Bell
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Bell is an Esoteric programming language created by User:Buckets in An Unknown year.
Bell is Solely a programming language For creating games; Games with n Dimensions.
Commands | Shortened Commands | Instructions |
---|---|---|
` | ` | Toggle to Shortened Commands. |
Create Player | P | Create a Player character. |
Key{}[] | K{}[] | When the Key Input from The curly Braces, Active the Code from the Square brackets. |
Question | Q | Ask for an input. |
Answer | A | The vatiable from the Question's Input. |
Set a to b | @a2b@ | Set the variable/Number a to The Variable b. |
{c o d} | :cod: | The Answer to The Variable/number c o( Operation by) Variable/number d. |
Touch()[] | T()[] | If The Player is Touching the element's Name or ID in the Parentheses, Run the code within the Square brackets. |
!Touch()[] | !T()[] | If The Player is not Touching the element's Name or ID in the Parentheses, Run the code within the Square brackets. |
Create NPC | C | Create an NPC. |
Move()<e,f,g...> | ()<e,f,g...> | Apply the Change The coordinates within The angle Brackets to The element In the Parentheses. |
TurnA(){} | A{} | Rotate the element in the Parentheses clockwise By the number within The curly Braces. |
TurnB(){} | B{} | Rotate the element in the Parentheses Anti-clockwise By the number within The curly Braces. |
SpriteHitBox() | S() | Apply A hitbox To the element in the Parentheses via the Sprite Dimensions. |
PixelHitBox() | P() | Apply A hitbox To the element in the Parentheses via the Sprite's pixels. |
TextBox<(),(),()...>"" | <(),(),()...>"" | Display A Text box Using the Given Elements of The Quotes. |
SpritePixel<<h,i...>,<j,k...>>(){}«<...>HEX,<...>HEX...» | <<h,i...>,<j,k...>>(){}«<...>HEX,<...>HEX...» | Give the Dimension in curly Braces, in parentheses, The Element, in the angle brackets is the Dimensions of the pixel sprite, Within the Chevrons, is A set of HEX code colours applying to The coordinates Of the Pixels shown in The angle brackets In the Chevrons. |
SpriteVector<<l,m...>,<n,o...>>(){}<<p,q...>,<r,s...>...><<#0,#5...>,<#5,#3...>,<#3,#0...>...>«<##0,##1...>HEX,...» | <<l,m...>,<n,o...>>(){}<<p,q...>,<r,s...>...><<#0,#5...>,<#5,#3...>,<#3,#0...>...>«<##0,##1...>HEX,...» | Give the Dimension in curly braces, in parentheses, The Element, in the First angle brackets is the Dimensions of the Vector sprite, Within the Second Angle brackets, is A set of Angle brackets For the Individual Dots as their Coordinates, The Third Angle brackets Compose The set of The Connections of The set of The Dot coordinates & the Chevrons Contain the Set of Faces Concatenated by the HEX code colours. |
SHORTLABEL«»as«» | «»«» | Create A Shortcut/"Shortlabel" For the Innards of the First Chevrons as The Innards of the Second Chevrons. |
SpriteToFrame(){} | (){} | Turns The Element In the Parentheses Into a Frame with The Index Im the Curly braces. |
If t = u | :t=u: | If the Condition Variable/Number t = Number/variable u, the IP goes to The corresponding So , Else Or else .
|
So | S | Does Nothing by Itself. |
Or else | O | This Command will do Nothing effectively but if Only used By using this Command With no Corresponding If t = u .
|
If v = "" | :v="" | If the Condition Variable v = To the innards of the Quotes, the IP goes to The corresponding So , Else Or else .
|
StartLoop w [] | :w[] | Start a Loop that will Run The code in The Square brackets w times, As a Variable/number, If no w is stated, The Code will Repeat Infinitely. |
SHORTLABEL«[]»as«» | No Shortened Command. | This command Apears Only once in the document at The end It seems To be Very similar To SHORTLABEL«»as«» , but It seems to Run code, instead of Being A macro; It is a Function.
|
{ f x } | {fx} | The Answer to The function f Applied to x. |
{Random y - z {}} | :y:z{} | The answer To a random Real number y to z, with the Seed entered In the Curly braces. |
{RandomInt A - B {}} | ;A:B{} | The answer To a random Natural number y to z, with the Seed entered In the Curly braces. |
FrameWait C | .C. | Wait for C frames. |
Set D FPS | -D- | Set D FPS. |
SecondWait E | ;E; | Wait for E seconds. |
SC<F,G,H...>() | *<F,G,H...>() | Set The Coordinates from The angle brackets And Apply it To the Element entered in the Parentheses. |
Goto I | *I* | Go to Line I. |
Camera11() | 3() | Go to The Element entered in The parentheses As the Camera. |
Camera01<J,K,L...> | 1<J,K,L...> | Go to The Coordinates entered in The Angle brackets As the Camera. |
Camera10() | 2() | Point to The Element entered in The parentheses As the Camera. |
Camera00<M,N,O...> | 0<M,N,O...> | Point to The coordinates entered in The angle Brackets As the Camera. |
Play () | II() | Play the Element as Audio entered in The parentheses. |
Pause () | X() | Pause the Element as audio Entered into the Parentheses. |
PlayHere () with () | $()() | Play the Second Element Which happens to be a pair of Parentheses, as Audio Coming from The first element that Also happens to Be Entered in parentheses. |
PlayPoint () with <P,Q,R...> | $()<P,Q,R...> | The Audio Element entered in The Parentheses, Will be Played At the Coordinates into The angle brackets. |
SetVol S | =S= | Set the Volume S. |
ChangeVol T | ^Tv | Change the Volume by T. |
Dupe () | 2.() | Duplicates the Element stated Within the Parentheses. |
{Far () from ()} | {()()} | The Answer to The distance between Element 2 from Element 1. |
{Dir () to ()} | %{()()} | The answer to the Direction From Element 1 that needs to be Formed to Element 2. |
NewIP«» | Y«» | Create a New thread/IP, The new IP will Ignore the Next Line. |
EndIP«» | G«» | Delete a Thread/IP, Given the Same Index Entered in the Chevrons. |
Null U | !U! | Set U to 0. |
~~V~~ | ~V~ | The Variable V when set in LABELs or Strings. |
UNICODE W | 'W' | Print the variable W in Unicode. |
Cat program *:
`Q<>"~V~"
"Hello, World!" Program*:
`<>"Hello, World!"