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View Code? Open in Web Editor NEWA functional utility library for GML/GameMaker: Studio - partials, map/reduce and more
Home Page: https://gmcore.io/gdash/
License: MIT License
A functional utility library for GML/GameMaker: Studio - partials, map/reduce and more
Home Page: https://gmcore.io/gdash/
License: MIT License
Scripts that iterate over a collection should allow for use with either arrays or lists freely. It is easy to tell what is passed in (if it's a real, its a list ID), so this should just be default functionality.
cannot use function/script name for a variable, using "ds_list_add"
It seems like GM1 do not allow that. You may want to change the example in the script.
/* @example _spread(ds_list_add, _arrayOf(listId, 1, 2, 3, 4)); // => List now contains 1, 2, 3, 4 */
This is a tracking issue for development of gdash 4, which will drop support for GameMaker: Studio 1 in favor of consolidating for speed and support on GM:S 2.
_underscore_formatting
rather than camelcase for consistency with the GM:S stdlib_arrayOf
usages in favor of native array definition syntax_length
where array_length_1d
sufficesThe following functions are in lodash that seem useful in GM context:
_chunk
_difference
_drop
_fill
_intersection
_pull
_reverse
_slice
_union
_without
_zip
_log
is mostly a utility function, so it should have some good utility!
If I pass _log("hello", 1, "world")
to it, I should expect to see:
hello 1 world
We have _and
, why not _or
?
GM:S2 adds a type_of
that is very similar to _typeOf
, as it returns strings defining the type. It supports some other data types that _typeOf
does not.
GameMaker: Studio 2 allows for scripts to define a documentation schema which gets picked up in autocomplete. I'd like to add this to gdash scripts.
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