Variables: Difference between revisions

1,396 bytes added ,  1 August 2025
Added that saved variables used in lists will make them function the same as global lists and fixed some mistakes I added in the prior edition
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(Added that saved variables used in lists will make them function the same as global lists and fixed some mistakes I added in the prior edition)
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Variables can have different modes: <b>Normal</b>, <b>Global</b> and <b>Saved</b>.
Variables can have different modes: <b>Normal</b>, <b>Global</b> and <b>Saved</b>.
Any variable can also be a [[List]]
Any variable can also be a [[List]],  although saved ones won't work as expected, instead having the same functionality as global [[List]]s.


The mode of the variable can be changed by pressing the button at the bottom left while editing it's name.
The mode of the variable can be changed by pressing the button at the bottom left while editing it's name.
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{{Image|Set_Variable_button_global.png|Keypad shown with mode being changed to Global.}}
{{Image|Set_Variable_button_global.png|Keypad shown with mode being changed to Global.}}


Variables of different types (Number, Vector, Object, etc.) and different modes can have the same name and are considered different variables. For example, <code>Number</code> and <code>$Number</code> are different variables.
Variables of different types (Number, Vector, Object, etc.) and different modes can have the same name and are considered different variables.
For example, <code>Number</code> and <code>$Number</code> are different variables.


== Global variables ==
== Global variables ==
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{{Image|Set_Variable_button_saved.png|Keypad shown with mode being changed to Saved.}}
{{Image|Set_Variable_button_saved.png|Keypad shown with mode being changed to Saved.}}


Saved variables currently only have number type and there can only be up to 64 saved variables per game.
Saved variables currently only have a number type and there can only be up to 64 saved variables per game.


=== Notes ===
* Saved variables are saved whenever the player wins, loses, or leaves a game, but not when Fancade is force-closed from the task menu.
* If the game is stored in the Edit section, opening the editor resets all saved variables, and they won't be saved when played from inside it. However, updating the game won't cause its players to lose their saved variables, as long as their names don't change.
* During box art generation (the game is run for a single frame every time a level is selected), saved variables can both be read from and written to; take note of that if you have any scripts writing to them in the first frame.
* Saved variables will not save values such as <code>NaN</code>, <code>Infinity</code> and <code>-Infinity</code>, however, they will be stored until the game ends.
* Using a saved variable as a [[List]] will have the same functionality as when using a global variable. This means they will contrary to the expected behavior, not save the [[List]]'s values when losing, wining or leaving the game.
* If there are not enough saved variables or they are cumbersome to use, it is possible to encode multiple values into one variable, such as with [https://play.fancade.com/60A0BAEF67EF6DD9 Float Encoder] by [[The Questers#sounak9434|Sounak9434]].
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[[Category:Scripting]]
[[Category:Scripting]]
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