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Learn

Learn about programming and logic in Brickadia at your own speed.

Already program? Start with Wirescript for Programmers. Want ready-made circuits instead? See Parts.

Basics State Values Logic Strings Templates Events Abstraction Data Shapes Enums Loops Random Input References Prefabs Admin Mastery Space Motion Screen ToolsTools First Circuit - after ToolsFirst Circuit Gates and Wires - after First CircuitGates and Wires Pure and Exec - difficulty 1 of 3 - after Gates and WiresPure and Exec Remembering Values - after Pure and ExecRemembering Values Reacting to the Game - difficulty 1 of 3 - after Remembering ValuesReacting tothe Game Is It Working? - difficulty 1 of 3 - after Reacting to the GameIs It Working? Variables - after Remembering ValuesVariables Reading a Variable - difficulty 1 of 3 - after VariablesReading a Variable Buffers - difficulty 2 of 3 - after Reading a VariableBuffers Resetting - difficulty 1 of 3 - after BuffersResetting Numbers - after Remembering ValuesNumbers True and False - after NumbersTrue and False Vectors and Colors - difficulty 1 of 3 - after True and FalseVectors and Colors Converting Values - difficulty 1 of 3 - after Vectors and ColorsConverting Values Lists - difficulty 1 of 3 - after Converting Values, Reacting to the GameLists Maps - difficulty 1 of 3 - after ListsMaps Truth Tables - after Gates and WiresTruth Tables Choosing a Value - difficulty 1 of 3 - after Truth TablesChoosing a Value Toggles and Latches - difficulty 2 of 3 - after Choosing a Value, Remembering ValuesToggles andLatches Bits - difficulty 2 of 3 - after Choosing a ValueBits Code Door - difficulty 2 of 3 - after BitsCode Door Text Values - after Remembering ValuesText Values Taking Text Apart - difficulty 1 of 3 - after Text Values, Reacting to the GameTaking Text Apart Rich Text - after Text ValuesRich Text Safe Text - difficulty 1 of 3 - after Taking Text Apart, Rich TextSafe Text Matching Text - difficulty 1 of 3 - after Taking Text Apart, Choosing a ValueMatching Text Interpolation - after Remembering ValuesInterpolation Fmt - difficulty 1 of 3 - after InterpolationFmt Number Options - difficulty 1 of 3 - after FmtNumber Options Word Forms - difficulty 1 of 3 - after Number OptionsWord Forms Templates Chosen at Run Time - difficulty 2 of 3 - after Word Forms, Reacting to the GameTemplates Chosenat Run Time Score Card - difficulty 2 of 3 - after Templates Chosen at Run Time, Rich TextScore Card Exec Pins - difficulty 1 of 3 - after Reacting to the GameExec Pins Custom Events - difficulty 2 of 3 - after Exec PinsCustom Events Waiting - difficulty 2 of 3 - after Custom EventsWaiting Forking and Merging - difficulty 3 of 3 - after WaitingForking andMerging Mods - difficulty 1 of 3 - after Reacting to the GameMods Chips - difficulty 1 of 3 - after ModsChips Functions - difficulty 2 of 3 - after ChipsFunctions Imports - difficulty 1 of 3 - after FunctionsImports Counting the Cost - difficulty 2 of 3 - after ImportsCounting the Cost Presentation - after ChipsPresentation Records - difficulty 1 of 3 - after Reacting to the Game, ListsRecords Records in Storage - difficulty 1 of 3 - after RecordsRecords in Storage Tuples - difficulty 2 of 3 - after Records in Storage, ModsTuples Destructuring - difficulty 1 of 3 - after TuplesDestructuring Counting Loops - difficulty 1 of 3 - after Reacting to the Game, ListsCounting Loops Looping Over a List - difficulty 1 of 3 - after Counting LoopsLoopingOver a List Looping Over a Map - difficulty 2 of 3 - after Looping Over a List, MapsLooping Over a Map Index and Value - difficulty 1 of 3 - after Looping Over a MapIndex and Value Loops Across Ticks - difficulty 3 of 3 - after Index and Value, WaitingLoops Across Ticks Dice - after Reacting to the GameDice Random Colors - after Dice, Vectors and ColorsRandom Colors Shuffling - difficulty 1 of 3 - after Random Colors, Index and ValueShuffling Weighted Loot - difficulty 2 of 3 - after ShufflingWeighted Loot Seat Controls - difficulty 1 of 3 - after Reacting to the GameSeat Controls Remote Control - difficulty 1 of 3 - after Seat Controls, Choosing a ValueRemote Control Ready Check - difficulty 2 of 3 - after Remote Control, Looping Over a List, Maps, Choosing a Value, WaitingReady Check Object References - difficulty 1 of 3 - after Reacting to the Game, True and FalseObject References Ref Parameters - difficulty 2 of 3 - after Object References, Mods, ListsRef Parameters Ref Values - difficulty 3 of 3 - after Ref ParametersRef Values Per-Player State - difficulty 2 of 3 - after Ref Values, MapsPer-Player State Enums - difficulty 1 of 3 - after RecordsEnums Payloads - difficulty 2 of 3 - after EnumsPayloads Option and Result - difficulty 2 of 3 - after Payloads, ModsOption and Result Enums from Pins - difficulty 1 of 3 - after Option and ResultEnums from Pins Game Enums - difficulty 1 of 3 - after Enums from PinsGame Enums Spawning a Prefab - difficulty 1 of 3 - after Reacting to the Game, Custom EventsSpawning a Prefab Saved Builds - difficulty 1 of 3 - after Spawning a PrefabSaved Builds Prefab Files - difficulty 1 of 3 - after Saved BuildsPrefab Files Talking to a Copy - difficulty 2 of 3 - after Prefab FilesTalking to a Copy Lifecycle and Storage - difficulty 2 of 3 - after Talking to a CopyLifecycleand Storage Nested Prefabs - difficulty 2 of 3 - after Lifecycle and StorageNested Prefabs One Chip per Player - difficulty 3 of 3 - after Nested Prefabs, Looping Over a Map, Seat ControlsOne Chipper Player Admin Gates - (needs admin to load) - after Is It Working?Admin Gates World Control - (needs admin to load) - difficulty 1 of 3 - after Admin Gates, Forking and MergingWorld Control Teams - (needs admin to load) - difficulty 1 of 3 - after World Control, ShufflingTeams Persistent Players - (needs admin to load) - difficulty 2 of 3 - after Admin Gates, Object References, Looping Over a ListPersistent Players Player Control - (needs admin to load) - difficulty 1 of 3 - after Persistent PlayersPlayer Control Chat Commands - (needs admin to load) - difficulty 1 of 3 - after Admin Gates, Taking Text Apart, Safe TextChat Commands Every Player - (needs admin to load) - difficulty 2 of 3 - after Chat Commands, Looping Over a Map, Persistent Players, ModsEvery Player Moderation - (needs admin to load) - difficulty 2 of 3 - after Player Control, Every PlayerModeration Testing - difficulty 2 of 3 - after Mods, Looping Over a ListTesting Const and Folding - difficulty 3 of 3 - after Testing, Counting the CostConst and Folding Performance - difficulty 3 of 3 - after Const and Folding, One Chip per PlayerPerformance Multiplayer Architecture - difficulty 3 of 3 - after Performance, One Chip per Player, Per-Player State, Custom EventsMultiplayerArchitecture Writing Libraries - difficulty 3 of 3 - after Imports, Multiplayer ArchitectureWriting Libraries Distance and Direction - difficulty 1 of 3 - after Vectors and Colors, Reacting to the GameDistance andDirection Dot and Cross - difficulty 2 of 3 - after Distance and DirectionDot and Cross Angles - difficulty 2 of 3 - after Dot and CrossAngles Rotations - difficulty 3 of 3 - after Angles, Looping Over a ListRotations Blending Values - difficulty 1 of 3 - after Numbers, Vectors and ColorsBlending Values Easing - difficulty 2 of 3 - after Blending Values, Reacting to the GameEasing Over Time - difficulty 2 of 3 - after Easing, Seat ControlsOver Time Messages to One Player - after Reacting to the GameMessages toOne Player Text on Screen - difficulty 1 of 3 - after Messages to One Player, Rich TextText on Screen Keeping It Current - difficulty 2 of 3 - after Text on Screen, Object ReferencesKeeping It Current A HUD for Everyone - difficulty 3 of 3 - after Keeping It Current, Per-Player State, Looping Over a Map, Index and ValueA HUD for Everyone

Basics

  1. Tools
  2. First Circuit
  3. Gates and Wires
  4. Pure and Exec
  5. Remembering Values
  6. Reacting to the Game
  7. Is It Working?
  8. Wirescript for Programmers (after Tools)

State

  1. Variables (after Remembering Values)
  2. Reading a Variable
  3. Buffers
  4. Resetting

Values

  1. Numbers (after Remembering Values)
  2. True and False
  3. Vectors and Colors
  4. Converting Values
  5. Lists (after Reacting to the Game)
  6. Maps

Logic

  1. Truth Tables (after Gates and Wires)
  2. Choosing a Value
  3. Toggles and Latches (after Remembering Values)
  4. Bits (after Choosing a Value)
  5. Code Door

Strings

  1. Text Values (after Remembering Values)
  2. Taking Text Apart (after Reacting to the Game)
  3. Rich Text (after Text Values)
  4. Safe Text (after Taking Text Apart)
  5. Matching Text (after Taking Text Apart, Choosing a Value)

Templates

  1. Interpolation (after Remembering Values)
  2. Fmt
  3. Number Options
  4. Word Forms
  5. Templates Chosen at Run Time (after Reacting to the Game)
  6. Score Card (after Rich Text)

Events

  1. Exec Pins (after Reacting to the Game)
  2. Custom Events
  3. Waiting
  4. Forking and Merging

Abstraction

  1. Mods (after Reacting to the Game)
  2. Chips
  3. Functions
  4. Imports
  5. Counting the Cost
  6. Presentation (after Chips)

Data Shapes

  1. Records (after Reacting to the Game, Lists)
  2. Records in Storage
  3. Tuples (after Mods)
  4. Destructuring

Enums

  1. Enums (after Records)
  2. Payloads
  3. Option and Result (after Mods)
  4. Enums from Pins
  5. Game Enums

Loops

  1. Counting Loops (after Reacting to the Game, Lists)
  2. Looping Over a List
  3. Looping Over a Map (after Maps)
  4. Index and Value
  5. Loops Across Ticks (after Waiting)

Random

  1. Dice (after Reacting to the Game)
  2. Random Colors (after Vectors and Colors)
  3. Shuffling (after Index and Value)
  4. Weighted Loot

Input

  1. Seat Controls (after Reacting to the Game)
  2. Remote Control (after Choosing a Value)
  3. Ready Check (after Looping Over a List, Maps, Choosing a Value, Waiting)

References

  1. Object References (after Reacting to the Game, True and False)
  2. Ref Parameters (after Mods, Lists)
  3. Ref Values
  4. Per-Player State (after Maps)

Prefabs

  1. Spawning a Prefab (after Reacting to the Game, Custom Events)
  2. Saved Builds
  3. Prefab Files
  4. Talking to a Copy
  5. Lifecycle and Storage
  6. Nested Prefabs
  7. One Chip per Player (after Looping Over a Map, Seat Controls)

Admin

  1. Admin Gates (after Is It Working?) (needs admin to load)
  2. World Control (after Forking and Merging) (needs admin to load)
  3. Teams (after Shuffling) (needs admin to load)
  4. Persistent Players (after Admin Gates, Object References, Looping Over a List) (needs admin to load)
  5. Player Control (needs admin to load)
  6. Chat Commands (after Admin Gates, Taking Text Apart, Safe Text) (needs admin to load)
  7. Every Player (after Looping Over a Map, Persistent Players, Mods) (needs admin to load)
  8. Moderation (after Player Control) (needs admin to load)

Mastery

  1. Testing (after Mods, Looping Over a List)
  2. Const and Folding (after Counting the Cost)
  3. Performance (after One Chip per Player)
  4. Multiplayer Architecture (after One Chip per Player, Per-Player State, Custom Events)
  5. Writing Libraries (after Imports)

Space

  1. Distance and Direction (after Vectors and Colors, Reacting to the Game)
  2. Dot and Cross
  3. Angles
  4. Rotations (after Looping Over a List)

Motion

  1. Blending Values (after Numbers, Vectors and Colors)
  2. Easing (after Reacting to the Game)
  3. Over Time (after Seat Controls)

Screen

  1. Messages to One Player (after Reacting to the Game)
  2. Text on Screen (after Rich Text)
  3. Keeping It Current (after Object References)
  4. A HUD for Everyone (after Per-Player State, Looping Over a Map, Index and Value)