Hello, 🙂
I created a new language called FuncSug. Its purpose is to make GUI programming in the browser easier and so game programming. The facility consists on eliminating asynchronism: In FuncSug, the code is no longer managed by an implicit/explicit global loop (I don’t speak about implementation).
I intend, if I have time, to implement it for Godot as well. In FuncSug, the first tutorial of Godot would be roughly coded as this:
func showMessage(p_message):
parallel exitWith branch 2 ||
showIn(p_message, $MessageLabel)
||
waitSeconds(2)
parallel ||
while true:
# Start of game
parallel exitWith branch 2 ||
showMessage('Dodge the\nCreeps')
||
waitSeconds(1)
awaitPressed($StartButton)
get_tree().call_group(&"mobs", &"queue_free")
score := 0
$Player.start($StartPosition.position)
# Middle of game
parallel exitWith branch 1 ||
awaitSignal('hit')
||
while true:
playSoundFile('House In a Forest Loop.ogg')
||
showMessage('Get Ready')
parallel ||
while true:
waitSeconds(1)
score += 1
||
while true:
waitSeconds(0.5)
callgd spawnMob()
# End of game
parallel ||
showMessage('Game Over')
||
playSoundFile('gameover.wav')
||
while true:
await score
$ScoreLabel.text := score
The ‘player.gd’ and ‘mob.gd’ files would be keeped as they are. The “_on_MobTimer_timeout” function would be renamed as “spawnMob” and moved to ‘mob.gd’. The timers wouldn’t be needed any more.
Can you tell me what you think about it?
Anything that makes Godot better is a good thing.
Thanks 🙂