Source string

.level_help_tab_jump_statement_6
105/1050
Context English State
.level_help_tab_if_statement_7
You could read the above example as "If the square to the right of me is a wall or if the square to the right of me is a hole, then go to the left".
.level_help_tab_jump_statement_1
%%statement branching-statement$jump%% allows to jump backward or forward in the program.
.level_help_tab_jump_statement_2
You could read the above example as "Step to the right infinitely many times".
.level_help_tab_jump_statement_4
The first line creates an "anchor" named "a". The third line says to jump back to this anchor.
You can choose any name you want for your anchors. Each jump must match a unique anchor.
.level_help_tab_jump_statement_5
%%statement branching-statement$jump%% is usually used with %%statement branching-statement$if%% to create loops which stop at a condition.
.level_help_tab_jump_statement_6
You could read the above example as "Step to the right as long as the square to the right is not a wall".
.level_help_tab_clone_statement_1
%%statement branching-statement$clone%% creates a clone of the hero next to him.
.level_help_tab_clone_statement_2
You could read the above example as "Create a clone on your left. Then step to the right".

For the created hero, %%statement branching-statement$clone%% acts like %%statement branching-statement$jump%%. In this example, the created clone won't step to the right because he will begin to follow instructions after the arrow of %%statement branching-statement$clone%%.
.level_help_tab_clone_statement_4
The created clone starts his life with the same variables values as his creator's.

%%icon mdi mdi-alert-octagon-outline$%%Warning: if you try to create a clone on a square already occupied (by a %%icon icon-hero$%% hero, a %%icon icon-cauldron$%% cauldron etc.) or on a forbidden square (like a %%icon icon-wall$%% wall), the cloning process will fail. In certain levels, this failure causes the death of the hero trying to clone himself.
.level_help_tab_step_function_1
%%statement action-statement$step%% says to your hero to go in a direction. If you specify multiple directions, the hero will decide randomly between these directions.
.level_help_tab_step_function_2
You could read the above example as "Go one step to the left or to the right".
Context English State
.level_help_tab_if_statement_7
You could read the above example as "If the square to the right of me is a wall or if the square to the right of me is a hole, then go to the left".
.level_help_tab_jump_statement_1
%%statement branching-statement$jump%% allows to jump backward or forward in the program.
.level_help_tab_jump_statement_2
You could read the above example as "Step to the right infinitely many times".
.level_help_tab_jump_statement_4
The first line creates an "anchor" named "a". The third line says to jump back to this anchor.
You can choose any name you want for your anchors. Each jump must match a unique anchor.
.level_help_tab_jump_statement_5
%%statement branching-statement$jump%% is usually used with %%statement branching-statement$if%% to create loops which stop at a condition.
.level_help_tab_jump_statement_6
You could read the above example as "Step to the right as long as the square to the right is not a wall".
.level_help_tab_listen_function_1
%%statement speach-statement$listen%% tells the hero to wait until he hears a specific message.
.level_help_tab_listen_function_2
You could read the above example as "Wait for a hero to tell you "hey" then go right".
.level_help_tab_nearest_function_1
%%statement assign-statement$nearest%% searches for the nearest object of a given type (%%icon icon-cauldron$%% cauldron, %%icon icon-egg$%%egg etc.) and puts the result in a variable.
.level_help_tab_nearest_function_2
You could read the above example as "Memorize the nearest egg in the variable a and then go get that egg".

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.level_help_tab_jump_statement_6
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6 years ago
Translation file
src/locale/messages-en.json, string 115