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Operators

-> Chain

In the context of procedural content generation this refers to the timing and spacing of tile-placement. In animation this refers to animation transitions.

Example usage in PCG

with tile

tile grass  = bit(24)
tile water  = bit(25)
tile rock   = bit(26)
tile path   = bit(30)
tile wall   = bit(31)

rows {
    1 * rock -> 20 * path
    3 * wall -> 17 * grass
}

xrows !mirror {
    4 * rock -> 4 * grass
}

Example usage in animation

Shape and tile states and transitions are chained using ->, to provide several examples:

Operator Description
-> x2 Scale by 2x
-> rotate90a Rotate 90 degrees anti-clockwise
-> circle Transform into a circle
-> randomize Randomise property values
-> set Assign values to properties during transition declaration

* Quantification

In PCG this is used for denoting the number of tiles of a given type (the type is specified in the right hand side of that expression).

! Animation Delimitation

The delimiter the animation system uses to separate animation transitions.

not Negation

Negation of the right hand side expression.

and Logical AND

Logical AND between left and right hand side expressions.

or Logical OR

Logical OR between left and right hand side expressions.

-= Decrement

Decrement left hand side with right hand side expression

+= Increment

Increment left hand side with right hand side expression

= Assignment

Assignment of a value

mul Multiplication

Multiplication between left and right operand

/ Division

Division between left and right operand

- Subtraction

Subtraction between left and right operand

+ Addition

Addition between left and right operand

^ Power

Raise left operand to the exponent of right operand