Name:
Anonymous
2012-10-23 0:06
all the /frog/s are talking about it, but I've heard little word on it from other sources
Name:
Anonymous
2012-10-23 0:19
A jewish invention designed to confuse goyim into a Lisp haskell replacement.
Name:
Anonymous
2012-10-23 0:42
oh, that's fucking stupid.
Name:
Anonymous
2012-10-23 0:52
a language to scary noobs.
updScreen G
= U:selectionAsUI,c = TN:Tileset.name = InVP:CursorXY,inViewport?
= TP:Units,ThisPlayer = Side:TP.side = SO:TP.view
= [IX IY]:VO+~(mod SO 32) = [CX CY]:SO%32
= CW: ceil (G'w-176+31)/32 = CH: ceil (G'h+31)/32
= Vs:[] = [EX EY]: sature2D [0 0 WW WH] [CX+CW CY+CH]
= for (Y:CY PY:IY ; Y≤EY; !PY+32 !Y+1)
for (X:CX+Y*WW PX:IX EX:EX+Y*WW; X≤EX; !PX+32 !X+1)
(= C: aget X Cells = {V:C.content =l @!Vs @V}
= G.blit PX PY C.seenGfx)
= !VisibleUnits: filter Units,? Vs,uniq | sort by:[?.layer ?.disp,1]
= [BId BT1 BT2]:UIBlink = Blink:{Cycle≤BT1; Cycle≥BT2 |a Cycle≤BT2+12}
= VisibleUnits | e <U
= Id:U.id = Col:Tints.(U.color) = D:{mang U.dir; 0} = UG:U.gfxes.TN,(U.frame),D
= [X Y]:U.disp+VO-SO+32U.size/2 = [SW SH]:U.selSize = RX:X-SW/2 = RY:Y-SH/2
= {{bfnd Id Selection; Blink |a Id≥≤BId} = G.rect U,unitUiColor RX RY SW SH
= drawBar [RX RY+SH SW 5] U,hp100 G
;U.building |a UIAct.type,<\build> = G.rect #F0F0F0 RX RY SW SH}
= G.blit X-UG'w%2 Y-UG'h%2 UG Tint:Col FX:(D≥4 |a U.building,n?)
= U.effects | filter:[E V:pos?] E |n|e:[E N] G.blit RX+16N RY-16 EfxIcons.E>
// FOW
//= G.blit PX PY SolidTileCursor
/*= for (Y:CY PY:IY; Y≤EY; !PY+32 !Y+1)
for (X:CX+Y*WW EX:EX+Y*WW PX:IX; X≤EX; !PX+32 !X+1)
{any Units,?.owner≥≤ThisPlayer (aget X Cells).sensors
;G.blit PX PY TileCursor}*/
// draw selection rect and/or choose cursor image
= Cur:{SelXY = Cursors.basic.cross
;InVP |a selPoint CursorXY = Cursors.basic.glass
;√ = Cursor.point}
= {SelXY |a (abs CursorXY-SelXY)≥10 = G.rect #00ff00 @(pointsAsRect SelXY CursorXY)}
= {InVP = CC:CursorXY,screenToCell
= blitText G'w-70 G'h-20 \small “[$CC $(fmtU 2 CC,cell.tileId)]” G
= UIAct.type
|<\build = !Cur:ø = T:UTs.(UIAct.what) = UG:T.gfxes.TN,0,0 = TPT:Tints.(TP.color)
= sature2D [0 0 @([WW WH]-T.size)] !CC = [X Y]:32CC-SO+VO
= points [0 0 @T.size] | m [? ??] (buildRect CC U T) | e <[B P:[PX PY]]
= G.blit X+32PX Y+32PY (UG.cut 32PX 32PY 32 32) Map:TPT
= G.blit X+32PX Y+32PY {B=TileGreen;TileRed}>
;!y? = !Cur:Cursor.chRed>}
// draw left GUI panel
= MP:Panel.minimap = IP:Panel.info = FP:Panel.filler
= G.blit 0 0 MP = G.blit 0 MP'h IP
= ceil (G'h-MP'h-IP'h)/FP'h | rng | e:N G.blit 0 MP'h+IP'h+FP'h*N FP FY:N,odd?
// panel buttons for selected unit
= HLButton:ø = C:Tints.(U.color) = Y:Panel.minimap'h+Panel.info'h+5
= {U.type = !UIButtons: grp 3 U,unitAsUI
|n|m:[Xs J] m <[B:y? I] = B|u xy:[54I+8 44J+Y]> Xs,n | j | k y?
; √ = !UIButtons:[]}
= {pos? U.hp = drawStats U MP G}
= {B:CursorXY,button = !UIPopup:{F:B.onHover=F,c} = !HLButton:B.xy}
= UIButtons | e <B = XY:B.xy = I:UTs.(B.icon).icon.Side
= I |a drawIcon XY XY≥≤UIButton.xy XY≥≤HLButton I G Tint:B.tint>
// popup info
= Y:MP'h+62 = UIPopup|e <O = X:15 = {I:O.icon = G.blit X Y I Map:O.tint = !X+(I'w+4)}
= {T:O.text = blitText X Y+1 \small T G} = !Y+14>
// minimap
= [MX MY MW MH]:MMR = MXY:(SO%32-WMO)*MMD+[MX MY] = MWH:[G'w-176+31 G'h+31]%32MMD
= G.blit MX MY Minimap = G.rect #A0A0A0 @MXY @MWH G
// Cursor
= [@Hs Img]:Cur = G.blit @(CursorXY-Hs) Img
// resource indicators
= m [? TP.?] ResNames | k ?,1 | n | e <[[R A] N] = I:ResIcons.R
= G.blit 75N+MP'w 0 I | blitText 75N+MP'w+I'w+4 1 \small “$A” G>
// notifications
= T:time,c = !Notes | k:[X@_] T≤X | take ~5
= Notes|n|e:[N [_ T]] blitText 180 14N+20 \small T G
// FPS counter
= blitText G'w-50 4 \small “fps:$FPS” G