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Learn MoonScript in 15 Minutes

Job van der Zwan edited this page Jan 26, 2017 · 20 revisions

-- 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\nple"

-- 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 ex\nample'


-- 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 i > 1 and i < 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 xx -- returns nil squared = (t) -> return for x in t do xx -- 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 the body of the class (using the = operator) can act -- as "private" variables that are only accessible to the class and everything -- else in the current scope.

class SomeThings secret = 123 log = (msg)-> print "LOG: #{msg}"

some_method: => log "Hello World: #{secret}"

-- 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 -- 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. print first, second, color

-- 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

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