if-else statements work and have been tested thoroughly (nested, attached in series, attached to while()s, no memory leaks, etc.)
I also fixed some major glitches that popped up, like a loophole that was bypassing my endian-proof file system (meaning the script would work on whatever system you compiled it in, but hit or miss anywhere else).
So next up is adding comparison symbols into the parser's dictionary. <, >, <=, >=, ==, !=, etc.
Keep in mind that all of these features have been supported in the engine's script execution since the beginning, and the parser/compiler just opens a communication link between me and my engine. Since it all compiles into bytecode in advance, no matter how complicated and slow the parser/compiler gets, the engine will be just as fast at executing scripts.
Last edited by Troid92
on June 10th, 2011, 5:42 pm, edited 1 time in total.
MIDI-maker / Fangame Programmer
Yay red text.