Alambik Script 4.0 is a language built up over many years with a great
concern for making it as intuitive and easy to understand as possible.
It is a "natural language," quickly grasped even by people without
extensive technical backgrounds.
1. The syntax in general (what you need to know
in order to create)
|The syntax in general|
Unlike some languages, all Alambik instructions include two parentheses "()". These are an integral part of each instruction and must be retained, even when no parameters are being passed.
Any text marked off with a /* and */ is a comment. Comments are automatically ignored by the Alambik interpreter. In general, comments can be placed in any area of a script consisting of spaces, tabs, or carriage returns.
There are two kinds of comments permissible in Alambik : line comments starting with "//" or ";" and which end in a carriage return; as well as comment blocks which begin with "/*" and end in "*/".
You can use comments to disable one or several lines of instructions without having to actually erase them.
Note: : it's often desirable to add comments in your script to ease maintenance and improvements.
First off, let's go over what makes up the beginning and the end of a script.
Each script must start with the instruction
This instruction opens the Alambik work screen. Without this instruction, it would be impossible to "see" your script in action.
Quite logically, your script must end with the instruction
which lets it terminate correctly.
For example :
|The syntax of actions on objects|
As would seem logical, a script must download any audio or video AVO
before it can use it.
This instruction downloads and displays the image.
These two examples, though different in the means they employ, will result in exactly the same result.
|The syntax of interacting with objects|
The creation of an event (a color change, a rotation, etc.) must be done in general before the creation of the object on which this event is meant to take action.
There are two kinds of interaction in Alambik Script 4.0.
Here the different actions apply only to the material belonging to the
object named @m1
All of the boxes here will display in black.