@bitsy/hecks
Version:
a collection of re-usable scripts for bitsy game maker
311 lines (263 loc) ⢠9.26 kB
JavaScript
/**
š„
@file avatar by room
@summary change the avatar in certain rooms
@license MIT
@version 1.1.1
@requires 5.3
@author Sean S. LeBlanc
@description
Simple hack for changing avatar to another sprite as you move between rooms.
HOW TO USE:
1. Copy-paste into a script tag after the bitsy source
2. Edit hackOptions below to set up the avatar list for rooms you move through.
By default, the avatar will reset to the default if you enter a room without a sprite defined.
This can also be changed in the hackOptions below to instead apply avatar changes permanently.
*/
this.hacks = this.hacks || {};
this.hacks.avatar_by_room = (function (exports,bitsy) {
;
var hackOptions = {
permanent: false, // If true, avatar changes will persist across rooms without sprites defined
// You need to put an entry in this list for every room ID or name that you want to change the avatar,
// and then specify the sprite ID or name of what to change to. Expand this list to as many rooms as you need.
avatarByRoom: {
0: 'sprite ID',
1: 'A', // note that 'A' is the player sprite, so this does nothing by default, but will reset the player if permanent == true
2: 'another sprite ID',
h: 'a sprite ID for a room with a non-numeric ID',
'my room': 'a sprite ID for a room with a user-defined name'
},
};
bitsy = bitsy && bitsy.hasOwnProperty('default') ? bitsy['default'] : bitsy;
/**
@file utils
@summary miscellaneous bitsy utilities
@author Sean S. LeBlanc
*/
/*
Helper used to replace code in a script tag based on a search regex
To inject code without erasing original string, using capturing groups; e.g.
inject(/(some string)/,'injected before $1 injected after')
*/
function inject(searchRegex, replaceString) {
// find the relevant script tag
var scriptTags = document.getElementsByTagName('script');
var scriptTag;
var code;
for (var i = 0; i < scriptTags.length; ++i) {
scriptTag = scriptTags[i];
var matchesSearch = scriptTag.textContent.search(searchRegex) !== -1;
var isCurrentScript = scriptTag === document.currentScript;
if (matchesSearch && !isCurrentScript) {
code = scriptTag.textContent;
break;
}
}
// error-handling
if (!code) {
throw 'Couldn\'t find "' + searchRegex + '" in script tags';
}
// modify the content
code = code.replace(searchRegex, replaceString);
// replace the old script tag with a new one using our modified code
var newScriptTag = document.createElement('script');
newScriptTag.textContent = code;
scriptTag.insertAdjacentElement('afterend', newScriptTag);
scriptTag.remove();
}
/*
Helper for getting image by name or id
Args:
name: id or name of image to return
map: map of images (e.g. `sprite`, `tile`, `item`)
Returns: the image in the given map with the given name/id
*/
function getImage(name, map) {
var id = map.hasOwnProperty(name) ? name : Object.keys(map).find(function (e) {
return map[e].name == name;
});
return map[id];
}
/**
* Helper for getting room by name or id
* @param {string} name id or name of room to return
* @return {string} room, or undefined if it doesn't exist
*/
function getRoom(name) {
var id = bitsy.room.hasOwnProperty(name) ? name : bitsy.names.room.get(name);
return bitsy.room[id];
}
/**
* Helper for getting an array with unique elements
* @param {Array} array Original array
* @return {Array} Copy of array, excluding duplicates
*/
function unique(array) {
return array.filter(function (item, idx) {
return array.indexOf(item) === idx;
});
}
/**
@file kitsy-script-toolkit
@summary makes it easier and cleaner to run code before and after Bitsy functions or to inject new code into Bitsy script tags
@license WTFPL (do WTF you want)
@version 4.0.0
@requires Bitsy Version: 4.5, 4.6
@author @mildmojo
@description
HOW TO USE:
import {before, after, inject, addDialogTag, addDeferredDialogTag} from "./helpers/kitsy-script-toolkit";
before(targetFuncName, beforeFn);
after(targetFuncName, afterFn);
inject(searchRegex, replaceString);
addDialogTag(tagName, dialogFn);
addDeferredDialogTag(tagName, dialogFn);
For more info, see the documentation at:
https://github.com/seleb/bitsy-hacks/wiki/Coding-with-kitsy
*/
// Ex: before('load_game', function run() { alert('Loading!'); });
// before('show_text', function run(text) { return text.toUpperCase(); });
// before('show_text', function run(text, done) { done(text.toUpperCase()); });
function before(targetFuncName, beforeFn) {
var kitsy = kitsyInit();
kitsy.queuedBeforeScripts[targetFuncName] = kitsy.queuedBeforeScripts[targetFuncName] || [];
kitsy.queuedBeforeScripts[targetFuncName].push(beforeFn);
}
// Ex: after('load_game', function run() { alert('Loaded!'); });
function after(targetFuncName, afterFn) {
var kitsy = kitsyInit();
kitsy.queuedAfterScripts[targetFuncName] = kitsy.queuedAfterScripts[targetFuncName] || [];
kitsy.queuedAfterScripts[targetFuncName].push(afterFn);
}
function kitsyInit() {
// return already-initialized kitsy
if (bitsy.kitsy) {
return bitsy.kitsy;
}
// Initialize kitsy
bitsy.kitsy = {
queuedInjectScripts: [],
queuedBeforeScripts: {},
queuedAfterScripts: {}
};
var oldStartFunc = bitsy.startExportedGame;
bitsy.startExportedGame = function doAllInjections() {
// Only do this once.
bitsy.startExportedGame = oldStartFunc;
// Rewrite scripts and hook everything up.
doInjects();
applyAllHooks();
// Start the game
bitsy.startExportedGame.apply(this, arguments);
};
return bitsy.kitsy;
}
function doInjects() {
bitsy.kitsy.queuedInjectScripts.forEach(function (injectScript) {
inject(injectScript.searchRegex, injectScript.replaceString);
});
_reinitEngine();
}
function applyAllHooks() {
var allHooks = unique(Object.keys(bitsy.kitsy.queuedBeforeScripts).concat(Object.keys(bitsy.kitsy.queuedAfterScripts)));
allHooks.forEach(applyHook);
}
function applyHook(functionName) {
var functionNameSegments = functionName.split('.');
var obj = bitsy;
while (functionNameSegments.length > 1) {
obj = obj[functionNameSegments.shift()];
}
var lastSegment = functionNameSegments[0];
var superFn = obj[lastSegment];
var superFnLength = superFn ? superFn.length : 0;
var functions = [];
// start with befores
functions = functions.concat(bitsy.kitsy.queuedBeforeScripts[functionName] || []);
// then original
if (superFn) {
functions.push(superFn);
}
// then afters
functions = functions.concat(bitsy.kitsy.queuedAfterScripts[functionName] || []);
// overwrite original with one which will call each in order
obj[lastSegment] = function () {
var returnVal;
var args;
var i = 0;
function runBefore() {
// All outta functions? Finish
if (i === functions.length) {
return returnVal;
}
// Update args if provided.
if (arguments.length > 0) {
args = [].slice.call(arguments);
}
if (functions[i].length > superFnLength) {
// Assume funcs that accept more args than the original are
// async and accept a callback as an additional argument.
return functions[i++].apply(this, args.concat(runBefore.bind(this)));
} else {
// run synchronously
returnVal = functions[i++].apply(this, args);
if (returnVal && returnVal.length) {
args = returnVal;
}
return runBefore.apply(this, args);
}
}
return runBefore.apply(this, arguments);
};
}
function _reinitEngine() {
// recreate the script and dialog objects so that they'll be
// referencing the code with injections instead of the original
bitsy.scriptModule = new bitsy.Script();
bitsy.scriptInterpreter = bitsy.scriptModule.CreateInterpreter();
bitsy.dialogModule = new bitsy.Dialog();
bitsy.dialogRenderer = bitsy.dialogModule.CreateRenderer();
bitsy.dialogBuffer = bitsy.dialogModule.CreateBuffer();
}
// expand the map to include ids of rooms listed by name
// and store the original player sprite
var originalAvatar;
after('load_game', function () {
var room;
for (var i in hackOptions.avatarByRoom) {
if (hackOptions.avatarByRoom.hasOwnProperty(i)) {
room = getRoom(i);
if (room) {
hackOptions.avatarByRoom[room.id] = hackOptions.avatarByRoom[i];
}
}
}
originalAvatar = bitsy.player().drw;
});
var currentRoom;
before('update', function () {
if (bitsy.curRoom !== currentRoom) {
currentRoom = bitsy.curRoom;
var newAvatarId = hackOptions.avatarByRoom[currentRoom];
if (
(!newAvatarId && !hackOptions.permanent) // if no sprite defined + not permanent, reset
||
(newAvatarId === bitsy.playerId) // manual reset
) {
bitsy.player().drw = originalAvatar;
return;
}
if (newAvatarId === bitsy.playerId) {
bitsy.player().drw;
}
var newAvatar = getImage(newAvatarId, bitsy.sprite);
if (!newAvatar) {
throw new Error('Could not find sprite "' + newAvatarId + '" for room "' + currentRoom + '"');
}
bitsy.player().drw = newAvatar.drw;
}
});
exports.hackOptions = hackOptions;
return exports;
}({},window));