for a SPWN library, in the form of a markdown file
eval
Runs/builds the input given in stdin/the console as SPWN code [aliases: b]
help
Print this message or the help of the given subcommand(s)
-a, --allow <allow>...
Allow the use of a builtin
-c, --console-output
Makes the script print the created level into the console instead of writing it to your
save file
-d, --deny <deny>...
Deny the use of a builtin
-e, --live-editor
Instead of writing the level to the save file, the script will use a live editor library
if it's installed (Currently works only for MacOS)
-h, --help
Print help information
-i, --include-path <include-path>...
Adds a search path to look for librariesAdds a search path to look for libraries
-l, --no-level
Only compiles the script, no level creation at all
-n, --level-name <NAME>...
Targets a specific level
-o, --no-optimize
Removes post-optimization of triggers, making the output more readable, while also using
a lot more objects and groups
-s, --save-file <FILE>...
Chooses a specific save file to write to
spwn build addition.spwn --level-name add
Build a file called addition.spwn and write it to the level named add.
spwn build subtraction.spwn --no-level
Build a file called subtraction.spwn but don't write to a level.
spwn build AI.spwn -c
Build a file called AI.spwn and output the level string to the console.
as
operator for automatically changing typeEnjoy SPWN! |
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