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Diffstat (limited to 'content/learn/03.variables/default.md')
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diff --git a/content/learn/03.variables/default.md b/content/learn/03.variables/default.md index 3d0e962..d7fbc48 100644 --- a/content/learn/03.variables/default.md +++ b/content/learn/03.variables/default.md @@ -21,69 +21,64 @@ appropriate. {{< fatecode >}}(fate_version 1) (local int hero_money) -(local int price_of_booze) +(local int price_of_booze 12) -(set hero_money 42) -(set price_of_booze 12) +(set! hero_money 42) -Once upon a time, starting a story with these words wasn't considered -a cliche. Starting in a tavern might also not be seen as very -original. Having the main character be an street orphan, raised by -some mysterious sage all to end up as a mercenary with an uncommonly -strong sense of honor probably isn't going to lead to any praises for -novelty either. Maybe you should drink to that. +Once upon a time, starting a story with these words wasn't considered a cliche. +Starting in a tavern might also not be seen as very original. Having the main +character be an street orphan, raised by some mysterious sage all to end up as +a mercenary with an uncommonly strong sense of honor probably isn't going to +lead to any praises for novelty either. Maybe you should drink to that. (newline) -Or maybe you shouldn't. This isn't your first mug. Not your second -either. Drinking to forget that you are a stereotypical hero isn't -going to solve anything. Worse, the alcoholic trait is part of the -image. +Or maybe you shouldn't. This isn't your first mug. Not your second either. +Drinking to forget that you are a stereotypical hero isn't going to solve +anything. Worse, the alcoholic trait is part of the image. (newline) -As you contemplate your own pointless description, your gaze leaves -what turns out to be an already empty glass in your hand and finds the -barman. +As you contemplate your own pointless description, your gaze leaves what turns +out to be an already empty glass in your hand and finds the barman. -(player_choice - ( - ( Ask the barman for a refill ) - Staring straight at the barman, you raise your glass and - proclaim: +(player_choice! + (option ( Ask the barman for a refill ) + Staring straight at the barman, you raise your glass and proclaim: (newline) "This soon-to-be world savior needs more booze!" (newline) - The barman's lack of reaction is disappointing, but seeing the - beer being poured does help improve the mood. + The barman's lack of reaction is disappointing, but seeing the beer being + poured does improve your mood. (newline) Satisfied, you hand the barman (var price_of_booze) copper coins. - (set hero_money - (- (var hero_money) (var price_of_booze)) - ) + (set! hero_money (- hero_money price_of_booze)) ) - ( - ( Fall asleep ) - Deciding to break away from the expected storyline, you promptly - fall asleep. + (option ( Fall asleep ) + Deciding to break away from the expected storyline, you promptly fall + asleep. (newline) ... (newline) - Upon waking up, your hard-trained reflexes inform you that - someone stole all your money. - (set hero_money 0) + Upon waking up, your hard-trained reflexes inform you that someone stole + all your money. + (set! hero_money 0) ) ) -(end) +(end!) {{< /fatecode >}} * `(local int hero_money)` declares an `int` variable with the name - `hero_money`. -* `(set hero_money 42)` sets the value of the `hero_money` variable to 42. + `hero_money`. This variable takes the default value for its type. +* `(local int price_of_booze 12)` declares an `int` variable with the name + `price_of_booze`. This variable takes the value `12`. +* `(set! hero_money 42)` sets the value of the `hero_money` variable to 42. * `(var price_of_booze)` returns the current value of the `price_of_booze` variable. -* `(- (var hero_money) (var price_of_booze))` returns the result of subtracting +* `(- hero_money price_of_booze)` returns the result of subtracting the value of `price_of_booze` to the value of `hero_money`. All operators - use a prefixed form. + use a prefixed form. Because there is no ambiguity about `hero_money` and + `price_of_booze` being strings, it is not necessary to write + `(- (var hero_money) (var price_of_booze))`. -`local`, `set`, `player_choice`, and `end`, are instructions. Instructions do +`local`, `set!`, `player_choice!`, and `end!`, are instructions. Instructions do not return any value. Thus, they do not add to the printed text. Having to continue the story from within the `player_choice` structure is going |


