-- Two dashes start a comment. Comments can go until the end of the line. -- MoonScript transpiled to Lua does not keep comments. -- As a note, MoonScript does not use 'do', 'then', or 'end' like Lua would and -- instead uses an indented syntax, much like Python. -------------------------------------------------- -- 1. Assignment -------------------------------------------------- hello = "world" a, b, c = 1, 2, 3 hello = 123 -- Overwrites `hello` from above. x = 0 x += 10 -- x = x + 10 s = "hello " s ..= "world" -- s = s .. "world" b = false b and= true or false -- b = b and (true or false) -------------------------------------------------- -- 2. Literals and Operators -------------------------------------------------- -- Literals work almost exactly as they would in Lua. Strings can be broken in -- the middle of a line without requiring a \. some_string = "exa mple" -- local some_string = "exa\nmple" -- Strings can also have interpolated values, or values that are evaluated and -- then placed inside of a string. some_string = "This is an #{some_string}" -- Becomes 'This is an exa\nmple' -------------------------------------------------- -- 2.1. Function Literals -------------------------------------------------- -- Functions are written using arrows: my_function = -> -- compiles to `function() end` my_function() -- calls an empty function -- Functions can be called without using parenthesis. Parentheses may still be -- used to have priority over other functions. func_a = -> print "Hello World!" func_b = -> value = 100 print "The value: #{value}" -- If a function needs no parameters, it can be called with either `()` or `!`. func_a! func_b() -- Functions can use arguments by preceding the arrow with a list of argument -- names bound by parentheses. sum = (x, y)-> x + y -- The last expression is returned from the function. print sum(5, 10) -- Lua has an idiom of sending the first argument to a function as the object, -- like a 'self' object. Using a fat arrow (=>) instead of a skinny arrow (->) -- automatically creates a `self` variable. `@x` is a shorthand for `self.x`. func = (num)=> @value + num -- Default arguments can also be used with function literals: a_function = (name = "something", height=100)-> print "Hello, I am #{name}.\nMy height is #{height}." -- Because default arguments are calculated in the body of the function when -- transpiled to Lua, you can reference previous arguments. some_args = (x = 100, y = x + 1000)-> print(x + y) -------------------------------------------------- -- Considerations -------------------------------------------------- -- The minus sign plays two roles, a unary negation operator and a binary -- subtraction operator. It is recommended to always use spaces between binary -- operators to avoid the possible collision. a = x - 10 -- a = x - 10 b = x-10 -- b = x - 10 c = x -y -- c = x(-y) d = x- z -- d = x - z -- When there is no space between a variable and string literal, the function -- call takes priority over following expressions: x = func"hello" + 100 -- func("hello") + 100 y = func "hello" + 100 -- func("hello" + 100) -- Arguments to a function can span across multiple lines as long as the -- arguments are indented. The indentation can be nested as well. my_func 5, -- called as my_func(5, 8, another_func(6, 7, 9, 1, 2), 5, 4) 8, another_func 6, 7, -- called as 9, 1, 2, -- another_func(6, 7, 9, 1, 2) 5, 4 -- If a function is used at the start of a block, the indentation can be -- different than the level of indentation used in a block: if func 1, 2, 3, -- called as func(1, 2, 3, "hello", "world") "hello", "world" print "hello" -------------------------------------------------- -- 3. Tables -------------------------------------------------- -- Tables are defined by curly braces, like Lua: some_values = {1, 2, 3, 4} -- Tables can use newlines instead of commas. some_other_values = { 5, 6 7, 8 } -- Assignment is done with `:` instead of `=`: profile = { name: "Bill" age: 200 "favorite food": "rice" } -- Curly braces can be left off for `key: value` tables. y = type: "dog", legs: 4, tails: 1 profile = height: "4 feet", shoe_size: 13, favorite_foods: -- nested table foo: "ice cream", bar: "donuts" my_function dance: "Tango", partner: "none" -- :( forever alone -- Tables constructed from variables can use the same name as the variables -- by using `:` as a prefix operator. hair = "golden" height = 200 person = {:hair, :height} -- Like in Lua, keys can be non-string or non-numeric values by using `[]`. t = [1 + 2]: "hello" "hello world": true -- Can use string literals without `[]`. -------------------------------------------------- -- 3.1. Table Comprehensions -------------------------------------------------- -- List Comprehensions -- Creates a copy of a list but with all items doubled. Using a star before a -- variable name or table can be used to iterate through the table's values. items = {1, 2, 3, 4} doubled = [item * 2 for item in *items] -- Uses `when` to determine if a value should be included. slice = [item for item in *items when item > 1 and item < 3] -- `for` clauses inside of list comprehensions can be chained. x_coords = {4, 5, 6, 7} y_coords = {9, 2, 3} points = [{x,y} for x in *x_coords for y in *y_coords] -- Numeric for loops can also be used in comprehensions: evens = [i for i=1, 100 when i % 2 == 0] -- Table Comprehensions are very similar but use `{` and `}` and take two -- values for each iteration. thing = color: "red", name: "thing", width: 123 thing_copy = {k, v for k, v in pairs thing} -- Tables can be "flattened" from key-value pairs in an array by using `unpack` -- to return both values, using the first as the key and the second as the -- value. tuples = {{"hello", "world"}, {"foo", "bar"}} table = {unpack tuple for tuple in *tuples} -- Slicing can be done to iterate over only a certain section of an array. It -- uses the `*` notation for iterating but appends `[start, end, step]`. -- The next example also shows that this syntax can be used in a `for` loop as -- well as any comprehensions. for item in *points[1, 10, 2] print unpack item -- Any undesired values can be left off. The second comma is not required if -- the step is not included. words = {"these", "are", "some", "words"} for word in *words[,3] print word -------------------------------------------------- -- 4. Control Structures -------------------------------------------------- have_coins = false if have_coins print "Got coins" else print "No coins" -- Use `then` for single-line `if` if have_coins then "Got coins" else "No coins" -- `unless` is the opposite of `if` unless os.date("%A") == "Monday" print "It is not Monday!" -- `if` and `unless` can be used as expressions is_tall = (name)-> if name == "Rob" then true else false message = "I am #{if is_tall "Rob" then "very tall" else "not so tall"}" print message -- "I am very tall" -- `if`, `elseif`, and `unless` can evaluate assignment as well as expressions. if x = possibly_nil! -- sets `x` to `possibly_nil()` and evaluates `x` print x -- Conditionals can be used after a statement as well as before. This is -- called a "line decorator". is_monday = os.date("%A") == "Monday" print("It IS Monday!") if isMonday print("It is not Monday..") unless isMonday --print("It IS Monday!" if isMonday) -- Not a statement, does not work -------------------------------------------------- -- 4.1 Loops -------------------------------------------------- for i = 1, 10 print i for i = 10, 1, -1 do print i -- Use `do` for single-line loops. i = 0 while i < 10 continue if i % 2 == 0 -- Continue statement; skip the rest of the loop. print i -- Loops can be used as a line decorator, just like conditionals print "item: #{item}" for item in *items -- Using loops as an expression generates an array table. The last statement -- in the block is coerced into an expression and added to the table. my_numbers = for i = 1, 6 do i -- {1, 2, 3, 4, 5, 6} -- use `continue` to filter out values odds = for i in *my_numbers continue if i % 2 == 0 -- acts opposite to `when` in comprehensions! i -- Only added to return table if odd -- A `for` loop returns `nil` when it is the last statement of a function -- Use an explicit `return` to generate a table. print_squared = (t) -> for x in *t do x*x -- returns `nil` squared = (t) -> return for x in *t do x*x -- returns new table of squares -- The following does the same as `(t) -> [i for i in *t when i % 2 == 0]` -- But list comprehension generates better code and is more readable! filter_odds = (t) -> return for x in *t if x % 2 == 0 then x else continue evens = filter_odds(my_numbers) -- {2, 4, 6} -------------------------------------------------- -- 4.2 Switch Statements -------------------------------------------------- -- Switch statements are a shorthand way of writing multiple `if` statements -- checking against the same value. The value is only evaluated once. name = "Dan" switch name when "Dave" print "You are Dave." when "Dan" print "You are not Dave, but Dan." else print "You are neither Dave nor Dan." -- Switches can also be used as expressions, as well as compare multiple -- values. The values can be on the same line as the `when` clause if they -- are only one expression. b = 4 next_even = switch b when 1 then 2 when 2, 3 then 4 when 4, 5 then 6 else error "I can't count that high! D:" -------------------------------------------------- -- 5. Object Oriented Programming -------------------------------------------------- -- Classes are created using the `class` keyword followed by an identifier, -- typically written using CamelCase. Values specific to a class can use @ as -- the identifier instead of `self.value`. class Inventory new: => @items = {} add_item: (name)=> -- note the use of fat arrow for classes! @items[name] = 0 unless @items[name] @items[name] += 1 -- The `new` function inside of a class is special because it is called when -- an instance of the class is created. -- Creating an instance of the class is as simple as calling the class as a -- function. Calling functions inside of the class uses \ to separate the -- instance from the function it is calling. inv = Inventory! inv\add_item "t-shirt" inv\add_item "pants" -- Values defined in the class - not the new() function - will be shared across -- all instances of the class. class Person clothes: {} give_item: (name)=> table.insert @clothes name a = Person! b = Person! a\give_item "pants" b\give_item "shirt" -- prints out both "pants" and "shirt" print item for item in *a.clothes -- Class instances have a value `.__class` that are equal to the class object -- that created the instance. assert(b.__class == Person) -- Variables declared in class body the using the `=` operator are locals, -- so these "private" variables are only accessible within the current scope. class SomeClass x = 0 reveal: -> x += 1 print x a = SomeClass! b = SomeClass! print a.x -- nil a.reveal! -- 1 b.reveal! -- 2 -------------------------------------------------- -- 5.1 Inheritance -------------------------------------------------- -- The `extends` keyword can be used to inherit properties and methods from -- another class. class Backpack extends Inventory size: 10 add_item: (name)=> error "backpack is full" if #@items > @size super name -- calls Inventory.add_item with `name`. -- Because a `new` method was not added, the `new` method from `Inventory` will -- be used instead. If we did want to use a constructor while still using the -- constructor from `Inventory`, we could use the magical `super` function -- during `new()`. -- When a class extends another, it calls the method `__inherited` on the -- parent class (if it exists). It is always called with the parent and the -- child object. class ParentClass @__inherited: (child)=> print "#{@__name} was inherited by #{child.__name}" a_method: (a, b) => print a .. ' ' .. b -- Will print 'ParentClass was inherited by MyClass' class MyClass extends ParentClass a_method: => super "hello world", "from MyClass!" assert super == ParentClass -------------------------------------------------- -- 6. Scope -------------------------------------------------- -- All values are local by default. The `export` keyword can be used to -- declare the variable as a global value. export var_1, var_2 var_1, var_3 = "hello", "world" -- var_3 is local, var_1 is not. export this_is_global_assignment = "Hi!" -- Classes can also be prefixed with `export` to make them global classes. -- Alternatively, all CamelCase variables can be exported automatically using -- `export ^`, and all values can be exported using `export *`. -- `do` lets you manually create a scope, for when you need local variables. do x = 5 print x -- nil -- Here we use `do` as an expression to create a closure. counter = do i = 0 -> i += 1 return i print counter! -- 1 print counter! -- 2 -- The `local` keyword can be used to define variables -- before they are assigned. local var_4 if something var_4 = 1 print var_4 -- works because `var_4` was set in this scope, not the `if` scope. -- The `local` keyword can also be used to shadow an existing variable. x = 10 if false local x x = 12 print x -- 10 -- Use `local *` to forward-declare all variables. -- Alternatively, use `local ^` to forward-declare all CamelCase values. local * first = -> second! second = -> print data data = {} -------------------------------------------------- -- 6.1 Import -------------------------------------------------- -- Values from a table can be brought to the current scope using the `import` -- and `from` keyword. Names in the `import` list can be preceded by `\` if -- they are a module function. import insert from table -- local insert = table.insert import \add from state: 100, add: (value)=> @state + value print add 22 -- Like tables, commas can be excluded from `import` lists to allow for longer -- lists of imported items. import asdf, gh, jkl antidisestablishmentarianism from {} -------------------------------------------------- -- 6.2 With -------------------------------------------------- -- The `with` statement can be used to quickly call and assign values in an -- instance of a class or object. file = with File "lmsi15m.moon" -- `file` is the value of `set_encoding()`. \set_encoding "utf8" create_person = (name, relatives)-> with Person! .name = name \add_relative relative for relative in *relatives me = create_person "Ryan", {"sister", "sister", "brother", "dad", "mother"} with str = "Hello" -- assignment as expression! :D print "original: #{str}" print "upper: #{\upper!}" -------------------------------------------------- -- 6.3 Destructuring -------------------------------------------------- -- Destructuring can take arrays, tables, and nested tables and convert them -- into local variables. obj2 = numbers: {1, 2, 3, 4} properties: color: "green" height: 13.5 {numbers: {first, second}, properties: {:color}} = obj2 print first, second, color -- 1 2 green -- `first` and `second` return [1] and [2] because they are as an array, but -- `:color` is like `color: color` so it sets itself to the `color` value. -- Destructuring can be used in place of `import`. {:max, :min, random: rand} = math -- rename math.random to rand -- Destructuring can be done anywhere assignment can be done. for {left, right} in *{{"hello", "world"}, {"egg", "head"}} print left, right