Hydra Logo 1.41 now available for download!
Dreamwriter
Posts: 22
Hydra Logo is now ready for human consumption! With this programming language you can draw neat things and stuff without using any sort of compiler/editor, just type commands and watch them happen. Here's a fun program you can type to get you started:
to spiral :ln
fd :ln
rt 92
fd :ln+1
rt 92
spiral :ln+2
end
Then just enter
spiral 4
and watch the fun!
JMM_logo_04-16-07.zip
Post Edited (Dreamwriter) : 4/17/2007 5:10:14 AM GMT
to spiral :ln
fd :ln
rt 92
fd :ln+1
rt 92
spiral :ln+2
end
Then just enter
spiral 4
and watch the fun!
JMM_logo_04-16-07.zip
Post Edited (Dreamwriter) : 4/17/2007 5:10:14 AM GMT
Comments
to writedown
pendown
end
Andre'
Andre'
Here's a fun new command to demo Hydra Logo, that couldn't run in 1.0 (for many reasons), a classic: a fractal tree
to tree :size
if :size < 5
{
stop
}
forward :size
right 30
tree :size-5
left 60
tree :size-5
right 30
backward :size
Andre'
Full list of changes from 1.2:
1.4 Turtle can go off edges of screen without causing bugs
Other miscellaneous bug fixes
Added support for NES gamepads (ifpad1, ifpad2)
If commands can now run commands on same line as if statement
If command brackets are now the nomal [noparse][[/noparse] ]
EEPROM is now autoloaded upon restart, removed load command
Moved text area up to avoid overscan (added commands to go back)
Added "_demo" version with demo autoloader
Optimized/organized code for user-created commands
Post Edited (Dreamwriter) : 4/17/2007 4:59:23 AM GMT
Sooo Pretty...
Hydra Logo Version 2 will be a complete overhaul, a full-fledged game-making language - no more drawing lines, there will be multiple turtles, each one a self-controlled game sprite (but still with easy to understand logo commands and syntax). Much better sound support, speed will be a LOT better. And I'm gonna be doing much of it in assembly, to max out speed/storage and really use the Propeller as a true multicore device.
to box
rp 4[noparse][[/noparse]fd 20 rt 90]
end
to boxpat
rp 8[noparse][[/noparse]box rt 360/8]
end
boxpat wouldn't work. After a lot of searching, I found the culpret: a missing return from an important function! Specifically, funcCopyBufferToText, which copies a line of code loaded into the EEPROM buffer onto the current text line for interpeting. It's supposed to return the length of that line, but wasn't. So, half a month after 1.4 we get 1.41, which only fixes my boneheaded mistake (and removes the demo version). Enjoy!