**nano JAMMER** **Fantasy Console Specification** **by [Casual Effects](https://casual-effects.com)** The [**nano ᴊᴀᴍᴍᴇʀ**](../index.html) is a fantasy console for tiny games. It is perfect for hobby coding, a game programming course, and tweetjams. The nano integrated development environment is free, runs in a browser, and connects to Google Drive. So, you can turn a few spare minutes on any computer or tablet into productive coding time. The nano programming language is designed to make short, readable programs. Indentation and newlines signify blocks and ends of statements. The syntax is based on math notation and looks like pseudocode. ![](nano-ide.png width=563 height=368 border=1) Virtual Hardware Features: - 64x64 pixel main screen (optional 128x128 or 256x256) - 64x8 pixel status bar screen (optional 128x16 or 256x32) - 32 colors - 60 fps - 128 built-in sprites - 80 built-in sound effects - Nine-button gamepad - External 2nd gamepad for multiplayer - 3 button pointer device Online Software Features: - Runs in major desktop browsers - Play online in the emulator - Programming text editor - Palette editor - Sprite selection tool - Sound preview tool - Symbol pane - Google Drive support - Import/export to local files - Encode your program in a URL for sharing - Auto-minimizer for Twitter - Open source: use online, fork, or run locally Examples ============================================================================================= Friendly --------------------------------------------------------------------------------------------- ### Pong ![ ](pong.png width=217px height=257px) As [one of the first](https://en.wikipedia.org/wiki/Pong) video games, [*Pong*](https://morgan3d.github.io/nano/index.html?code=MQOwhiD2BWYLYAIAKkQHMBQGCWAzBgI8AKD6RAgAwYID0VCAkiNgC7ZgA22AXgKYJMAWvNPG6UaCAEbs2CAA6QAzs2yoEEACYIAbtzaQAxswCelKWxkBeBAA8jACgDMAJgA0CZwEpKOmQiu27AF63AB6vBDFaJG4AJwBaWTYwI1jtMBjWCTZuBUp1bBi-BABtAGoARjc48oBdSgV9SBjeK2KyNzIaiLkwdXVsouLnN2c6jHEAMSaEbjB9fjkklJiMXGnsBAAeBCdIhABZSB0+QR6+7MpZXv7uQCNcIrhsdUc3K-O7hFKz24A6azcAKwATi8eyQ1wGRjkimUqEoUKsTgB+Ri9y+zm6ewAIjEwAB3E68N43NQgTQNJqiBDqXF4uwAFnprwhdzcRjc5XCTG41iYdgpzVubiZCCMoOoURZkkgAFcQPoqXgEAAfYnZe5xSTSP7KrYIekIABkKqhmrMbB+Rl1212CAQCllZMc9PC2l0lqKcRCKNuWAlCAAQtIEGhIDkegomGcbj8DjK2CxElCJJABPanuGJCZ-RUENNqnxIGoE7FwNzCem0CA8-gBLxGnArhkHSAfpQleaPQAqakFe4APlFCB7Pso-oAKqdU4JColkqkBTkxw65c9PGPSqVF4BAgkA0QS+u2d6xFTsI9y2iLiHH4isKkDcwocECiNaFOwbbYADg81NpdiBlQIJ+2AjK4CAAaC4hBuYcj8EYSj6AosYAIIKAoMpwLwdZajBcBHOGCh6HibBGG2R6fFYPh-AA3DhFpQqUlHuiYSrKuRmrOLqg4OBQboWseVhxFR1j1I6zwAGyclgV60hW5oYDS+IMg4bhHqp2rsuB5QQUAA) is a great place to start. It is an endless and simplified tennis game for two players. The nano version is 100 lines of code, but shows how to implement multiple players, graphics, sounds, scores, and the basic physics of the game. Any nano program can be encoded as a URL. Click on the word "Pong" above to load this game directly into a browser and play it. If you're new to programming, experiment with its source code for a bit. For experienced programmers, I'll point out some of the unusual features of nano that you can see here. nano uses **unicode** characters. This means that some fractions, such as `¼`, can appear in the source code as numbers. Subscripts can also be used. These are array indices. The code `paddleᵢ` is a shorter form of `paddle[i]`. The special variable `τ` (which you can insert from the Symbols window or type using autocorrect as `\tau`) is the frame counter. It is 0 on the first frame, so `if τ≟0` branches to run specifying initialization code that only runs for frame zero. nano automatically wraps the whole program with a title screen, main loop, and screen clear inside of the main loop. This lets you get straight to the interesting parts of the program. Here's the full source code: ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ C++ linenumbers #nanojam Pong if τ ≟ 0 // Initialize the game // ball position and velocity ball = xy(32, 32) vel = xy(½, ¼) // Per-player variables dir = [+1, -1] score = [0, 0] paddle = [32, 32] // For each player for i < 2 // Move the paddle paddleᵢ = mid(3, paddleᵢ + padᵢ.x, 59) // Paddle y position y = 25dirᵢ + 32 // Draw the paddle and score draw(44, paddleᵢ, y, 1) text(scoreᵢ, 4, y) // Paddle bounce if |paddleᵢ - ball.x| < 4 & |y - ball.y| < 2 sound(34) vel.y = -¼dirᵢ // Ball goes past paddle. Multiply both sides by // +1 or -1 to alternate the sign of the comparison. if ball.y * dirᵢ > y * dirᵢ // The other player scores sound(32) ++score₁₋ᵢ ball.x = ball.y = 32 // Draw the center line for (i < 8) draw(91, 8i, 32, 91) // Ball physics. Assume the ball moves slowly. ball.x += vel.x; ball.y += vel.y if |ball.x - 32| > 30 vel.x = -vel.x sound(61) // Draw the ball draw(43, ball.x, ball.y, 9191) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ### Rainbow [*Rainbow*](https://morgan3d.github.io/nano/index.html?code=MQOwhiD2BWYLYAIBKYCWIBGkDuAoAxgDYBOCAvAgIwBMuuA9PQgCLFjYJgJGQCuAJgl4BndAHMEAFwAWAUwZN+sgGZhehSQgAOYQrMmTZAcmEJs01Idw7CACgCUBVMXy3KABgA0VAKzeALN6UjvjOrpSBVABs3j4hYW4AHEHUAfEuttRevml0jCxsHIYgCMTiwrjKkKSoCAA8VO64CPkAyvrckITVCMCUCBhgwrKCkCUysgjSvPLaurbSwgButrVMHkFB9o4tTKzsnAj8qMIA1gjoUham+F18xM2hGf5+CFHJCADM7ggAtBdbZoKBAAYV4mgm3FkIEMpD4mhE4iukzOAE9Ot1eA8bG5qOlXC9vO9vNRKFsgA) is a simple scene of a sky after a summer shower. ~~~~~~~~~~~~~~~~~~~~~~~~~~ C++ linenumbers #nanojam Rainbow clr = 12 // Draw a cloud using the // default palette's white pal() circ(10, 15, 4, 1) circ(14, 16, 5) circ(18, 12, 4) circ(20, 15, 4) // Draw ten rings for i < 10 // Set color #1 based on the hue pal(hsv(i / 10, 1, 1)) // Draw a disk in this colour circ(45, 68, 30 - i, 1) // Cut the center out using the sky colour pal(12) circ(45, 68, 21, 1) ~~~~~~~~~~~~~~~~~~~~~~~~~~ ### Colours [*Colours*](https://morgan3d.github.io/nano/index.html?code=MQOwhiD2BWYLYAIDCkA2kCuAnAzgGgEYAoAM0iwQE8EAeBANgBYiEyKAPWh5hBACwwBTBAF4EnAPTcWCHGAAuoqgikBmAEwyAbmFRL1CALTK1m3gAccg+QAp2eKg744tNgYIdz5Dnagf2qAEpAoA) loops over every pixel `(x,y)` on the screen and computes a hue, saturation, and value for it. It then uses the `hsv` command to find the closest nano colour to those and sets the pixel value. The nano hues vary from 0 to 1, so to create a rainbow I used the horizontal pixel position divided by 64. I scaled `y` by 32 so that the top half of the screen would fade in from white (zero saturation) and the bottom half would fade out to black (zero value). ~~~~~~~~~~~~~~~~~~~~~~~~~~~~ C++ linenumbers #nanojam Colours,1 for y < 64 for x < 64 hue = x / 64 sat = y / 32 val = 2 - y / 32 pset(x, y, hsv(hue, sat, val, x, y)) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ### Driver [*Driver*](https://morgan3d.github.io/nano/index.html?code=MQOwhiD2BWYLYAIAiAnAlgNwKYoFBoDMFAR4AUH0iBABlwQA8EBeBAZgCYaAxepgRmoQ4BPRlRoBnAA4ATEYGVCXAGMANihHNcEsEoAUPPZUoAOA5QCslAOwBKXFJRgA7touGANF3eDXpgGwAWGyERIIBqBEkpfCIggD4EY05uBH9APuBOYSYAWj9cFCwFABdtVkpXUr8-V39XVhsCSFVhAB4EAE5xEQiEACoSBABSeIRMhByEO0dtVp5XNldDYTCxV1bp1x4bJPow6EhBADpaXCS4MFptWhrKTZE4NBAL1z9mG00dHlY+IwNPyxsJpw+VyXPylZg+Uy1IA) is a peaceful drive down an empty highway with flowers on both sides. Can you figure out how to add oncoming traffic to make it more challenging? ~~~~~~~~~~~~~~~~~~~~~~~~~~ C++ linenumbers #nanojam Driver if τ ≟ 0 // Initialize variables at // the beginning (time = 0) // Car x = 32 // Flower Fx = 10 Fy = 0 // Speed spd = ⅓ // Grass clr = 3 pal(111008000507) // Flowers draw(78, Fx, Fy, 564) // Move the flowers down the screen Fy = Fy + spd if Fy > 80 // Random position Fx = 64ξ Fy = -4 // Road rect(20, 0, 44, 64, 2) // Scrolling divider line for y < 9 // Shift by a fraction of the current time s = spd * τ % 8 - 4 draw(91, 32, 8y + s, 991, 1) // Update the player car position // from the joystick x = x + joy.x // Don't go off road x = max(x, 20) x = min(x, 43) // Update the flower position // Player car pal(121008002107) draw(6, x, 40, 3652) ~~~~~~~~~~~~~~~~~~~~~~~~~~~ ### Breaker [*Breaker*](https://morgan3d.github.io/nano/index.html?code=MQOwhiD2BWYLYAIBCAnApmA1mlAoA9PggMrwAOANmggMaQAm1ARgJ4IACAwmAM4CuYCgFEAZiLQ0ALj1y4AliIQAawCPAuBIQRyQcyXMFyAXtQBuYFPqZUZtCigQBeBAFZ1NCjwAUzgJTqygp4AzACMYQBMIQAMUQAsoSFBUQDsfrZyZJ5RADQAtCHh2QBsQcVBaQH09FSOCADeZJA8AFwIAB4swYUusT7ZCGhtkq0dnkX9IT4AvupMghQIi04NTSOdQd3OUX0DQ2ue3eE7JmgU+-l5kzMIFHInPLVB6gDukCgU9LUA2gC66iJvBDQBAAHgQsXUCAB9jkoIQAA5IQhXu96AA6MBVTwrFrtTrw2EAagQpXBwOJ8J2g2GeM8sX6RymfgIREgJ3eYDICB4Rmo0IQTAsNEwCAAFrpcFRJAgAOq1FEfQABBGjqWi2ghiXMKBQVUM1ZK0NKABLyt5K3WSNFsTXzC1W2SaGh8FDoEDSiCfEDUgXzBCNHl6SAgA3Sp32JxanX+kMIEBDWqjMNqjU+7Vok46tr9JPW1M6jNW5mEYsl0tl8sVytV-AshD0FBgZ43O5oGToKRZS6FEp5ZzZSm4STUzwAIlQGGwKBH2RC9Ny8OyqVw-M8ABk4bd7j46w3ngdkv0ilEELkXKv+vP+skAJzbh3Vh+Pp8l2tzYUAcxQkD4IE+ty9CCfpy4o0DI-KwmC0TqP+aCdiS4QprE8JQHIPCwfSCAqPgSQ5FoOw9vBiHIZAqHof0WE4Qy-RyDs5T3s+DGMa+QqYGBgKCnIwoIIAUETIma9AvLoop+k0-TerxHHCpCzxCe0-RsLx0aLDujZ0hhWYICw-SxOEziTJCSKaKukCQCK-KRrQkDaqhchBjYiwKAgngAD7qqecaWm0zlwjK24ek5zlsKeObeWCRppMpmhGroYpvEYQaSPMLBInxqJougcCeJJmA+AA3Ny36-gcvgpZG6anMmABUTj5EipyOS5bm0M6aqhbKfm-gFQWxnqLBteFKVRTF7J6DQSUpQq6IZVlLF5QVP70MVEWLGVBZsNVJ4hEiLKMbtj61pU1RoLgMmSMJ-pifGimYkdglnXJmk8SJ9kwZ4TWqhpuaqrmIT9OqxIffJKbfSmv0IhF7aSG9J67J5QOnt9f3A3qn3I5aWkIEuizqk4cByIt-1ApALBqpdcMICUMMfXeiw7Xt9MVq+8wnbJF2w-0GZPZG6j1qp8T9P6pPPVaEzXkc-hNMmhJOAWbT5YL1oyxVyXqJoTCFTQ1BtDzCiKE4gtNRs6iOc59C695AB8hEIyjkKywgG25Dw74gJ4ZtiA7CCy3NPCFYtRT6arRDqz+muacbigK1TvVwlEdvK7Uzlrc5+W+wtYz6bTGhEBQTTMMzWiR5LX0x1byRx4s9tOISIT5WttT5Fnws436N1UGiBuQlH+tt2gHfFzDh3tyDp5ld9kKbq2J5OFtiy83u4QHhTx6ns4k88BeC4Ire8toVDWOF829wIIApkQIMeTfzUVN5zUOQyjgACugPAPJIkAIKuYCh6KI7Lc8YASkWKcNCSI05FXCJSfKd8oYjgAOIAEEACyQgEAAHkABqQgABKv8kT-10PlZ+hoDKHzZDgCgnIsrzAFr3Dqnx65Wwrl7BOjta5X39oHBmXDyy1jQJ1d88BjqOUmmiKgIAECAH0ic+6gwGLWSL4KBw4RwAE1vyym0NOeC-QNhpHwZIQhrZiEIHkIoTwqhtzQMfs-V+79P7f1-vlPRQA) is a brick breaking game with win and lose conditions. It shows how to implement multiple lives, uses the top screen, and introduces some advanced nano syntax. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ C++ linenumbers #nanojam Breaker if ¬τ // initialize variables clr = 5 cls(5) pal(311121004311307) clip(0, -12, 63, 63) paddle = {pos: xy(32, 54), ext: xy(6, 1)} ball = {pos: xy(32, 50), ext: xy(2, 2), vel: xy(-1,-1)} lives = 3 world = [] for j < 4 for i < 8 world.add({pos: xy(8i + 3, 4j + 8), ext: xy(4, 2)}) // overlap size for brick hit let W = world₀.ext.x + ball.ext.x let H = world₀.ext.y + ball.ext.y // current and next ball position let cur = ball.pos let nxt = xy(cur.x + ball.vel.x, cur.y + ball.vel.y) /////////////////////////////////////////////////////// // draw lives rect(0,-12,63,-5,8) text("Breaker",14,-8,7) for (L < lives) draw(27, 60 - 5L, -8, 79) /////////////////////////////////////////////////////// // background line graphics for i < 10 line(0, 32 + 48noise(4, τ/300, i), 63, 32 + 48noise(4, τ/300, 2, i), 3) ////////////////////////////////////////////////// // bricks for brick ∊ world with pos, ext ∊ brick with x, y ∊ pos draw(44, x, y, 4251) // Look for ball collisions if (|x - nxt.x| < W) and (|y - cur.y| < H) // Hit horizontally world.rem(brick); sound(25) ball.vel.x *= -1 elif (|x - cur.x| < W) and (|y - nxt.y| < H) // Hit vertically world.rem(brick); sound(25) ball.vel.y *= -1 ////////////////////////////////////////////////// // paddle with pos, ext ∊ paddle with x, y ∊ pos line(x - ext.x, y + ext.y + 1, x + ext.x, y + ext.y + 1, 8) rect(x - ext.x, y - ext.y, x + ext.x, y + ext.y, 7) x = mid(x + joy.x, ext.x, 63 - ext.x) ////////////////////////////////////////////////// // ball with pos, ext, vel ∊ ball draw(43, pos.x, pos.y, 192) pos.x += vel.x; pos.y += vel.y // bounce x diff = pos.x - 32 if |diff| > 32 - ext.x vel.x *= -sgn(diff * vel.x); sound(61) // bounce y if pos.y - ext.y < 0 vel.y = |vel.y|; sound(61) // lose ball if pos.y + ext.y > 70 vel.x = +1; vel.y = -1 pos.x = paddle.pos.x pos.y = paddle.pos.y - paddle.ext.y - ball.ext.y lives -= 1 draw(27, 60 - 5lives, -8, 89); pset(7) if lives ≥ 0 sound(79); text("Press to Launch") wait else sound(28); text("GAME OVER") wait; reset if overlap(ball, paddle) and vel.y > 0 vel.y *= -1; sound(61) ////////////////////////////////////////////////// // end game if world.len ≟ 0 sound(75); text("You Win", 32, 32) wait; reset if (¬τ) text("Press to Launch"); wait ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ### Star Attack [*Star Attack*](https://morgan3d.github.io/nano/index.html?code=MQOwhiD2BWYLYAIDKAXMAnBBBFaDGA1gFACWAZgoCPACg+kQIAMRCCAnggLwIDMATEwmAA2IDggDaAbwAeALgCM9egBoW85QGcZAFgC+S6fK3LVRpZp709BuQA5jMgGwbtOgLpEykTOoQAeBA5a-AAWosFg6sEAFOoAlPwADuoApihRgQgAtAhR6VoIANRUsQBUCKEApAFasWZKAOboYCxRgMqEwbHxbJxwJAAmUVoqhQjQkCwAdCxKTvF9TQDuUVw2SgoqM1py8QSigFDEgNqE1FU8gNDEHl4CCIAQRALC-PNgS2ATPkUESi9Sn1ObAKzxZjkHJfLIIBSxABNIyiLzY2RYUL84Ic-GYKGSUjSACIAEIAeXxAFkAITYpS8Ck8JQ1ADckUgCzRCAWYBIKFp6GSKRQ-FBmU4cn4wNB-kyQWYzFBgosIz+9EAfcDMuGifJFP4OBVAA) is a side-scrolling space game where you have to dodge aliens...until you lose. There's no way to win in this version. Maybe you can fix that. This program uses an array of aliens. Each alien is represented by a table of its `x` position, `y` position, and sprite index `s`. This lets the game use a loop to avoid repeating the code for each alien. You could have any number of aliens using this basic structure. I got a little fancy with the star field. So, don't worry if you don't understand that part. But you can copy it to use in your own games anyway. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ C++ linenumbers #nanojam Star Attack if τ ≟ 0 y = 32 // Aliens aln = [{x:100, y:10, s:4}, {x:140, y:40, s:20}, {x:180, y:60, s:4}] // Stars for s < 64 // Compute a "random" column on each row // for a star, and then cycle it left h = hash(s) pset(64 - ((64 + τ) * h % 64), s, gray(⅓h)) y = y + joy.y y = max(4, y) y = min(60, y) // Player ship draw(38, 10, y, 641) // alternate animation frames k = ⌊⅛τ % 2⌋ // Aliens for a ∈ aln draw(a.s + k, a.x, a.y, 645) if (a.x - 10)² + (a.y - y)² < 16 // Hit the ship! text("BOOM!", 32, 32, 4) show wait reset a.x -= 1 if a.x < -4 // Pick a new position when off screen a.x = 120 + 50ξ a.y = 4 + 56ξ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Tweetjam --------------------------------------------------------------------------------------------- Because the nano syntax is very consise, it is possible to squeeze some full games down into a single page of code, or even a tweet. These aren't as readable as the nice examples shown in the previous section, but they present a fun challenge for advanced programmers. I give the code _before_ nano's automatic minification here to make them a little easier to understand. ### Space Dash [*Space Dash*](https://morgan3d.github.io/nano/index.html?code=MQOwhiD2BWYLYAIDKAFAggYQKIICJqQAkAoASwDMAKAGsBHgASgA8BeAZgCZiB6LhAcXgBTALSQAboIBOCQYwAOAG0gBnUpBBkqtADwAGenLALKADgDUrQH3A9ANwBjUpLuVGAGgCsu1wE5vZ2q4AjN62duoALsTEypIQACaU7vTELHCkCd6ujGbs0JAAngB0bu4ALMnkkNIAroAmRABspcQIPMjhYJLKzcpsljZyyoLhlNWulOyAHgSW-sr0AKSTHmazza1YIIJw+QjKABakA80A1syAUMTs04GA0MQ2Ysy0R8KsUzZxsQDuiWaBpUeuo2JXBxSq5yjYKJQAD6MYTVSFmSFiYSeSHaer0WjMYS+KJrEBxBCKCBDYgOJyUDiuWjYgDNrnYJmS3F4KAUYHyUh2+zkxDeYE+rCyHi8jUCTNaADVSHZwlVtso7JJBIINBDaIBTIm8NPo4VkwwARABNADyAFUEAB1ACSADl9bZ3mBSOEbJjdMQgA) is a complete game in 270 characters (277 by Twitter's Unicode weighting--still less than one tweet!) once comments and blank lines are removed. The player flies a space ship through enemy fighters to reach their home planet. It has a loading screen, background animation, controls, collision detection, and end-game scene. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ C++ linenumbers #nanojam Space Dash if(¬τ)x=32 // Game-over explosion if(τ<0)pal(8+3ξ);circ(x,50,99+τ,19);cont srand(5) x=mid(9,x+2joy.x,54) for u≤64 // Stars s=3ξ;pset(u,(2⁸ξ+τs)%2⁸,5+s) // Enemy ships k=⌊2ξ+1⌋;v=τk-3⁸ξ;draw(5+14k,u,v,324,4);if(|x-u|+|v-50|<6)τ=-99 // End planet circ(32,τ-9³,28) // Player ship draw(3,x,50,641) // Victory screen if(τ≥9³)text("YOU WIN");wait;τ=0 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ The first real line of *Space Dash* initializes the `x` position of the player spaceship. The second line of code is the game-over animation. The next line resets the random number generator `ξ` every frame with `srand()` so that it can treat "random numbers" as stable game-level data. I see an opportunity to save two more characters in this program. Can you find it? Can you find *more*? With the remaining room, maybe you could remove the end planet to recover enough characters to add a third type of enemy, while staying in character limit of a single tweet. Now you're thinking like a nano programmer. ### Pong Revisited Here's our original game, squeezed down into 266 characters: [*Pong*](https://morgan3d.github.io/nano/index.html?code=MQOwhiD2BWYLYAIAKkQHMBQBLAZgCgBrAR4AEoBXAXgDcKBmAJgG4BnCgbQAYAaDgXUYAe7MlzL8AXhQC9jAO4UAPRhyQATgiwAeehgQAjCvTxSAtFhKMAnoYCsegNQNGAE1VhZeACyeuAwEa4FHBYzni0vn72AA5gzn4AdAJcNgCcJFyWXACMFgAuAKYCOXjMflw+liS6uHgAPpYmVDXaAGQ1-iZkTZ4k8iYKelX4VABUegB8lqMk9vbMgIEEgNEEfoyUNAzKanhaABwkru54yZlc21hcDFxHlfsenmFk9hTiXFSPspeZV9j4ZGMAbN1JCYpN88GRNBwSJIpEA) revisited. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ C++ linenumbers #nanojam TweetPong // Ball = (u,v) // Velocity = (z,w) // Score = s // Player = x // Reset if(¬τ)u=v=32;s=[0,0];x=[u,u];z=½;w=¼ for i<2 b=2(½-i);y=25b+32 // Paddle and score draw(44,xᵢ=mid(3,xᵢ+padᵢ.x,59),y,1);text(sᵢ,4,y) // Paddle bounce if(|y-v|<2&|xᵢ-u|<4)w=-¼b // Score if(v*b>y*b)++s₁₋ᵢ;u=v=32 // Line for(i<8)draw(91,8i,32,91) // Ball draw(43,u+=z,v+=w,9191) // Wall bounce if(u>64)z=-½ if(u<0)z=½ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ### Plasma [*Plasma*](https://morgan3d.github.io/nano/index.html?code=MQOwhiD2BWYLYAIAKAbMBnOYA0BGAUAGaQBOCAngDwBsALPgsWQB430IKATwALzkDUgEeAA3ADducAJYATABRQJ6AKYyAzNkDahACbmGzZ2wAegM0CAlHwC92AAx5TDBAAclAFxk7y2ABboRMwOqEIpbYMrgAtCKmAHr+2CLYOpympkA) is a little graphics doodle instead of a game. It shows field of animated value noise. The two loops iterate over each pixel, computing its value independently. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ C++ linenumbers #nanojam Plasma,1 for y<64 for x<64 ψ=y+τ;v=mid(noise(3,⅛²x,⅛²ψ,¼³τ)+½,0,1) pset(x,y,hsv(⅗v+½,(1-v)^⅗,v,x,ψ)) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ The same setup is great for computing fractals and ray marching in 3D. ### Online Search Twitter for #nanojam to see the latest games others have posted, such as: - [Pong](https://morgan3d.github.io/nano/index.html?code=MQOwhiD2BWYLYAIAKkQHMBQB6LCBCYANoQgLwIAUArgDQBuAlNrgGoCmhkAxgJYAuATzKUAXjQDuTHAgDKXSACc2wgM7NkhMALYLhADwzqASmxVs+GHgDMKAGsAjwAyqk6pAMwAmANwrSAbQAGGgCAXS89f1oqMJFSAF6vcVIAHsMrRQQeAB4PDAQAI1IPCjiAWh4GLwEigFZ8gGpPPOkkMAATNsJlCDaEFXklPLaFMHEKABZxmj1AI1xSOB42ijdpmfqAB3aZgDo9GhqATgYaARoARkq+Nj0+ChUZmimBJgQW9s7lfMgqEC42POsFAAPgJSnQgTkAGRA2alKgQ8YMJKlZL5Zq4OSKf6ZGx0ABU+QAfAICQx6vUVIBAgkA0QQzLzOVxNdQAGR4IH+6QUFGyAA4GMNRhQDmcaDyeDRPDRhUx1ARiBgBWNxisqPVSGI6GrxFKztLDNIAOpEEhfH5-Sw2KiEgBsiNipTiFuoWQCDFicSAA) by [@CasualEffects](https://twitter.com/CasualEffects) - [Mandel](https://twitter.com/Jackson_T_Allen/status/951965451990552577) by [@Jackson_T_Allen](https://twitter.com/Jackson_T_Allen) ([Permalink](https://morgan3d.github.io/nano/index.html?code=MQOwhiD2BWYLYAICyBBAcgEQKIBkA0AjAFACWAZgBQA1gI8ACUAHgLwC0AvQNwCeTADBwGcmBAGxEAxgBsATk0CgREQYBqJgCZokLgDoGAegFEuK9Zq1d9pShu1g6AgFTCtxchWtaARnd1PiZSNIIAG4APCIALEQI-oEA7mGRCAiAjcBMFLEsAMyqdPpKDFEIgE3AaUFZOXlchWB8HB61JHyF0EwArLy6uiQIcGAFSbEAFiSSAKYUJCHQCABkCGAATUoeCyHhdIUI4kyLLCtKyZv1qmD2HkpFmzXimyRKSoUADgKjAC7peEF4gwJBFIAahCRdNA6IQ8CwgdAlAQ6EA)) - [Offroad](https://twitter.com/attilazz/status/979083374114598912) by [@attillazz](https://twitter.com/attilazz) [Permalink](https://morgan3d.github.io/nano/index.html?code=MQOwhiD2BWYLYAIDyAzFAnSYAmAoAligBQA1gI8ACUAbgLwAMA3AB40CMrArAMwMAWNAbQC6uAMYAbAM5FWAJgq4ADmHFEAHHS6z2dOgHYFKSOgT5AJkQA2ACy4EvQEa4NFDSt0AtLNlR8kgKZFZABo6ADo6WSJ8NyYKBQRxfBB-fEDrQJSUQKsKBmx0MAB3IisudMDMrgU8wqI9C0DZAGomLKtAjgBOViyFACMaXkBwgjdeQEiCXDAaNzAAFwgiXoaFJjcaKgAqUUhpMAUqVdC6VnWifehIAE8Qpkbeqvyiz0C1QLG3DkCOiw+6QN2GMT4dCiIgcIIvepyBQzXxMGZESgEFAIIhMAA8HQoBTA+BmDDI9CAA) - [Airplane Artist](https://twitter.com/Jackson_T_Allen/status/950120763595677696) by [@Jackson_T_Allen](https://twitter.com/Jackson_T_Allen) ([Permalink](https://morgan3d.github.io/nano/index.html?code=MQOwhiD2BWYLYAICCBJASgBQDJIHIFFk0AVFAZWICgB6agFwCcBLAUwBMFwoEIO4w2LHiB4M6COpACelJgDMAFABrAI8ABKAB4BeAAwBuKbr2AO4CMAHLQG0AunoDGkEHUp2ANgGcFARgBMaymZgrt4AHF46OgCcvjohOgDs-sYA1FqASoTQ0gB0GpQaqYAahA6exv5She5MIAqlsnIImVJZYJQIZs1sbAoaALQALMU1askAzIB9wD1e-m0dXVL9ldWloxNTlHKQDAhMADztriwg1D6tZu4sdAojXslmlj5M1j0aADTXt-dMyV5PUi8AbMkfGN-GwGGAAO5XHxvLywl59EY+OE6F4pAC9gAHgNRAA)) - Even shorter version: [Fly](https://twitter.com/CasualEffects/status/959986975255285760) by [@CasualEffects](https://twitter.com/CasualEffects) ([Permalink](https://morgan3d.github.io/nano/index.html?code=MQOwhiD2BWYLYAIBiAbAngKAJYDMAUANYCPAAlAB4C8aFAxigE4WAdwBQIwBMA3IJXAFA2gF0MZANS1IAZyac0YiVhBMM3AHRgAJurx8ArhTKBKIgBsAZgA0ANyrGTAkspXqApijysVAVkB9wKpROQ9jiQ9Ag0gFBE3BgIAA4STgAueDSAAQRmNICBBPbq9GAA7ngm7GY6lmbsACysZh5mTGKA2oTQkGgqZCQIQA)) - [MOVE!](https://twitter.com/ugoerra/status/952121400038391809) by [@ugoerra](https://twitter.com/ugoerra) ([Permalink](https://morgan3d.github.io/nano/index.html?code=MQOwhiD2BWYLYAICyB5AagUQIQCgCWAZgBQA1gI8ACUADgLwDMA3ATQEyDuBDgMYA2AzkQEYWFHLwBOEACZEALCM40ZABgCcAlUoDsAmQICsOAFI1okAJ4A6AB45acPNLoAaKgGoAPYad6VIgpDEEK0ATIhlAVwIcBABrGkAoYhlAPuBXAUBoYkjJCQB3IjUnAA4rJwA2JWKimT0KBk48MU4iAFd6FisAWjJAJUIo1zoWJwA3Vk1XFhZePBAidzJAbUIKfKcWASqausaRgdaZRac6EQQqMG4iThGlFiiqjLBsmTzXKgBSPqpvPr0ZIr1FokMAHiUFH2hCIAB8Gq0qKDXKD+q09CxQX9fARWq0GCCSAQKJkwHgAC4MMg0JQ4fEAUys+KI2KAA)) - [Jump](https://twitter.com/matthughson/status/951009171742191616) by [@matthughson](https://twitter.com/matthughson) ([Permalink](https://morgan3d.github.io/nano/index.html?code=MQOwhiD2BWYLYAIBSBVAsgBQFAEsBmAFAISAjwAJQAeAvAIwCsA3AJ5V0AMDAJixwMZUA2ACwMADlQ4BnWlgAuAUwqyCosrkIkAPGzK9IIWeoLRITAHRgwAMiaBTInZluVALSANQizcA1FTNsAzFgscDggBEye3AA0DljUwZwEbJEUnoDKhCbmFJHCarzOVJJGAD4UzrxFnkXszkxFmgJkJC4AnM1YeFQkgEqEHgBOYADuBADsNJ54AKQATMmRTJFTQgI0apz9QwAcbOMTfpG8kZIhBOQAVJKe7JFCdGr4BLzauoJCnsKAfcAM0u+eNGKennakF6CAAroATIg2WAQa0GBCEw0ioNOG2iqKmKyAA)) - [MADCAR](https://twitter.com/ugoerra/status/951463468191899648) by [@ugoerra](https://twitter.com/ugoerra) ([Permalink](https://morgan3d.github.io/nano/index.html?code=MQOwhiD2BWYLYAICyBBAIgYRQJQFAEsAzACgBrAR4AEoBPAXgAZcAHB3AYwBsBnYgFkuZgOxAKwBGAEz0AHPXoSpAdgFcAThAAmfSglx04+LRIDMAGmoBqaJGoA6aqePLcqgKZsALsQC0Y02MVTADZeU15QsSCBQkhVBAAPQBMiXkBXAlwEJi5XL15473IAXsc-ZwQAa1pAKGIJQD7gCzFAaGIAbgBXWl5ADwJiYxrKfKaAN1oATnreMvS2fFU2Yki8wtNvY3oLXnoysNMJAQQNdQB3YglQltMB0xFjUJ30omIAH0jvFoeLB4HvageAHijyBhNA5gfAeO4kFo-SKUJgWCy4fZgI4KfxBcyXa4CDyueJeJiUIA)) - [Space Drop](https://twitter.com/MonstersGo/status/951518882283556864) by [@MonstersGo](https://twitter.com/MonstersGo) ([Tweaked permalink](https://morgan3d.github.io/nano/index.html?code=MQOwhiD2BWYLYAIDKAFAggYQKIICICUB5FAKAEsAzACgBrAR4AEoAPAXgGYAmAbgGcWAGLgE8WADi4BzAVwosAjP0EkeAJwgATKmwbKRcgGyA+4BIVIKhAFdAJkT6ALCQQAbMiACmVCwBo7nr3YC0PEI6CEH+LLb+osaUVAAOEq4ALlRMnsGABkT8DABuIoJJrkwpAEQAmoQAqnhYaLglDFwA7mBkSVx0Aggk6mpNWp5pQv62OjwA1CyASoTQkEIAdEzk1LMLYABkFAB82RLh-PP8bFy9YP2iAOyD6eOjMv7+JEyTPMKTEsoAVCyAGoSSk1MAE0kQrFKgUBhAA)) - [Flappy Nano](https://twitter.com/ugoerra/status/951567004867194881) by [@ugoerra](https://twitter.com/ugoerra) ([Permalink](https://morgan3d.github.io/nano/index.html?code=MQOwhiD2BWYLYAIBiAbMAHdBPBA5CkAUAJYBmAFADWAjwAJQAeAvAMwBMA3FowIwBs76RgAZC6MCnIAWIQE4hADlYB2ec27dahAMYoATj1aEAzrogATcgFZNAFwCm9G+UCqhOk2CRpSLoT1AJkSsQpLyhAgA1oyAUMTMgH3AANTcgNDEoWamAO7kSjIANMxx8vQAtNQAvdm8rNmsrBqhXj7EADwhCAgAriysRdQAPezEcSzkxID6RGGarQBuLPnE7KlgGTLc2W3Zk+WWrNahCGTkAD58hW0HcQeThVgHzbTUwuxpYMQ2u-ttjXy06HFxhFiDagAUlYcWgkCwADosIQFhlmDk+NksLlJJZLHFpOQetRAJREGloQA)) - [TRON](https://twitter.com/Jackson_T_Allen/status/951962772061020165) by [@Jackson_T_Allen](https://twitter.com/Jackson_T_Allen) ([Permalink](https://morgan3d.github.io/nano/index.html?code=MQOwhiD2BWYLYAIAqAlA8gOQFAEsBmAFADWAjwAJQAeAvANoAMANAGwDMAugNwCetLAjAxYAmTgBNajQAPAbLAHpZ+AiQCkQsgGNIIAC5Z1AGwBOVQKBEWPJEMIcAHiFYEeKmE0BnAgAcwowEa4AOgoyBwBzZ1ccEE9vfy4g60IvXwCAMl9AAyIAWjwAakkyXyo8B0VEmNSfTOD8nypghw9XAFNtAgofBi52gA5sgBYcOLbsqjcCXzjO4fDI8eKE4ObW9s6yNLoybUaKFqEMnGyAIgAFBAB1AEkMA8EhG4Y+Mg4AdzAcbQ4SKjogA)) - [Rain](https://twitter.com/CasualEffects/status/952049699569139713) by [@CasualEffects](https://twitter.com/CasualEffects) ([Permalink](https://morgan3d.github.io/nano/index.html?code=MQOwhiD2BWYLYAIBKYCWIA0BGAUABzABsAKaAXgCYAWCgZgoqywAYB2AShwDNIAnBAB4AeLLRwIAFmQlgAzhOICA1AE5OCVGWLEAPQGbAI8DFWEpbXZLWzCe0CURFgCs7ALRNxPfgE8RuBAgAuAKYC-sQARICtwIATwABygAPAAI4GgHhEgKBEgH3ASADuzLaAVESAkMSAqUSAjcCATcCALcAAsg6AKcCAHcCA3cCAPcCAg8CAw8CAY8CAk8CAlcAA3lhhANpKStC2tFgAuhgOAhgAbBTOi54YcOjEqEpkAL1KexJL7OxAA)) - [Alternative Boot Sequence](https://twitter.com/CasualEffects/status/950048407942516736) by [@CasualEffects](https://twitter.com/CasualEffects) ([Permalink](https://morgan3d.github.io/nano/index.html?code=MQOwhiD2BWYLYAIBClIBcA0BGAUADwDNIAnOACgGYAmDagShyOITAB4rB3AhwQE8BeOGDxkADBkAjwAFoKACzABnGWTB1JnOgG4ADvICmaMjwBUAY0jyWGY-ICWISzPkA3MoG1CHnQZME0VhW7eNqxYAKzcCDr6ZABskjYY0GoYZADaABwA7BRpGFRYaQAsIblYFBQiALqAPjSA3aQ2gJREWHRGAObEYDxkcDYAJmRYaoDeBIAeBOIYYk1GZOIA9FQi0gA+iViLnnRAA)) - [Virtual Pet](https://twitter.com/Jackson_T_Allen/status/960757428114673664) by [@Jackson_T_Allen](https://twitter.com/Jackson_T_Allen) ([Permalink](https://morgan3d.github.io/nano/index.html?code=MQOwhiD2BWYLYAJgDcCWAnALgVzAGwAcBTTWOAKFQDMAKAGsBHgASgA8BeARgBoBnNgbQCcXYaIC65dnFQATGgAYuLANTRIATwB0LFlwDMTSrTVawYJj0DJBG0HkZ6MAHcaAVgAsXN8o7zdLgGyGVJDoCKgAPG7kCDyARrgAtGyASoSAfcDKgK3ADNHoRADGmDQATN7yqFwuiv4lZRXxhXGGYbRx4fJM9k40-sJuABye-YpuTADcmEQsBQBEACIAogCCMwhTyswjjmComCMMbPLk45M0UwASiwAyACqnAJora4Ydzt0DA0xAA)) - [Flower](https://twitter.com/CasualEffects/status/1033767948454977541) by [@CasualEffects](https://twitter.com/CasualEffects) ([Permalink](https://morgan3d.github.io/nano/index.html?code=MQOwhiD2BWYLYAIBiAbSB3ApgJwDQEYAoAMwGMQEBzbDACgA9cBPXQDuBcAZASkIQEtiCDgD4ATLwTFI2fgB4AzBISAx4AC8rANQBOWoD7gALQBejYE1CUpADOtQEqEAJsAjwFy4B6DgG4ArqvoaOAKnMLZTcAN1UmXz8LPhBglBjMBmZcD1wQ3Hl9WhF5LiyRAA4nN2o6VPTlXEAVQg59UV0eC2wIABNafB5SFGxVUQAWQgAHMBRaUQA2fFFRAFYABgB2fBnRXMJsTFIAF1o53D30VXH5XFE98Z4N7d3T-Fx0DL2Zy82dvfk7h-kZ3D6X6-e43uv3ePFK6Fo8lEuHGfVwRkAA8CnZ5AA)) Exporting Cartridges ==================================================================================== nano will prompt you to log in to Google Drive to save your cartridges. If you choose not to, there are still several ways to export the results. You can download your program to a text file by pressing the export button on the top of the code editor (it looks like an arrow pointing down into a bucket). Clicking on the "url" link at the bottom of the code editor opens a browser window with a URL that encodes your program. Copying that URL allows you to give links that directly load nano with your program in it. The code is in the URL itself--this does not save anything on the server. You can also export a minimized version of your code by clicking on the hyperlinked "chars" at the bottom of the editor. This is useful when exporting to Twitter if you need the minimizer to hit satisfy the Twitter weighted character quota. Emulator ==================================================================================== The emulator accepts keyboard and game controller input, as well as directly pressing its buttons on screen for mobile. On a gamepad, you must press a button before directional input will register in a web browser. Player 1 : Directions: WASD or arrow keys
A button: Z or Space
B button: X or Enter
C button: E
D button: R
start button: 1 Player 2 ("external gamepad") : Directions: IJKL
A button: G or .
B button: H or ;
C button: O
D button: P
start button: 7 Pressing the "run" button on the editor automatically transfers keyboard focus to the emulator. The emulator has special keyboard keys for: - F6: screenshot - F8: start/stop recording GIF Numbers ============================================================================================= Numbers are stored internally as double-precision (64-bit) IEEE floating point values. Integer operators truncate the decimal places of their arguments. The first 2^53=9007199254740992 contiguous positive integers are exactly representable. The largest finite representable number is about 1.7977x10^308. There are about seventeen decimal digits of precision on arbitrary numbers. NaN and positive and negative infinity are also exactly representable. Numeric literals contain an optional single plus or minus sign and one of: - a series of digits, followed by an optional decimal point and a series of digits - a decimal point followed by a series of digits - one of the following single-character fractions: `½⅓⅔¼¾⅕⅖⅗⅘⅙⅐⅛⅑⅒` Examples of legal numeric literals: ~~~~~~~~~~~~~~ none 1 -21.4 0 -0 .0 0.5 -½ +72.41 ~~~~~~~~~~~~~~ No hexadecimal, octal, binary, or exponential notation are allowed. Trailing decimal points are not allowed. Booleans ========================================================================================== There are no literals for booleans. Comparison operations create booleans, but explicit boolean values are never required because the logical operators work with any values. For logical operators and flow control, `0`, `∅`, and empty string act as false. Strings ========================================================================================== String literals are enclosed in double quotes (`"..."`). They may not contain newlines or double quotes. To enter a double quotation mark or slash, escape it with a slash: `"\\"` is the `\` character and `"\""` is the `"` character. The `+` operator performs string concatenation, coercing the right-hand argument if it is not a string. String characters are read-only substrings accessed using zero-based array syntax. The `.len` property of a string returns its length. The `|s|` syntax can also be used as a shorthand. Arrays ========================================================================================== Arrays are zero-based and have dynamically typed elements. Array literals are surrounded in square brackets and separated by commas. Square brackets are also used for l-value and r-value dereference. Arrays also support the special indexing syntax described in the Subscripts section. The `len` property of an Array is its length. It is both readable and writable. The `|a|` syntax can be used as a shorthand to read the length. Array examples: ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ JavaScript a=[8,4,1] a[0]="hello" text(a[0],32,4) text(a.len,32,12) a₁+=2 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Negative indices are permitted on arrays but will not be reported in the length. Reading an out-of-bounds value from an Array returns `∅`. Tables ========================================================================================== Tables (also known as dictionaries and objects in other languages) map keys to values. Literals are created using key-value pairs separated by a colon, surrounded by curly braces, and delimited by commas. Table elements can be accessed using the string name of a property in square brackets or by a period. This allows them to act as objects/structs. Table examples: ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ JavaScript t={x:3,y:10} t.x+=1 text(t["x"],4,4) text(t.len,4,12) text(t.keys[0],4,20) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ The `keys` property of a table returns an Array of its keys. The read-only `len` property of the Table directly gives the number of keys. Functions ============================================================================================= Functions are first-class values. They can be passed to and returned from other functions, stored in data structures, and bound to variables. Declare functions with `fcn` and return values from them with `ret`: ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ JavaScript // Multi-line function block fcn solve(a,b,c) ret ½(sqrt(b²-4a*c)-b)/a // Inline function fcn foo(x) x+=1; ret 2x // Call a user function text(foo(3)) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ There is no way to declare an anonymous function or use a function definition as an expression. The `wait` and `show` special syntax are not permitted inside of a function body. If a function body takes too long to execute then the nano interpreter may terminate the program to prevent the game from becoming unresponsive. To call a function returned from an expression that ends in parentheses or brackets, use the `call` function. Variables ============================================================================================= Variables are implicitly declared by their first assignment. You may optionally use JavaScript-style declarations (see below) when writing longer programs to improve readability and limit scope further. Implicitly declared variables have the scope of the enclosing _function_ (as with JavaScript `var` and Python variables, and unlike C++ variables that have the scope of the enclosing _block_). The variables captured by `for` and `with` or declared explicitly using `let` and `const` are scoped to the _block_. Variable name identifiers consist of an optional upper case delta plus a series of Roman letters, or the unambiguous-looking Greek letters `αβγδζηθιλμρσϕχψωΩ` by themselves, and optionally trailing a series of digits. The identifier also must not be a reserved word. No underscores or other unicode characters are allowed in identifiers. Examples of legal identifiers: ~~~~~~~~~~~~~~~~~~~ none col scr L on i k Δx θ ~~~~~~~~~~~~~~~~~~~ Reserved ------------------------------------------------------------------------------------------ These are reserved tokens that cannot be used as variable names: `and`, `arguments`, `args`, `as`, `async`, `auto`, `await`, `begin`, `bitand`, `bitnot`, `bitor`, `bitashl`, `bitshl`, `bitshr`, `break`, `catch`, `class`, `const`, `cont`, `continue`, `do`, `end`, `external`, `fcn`, `finally`, `for`, `from`, `function`, `get`, `global`, `go`, `goto`, `has`, `if`, `in`, `implements`, `inherits`, `include`, `import`, `len`, `let`, `local`, `loop`, `NaN`, `new`, `nil`, `nonlocal`, `not`, `null`, `or`, `ret`, `to`, `try`, `var`, `xor`, `set`, `until`, `while`, `with`, `then`, `else`, `elif`, `flip`, `reset`, `main`, `enum`, `throw`, `return`, `yield`, `template`, `public`, `private`, `protected`, `show`, `static`, `xor`. Built-in functions such as `tri` that are legal identifiers can be rebound. They are not reserved. `cos`, `sin`, and `tan` by themselves are bound to first-class functions, but the special syntax that allows them to be invoked without parentheses on single variables is tied to their exact names. If you rebind them, then the new functions that you have bound will be invoked. `extern` ------------------------------------------------------------------------------------------ Variables always have lexical scope. However, implicit declaration causes all assignments to shadow external ones from enclosing scopes. To assign to a variable declared in an enclosing, external scope, use an `extern` statement on the first line of a function: ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ JavaScript x = 3 fcn A() x = 4 // local variable fcn B() extern x x = 4 // the global x fcn C() x = 2 fcn D() extern x x = 7 // the C-scope x ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Optional Declaration ------------------------------------------------------------------------------------------ Variables may optionally be explicitly declared with block scope, as in the following examples: ~~~~~~~~~~~~~~~~~~~~~~~~~~~ JavaScript const x = 7 // x may not be rebound let y // Declare y let z = 9 // Declare and initialize z // Declare and initialize two variables on the same line: let a = [1, 2]; let b = 'hello' ~~~~~~~~~~~~~~~~~~~~~~~~~~~ Note that only a single variable is permitted per `let` or `const` statement. Multiple statements may be chained using semi-colons on a single line, however. `with` Statement ------------------------------------------------------------------------------------------ The `with` statement creates a local scope in which explicitly named keys from a table are variables bound to their current value. The results are stored back into the object at the end of the `with` statement. This allows compact syntax for repeated use of those keys. The local variables shadow any global (or enclosing `with` statement) variables. Until the end of the statement, those values are not visible on the original object. Example: ~~~~~~~~~~~~~~~~~~~~~~ none G = {x:1, y:2, z:0} with x,y ∈ G x = 100 y = 0 z = 4 // G.x is now 100, G.y is now 0, G.z is still 0, // and global z is now 4 ~~~~~~~~~~~~~~~~~~~~~~ The single-line version of the `with` statement is comparable to other single-line nano flow control: ~~~~~~~~~~~~~~~~~~~~~~ none G = {x:1, y:2, z:0} with (x,y ∈ G) x = 100; y = 0; z = 4 ~~~~~~~~~~~~~~~~~~~~~~ Comments ========================================================================================== Comments follow C/C++/Java/JavaScript syntax of `//` for single line comments and `/*`...`*/` for multi-line comments. Because comments are the front line in the conflict between nano's goals of letting you write *short* and *readable* programs, the editor shows the total character count with comments and blank lines removed in the "min" section of the status bar at the bottom. Operators ========================================================================================== Symbol | Meaning -------|----------- `++` | increment `--` | decrement `=` | assignment `≟` | equality test `≠` | inequality test (also logical XOR) `+` | addition and string concatenation `-` | negation `+=` | mutating addition, string concatenation `-=` | mutating subtraction `<` | less-than `≤` | less-than or equal to `>` | greater-than `≥` | greater-than or equal to `∈` | `for` loop container element-of and `with` statement object `^` | exponentiation `*` | multiplication (see also implicit multiplication) `*=` | mutating multiplication `/` | floating-point division `/=` | mutating division `%` | remainder (modulo) `%=` | mutating modulo `⌊⌋` | floor function `⌈⌉` | ceiling function `||` | absolute value, or length for strings and arrays `[]` | table/array element or array constructor `{}` | table constructor (follow JavaScript syntax) `.` | table string-named element ("object member") `()` | grouping or function call `∩` | bitwise AND (bit set intersection) `∩=` | mutating bitwise AND `∪` | bitwise OR (bit set union) `∪=` | mutating bitwise OR `&` | logical AND `or` | logical OR (you can often use the shorter `∪`) `not` | logical NOT (see also the shorter `¬`) `and` | logical AND (see also the shorter `&`) `⊕` | bitwise XOR `⊕=` | mutating bitwise XOR `~` | bitwise NOT `~=` | mutating bitwise NOT `¬` | logical NOT `◅` | bit shift left `◅=` | mutating bit shift left `▻` | bit shift right `▻=` | mutating bit shift right There is no conditional ("ternary ?:") operator or logical XOR in nano. Spaces are not required around operators in most cases, so long as the text parses unambiguously. For example, `1or3` is equivalent to `1 or 3`. Behaviour of these operators is consistent with the JavaScript definition of the operation (even though JavaScript uses different operators). For example, the logical-AND expression `4 & 1` evaluates to `1` because `4` is non-false and the result of non-false AND another value is the other value. The trigonometric functions `cos`, `sin`, and `tan` may be invoked as if they were operators when the order of operations is unambiguous. For example, `cos a` ==> `cos(a)`, `cosβ` ==> `cos(β)`, and `cosθ*sinφ` ==> `cos(θ) * sin(φ)`. To avoid confusion and reserve future syntax, they may not be invoked in this form when a high-precedence operator follows the argument. Those operators are `.`, `[`, subscript, or exponentiation. Because back-to-back parentheses are interpreted as implicit multiplication, functions that are returned from other functions, determined by parenthesized expressions, or stored in tables cannot be invoked using the `()` syntax. Instead, use the `call` function: ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ JavaScript // Illegal: x = (a and abs or cos)(θ) y = tbl["myfunc"](3, 4) z = f(a)(b) // Legal: x = call(a and abs or cos, θ) y = call(tbl["myfunc"], 3, 4) z = call(f(a), b) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Exponents ---------------------------------------------------------------------------------------------- The characters `⁺⁻⁰¹²³⁴⁵⁶⁷⁸⁹ᵃᵝⁱʲˣᵏᵘⁿ⁽⁾` can form exponent expressions that operate as if the `^` operator or `pow` function was invoked using those expressions as a second argument. The entire exponent expression is implicitly surrounded in parentheses. The variables `a`, `β`, `i`, `j`, `x`, `n`, `k`, and `u` may appear only as single-character variable names in exponents. Exponentiation, including via exponent characters, may not be performed on a negative number without parentheses. This follows the rules from JavaScript's `**` operator. For example, `x=y-1²` is legal, but `x=y+-1²` is illegal and must be rewritten as `x=y+(-1)²` or (the confusing and redundant expression, if that's really what was intended) `x=y+-(1²)`. Subscripts ---------------------------------------------------------------------------------------------- The characters `₊₋₀₁₂₃₄₅₆₇₈₉ₐᵦᵢⱼₓₖᵤₙ₍₎` can form subscript expressions that operate as if the array/table element accessor was invoked using those expressions as the second argument. For example, `aᵢ₊₂` is equivalent to `a[i+2]`. The entire subscript expression is implicitly surrounded in parentheses. The variables `a`, `β`, `i`, `j`, `x`, `n`, `k`, and `u` may appear only as single-character variable names in subscripts. Implicit Multiplication ---------------------------------------------------------------------------------------------- Multiplication is implicit wherever a number is immediately followed by a parenthesized expression or variable (including a function call). This also ocurs when any exponent appears immediately preceeding a parenthesized expression or variable, and where two parenthesized expressions are back to back. For example, `2x`, `x²y`, `3(x+y)`, `(y+2)(x+1)`. Implicit multiplication can be used within subscripts or exponents. Built-in Objects -------------------------------------------------------------------------------------------- The following are special zero-argument operators for special functions and constants. They are not variable names and thus cannot be redefined. Name | Value ---------------|----------- `ε` | `0.0000001` `π` | `3.141592653589793115997963468544185161590576171875` `∞` | infinity `NaN` | floating-point "not-a-number" value `∅` | nil ("undefined") `pad` | array gamepad of tables `joy` | shorthand for `pad₀` `ξ` | random number on [0, 1), resampled every time the expression is used `screenWidth` | The width of the main screen, in pixels `screenHeight` | The height of the main screen, in pixels The main-loop variable `τ` is time, as integer number of frames. It may be reassigned to reset time and is a built-in object, but is not an operator. Typing ---------------------------------------------------------------------------------------------- Because many of the characters used in nano operators and built-in objects do not appear on standard keyboards, there are two special text entry methods available in the development environment. (You can also copy and paste characters from other programs or documentation.) The Symbols panel marked with "ξ½≤" at the top of the editor brings up a virtual keyboard for entering these symbols. The tool tips on those buttons also explain the use of each. The editor automatically replaces certain typed sequences with their corresponding character as well ("autocorrect"). The list of replacements is: Sequence | Replacement -------------|-------------- `\Delta` |`Δ` `\alpha` |`α` `\beta` |`β` `\gamma` |`γ` `\delta` |`δ` `\epsilon` |`ε` `\zeta` |`ζ` `\eta` |`η` `\theta` |`θ` `\iota` |`ι` `\lambda` |`λ` `\mu` |`μ` `\rho` |`ρ` `\sigma` |`σ` `\phi` |`ϕ` `\chi` |`χ` `\psi` |`ψ` `\omega` |`ω` `\Omega` |`Ω` `\tau` |`τ` `\time` |`τ` `\xi` |`ξ` `\rnd` |`ξ` `==` |`≟` `?=` |`≟` `!=` |`≠` `\neq` |`≠` `\eq` |`≟` `\not` |`¬` `\leq` |`≤` `<=` |`≤` `\geq` |`≥` `>=` |`≥` `>>` |`▻` `<<` |`◅` `\bitand` |`∩` `\bitor` |`∪` `\bitxor` |`⊕` `\pi` |`π` `\infty` |`∞` `\nil` |`∅` `\half` |`½` `\third` |`⅓` `\quarter` |`¼` `\fifth` |`⅕` `sixth` |`⅙` `seventh` |`⅐` `eighth` |`⅛` `ninth` |`⅑` `tenth` |`⅒'` `\lfloor` |`⌊` `\rfloor` |`⌋` `\lceil` |`⌈` `\rceil` |`⌉` Input ============================================================================================== The gamepad objects in the `pad` array, or `joy` variable (which is equal to `pad[0]`) have the following fields: Field | Values | Meaning ------|----------|---------------------------------- `x` | -1,0,+1 | Current D-pad value on the $x$-axis (+1 = right) `xx` | -1,0,+1 | Direction that was just pressed this frame on the $x$-axis `y` | -1,0,+1 | Current D-pad value on the $y$-axis (+1 = forward) `yy` | -1,0,+1 | Direction that was just pressed this frame on the $y$-axis `θ` | -π to +π | `atan(y, x)` `a` | 0 or 1 | 1 if the A button is currently pressed `aa` | 0 or 1 | 1 if the A button was just pressed this frame `b` | 0 or 1 | 1 if the B button is currently pressed `bb` | 0 or 1 | 1 if the B button was just pressed this frame `c` | 0 or 1 | 1 if the C button is currently pressed `cc` | 0 or 1 | 1 if the C button was just pressed this frame `d` | 0 or 1 | 1 if the D button is currently pressed `dd` | 0 or 1 | 1 if the D button was just pressed this frame `s` | 0 or 1 | 1 if the start button is currently pressed `ss` | 0 or 1 | 1 if the start button was just pressed this frame The mouse object has the following fields: Field | Values | Meaning ------|----------|---------------------------------- `x` | [0..63] | Current pointer position on the $x$-axis `y` | [0..63] | Current pointer position on the $y$-axis `l` | 0 or 1 | 1 if the primary button (usually left) is currently pressed `ll` | 0 or 1 | 1 if the primary button was just pressed this frame `m` | 0 or 1 | 1 if the auxiliary button (usually middle/mouse wheel) is currently pressed `mm` | 0 or 1 | 1 if the auxiliary button was just pressed this frame `r` | 0 or 1 | 1 if the secondary button (usually right) is currently pressed `rr` | 0 or 1 | 1 if the secondary button was just pressed this frame Caution: the secondary button might bring up the browser context menu, this might also cause this button's state to be faulty. mouse usage example code: ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ C++ linenumbers #nanojam mouse,1 clr=6 x=10 y=22 u=3 rect(x,y,x+4u,y+5u,12) text(mouse.x+"/"+mouse.y,x+8u,y+3u) rect(x,y,x+2u,y+2u,14+mouse.l+mouse.ll) rect(x+2u,y,x+4u,y+2u,14+mouse.r+mouse.rr) circ(x+2u,y+2u,3,14+mouse.m+mouse.mm) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Flow Control ============================================================================================== The flow control statements are: - `if` conditional with optional `else` and `elif` clauses - `while` loop - `until` loop - `for` loop, with optional `with` expansion - `loop` infinite loop - `break` and `cont` within loops - `reset` to restart the game There is no switch, do loop, goto, try/catch, or other flow control. Whitespace is significant, as in Python. Indentation must be exactly a single space per nested block. For flow control purposes, the empty string, 0, and `∅` are false. All other objects (including empty data structures) are true. The entire program is implicitly wrapped in an infinite loop. This loop: 1. shows the buffer 2. clears the screen to colour `clr` (set `clr=∅` to avoid clearing the screen) 3. increments `τ` Explicitly setting `τ=0` within the main loop resets the game on the next loop iteration. There is no way to reset the game on the first iteration. Within any loop, `cont` skips to the next iteration of the loop and `break` exits the loop. Because the entire program has an implicit time loop surrounding it, executing `cont` at the top level outside of any explicit loop will skip to the next `τ` loop iteration. `break` at top level will restart the entire program at `τ=0` with the default palette and clear color. Multi-line `if` statements may be followed by `else` and `elif` clauses. These must always be multi-line. Numeric `for` loops increment by 1 each iteration and always count up. The loop variable must be on the left-side of a single comparison loop expression or the center of a multi-comparison expression. Container iteration `for` loops iterate over the keys of a table, the characters of a string, or the elements of an array _as of the beginning of the loop_. If the container is modified during iteration, the original is still used. That means that you can delete elements from the array without affecting the iteration. The Java/C++ equivalents of nano `for`-loop conditions are: nano | Java/C++ ------------------|------------------------ `for i≤k` | `for (i = 0; i <= k; ++i)` `for i<k` | `for (i = 0; i < k; ++i)` `for 4≤i<k` | `for (i = 4; i < k; ++i)` `for 4<i<k` | `for (i = 5; i < k; ++i)` `for x∈S` | `for (x : S)` You can pack a `for` and `with` statement together by chaining `∈` expressions, in what is called a `for`-`with` loop: ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ JavaScript for x,y ∈ point ∈ set ... ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ is the same as: ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ JavaScript for point ∈ set with x,y ∈ point ... ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ The `for`-loop variable (in this case, `point`) cannot be the same as any of the `with` variables (in this case, `x` and `y`). The comparison operators in a `for` loop declaration are an overloaded syntax for comparison operators (just as many languages overload the `=` operator for `for` loops). They have the lowest precedence. For example, `for i<a||b` is equivalent to `for i<(a||b)`. To use regular comparison operators within `for` loop preamble, you *must* use parentheses to make the parsing unambiguous, for example, `for i<(a<b)`. Single-line `for`, `if`, `while`, and `until` are permitted. In each case, the test must be enclosed in parentheses and the body runs to the end of the line. There can be multiple single-line expressions on the same line. No `else` is permitted with single-line `if`. Special --------------------------------------------------------- The following are unconditional statements: - `show`: Show the current state of the framebuffer and update `pad`. Does not clear the screen. - `wait`: Show the framebuffer and update `pad` until a gamepad button (not direction) is pressed. They are not functions and cannot be bound to variables or invoked with parentheses. `show` and `wait` are not permitted inside `fcn` blocks. `flip` is a legacy synonym for `show`. Standard Library ========================================================= Standard library functions are first-class values. They can be stored in data structures and variables. Array --------------------------------------------------------- `array.add(x)` : Append `x` to the array. O(1) expected amortized time. `array.del(i)` : Delete element `i` from the array, preserving order. O(n) expected time. `array.find(x,i)` : Find the index of the element whose value is `x`, starting at optional index `i` (default 0). Returns `∅` if not found. O(n) `array.kill(i)` : Delete element `i` from the array, swapping it with the last element. O(1) expected amortized time. `array.len` : Set or get the length of the array. O(1) time to read, O(n) amortized time to write. `array.rem(x)` : Delete the first instance of `x` in the array, maintaining order. O(n) time in the length of the array. Does nothing if `x` is not in the array. `array.sort(k)` : Sort the array from least to greatest. If `k` is a string, then elements of the array are assumed to be objects and are sorted by that key. If `k` is a number, then elements of the array are assumed to be other arrays and are sorted by that index. If `k` is not specified and the array contains objects, then elements are sorted by their alphabetically-first key. If `k` is not specified and the array contains numbers or strings, then they are sorted by natural order. String --------------------------------------------------------- `string.find(x,i)` : Find the index of the substring whose value is `x`, starting at optional index `i` (default 0). Returns `∅` if not found. O(n) time. `string.len` : Get the length of the string. O(1) time. `string.sub(s,e)` : Return the substring between `s` (inclusive) and optional `e` (exclusive, defaults to length). Table --------------------------------------------------------- `table.del(k)` : Remove a key-value pair by key. Does nothing if `k` is not in the table. Use `table[k] ≠ ∅` to test for containment explicitly. `table.keys` : An Array of the keys. `table.len` : The length of the table (read only). Function --------------------------------------------------------- `call(f,a,b,...)` : Invoke function `f` with arguments `a`, `b`, etc. Math --------------------------------------------------------- `abs(x)` : Absolute value `acos(x)` : Inverse cosine in radians `atan(y, x)` : Arctangent of y/x, in radians `asin(x)` : Inverse sine in radians `cos(x)` : Cosine, `x` in radians `hash(x,y)` : A hash value of string or number `x`, returning a value on [0, 1]. If `y` is specified, the hash considers the union of the values. `lerp(a,b,t)` : Returns `a*(1-t)+b*t` `min(a,b,...)` : Smallest of the arguments `max(a,b,...)` : Largest of the arguments `mid(a,b,c)` : Middle argument once sorted. Can be used for clamping. `noise(octaves,x,y,z)` : Value noise on the range [-1, 1], bicubically interpolated between integer locations at octave 0. Unused dimensions default to zero. `overlap(A,B)` : Assumes that `A` and `B` are tables of the form `{pos:vec(x,y), ext:vec(hw,hh)}` where `hw` and `hh` are the half-width and half-height of a rectangle centered at `(x,y)`. Returns true if those rectangles overlap. `pow(a,b)` : Exponent. See also the `^` operator. `rnd()` : Random number. See also the `ξ` operator. `sgn(x)` : Sign of `x`. `sqrt(x)` : Square root. `sin(x)` : Sine of `x` radians. `srand(seed)` : Reset the random number generator, using an optional seed. `tan(x)` : Tangent of `x` radians. `vec(x,y,z)` : Creates a mutable 2D or 3D vector (`z` is optional) table that cannot have extra keys added to it later. `wrap(x,hi)` : Real-number modulus. Wraps `x` to the range [0, `hi`). `hi` defaults to `1.0` if not specified. Sound --------------------------------------------------------- `sound(n)` : Play sound `n`. Graphics --------------------------------------------------------- `cls(c)` : Clear the screen to colour `c`. Unlike all other rendering commands, requires a colour argument and does not set the current colour to `c`. Obeys the clipping region. `circ(Ax,Ay,r,colourmap)` : Draw a circle centered at (`Ax`, `Ay`) with radius `r`. `clip(x1,y1,x2,y2)` : Set the clipping region to these coordinates. Unspecified values retain their current value. Coordinates are clamped to the physical screen. The initial clipping region in default 64x64 resolution is `clip(0,0,63,63)`, and `clip()` resets to this default. Values are rounded to the nearest integer and the min and max are taken, so the order of `y2` and `y1` and of `x1` and `x2` does not matter. It is impossible to set a clipping region smaller than 1x1 pixels. The clipping region for the top bar screen is `clip(0,0,-12,-4)`. The clipping region of the entire screen together is `clip(0,-12,63,63)`. The clipping region is not affected by `xform`. Higher resolutions are scaled proportionally. `draw(s,x,y,colourmap,flips,rot)` : Draw sprite with index `s` centered at (`x`, `y`), remapping sprite colours by 4-digit `colourmap` and transforming by `flips`. See the Sprites section for more information. The result is undefined and may change between versions for the cases where `s` is less than zero or greater than 127. `s` may also be a sprite created by `sprget` or `sprscale`, in which case `colourmap` is ignored. `gray(v,x,y)` : Same as `rgb(v,v,v,x,y)` `hsv(h,s,v,x,y)` : Return the colour closest to the hue-saturate-value specification, which are each on [0, 1]. If `x` and `y` are specified, apply a dithering pattern based on the pixel position. `line(Ax,Ay,Bx,By,colourmap)` : Draw a line from (`Ax`, `Ay`) to (`Bx`, `By`) using the 1-digit colourmap. `pget(x,y)` : Get the screen colour of pixel (`x`, `y`). Returns `∅` if out of bounds of the clipping region. The area between the main screen and the bar screen exists in the framebuffer and can be read back using `pget` if the clipping region includes it. `pal(p)` : Sets the draw palette colours 1-8 from the 12-digit palette. See the Colours section for details. With no arguments, resets to the default palette. `pset(x,y,c)` : Set the colour of pixel (`x`, `y`) to colour `c` (*not* a colourmap). If `c` is not specified, use the previous colour. `pset(c)` : Set the previous colour to `c` (*not* a colourmap) and draw a single pixel offscreen. `rect(Ax,Ay,Bx,By,colourmap)` : Draw the rectangle from any two points. The 2-digit `colourmap` is the fill and the border. `rgb(r,g,b,x,y)` : Return the colour closest to (`r`,`g`,`b`), which are each on [0, 1]. If `x` and `y` are specified, apply a dithering pattern based on the pixel position. `sprget(x0,y0,x1,y1,t)` : Get a sprite from the screen. Values offscreen become transparent. Ignores the current `clip` and `xform`. The `t` value if specified is the color that will be treated as transparent. `sprscale(spr,scale,quality)` : Return a new sprite that is `spr` rescaled by a `scale` factor in each dimension, which must be `1/4`, `1/2`, `1`, `2`, or `4`. The `quality` is an optional integer from `0` (fastest) to `1` (best). The default quality is 0. `text(s,x,y,colourmap,align)` : Print string `s` centered at (`x`, `y`) using the 2-digit colourmap. The first digit (1's place) is the text colour, the second digit (10's place) is the shadow colour, and the third digit (100's place) is the outline colour. The second digit is handled differently for other commands. 0 means transparent instead of "previous colour" so that single-digit colourmaps render text with no outline or shadow. If only `s` is provided, `text` defaults to drawing in the center of the top of the screen in the previous color. `align` specifies the relative alignment of the string to (`x`, `y`). Compute it as $u + 4v$, where $u$ is the x-alignment of 0 = left, 1 = center, 2 = right; and $v$ is the y-alignment of 0 = top, 1 = middle, 2 = baseline, 3 = bottom. If unspecified, the default alignment is 5 = center, middle. The current nano font has the baseline at the bottom, so there is no difference between $v=2$ and $v=3$. `tri(Ax,Ay,Bx,By,Cx,Cy,colourmap)` : Draw the triangle using the 2-digit colourmap for fill and border. `xform(addX,addY,scaleX,scaleY)` : Set the transformation applied to all draw coordinates and `pget`. The default transform is (0, 0). The scale parameters must be +1 or -1 and are primarily intended for flipping the Y axis. Scaling affects the location of sprites and text but not their own axes; text will always render right side up. `xform()` resets to the default transformation. The default colourmap is 0, which corresponds to the colour from the previous command. Borders are drawn inside shape coordinate boundaries and on top of fills, so a transparent border is identical to a border that is the same colour as the fill. Shapes include their endpoints and borders. Pixel centers are at integer locations. That is, pixel (0,0) covers (-½, -½) to (½, ½). ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ JavaScript #nanojam Text Style,1 cls(7) pal(408001307) text("Normal",32,10,4) text("Shadow",32,25,954) text("Outline",32,40,334) text("Shadow+Outline",32,55,354) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ [Text styling options] ![Text styling options. The grid shows `align` values from 0-8](text-style.png) ### Colours The nano can display 32 different *colours*. The first 16 colours follow the order of the [PICO-8](https://www.lexaloffle.com/pico-8.php) colours by Joseph White, but are shifted slightly towards [DawnBringer's DB16](http://pixeljoint.com/forum/forum_posts.asp?TID=12795) and tweaked to give a better grayscale. The second 16 colours fill some holes between them and add the original Gameboy palette. ![
The nano Palette Tool
](palette-tool.png width=50%) The *palette* is a set of 10 colours available for drawing shapes and sprites, which are selected from the full 32 possible colours on the screen. In the palette, eight colours are user-selectable and two are special values that are not configurable. The `pal` command changes configurable part of the palette by specifying a 12-digit integer. Every two digits are one colour. Changing the palette does not affect colours already written to the screen. A *colourmap* is a mapping from parts of a shape or sprite to colours in the palette. These are used for specifying the borders and fill colours (as a two-digit integer) of a shape, the colour of a line (as a one-digit integer), and remapping the four colours from a sprite (as a 1-4 digit integer). The interpretation of colour map digits within the palette is: - 0 = default colour for this command - 1-8 = configurable - 9 = transparent For example, to set the first six configurable colours to a grayscale ramp (0,1,5,13,6,7) of PICO-8 colours, use `pal(70613050100)`. Note that there cannot be a leading zero on the number. The default colour for most commands is the previous colour used. For text, the default is the previous colour for the main stroke and transparent for the outline and shadow. The initial configurable palette is equivalent to `pal(2911121008001307)`. This corresponds to white, gray, black, red, yellow, aqua, lime, purple. The initial default colour is white. Changing the palette preserves the default colour. Note that unlike other drawing commands, `pset` and `pget` operate directly on colours instead of palette values. ### Sprites There are 96 hard-coded 8x8 sprites provided in read-only memory: ![
The nano Spritesheet
](../sprites.png width=512 border=2 style="image-rendering: pixelated; image-rendering: -moz-crisp-edges; -ms-interpolation-mode: nearest-neighbor;") They are designed so that the colourmap for `draw()` allows animation and re-use of individual sprites as multiple images. For example, the heart sprite can be shown as an outline, half full, completely full, or full and small by changing the colourmap. `draw` renders centered sprites. Centering for an 8x8 sprite means offsetting x,y by 3.5 in each dimension. This makes (3,3) the "center" for integer coordinates. The optional `flips` parameter to `draw` encodes in three bits: - if `(flips ∩ 1)`, flip diagonally - if `(flips ∩ 2)`, flip horizontally - if `(flips ∩ 4)`, flip vertically This allows all axis-aligned transformations to be encoded in a single digit. The 90-degree clockwise rotations are thus (xor these with with 2 or 4 if you want to also flip H or V): CW Rotation |VHD Bits| `flips` -----------:|--------|--------- 0 degrees | 000 | 0 90 degrees | 011 | 3 180 degrees | 110 | 6 270 degrees | 101 | 5 The `rot` argument rotates an arbitrary amount clockwise in radians *after* the `flips` transformation. It defaults to zero. For rotating by 0 ≤ `i` < 4 integer 90-degree clockwise intervals programmatically, consider these three different methods: ~~~~~~~~~~~~~~~~~~~~~ JavaScript draw(s,x,y,c,0,½πi) draw(s,x,y,c,3i-4⌊⅓i⌋) r=[0,3,6,5] draw(s,x,y,c,rᵢ) ~~~~~~~~~~~~~~~~~~~~~ The first approach has the advantage that it works for all (reasonably small) integer values of `i`, including negative ones. Sound --------------------------------------------------------- `sfx(s)` : Play sound effect `s` Title Flags --------------------------------------------------------- The first line of a nano program must be `#nanojam` followed by the game title and an optional comma and integer flags. You can construct flags by adding property bits: Property | Flag -----------------|---------: No title screen | 1 Run at 128x128 | 2 Run at 256x256 | 4 For example, `#nanojam mygame,5` (= 1 + 4) runs with no title screen at 256x256 resolution. The default is a title screen and all 64x64 graphics with cartridge color automatically selected based on the game name. Keep in mind that 128x128 graphics render 4x slower due to the increased pixel count and 256x256 runs 16x slower; it may be hard to make some programs reach the full 60fps at "high resolution". Future flags will affect the rendering of the title screen and cartridge label. Advanced ==================================================================================== Offline and Self-Hosting ------------------------------------------------------------------------------------ nano is self-contained and open source. It will be hosted online indefinitely at github. You may also host a specific version on your own server or run nano offline (which can be handy for airplane flights and schools with unreliable internet connections). To do so, download the files from http://morgan3d.github.io and in the directory that you've expanded them to, run the following at the command line: ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ bash python3 -m http.server 9120 # Linux and MacOS: open http://localhost:9120/index.html # Windows: start http://localhost:9120/index.html ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Google Drive support will still work in this context for local files but not ones hosted on a different website (this is a Google Drive security restriction). If you are running offline or hosted on another website, then will be restricted to importing and exporting nano programs from the local file system. Implementation ------------------------------------------------------------------------------------ The current implementation compiles the nano source code to JavaScript for execution, and passes through many JavaScript expressions even if not defined by the nano specification. JavaScript features not explicitly mentioned in this specification are illegal. They might sneak past the current version of the compiler, but are likely to break in future versions or as the surrounding code changes. Limitations ------------------------------------------------------------------------------------ The following features are documented but not implemented in the current Beta build. They are scheduled for upcoming releases: - `for` loops that count down - Title screen animations The following is a permanent limitation: when converting values to strings, the `∞` value becomes the string `"Infinity"` and the `∅` value becomes `"undefined"`. Credits ==================================================================================== The nano's influences include Atari 2600, Commodore VIC-20, PICO-8, APL, Python, Shadertoy, and Arduboy. The 3x5 nano font is original, but was informed by Yuji Oshimoto's 04B-24 freeware font http://www.04.jp.org/ and Joseph White's PICO-8 font. The nano JAMMER IDE, compiler, font, palette, and artwork are copyright 2018 Morgan McGuire. They were created as a one-week vacation "game" jam challenge (and reworked during a second vacation), which should set your expectation level for support and acceptance of patches at zero. The nano package and implementation, including: - [`index.html`](../index.html) - [`nano.css`](../nano.css) - [`nano-compiler.js`](../nano-compiler.js) - [`nano-runtime.js`](../nano-runtime.js) - [`nano-ide.js`](../nano-ide.js) - [`color.js`](../color.js) and excluding the content described below, are licensed under the [GPL 3.0](https://opensource.org/licenses/GPL-3.0), but may be relicensed in the future. The cherry, apple, and chicken leg sprites are by Justin Cyr ([@JUSTIN_CYR](https://twitter.com/JUSTIN_CYR)). The ghost and plumber character are based on sprites by Johan Vinet ([@johanvinet](https://twitter.com/johanvinet)). GIF support via [gif.js](https://github.com/jnordberg/gif.js/) (c) 2013 Johan Nordberg, used under the MIT license. It includes code by Kevin Weiner, Thibault Imbert, and Anthony Dekker. The random number generator is derived from [an implementation](https://github.com/AndreasMadsen/xorshift/blob/master/xorshift.js) of xorshift (c) 2014 Andreas Madsen and Emil Bay used under the MIT license. The 4x4 character art is inspired by Parlor's [CRATER](https://www.lexaloffle.com/bbs/?tid=30293) sprite for PICO8 (although it is not the same). The code editor for the nano IDE is [ace.js](https://ace.c9.io/) used under the BSD license. URL encoding uses [lz-string.js](https://github.com/pieroxy/lz-string) (c) 2014 Pieroxy under its license, which permits any use. # Change Log Changes for both the specification and implementation: 2018 Nov 8: - Made custom sprites align exactly with regular sprites for `draw` - Custom sprites now support rotation and xform - Extended the sprite sheet to 128 sprites - Added new 4x4 character 2018 Oct 8: - Implemented `text` border and shadow colours - Added `text` alignment options - Made indent guides brighter in the editor - Minifier now reduces indentation - Fixed implicit multiplication miscompiling after subscripts - Added `screenWidth` and `screenHeight` - Changed `ε` to 10-7 - Documented that `pget` works between the bar and main screens - Added `sprget` and `sprscale` sprite creation functions - `draw` now supports sprites from `sprget` - High resolution modes now draw the title large on the bar screen 2018 Sep 15: - `joy.aa` and other just-pressed values no longer repeat incorrectly when using keyboard controls - Permitted arbitrary indentation conventions - Changed tab to two space indentation by default - Added errors for inconsistent indentation - Added errors for passing the wrong type to some functions - Fixed `hash` to be on the range [0, 1] - Fixed circle rendering with fractional radius - Fixed single-line `fcn` definitions - Added `for`-`with` loops 2018 Sep 9: - Optimized loading cartridge list from Google Drive - Optimized sound loading - Made the save button pink when unsaved - Reduced IDE margins to fit smaller screens - IDE auto-loads the previous program from Google Drive on start - Added C and D buttons to gamepad 2018 Sep 1: - Rewrote manual with more friendly examples - Fixed `let` and `const` compilation - Added `lerp` - Fixed `tri` - Fixed `mid` - Exposed 256x256 quad-resolution screen 2018 Aug 27: - Optional 128x128 double-resolution screen - `xform` now allows flipping axes - Exposed palette slots 7 and 8 - Documented the start button - Can now click on cartridges to select them 2018 Aug 24: - Rate limited access to Google Drive to prevent quota errors - Added sounds - IDE autocorrect for typing special characters - Can now hide the editor - Starting a program from a URL automatically hides the editor 2018 Aug 20: - Added optional `and` and `not` operators for readability in long-form programs - Added second "bar" screen for status - Added `xform` for camera transformation - Added `clip` for clipping region - Added frame timer for profiling - Added `call` to support first-class functions - Added `fcn` and `ret` for user-defined functions, `extern` for scoping - Renamed `flip` to `show` - Changed variable name rules: more Greek letters permitted, no limit on variable name length, allowed numbers in variable names - Complete compiler rewrite to support nested scopes and single-line control flow after other statements - Disabled editor auto-completion of brackets and parentheses 2018 Aug 5: - Added sprites 41 and 42 - Made `cosτ`, `sinτ`, `tanτ` legal 2018 Jul 28: - Implicit multiplication for back-to-back parenthesized expressions - Added `with` statements - Added mutating bitwise XOR `⊕=` operator - Added mutating bit shift operators `◅=` and `▻=` - Fixed parsing of `2cosθ` without spaces 2018 Feb 4: - Added `joy.θ` field - Added `∪=` and `∩=` operators - Added a custom Google Drive `nano` property - User name displayed - Fixed cart cloning - Changed scope of `for` variable declaration - Paste into the Palette tool 2018 Jan 29: - Google Drive support - Added built-in carts - Optimized exponent performance - Optimized `if` performance - More examples in the manual - Increased GIF limit to 12s - Banana sprite 2018 Jan 21: - `tri()` - Ctrl-R reloads the emulator (not the web page) - Search box for IDE (Ctrl-F) 2018 Jan 14: - Container iteration (`for x ∈ S`) loops - Text culling optimization - `text` now defaults to `y=3` (top of screen) - Fixed `rect` and vertical `line` - GIF recording indicator - Fixed lower-bound `for` loops - Start button - Buttons on emulator work - Comments allowed on line 1 - Title screen button prompt - Fixed multiple `if` statements on one line - Fixed sprite 95 - URL encoding - Made octal constants illegal - fixed Chrome + Windows pasting - Export minified code - Aggressive character minification - AdBlock warning - Twitter character counts - implicit multiplication in exponents and subscripts - `array.sort()` - fixed `pget()` v