A 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 -> : <-(arrows are point to the sign) as the first character.
A label can contain letters, numbers, and under score signs.
Labels are widely used in scripts in unconditional and conditional jumps. To jump to specific label, you must use its name with a @ (at sign) as the first character.
Here are some examples:
A label can contain letters, numbers, and under score signs.
Labels are widely used in scripts in unconditional and conditional jumps. To jump to specific label, you must use its name with a @ (at sign) as the first character.
Here are some examples:
- Code:
:Label1
0001: wait 0 ms
00d6: if
// something
then
0002: jump @Label2
end
//..............................
:Label2
//..............................
- Code:
:Label1
0001: wait 0 ms
00d6: if
// something
004d: jump_if_false @Label2
//..............................
:Label2
//..............................