Commands in words you already know
To draw a circle you write _circle. To branch you write _if. No vocabulary to memorise before you start — you look for the word you were already thinking of.
The hard part of programming is not typing. It is not knowing what that line on the screen actually does. Here the explanation sits next to the code, and changing one number changes the picture straight away.
To draw a circle you write _circle. To branch you write _if. No vocabulary to memorise before you start — you look for the word you were already thinking of.
Put the cursor on any line and the panel says what that line does, what each number means, and which step you left out that keeps it from showing up.
Code and game sit one above the other. Change 300 to 500 and the circle moves right. Lower the gravity and the character falls slower. Cause and effect, side by side.
The code on the left, the editor’s explanation on the right.
_setup = _ => {
_createCanvas(800, 600)
hero = _sprite(400, 100, 50, 50)
hero._color(255, 180, 84)._gravity(1200)
}
_draw = _ => {
_if( _keyPressed('space') ){
hero._jump(500)
}
}
Every command has four spellings that all point at the same function. Learn the idea in the language you think in, then switch to English and you are already writing something close to ordinary code.
The runtime uses Phaser 3 and the editor uses Monaco. Both are MIT licensed and free for commercial use.