Algodoo Commander- A CMD
Posted: Sun Sep 13, 2009 2:14 am
Due to the lack of a complete Command Prompt on algodoo, I want to make one. This won't be short, but I will miss things if I do it on my own. Please post what you think should be in it as far as what makes a command prompt.
Please Help me by telling me what to add, an proofreading the lines of code I post that I am unsure will react correctly yet.
I already have started an ingame file space: sys::data
From there data can be stored in folders: sys::data.mydocuments
and in files: sys::data.mydocuments>>doc1: [text based document here]
This is a fair few lines of internal coding, though none is completely here.
Anyone see anything wrong so far? The file-fetching isn't ready to be revealed yet, so just assume it works.
Please Help me by telling me what to add, an proofreading the lines of code I post that I am unsure will react correctly yet.
I already have started an ingame file space: sys::data
From there data can be stored in folders: sys::data.mydocuments
and in files: sys::data.mydocuments>>doc1: [text based document here]
This is a fair few lines of internal coding, though none is completely here.
- Code: Select all
scene.my.sys = "Sys::" + scene.my.dir + ">>" //shows by default: Sys::Data>>
scene.my.dir= {scene.my.dir_data} //this is a pointer to the pointer that points to the directory.
scene.my.dir_data= {scene.my.data} //this is a pointer to directories; data is the only one for now.
scene.my.data = "Data" //basically the only current partition.
scene.my.in = "" //detects and holds keyboard input.
scene.my.open = 0 //zero by default
scene.my.open=0? {}:{scene.my.dir = {scene.my.dir + "." + scene.my.in};scene.my.in = "";scene.my.open=0}
scene.my.dir = {scene.my.dir_data}?{}:{[secret file fetching code for now]}
Anyone see anything wrong so far? The file-fetching isn't ready to be revealed yet, so just assume it works.