« La version 1.0 marque le début d'une base stable qui peut être utilisée dans les années à venir sachant que les futures versions de Nim seront rétrocompatibles avec le code que vous avez écrit avec la version actuelle », indique l’équipe de développement.
Nim a fait surface en 2008 et le projet est porté par le programmeur allemand Andreas Rumpf. Nim est un langage de programmation à typage statique qui emprunte certains concepts d’autres comme Modula-3, Delphi, Ada, C++, Python ou encore Lisp. Illustration avec le code source d'une fonction de gestion des tournois au sein du jeu ReelValley par Onsetgame.
Code : | Sélectionner tout |
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719 720 721 | import tables import times import sequtils import algorithm import nimx.view import nimx.button import nimx.matrixes import nimx.text_field import nimx.panel_view import core / notification_center import rod.rod_types import rod.viewport import rod.node import rod.component import json import rod.component.ui_component import nimx.table_view import nimx.scroll_view import strutils import utils.pause import utils.timesync import nimx.formatted_text import core.net.server import shared.director import shared.user import falconserver.map.building.builditem import core.slot.base_slot_machine_view import slots.slot_machine_registry import quest.quest_helpers import tournament import shared.window.rewards_window import shared.window.window_component import tournaments.tournament_result_window import shared.window.button_component import rod.component.text_component import shared.window.window_manager import utils.node_scroll import shared.gui.gui_module import shared.tutorial import shared.localization_manager import utils.falcon_analytics import rod.component.solid import utils.icon_component import core / helpers / [ boost_multiplier, reward_helper ] import core / features / booster_feature import core / zone type RoundedLabel = ref object node: Node activeLabel: Text inactiveLabel: Text proc newRoundedLabel(node: Node): RoundedLabel = result.new result.node = node result.activeLabel = node.mandatoryNode("active").getComponent(Text) result.inactiveLabel = node.mandatoryNode("inactive").getComponent(Text) proc setText(lbl: RoundedLabel, text: string, active: bool) = lbl.activeLabel.text = text lbl.inactiveLabel.text = text lbl.activeLabel.node.enabled = active lbl.inactiveLabel.node.enabled = not active type IconButton = ref object node: Node button: ButtonComponent label: Text chips_Icon: Node lock_Icon: Node proc newIconButton(node: Node, rect: Rect): IconButton = result.new result.node = node result.button = node.createButtonComponent(rect) result.label = node.mandatoryNode("title").getComponent(Text) let icons = node.findNode("icon_join") if not icons.isNil: result.chips_Icon = icons.mandatoryNode("ltp_chips_2.png") result.chips_Icon.enabled = false result.lock_Icon = icons.mandatoryNode("ltp_closed.png") result.lock_Icon.enabled = false type TournamentWindowItem* = ref object of RootObj node: Node tournament: Tournament title: Text timeToEnd: Text timeEnded: Text players: Text bet: Text prizeFund: Text participationHighlight: Node comingSoon_Button: IconButton comingSoon_Label: Text join_Button: IconButton join_Label: Text locked_Button: IconButton locked_Label: Text continue_Button: IconButton score_Label: Text scoreValue_Label: Text reward_Button: IconButton reward_Image: Node # locationIcons: ref Table[string, Node] finished_Icon: Node progressFiller: Node progressFillerFullScale: float noProgressFiller: Node chips_Icon: Node bucks_Icon: Node chips_Label: RoundedLabel players_Label: RoundedLabel time_Label: RoundedLabel icoComp: IconComponent proc update(i: TournamentWindowItem, t: Tournament) proc gainReward*(t: Tournament) = let tResultWindow = sharedWindowManager().show(TournamentResultWindow) tResultWindow.setUpTournament(t) sharedServer().claimTournamentReward(t.participationId, proc(res: JsonNode) = echo res if res["status"].getStr() == "Ok": t.participationId = "" t.rewardIsClaimed = true let chips = res["response"]["chips"].getBiggestInt() let bucks = res["response"]{"bucks"}.getBiggestInt() let tournPoints = res["response"]["tourPoints"].getBiggestInt() let ufoFreeRounds = res["response"]{"freeRounds"}.getBiggestInt() tResultWindow.onClose = proc() = var rew = newSeq[Reward]() if chips > 0: rew.add(createReward(RewardKind.chips, chips)) if bucks > 0: rew.add(createReward(RewardKind.bucks, bucks)) if tournPoints > 0: rew.add(createReward(RewardKind.tourPoints, tournPoints)) if ufoFreeRounds > 0: let r = createReward(RewardKind.freeRounds, ufoFreeRounds, $ufoSlot) rew.add(r) let rewWindow = sharedWindowManager().show(RewardWindow) rewWindow.boxKind = RewardWindowBoxKind.red rewWindow.rewards = rew rewWindow.onClose = proc() = currentNotificationCenter().postNotification("SHOW_TOURNAMENTS_WINDOW") ) proc init(i: TournamentWindowItem, w: WindowComponent) = i.title = i.node.mandatoryNode("title_tournament").getComponent(Text) i.timeToEnd = i.node.mandatoryNode("time").getComponent(Text) i.timeEnded = i.node.mandatoryNode("tr_time_ended").getComponent(Text) i.players = i.node.mandatoryNode("players").getComponent(Text) i.bet = i.node.mandatoryNode("bet").getComponent(Text) i.prizeFund = i.node.mandatoryNode("prizepool").getComponent(Text) i.participationHighlight = i.node.mandatoryNode("ltp_light_in_menu.png") i.progressFiller = i.node.mandatoryNode("ltp_small_progress_bar_part.png") i.progressFillerFullScale = i.progressFiller.scaleX i.noProgressFiller = i.node.mandatoryNode("ltp_small_progress_bar_noprogress.png") i.finished_Icon = i.node.mandatoryNode("Finished.png") i.chips_Icon = i.node.mandatoryNode("1_chips_icon.png") i.bucks_Icon = i.node.mandatoryNode("1_bucks_icon.png") i.chips_Label = newRoundedLabel(i.node.mandatoryNode("chips_label")) i.chips_Label.setText(localizedString("TR_PRIZE_POOL_TITLE"), false) i.players_Label = newRoundedLabel(i.node.mandatoryNode("players_label")) i.players_Label.setText(localizedString("TR_PLAYERS_TITLE"), false) i.time_Label = newRoundedLabel(i.node.mandatoryNode("time_label")) i.time_Label.setText(localizedString("TR_TIME_TO_END"), false) # tournament not started yet i.comingSoon_Button = newIconButton(i.node.mandatoryNode("grey_button"), newRect(0, 0, 300, 84)) i.comingSoon_Button.lock_Icon.enabled = true i.comingSoon_Label = i.node.mandatoryNode("TR_COMING_SOON").getComponent(Text) # may enter and has enough chips i.join_Button = newIconButton(i.node.mandatoryNode("orange_button_bicolor"), newRect(0, 0, 300, 84)) i.join_Label = i.node.mandatoryNode("TR_JOIN!").getComponent(Text) # may enter, but has not enough chips i.locked_Button = newIconButton(i.node.mandatoryNode("grey_button_bicolor"), newRect(0, 0, 300, 84)) i.locked_Button.label.text = localizedString("TR_LOCKED") i.locked_Button.lock_Icon.enabled = true i.locked_Label = i.node.mandatoryNode("locked_chips_title").getComponent(Text) # to continue already joined tournament i.continue_Button = newIconButton(i.node.mandatoryNode("Button_blue"), newRect(0, 0, 300, 84)) i.continue_Button.label.text = localizedString("TR_CONTINUE") i.score_Label = i.node.mandatoryNode("TR_YOUR_SCORE").getComponent(Text) i.scoreValue_Label = i.node.mandatoryNode("score_value").getComponent(Text) i.reward_Button = newIconButton(i.node.mandatoryNode("Yellow_middle_button_tournaments"), newRect(0, 0, 300, 84)) i.reward_Button.label.text = localizedString("TR_GET_REWARD") i.reward_Image = i.node.mandatoryNode("reward_tournament") i.node.mandatoryNode("Friends").enabled = false # i.locationIcons = newTable[string, Node]() # i.locationIcons["dreamTowerSlot"] = i.node.mandatoryNode("ltp_dream_tower_slot_1.png") # i.locationIcons["balloonSlot"] = i.node.mandatoryNode("ltp_windy_day_slot_copy_2.png") # i.locationIcons["candySlot"] = i.node.mandatoryNode("ltp_candy_shop_slot_copy.png") let scoreStars_Icon = i.node.mandatoryNode("Score.png") scoreStars_Icon.enabled = false let icoPlaceholder = i.node.findNode("placeholder") let icoSolid = icoPlaceholder.getComponent(Solid) icoSolid.color = newColor(0,0,0,0) i.icoComp = icoPlaceholder.component(IconComponent) i.icoComp.prefix = "common/lib/icons/precomps" i.icoComp.composition = "slot_logos_icons" i.icoComp.rect = newRect(newPoint(0, 0), icoSolid.size) # icoPlaceholder.removeComponent(Solid) i.join_Button.button.onAction do(): if w.processClose: return sendEvent("tournament_open", %*{ "chips_left": %currentUser().chips, "current_tournament_id": i.tournament.title, "time_to_current_tournament": timeLeft(i.tournament.endDate).int}) w.closeButtonClick() sharedServer().joinTournament(i.tournament.id, proc(res: JsonNode) = echo res if res["status"].str == "Ok" and res.hasKey("partId"): i.tournament.participationId = res["partId"].str i.tournament.updateFromParticipantsResponse(res, preserveScore = false) #i.update() currentUser().updateWallet(res["chips"].getBiggestInt()) let scene = startSlotMachineGame(parseEnum[BuildingId](i.tournament.slotName), smkTournament) scene.BaseMachineView.setTournament(i.tournament) ) i.continue_Button.button.onAction do(): if w.processClose: return sendEvent("tournament_reopen", %*{ "chips_left": %currentUser().chips, "current_tournament_id": i.tournament.title, "time_to_current_tournament": timeLeft(i.tournament.endDate).int, "current_position": i.tournament.place, "is_prize": i.tournament.isPrizePlace()}) w.closeButtonClick() let scene = startSlotMachineGame(parseEnum[BuildingId](i.tournament.slotName), smkTournament) scene.BaseMachineView.setTournament(i.tournament) i.reward_Button.button.onAction do(): if w.processClose: return i.tournament.gainReward() # result.playBt.onAction do(): # var slotClassName = buildingIdToClassName[parseEnum[BuildingId](t.slotName)] # let scene = currentDirector().moveToScene(slotClassName) # scene.BaseMachineView.tournament = t proc runTimeLeft(t: Tournament): float = if t.endDate < 0: result = t.duration # always running if no endDate set else: result = timeLeft(t.endDate) proc timerText(time: float): string = #result = time.fromSeconds().getGMTime().format("hh:mm:ss") result = $(time.int div 3600) & (time.int mod 3600).fromSeconds().getGMTime().format(":mm:ss") # because we need 24+ hours duration to be handled too proc hasStarted(t: Tournament): bool = timeLeft(t.startDate) < 0 proc isRunning(t: Tournament): bool = t.hasStarted and t.runTimeLeft > 0 and not t.isClosed proc hasEnoughChips(t: Tournament): bool = currentUser().chips >= t.entryFee proc slotIsAvailable(t: Tournament): bool = parseEnum[BuildingId](t.slotName) in activeSlots() or t.endDate < 0 # tutorial tournament proc alreadyJoined(t: Tournament): bool = t.participationId.len != 0 proc isOpen(t: Tournament): bool = t.isRunning and not t.alreadyJoined proc joinConditionsMet(t: Tournament): bool = t.hasEnoughChips and t.slotIsAvailable proc mayContinue(t: Tournament): bool = t.isRunning and t.alreadyJoined proc mayClaimReward(t: Tournament): bool = t.isClosed and t.alreadyJoined and not t.rewardIsClaimed proc update(i: TournamentWindowItem, t: Tournament) = assert(not t.isNil) i.tournament = t #echo i.tournament.title, " - isRunning = ", isRunning, ", mayJoin = ", mayJoin, ", mayContinue = ", mayContinue, ", mayClaimReward = ", mayClaimReward #echo " runTimeLeft = ", runTimeLeft, ", i.tournament.isClosed = ", i.tournament.isClosed i.participationHighlight.enabled = i.tournament.isRunning i.timeToEnd.node.enabled = not i.tournament.isClosed i.timeEnded.node.enabled = i.tournament.isClosed i.progressFiller.enabled = i.tournament.isRunning i.noProgressFiller.enabled = not i.tournament.isRunning i.players.node.enabled = i.tournament.hasStarted i.title.text = i.tournament.title #levelLabel.text = "L " & $t.level i.bet.text = $(i.tournament.bet div 1000) & "K" i.join_Button.chips_Icon.enabled = (i.tournament.entryFee > 0) i.comingSoon_Button.chips_Icon.enabled = (i.tournament.entryFee > 0) var entryFeeText: string if not t.slotIsAvailable: entryFeeText = localizedString("TR_LOCKED") i.locked_Label.text = localizedString("TR_BUILD_SLOT_TO_PLAY") elif i.tournament.entryFee > 0: entryFeeText = $(i.tournament.entryFee div 1000) & "K" i.locked_Label.text = localizedFormat("TR_AVAILABLE_WITH_CHIPS", entryFeeText) else: entryFeeText = localizedString("TR_FREE") i.comingSoon_Button.label.text = entryFeeText i.join_Button.label.text = entryFeeText if i.tournament.prizeFundBucks > 0: i.bucks_Icon.enabled = true i.chips_Icon.enabled = false i.prizeFund.text = $(i.tournament.prizeFundBucks) else: i.bucks_Icon.enabled = false i.chips_Icon.enabled = true i.prizeFund.text = $(i.tournament.prizeFundChips div 1000) & "K" if i.tournament.participationId.len != 0 and i.tournament.isRunning: i.scoreValue_Label.text = $i.tournament.myScore else: i.score_Label.node.enabled = false i.scoreValue_Label.node.enabled = false if i.tournament.participationId.len != 0 and not i.tournament.participants.isNil: i.tournament.sortParticipants() i.players.text = "<span style=\"color:FFFFFFFF\">$1</span><span style=\"fontSize:24\">/$2</span>" % [$i.tournament.place, $i.tournament.playersCount] else: i.players.text = $i.tournament.playersCount i.icoComp.name = $i.tournament.slotName if i.tournament.isRunning: i.time_Label.setText(localizedString("TR_TIME_TO_END"), false) i.timeToEnd.text = i.tournament.runTimeLeft.timerText() if i.tournament.endDate < 0: i.progressFiller.scaleX = 0.0 else: i.progressFiller.scaleX = i.progressFillerFullScale * (1.0 - i.tournament.runTimeLeft / (i.tournament.endDate - i.tournament.startDate)) elif not i.tournament.hasStarted: i.time_Label.setText(localizedString("TR_TIME_TO_START"), true) i.timeToEnd.text = timeLeft(i.tournament.startDate).timerText() let comingSoonEnabled = not i.tournament.hasStarted i.comingSoon_Button.node.enabled = comingSoonEnabled i.comingSoon_Button.button.enabled = comingSoonEnabled i.comingSoon_Label.node.enabled = comingSoonEnabled let joinEnabled = i.tournament.isOpen and i.tournament.joinConditionsMet i.join_Button.node.enabled = joinEnabled i.join_Button.button.enabled = joinEnabled i.join_Label.node.enabled = joinEnabled let lockEnabled = i.tournament.isOpen and not i.tournament.joinConditionsMet i.locked_Button.node.enabled = lockEnabled i.locked_Button.button.enabled = lockEnabled i.locked_Label.node.enabled = lockEnabled i.continue_Button.node.enabled = i.tournament.mayContinue i.continue_Button.button.enabled = i.tournament.mayContinue i.score_Label.node.enabled = i.tournament.mayContinue i.reward_Button.node.enabled = i.tournament.mayClaimReward i.reward_Button.button.enabled = i.tournament.mayClaimReward i.reward_Image.enabled = i.tournament.mayClaimReward i.finished_Icon.enabled = i.tournament.runTimeLeft <= 0 or i.tournament.isClosed #i.claimBt.enabled = i.tournament.isClosed and not i.tournament.rewardIsClaimed type TournamentsWindow* = ref object of WindowComponent updateTimer: ControlledTimer updateCountdown: int updateSpan: int title: Text desc: Text #item: TournamentWindowItem items: seq[TournamentWindowItem] tournaments: seq[Tournament] #onRemove*: proc() itemsRoot: Node firstItemPos: Vector3 itemAnchor: Vector3 itemGap: Coord scroller: NodeScroll cheatView : View boostMultiplier*: BoostMultiplier proc findActiveTournament(w: TournamentsWindow): Tournament = for ti in w.items: if not ti.isNil and timeLeft(ti.tournament.startDate) < 0 and timeLeft(ti.tournament.endDate) > 0: return ti.tournament proc findNextTournament(w: TournamentsWindow): Tournament = for ti in w.items: if not ti.isNil and timeLeft(ti.tournament.startDate) >= 0: return ti.tournament proc findRewardedTournament*(tournaments: seq[Tournament]): Tournament = for t in tournaments: if t.isClosed and t.participationId.len != 0 and not t.rewardIsClaimed: return t proc findCurrentTournament(w: TournamentsWindow): Tournament = for ti in w.items: if not ti.isNil and ti.tournament.participationId.len != 0: return ti.tournament proc newTournamentWindowItem(w: TournamentsWindow, index: int, t: Tournament): TournamentWindowItem = let content = newLocalizedNodeWithResource("common/gui/popups/precomps/Tournament_placeholder.json") #w.itemsRoot.addChild(resNode) w.scroller.addChild(content) result.new result.node = content result.tournament = t result.init(w) result.node.position = w.firstItemPos result.node.positionY = result.node.positionY + w.itemGap * index.Coord result.node.anchor = w.itemAnchor content.addAnimation(content.animationNamed("appear")) result.update(t) proc importance(t: Tournament): int = if t.mayClaimReward: result = 1 elif t.mayContinue: result = 2 elif t.isRunning: result = 3 else: result = 4 proc cmp(t1, t2: Tournament): int = result = cmp(t1.importance, t2.importance) if result != 0: return result if t1.isRunning: result = cmp(t2.slotIsAvailable, t1.slotIsAvailable) if result != 0: return result result = cmp(t2.prizeFundBucks, t1.prizeFundBucks) if result == 0: result = cmp(t2.prizeFundChips, t1.prizeFundChips) return result return cmp(t1.startDate, t2.startDate) proc updateContentFromResponse*(w: TournamentsWindow, tournaments: seq[Tournament]) = w.tournaments = tournaments.filter(proc (t: Tournament): bool = t.shouldShowInWindow) w.tournaments.sort do(t1, t2: Tournament) -> int: result = cmp(t1, t2) for item in w.items: if not item.isNil: item.node.removeFromParent() w.items = newSeq[TournamentWindowItem]() for i in 0 ..< w.tournaments.len: w.items.add(w.newTournamentWindowItem(i, w.tournaments[i])) proc updateOnTimer(w: TournamentsWindow) = w.updateCountdown.dec if w.updateCountdown <= 0: w.updateCountdown = w.updateSpan #v.requestUpdate() else: w.tournaments = w.tournaments.filter(proc (t: Tournament): bool = t.shouldShowInWindow) w.tournaments.sort do(t1, t2: Tournament) -> int: result = cmp(t1, t2) for i in 0 ..< w.tournaments.len: w.items[i].update(w.tournaments[i]) for i in w.tournaments.len ..< w.items.len: if not w.items[i].isNil: w.items[i].node.removeFromParent() w.items[i].node = nil w.items[i] = nil registerComponent(TournamentsWindow, "windows") const gapH = 5.Coord const bottomH = 40.Coord const gapW = 5.Coord const serviceButtonW = 150.Coord proc newTournamentsCheatButtons(v: View, w: TournamentsWindow) = var x = gapW let y = gapH let fastTournamentBt = Button.new(newRect(x, y, serviceButtonW, bottomH)) fastTournamentBt.title = "Fast tournament" v.addSubview(fastTournamentBt) fastTournamentBt.onAction do(): sharedServer().tournamentCreateFast proc(res: JsonNode) = echo "tournamentCreateFast = ", res w.updateContentFromResponse(parseTournamentsFromResponse(res["tournaments"])) x += serviceButtonW + gapW let tutorialTournamentBt = Button.new(newRect(x, y, serviceButtonW, bottomH)) tutorialTournamentBt.title = "Tutorial tournament" v.addSubview(tutorialTournamentBt) tutorialTournamentBt.onAction do(): sharedServer().getTutorialTournament proc(res: JsonNode) = echo "getTutorialTournament = ", res w.updateContentFromResponse(parseTournamentsFromResponse(res["tournaments"])) # proc update(v: TournamentsView) = # v.updateCountdown.dec # if v.updateCountdown <= 0: # v.updateCountdown = v.updateSpan # #v.requestUpdate() # else: # for i in v.items: # i.update() proc hasCompletedTutorialTournament(w: TournamentsWindow): bool = for t in w.tournaments: if t.level == 0 and t.isClosed and not t.rewardIsClaimed: return true return false proc tutorialLogic(w: TournamentsWindow) = tsTournamentJoin.addTutorialFlowState(true) if isFrameClosed($tsTournamentJoin): if not isFrameClosed($tsFirstTournamentReward) and w.hasCompletedTutorialTournament(): tsFirstTournamentReward.addTutorialFlowState(true) else: tsShowTpPanel.addTutorialFlowState(true) # var tournamentsView : TournamentsView = nil proc handleTournamentsResponse(w: TournamentsWindow, res: JsonNode) = if w.processClose: return let pv = currentDirector().currentScene #echo $res let tournaments = parseTournamentsFromResponse(res["tournaments"]) # let rewardedT = tournaments.findRewardedTournament() # if not rewardedT.isNil: # rewardedT.gainReward() # else: w.updateContentFromResponse(tournaments) let activeT = w.findActiveTournament() let nextT = w.findNextTournament() sharedAnalytics().wnd_tournaments_open( nextTournament = if nextT.isNil(): "" else: nextT.title, activeTournament = if activeT.isNil(): "" else: activeT.title, timeToNextTournament = if nextT.isNil(): -1 else: timeLeft(nextT.startDate).int, activeTournamentTimeLeft = if activeT.isNil(): -1 else: timeLeft(activeT.endDate).int) w.updateTimer = pv.setInterval( 1, proc() = w.updateOnTimer()) if currentUser().cheatsEnabled and w.cheatView.isNil: w.cheatView.new() w.cheatView.init(newRect(250.Coord, gapH, gapW * 3 + serviceButtonW * 2, gapH*2 + bottomH)) w.cheatView.newTournamentsCheatButtons(w) pv.addSubview(w.cheatView) w.tutorialLogic() method onInit*(w: TournamentsWindow) = w.updateSpan = 30 w.updateCountdown = w.updateSpan let content = newLocalizedNodeWithResource("common/gui/popups/precomps/Tournament_window_layout.json") w.anchorNode.addChild(content) let toRemove = content.findNode("Tournament_placeholder$5") toRemove.removeFromParent() let tab = content.mandatoryNode("tabactive492px") tab.enabled = true tab.mandatoryNode("title_unactive").enabled = false tab.mandatoryNode("title_active").getComponent(Text).text = localizedString("TR_BUTTON_TITLE") tab.positionX = (tab.positionX + content.mandatoryNode("tabactive492px$7").positionX) / 2 content.mandatoryNode("tabactive492px$7").enabled = false content.mandatoryNode("button_down").enabled = false content.mandatoryNode("button_up").enabled = false content.mandatoryNode("button_circle").enabled = false content.mandatoryNode("scrollbar_tournament.png").enabled = false #content.mandatoryNode("ltp_scrollbar_part1.png").enabled = false content.mandatoryNode("button_black_long").enabled = false #let btnClose = win.findNode("button_close") w.boostMultiplier = content.mandatoryNode("ltp_rectangle_26_copy_2.png").addTpBoostMultiplier(newVector3(214.0, -27.0, 0.0), 0.8) let btnClose = content.findNode("button_close") let closeAnim = btnClose.animationNamed("press") let bcp = w.anchorNode.newChild("close_animButton_parent") let buttonClose = bcp.createButtonComponent(closeAnim, newRect(btnClose.positionX + 10.0, btnClose.positionY + 10.0, 80.0, 80.0)) buttonClose.onAction do(): let active = w.findActiveTournament() let activeName = if active.isNil: "" else: active.title let activeTimeLeft = timeLeft(if active.isNil: 0.0 else: active.endDate).int div 60 let next = w.findNextTournament() let nextName = if next.isNil: "" else: next.title let timeToNext = timeLeft(if next.isNil: 0.0 else: next.startDate).int div 60 sharedAnalytics().wnd_tournaments_closed(nextName, activeName, timeToNext, activeTimeLeft) w.closeButtonClick() let itemPlaceholder = content.findNode("Tournament_placeholder") w.itemsRoot = newNode() w.itemsRoot.name = "itemsRoot" w.itemsRoot.positionX = 240 w.itemsRoot.positionY = 220 #itemPlaceholder.parent.addChild(w.itemsRoot) itemPlaceholder.parent.insertChild(w.itemsRoot, 5) w.firstItemPos = itemPlaceholder.position - w.itemsRoot.position w.itemAnchor = itemPlaceholder.anchor w.itemGap = itemPlaceholder.anchor.y * 2 itemPlaceholder.removeFromParent() w.scroller = createNodeScroll(newRect(0, 0, itemPlaceholder.anchor.x * 2, w.itemGap * 2), w.itemsRoot) w.scroller.nodeSize = newSize(itemPlaceholder.anchor.x * 2, w.itemGap) w.scroller.scrollDirection = NodeScrollDirection.vertical w.scroller.bounces = true w.scroller.notDrawInvisible = true let btnDown = content.findNode("button_down") let downAnim = btnDown.animationNamed("press") let bdp = w.anchorNode.newChild("down_animButton_parent") let buttonDown = bdp.createButtonComponent(downAnim, newRect(btnDown.positionX + 10.0, btnDown.positionY + 10.0, 80.0, 80.0)) buttonDown.onAction do(): echo "down" let btnUP = content.findNode("button_up") let upAnim = btnUP.animationNamed("press") let bup = w.anchorNode.newChild("up_animButton_parent") let buttonUp = bup.createButtonComponent(upAnim, newRect(btnUP.positionX + 10.0, btnUP.positionY + 10.0, 80.0, 80.0)) buttonUp.onAction do(): echo "up" let tp = currentUser().tournPoints content.findNode("tournament_points").component(Text).text = $tp if tp == 0: sharedServer().getTutorialTournament proc(res: JsonNode) = handleTournamentsResponse(w, res) else: sharedServer().getTournamentsList nil, proc(res: JsonNode) = handleTournamentsResponse(w, res) # tw.applyFrameData() proc toggleTournamentsView*(pv: GameScene, s: Server) = let w = sharedWindowManager().show(TournamentsWindow) method beforeRemove*(w: TournamentsWindow) = if not w.cheatView.isNil: w.cheatView.removeFromSuperview() w.cheatView = nil if not w.boostMultiplier.isNil: w.boostMultiplier.onRemoved() w.boostMultiplier = nil method onShowed*(w: TournamentsWindow) = procCall w.WindowComponent.onShowed() # w.anchorNode.sceneView.GameScene.setTimeout(0.5) do(): |
« Le compilateur actuel et les parties de la bibliothèque standard qu'il utilise ont environ 140 000 lignes de code, fonctionnent sur une pléthore de systèmes d'exploitation et d'architectures de processeurs, peuvent également compiler du code Nim en C++ et JavaScript et les capacités de métaprogrammation de Nim sont les meilleures de leur catégorie. Bien que le langage ne soit pas aussi petit que je le souhaiterais, il s'est avéré que la métaprogrammation ne peut pas remplacer tous les éléments constitutifs dont un langage moderne a besoin », indique Rumpf.
Comme il est de coutume avec les langages qui ne disposent pas encore d’une certaine aura, les débats à propos de Nim portent sur les aspects susceptibles de le démarquer de l’existant. La compilation vers C, C++ et JavaScript revient dans les échanges. Certains y voient un avantage en ceci que pour des travailleurs de la filière développement web par exemple, le frontend et le backend peuvent être montés dans le même langage. En sus, possibilité liée à la précédente : la génération d’ exécutables pour une panoplie de plateformes parmi lesquelles Windows, Linux, BSD, macOS. D’avis d’observateurs, cet aspect permet à Nim de se démarquer de langages aux caractéristiques similaires parmi lesquels Rust, D et Ocaml.
De plus, certains benchmarks révèlent que Nim est aussi rapide que C et C++ sur des algorithmes équivalents. Toutefois, c’est la richesse de bibliothèque qui semble être l’une de ses faiblesses. En effet, en comparaison à celle d’un langage comme Python, il y a encore du chemin.
Dans tous les cas, l’équipe de développement assure que le langage est désormais stable ce qui l’ouvre à des essais sur des projets sérieux. À ce propos, Nim est compatible avec bon nombre d’éditeurs dont Visual Studio code, Atom, Emacs et Sublime Text. Le compilateur et les outils sont disponibles sous licence MIT.
Source : Notes de version, FAQ du projet
Et vous ?
Qu’en pensez-vous ?
Connaissez vous ce langage de programmation ? Si oui, quel est votre retour en ce qui le concerne ?
Quels langages peut-il remplacer et dans quelles filières ?
Voyez-vous Nim comme autre chose qu'un langage exotique ?
Voir aussi :
Quel avenir pour le langage C ? Un développeur expérimenté fait ses adieux au langage et livre ses inquiétudes quant à son avenir
C2 : un langage qui se présente comme une évolution de C, plus rapide, sans fichiers d'en-tête, avec système de build intégré et d'autres changements
Quel langage pourrait remplacer C ? Après avoir comparé Go, Rust et D, le choix d'Andrei Alexandrescu se porte sur D
Pourquoi les langages C et C++ auraient-ils encore de nombreuses années devant eux ? Donnez votre avis