Hello. As some of you might know, I made a scripting editor for an extension to galaxy.
I have decided to make a couple of videos that will explain the features of galaxy++, and how to use them.
Please note: Since I made these videos, all # has been removed from the keywords. Also the #trigger keyword has been renamed to Trigger, and the #Invoke keyword is now called InvokeSync.
Language changes are very rare - this is the first one since early alpha. Current code can easily be transformed using the search and replace feature. (ctrl+F)
Video 1: From GUI to galaxy++
In this video I show some GUI code, and show you how to make the corrosponding galaxy++ code.
Video 2: Structs, Enrichments and more
Here, I explain what a structs and enrichments are, and give some examples of how to use them. I also show code that uses properties, arrays and for sentences.
Video 3: Dynamic types
In these videos, I will show you how to use pointers to dynamically create and delete structs and classes. I also show how to make dynamic arrays.
Video 4: All the rest
These two videos will sum up the rest of what you can do in galaxy++ at the time the videos were made.
That is initializers, namespaces, casts, inline methods, enheritance, visibility modifiers, generics, switches, out and ref parameters, bank preloads, expression if's and sync/assync invokes.
As always, there are no stupid questions. If there are something that you don't understand, or that you feel was left out, just ask. It's most likely me who didn't explain it properly.
It's because if I didn't, then you wouldn't be able to name your variables/functions with those names, which means that galaxy wouldn't be a true subset of galaxy++.
I have been thinking about getting rid of em.. but I want to hear some opinions on it first.. especially people who has used the language for some time, since they might be unhappy about their code not compiling.. Still.. if I change it, they just need to press the Replace All button, and then it's fixed.
The native library wouldn't compile though.. and I would need to do all of those videos again :(
I noticed this awhile back, and decided to read up on it today. I think this will get me back into creating maps/functions/libraries. Thank you for creating this I hope you keep updating it :).
Hey I love g+ + jademus recommended I download it and I finally started playing around with it. I'm a decent programmer with zero mod/mapping experience but i've been devouring this site in the past week or two and made a bunch of mini-maps to test stuff. I've begun work on my first real map and have a question i'm pretty sure is stupid. How/Can I access variables between the GUI and g+ +... ie I'm working on a simple shift map ala Polar Escape where players control a unit to dodge things and stay on path. The "death" regions and unit spawn points all need to be graphically tweaked in the editor (I think?). Can I access the regions and points created in the editor from a script file? Or am I just gonna have to use the GUI then copy over all the X,Y values in order to have all my triggers/code in script form.
edit: apparently this site doesn't like the word g plus plus all one word. Turned all my text green!
As soon as you select a map for your g++ project, it will read the units and show you a unit browser with their ids. You can use them with the function UnitFromId, which gets inserted into your code automatically by double-clicking the unit in the browser. Same for other objects.
I probably should get these videos update to a newer version of the editor. They are currently 8 months old. Although I don't think anyone really watches them..
Well, I kindda feel like it's about time to get new versions up, but on the other hand - they will be outdated as soon as I implement a new feature.. I think I will wait a bit, and work on the compiler instead.
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Hello. As some of you might know, I made a scripting editor for an extension to galaxy.
I have decided to make a couple of videos that will explain the features of galaxy
++
, and how to use them.You can get the editor on my FTP server: ftp://46.163.69.112/Releases/
Alternatively, you can download it from the asset page, but you are more likely to find the latest version on the FTP.
http://www.sc2mapster.com/assets/galaxy-editor-beier
Please note: Since I made these videos, all # has been removed from the keywords. Also the #trigger keyword has been renamed to Trigger, and the #Invoke keyword is now called InvokeSync.
Language changes are very rare - this is the first one since early alpha. Current code can easily be transformed using the search and replace feature. (ctrl+F)
Video 1: From GUI to galaxy
++
In this video I show some GUI code, and show you how to make the corrosponding galaxy
++
code.Video 2: Structs, Enrichments and more
Here, I explain what a structs and enrichments are, and give some examples of how to use them. I also show code that uses properties, arrays and for sentences.
Video 3: Dynamic types
In these videos, I will show you how to use pointers to dynamically create and delete structs and classes. I also show how to make dynamic arrays.
Video 4: All the rest
These two videos will sum up the rest of what you can do in galaxy
++
at the time the videos were made.That is initializers, namespaces, casts, inline methods, enheritance, visibility modifiers, generics, switches, out and ref parameters, bank preloads, expression if's and sync/assync invokes.
As always, there are no stupid questions. If there are something that you don't understand, or that you feel was left out, just ask. It's most likely me who didn't explain it properly.
Also, for a written documentation, see
http://www.sc2mapster.com/assets/galaxy-editor-beier
Excellent video and audio quality. I didn't know Galaxy+ + already had stuff like pointers :0
Was the decision to use # in front of new keywords just for design reasons?
It's because if I didn't, then you wouldn't be able to name your variables/functions with those names, which means that galaxy wouldn't be a true subset of galaxy
++
.Do you find it very annoying?
Ah well, I feel like I'm working with the C preprocessor there :D Just a slight irritation.
I have been thinking about getting rid of em.. but I want to hear some opinions on it first.. especially people who has used the language for some time, since they might be unhappy about their code not compiling.. Still.. if I change it, they just need to press the Replace All button, and then it's fixed.
The native library wouldn't compile though.. and I would need to do all of those videos again :(
I've only watched the first one yet but it was very helpfull, I can finaly learn some galaxy.=D
Glad to hear that someone finds it usefull :)
I need to get around to updating them for the latest version of galaxy
++
though.I noticed this awhile back, and decided to read up on it today. I think this will get me back into creating maps/functions/libraries. Thank you for creating this I hope you keep updating it :).
@SBeier: Go
Hey I love g+ + jademus recommended I download it and I finally started playing around with it. I'm a decent programmer with zero mod/mapping experience but i've been devouring this site in the past week or two and made a bunch of mini-maps to test stuff. I've begun work on my first real map and have a question i'm pretty sure is stupid. How/Can I access variables between the GUI and g+ +... ie I'm working on a simple shift map ala Polar Escape where players control a unit to dodge things and stay on path. The "death" regions and unit spawn points all need to be graphically tweaked in the editor (I think?). Can I access the regions and points created in the editor from a script file? Or am I just gonna have to use the GUI then copy over all the X,Y values in order to have all my triggers/code in script form.
edit: apparently this site doesn't like the word g plus plus all one word. Turned all my text green!
Hey.
{{{++}}}
->++
;)As soon as you select a map for your g
++
project, it will read the units and show you a unit browser with their ids. You can use them with the function UnitFromId, which gets inserted into your code automatically by double-clicking the unit in the browser. Same for other objects.Thanks! That's awesome as now I don't have to program by clicking ( the GUI is impressive, but not for me). Much appreciated.
I probably should get these videos update to a newer version of the editor. They are currently 8 months old. Although I don't think anyone really watches them..
We do!
I was actually going to post How nice someone bumped this because i couldn't find them. But if your going to update them then i'll wait bit more :p
You could add link to this thread in assets page or somewhere
Well, I kindda feel like it's about time to get new versions up, but on the other hand - they will be outdated as soon as I implement a new feature.. I think I will wait a bit, and work on the compiler instead.