Main example working
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24
examples/main/extra.hank
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24
examples/main/extra.hank
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// comments in Hank start with a double-slash
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/* Or you can split comments
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across more than one line */
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/* Or you can use block comments inline */
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~ var demo_var = "dynamic content"; // Hank scripts can embed Haxe logic by starting a line with '~'
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~ var part1 = "haxe";
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~ var part2 = "expressions";
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~ var flag = false;
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~ var word = "identical";
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== choice_example
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You can include choices for the player.
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* Door A [looks promising!] opens and there's nothing behind it.
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~ flag = true;
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~ var what_happened = "mouse";
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+ Door B []opens but the room on the other side is {word}!
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* {flag} Choices can depend on logical conditions being truthy.
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-> final_choice
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- -> choice_example // a hyphen gathers all choices to the same place.
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// TODO what about default choices?
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41
examples/main/main.hank
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41
examples/main/main.hank
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INCLUDE extra.hank
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-> start // This syntax moves the game flow to a new section.
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== start
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This is a section of a Hank story. It's pretty much like a Knot in Ink.
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Line breaks define the chunks of this section that will eventually get sent to your game to process/*sans the content of any comments*/!
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Your Hank scripts will contain the static content of your game, but they can also insert {demo_var}, even the result of complex {part1 + " " + part2}!
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~ var multiline_logic = "Logic can happen on any line before a multiline comment.";
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// TODO is the next line even true anymore?
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/* Multiline block have to start at the
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beginning of their own line. And can't contain
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any other logic on the same line as the start or end. Sorry! */
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~ multiline_logic = "Logic can happen on any line after a multiline comment.";
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-> choice_example
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== final_choice
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// should be empty line
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```
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var variable_declared_in_block="mouse";
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// This is a comment INSIDE a haxe block
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/*The whole block will be parsed and executed at the same time*/
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```
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* I don't think I'll use Hank for my games.
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Are you sure?
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** Yes I'm sure.
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That's perfectly valid!
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-> the_end
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** I've changed my mind.
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-> final_choice
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* Hank sounds awesome, thanks!
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-> the_end
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== the_end
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That's the end of this example!
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These should all say 'mouse':
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{what_happened}
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{variable_declared_in_block}
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27
examples/main/test1.hlog
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27
examples/main/test1.hlog
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This is a section of a Hank story. It's pretty much like a Knot in Ink.
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Line breaks define the chunks of this section that will eventually get sent to your game to process!
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Your Hank scripts will contain the static content of your game, but they can also insert dynamic content, even the result of complex haxe expressions!
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You can include choices for the player.
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* Door A looks promising!
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* Door B
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> 1: Door A opens and there's nothing behind it.
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You can include choices for the player.
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* Door B
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* Choices can depend on logical conditions being truthy.
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> 1: Door B opens but the room on the other side is identical!
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You can include choices for the player.
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* Door B
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* Choices can depend on logical conditions being truthy.
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> 2: Choices can depend on logical conditions being truthy.
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* I don't think I'll use Hank for my games.
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* Hank sounds awesome, thanks!
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> 1: I don't think I'll use Hank for my games.
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Are you sure?
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* Yes I'm sure.
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* I've changed my mind.
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> 1: Yes I'm sure.
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That's perfectly valid!
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That's the end of this example!
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These should all say 'mouse':
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mouse
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mouse
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22
examples/main/test2.hlog
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22
examples/main/test2.hlog
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This is a section of a Hank story. It's pretty much like a Knot in Ink.
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Line breaks define the chunks of this section that will eventually get sent to your game to process!
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Your Hank scripts will contain the static content of your game, but they can also insert dynamic content, even the result of complex haxe expressions!
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You can include choices for the player.
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* Door A looks promising!
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* Door B
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> 1: Door A opens and there's nothing behind it.
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You can include choices for the player.
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* Door B
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* Choices can depend on logical conditions being truthy.
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> 1: Door B opens but the room on the other side is identical!
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You can include choices for the player.
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* Door B
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* Choices can depend on logical conditions being truthy.
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> 2: Choices can depend on logical conditions being truthy.
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* I don't think I'll use Hank for my games.
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* Hank sounds awesome, thanks!
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> 2: Hank sounds awesome, thanks!
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That's the end of this example!
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These should all say 'mouse':
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mouse
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mouse
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