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# FSPL ENGINE

FSPL (F***ing Simple Programming Language) is a minimalist, expression-based 2D game scripting engine and runtime framework built on top of Java AWT/Swing.

It provides an interpreted runtime environment with static script pre-validation, built-in particle synthesis, asynchronous audio execution, and standardized game loop primitives.

Official Documentation: http://fspldocs.gt.tc

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## 1. TECHNICAL OVERVIEW

FSPL is designed to decouple game logic from low-level engine boilerplate. The core execution engine is composed of three primary components:

* **Lexer & Parser:** Performs single-pass lexical analysis and builds Abstract Syntax Trees (AST) from script input files.

* **Static Validator:** Verifies statement structures, scope bounds, and variable identifiers prior to engine loop initialization.

* **Interpreter & Game Loop:** Executes AST nodes with a deterministic 60 FPS tick-rate lock and double-buffered frame pipeline.

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## 2. CORE SUBSYSTEMS

* **Entity Manager:** Handles dynamic allocation, transformation matrices, spatial querying, and sprite binding.

* **Particle Emitter Engine:** Configurable source emitters supporting dynamic particle counts, lifetime decay, color modulation, and blend states.

* **Async Audio Engine:** Multi-channel PCM audio pipeline for non-blocking concurrent playback of background music (BGM) loops and short audio clips (SFX).

* **Camera FX Subsystem:** Real-time screen displacement, shake vectors, and viewport transitions.

* **State & Save Utility:** Lightweight key-value persistence layer for runtime data serialization.

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## 3. LANGUAGE SYNTAX & SPECIFICATION

FSPL uses an imperative, block-scoped syntax. Variables are explicitly declared using the `set` statement.

### Basic Logic & Variable Allocation

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