Difference between revisions of "Label"
(New page: '''Label''' is a part of almost any script. It is a sequence of characters that identifies a specific location within the script. In Sanny Builder labels are denoted with a : (colon si...) |
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− | '''Label''' is a part of almost any script. It is a sequence of characters that identifies a specific location within the script. In [[Sanny Builder]] labels are denoted with a : (colon sign) as the first character. | + | '''Label''' is a part of almost any [[script]]. It is a sequence of characters that identifies a specific location within the script. In [[Sanny Builder]], labels are denoted with a <code>:</code> (colon sign) as the first character followed by letters, digits, or <code>_</code> (underscore sign). Labels are case-insensitive. |
− | + | Example: | |
+ | |||
+ | {{Pre|class=sb-code|1= | ||
+ | <span class="nl">:Label</span> | ||
+ | }} | ||
+ | |||
+ | Labels are widely used in scripts in [[0002|unconditional]] and [[Conditional statement|conditional]] jumps. To go to a specific label, you must use its name with a <code>@</code> (at sign) as the first character. | ||
Example: | Example: | ||
− | + | {{Pre|class=sb-code|1= | |
+ | 0002: <span class="k">jump</span> <span class="nl">@Label</span> | ||
+ | }} | ||
− | + | Sanny Builder also has a feature to display a list of all labels used in source code when you type <code>@</code> into the editor. | |
− | + | As a label specifies a location within the script an arbitrary integer number can be used instead. Positive numbers and ''0'' serve as an offset from the beginning of the main script, whereas a negative number serves as a local offset from the beginning of a mission or an [[external script]] where it is used. | |
− | + | {{Pre|class=sb-code|1= | |
+ | 0002: <span class="k">jump</span> <span class="m">100</span> <span class="c1">// can be used anywhere</span> | ||
+ | 0002: <span class="k">jump</span> <span class="m">-21</span> <span class="c1">// can be used only within a mission/external script</span> | ||
+ | }} | ||
− | + | == See also == | |
+ | * [[SCM language#Labels|Labels in the native SCM syntax]] | ||
− | [[Category: | + | [[Category:Mission Scripting]] |
Latest revision as of 16:13, 27 May 2019
Label is a part of almost any script. It is a sequence of characters that identifies a specific location within the script. In Sanny Builder, labels are denoted with a :
(colon sign) as the first character followed by letters, digits, or _
(underscore sign). Labels are case-insensitive.
Example:
:Label
Labels are widely used in scripts in unconditional and conditional jumps. To go to a specific label, you must use its name with a @
(at sign) as the first character.
Example:
0002: jump @Label
Sanny Builder also has a feature to display a list of all labels used in source code when you type @
into the editor.
As a label specifies a location within the script an arbitrary integer number can be used instead. Positive numbers and 0 serve as an offset from the beginning of the main script, whereas a negative number serves as a local offset from the beginning of a mission or an external script where it is used.
0002: jump 100 // can be used anywhere 0002: jump -21 // can be used only within a mission/external script