Open theludovyc opened 2 years ago
parse_script(file_path:String) <= parse a file and store result in dictionary (like a cache). Key it's fileName without extension.
I love :heart: this idea of pseudo-compilation, we can save it to files so build game will be faster.
parse_scripts(folder_path:String) <= parse all rk files in folder at path and store them.
Maybe we can use it with tool
mode, so it parses all scripts before launching game.
And if we save this cache to files, then we can recompile only changed scripts
This also sets the stage for jumping between scripts.
Yes, :fireworks:
Maybe we can use it with
tool
mode, so it parses all scripts before launching game. And if we save this cache to files, then we can recompile only changed scripts
Keep it in mind :)
Do #92 before :)
reopen as mentioned in #118
parse_script(file_path:String) done
execute_script(file_name:String) done
parse_scripts(folder_path:String) <= parse all rk files in folder at path and store them.
Currently if you want to parse script, you use : func parse_script(file_name:String) It's parse a .rk file and execute it.
In Parser class, parse and execute are already split but user "can't" access it.
I propose to add or update funcs.
parse_script(file_path:String) <= parse a file and store result in dictionary (like a cache). Key it's fileName without extension.
parse_scripts(folder_path:String) <= parse all rk files in folder at path and store them.
execute_script(file_name:String) <= execute script already stored.
This also sets the stage for jumping between scripts.