This page is in construction! It is marked for review/completion for version 54.
This guide covers how the Castagne Script language works (.casp files), and is a recommended read when starting out.
The language is set to have an upgrade in v0.7, with the rewrite of the compiler.
The current compiler (more like a parser) is already working overtime compared to the initial draft in v0.2, so you may find plenty of bugs and weird behavior if you try to find the edge cases.
Castagne at its core works by treating characters as state machines, where every state can represent an attack, a movement option, a hit state, or whatever else. To know what to do during each, it executes a state script, which is created in Castagne Script.
Example syntax:
# Comment
## State Comment. These are shown on the navigation panel.
AttackDamage(200)
F5-10:
Hitbox(-500, 20000, 5000, 10000)
else
Move(-100)
endif
Castagne Script has two basic types of instructions:
FunctionName(Param1, Param2)
. These affect the game state and are provided by the modules, and thus are described in their respective pages.[LETTER][CONDITION]:
, which control which parts are going to be executed or not (for instance have an hitbox only on frames 5 to 10). Branches can be followed up by a else
which will execute if the condition is false instead, and must end with an endif
.It is possible to add comments by starting a line with #
.
During a loop, Castagne goes through several phases, and each state script will be precompiled for each phase. The full list is available in the Engine Core advanced documentation page, but the most important for us are:
In most cases, as a user, all you need to think about is the action phase. The init phase is mostly contained in states starting by Init-
, and the reaction phase is handled by the base skeleton.
Some state scripts are given special treatment by the engine, and may be recognized by their names:
Character
holds basic metadata for the character. All variables entered here will be available both for the state scripts in game and menus outside of the main loop.Variables-
hold variable declarations.Init-
are meant to be executed during the Init phase and set up a new entity.Casp files can hold several entities. One of them is the Main
entity and serves as a default one, while others are signaled by using the NAME--
prefix.
It is not necessary for a state to be meant to be executed alone, and the language provides some tools to help flag them.
A file can include a Skeleton
attribute in the Character
script. This is a reference to another file that may be loaded beforehand. States from files loaded later can override those with the same name, allowing them to extend or replace behavior. By default, Castagne will load the base skeleton, but this can be stopped by setting the value to none
.
Castagne Script is meant to be worked on in concert with the Castagne Editor, and thus can feature a few QoL features to that effect. While possible to edit Castagne Script in a different text editor, it is recommended to use the one provided by the Castagne Editor (this behavior may be supported more in the future).
The branch types are as follows:
F
rame branches allows the script to execute only on certain frames.F20:
will only execute on frame 20, the first frame starting to count at 1.F10-20:
will only execute on frames 10 to 20, both included.F10+:
will execute on frames 10 (included) and up.%
) can also be used at the end to repeat behavior every few frames.F11-12%20:
will execute on frames 11, 12, 31, 32, 51, 52, etc.F15+%30:
will execute on frames 15 to 29 included, then 45 to 59 included, etc.V
ariable branches check the value of a variable through a condition.VVariableName:
will execute when VariableName >= 1VVariableName==5
will only execute when VariableName is equal to 5VVariableName>=2
will execute when VariableName is superior or equal to 2VVariableName<2
will execute when VariableName is strictly inferior to 2L
ag branches check if a flag has been raised by a module or through the Flag function before continuing.P
hase branches will execute only during a specific phase. When in the true part of the branch, all functions will execute forcibly.PFreeze:
will execute only in the Freeze phase.PReaction:
will execute only in the Reaction phase, etc.I
nput branches will check if an input is pressed.IA:
will check if A is held.IAPress:
will check if A is just pressed.S
equential branches are a helper for F branches, which execute behavior in order. They are converted to F branches and thus have some restrictions (which might be lifted later).S5:
will execute the behavior in it for the first 5 frames (equivalent to F1-5:
)S7
(without the ':'), which will execute this second behavior for the next 7 frames (equivalent to F6-12:
)S4*
. This will execute the behavior only on said next frame (equivalent to F13:
here), but the next sequence will continue from the specified number of frames (frame 17 here).S6*
, write down the first frame behavior, then use the keyword then
, then write the second behavior. The first behavior will be executed on the first frame (equivalent to F17:
), and the second behavior will be executed on all specified frames (equivalent to F17-22:
).S+
to execute behavior on all remaining frames (equivalent to F23+:
).endif
.S5%20:
will execute its behavior on frame 1 to 5 included, then 21 to 25, etc. (equivalent to F1-5%20:
)S4
will execute on frames 6 to 9 included, then 26 to 29, etc. (equivalent to F6-9%20:
).S+
will execute on frames 10 to 20 included, then 30 to 40, etc. (equivalent to F10+%20
).S5:
S5*
then
S+
endif
A variable declaration follows the syntax given here:
MUT NAME TYPE() = VALUE
# Example
var WalkSpeed int() = 500
internal _PositionX
MUT
is the mutability of the variable, and may be var
, def
, or internal
. Variables marked internal
don't include TYPE
and VALUE
NAME
is the name of the variable. It should be unique from other variable names (except when overriding) and other internal variable names.TYPE
is the type of the variable (number, string...). You may add additional hints between the parenthesis. (not used yet)VALUE
is the default value of the variable when the character is created.Mutability is a key part of the variable, and changes how it is used and treated by the engine.
var
(Variable) is for data that can change. This is meant for operations and more complex behaviors.def
(Define) is for constant data. This is meant for parameters of the character (like walk speed, or max health).internal
allows access to internal variables of the engine, provided by the modules. By convention, these start with _
. This is meant for complex behavior that requires internal engine data, and modifying them might result in weird behavior.Type is the other key part of the variable, and can be either one of:
int
: Numbersstr
: Strings of charactersVariables can be declared in variable declaration blocks. These are defined by their name stating with Variables-
, or just being Variables
(referred to as the main variable block), in order to help with organization. Variables can't be declared in two different blocks.
Variables of mutability def
have some specific behaviors:
Call
and CallParent
calls. As an example, state A has define d = 5
, state B has define d = 10
, and state B calls state A. If state A is executed, d will be equal to 5 for its code, but when called from inside B, d will be equal to 10. This can allow smart reuse of code.Variables can be set using the Set
family of functions of the Core module.
Each state may hold a reference to another file, called the skeleton. This allows a character to start from a common base to other characters, and as such reduce development time. This is also very useful for system mechanics
The Skeleton
is set in the Character
block and can be either of those values:
res://
): This will load the specific file as a skeletonbase
: This will load the base skeletonnone
: This won't load any skeleton.The compiler will load every file in memory, and start compiling in reverse order, starting by the last skeleton and finishing with the main file. Files compiled later may override parts of the earlier ones as follows:
Parent:StateName
(which may also push other overridden states further back), and the new one will take its place.The skeletons may be set inside the config menu, and the base skeleton has its own documentation page for its features.
A .casp file may hold several entities at once, which is useful for projectiles for instance.
Every file has a Main
entity, which is the considered the default one in situations where no sub-entity is specified. Every entity may have its own variables and states, which are going to be used by the compiler when working it out.
Marking to which entity a specific state script belongs to is done through its name. With ENAME
as the name of the entity, the convention is as follows:
ENAME--
Init--ENAME
Variables--ENAME
This is made easier through the entity templates in the editor.
To create a new entity, one must use CreateEntity(ENAME)
from the Core module, which will automatically look for these states.
Castagne Script in practice can be full of "gotchas", small insidious mistakes that can be easy to make and hard to spot (for instance, forgetting to call the code that handles being hit). Therefore, in order to make this easier, the editor has a few quality of life features which have some support in the language.
A lot of this support is done through the Editor module, which provides functions that are not executed but serve to flag properties for the editor. These start with _
by convention and may be ignored for code comprehension.
Call
function towards a state marked as a Base State (done through the _BaseState()
function). Alternatively, a state may be marked as a Helper if it is meant to be closer to a "function call", through the _Helper()
function._Category()
function. These can be nested using /
between levels.TNAME
as the template nameStateTemplate-TNAME
EntityTemplate-TNAME-Init
for the init script, EntityTemplate-TNAME-Variables
for the variable declaration, and EntityTemplate-TNAME-Action
for the default state the entity will use after initialization. Not all of them need to be filled out._StateFlag()
, or may be added automatically based on the code itself. They can be inherited through Base States.More of these may be found in the Editor Guide and the Editor Module documentation
Castagne Script is made to be able to be run in parallel, and as such can't access immediate parameters from other entities, nor set them immediately. Inter-entity communication functions are available in the Core Module.
It is meant to be compiled as bytecode, although this is not done at the moment. (v0.7 rewrite)
In the text file format, the states are separated by :StateName:
lines.
Editing the files outside of the editor is possible, but not supported by the engine in a nice way. This may be improved in future versions but is not a priority.
The compiler does some optimizations, which are detailed in the Castagne Compiler page.