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@bitsy/hecks

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a collection of re-usable scripts for bitsy game maker

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/** 😽 @file character portraits @summary high quality anime jpegs (or pngs i guess) @license MIT @version 2.0.0 @requires Bitsy Version: 5.3 @author Sean S. LeBlanc @description Adds a tag (portrait "id") which adds the ability to draw high resolution images during dialog. Examples: (portrait "cat") draws the image named "cat" in the hackOptions (portrait "") resets the portrait to not draw By default, the portrait will clear when dialog is exited, but this can be customized in the hackOptions below. All portraits are drawn from the top-left corner, on top of the game and below the dialog box. They are scaled uniformly according to the hackOptions below, and are cropped to bitsy's canvas width/height. All portraits are preloaded, but their loading state is ignored. i.e. The game will start before they have all loaded, and they simply won't draw if they're not loaded or have errored out. All standard browser image formats are supported, but keep filesize in mind! Note: The hack is called "character portraits", but this can easily be used to show images of any sort HOW TO USE: 1. Copy-paste this script into a script tag after the bitsy source 2. Edit the hackOptions object as needed */ this.hacks = this.hacks || {}; this.hacks.character_portraits = (function (exports,bitsy) { 'use strict'; var hackOptions = { // influences the resolution of the drawn image // `bitsy.scale` (4 by default) is the max and will match bitsy's internal scale (i.e. 512x512) // 1 will match bitsy's in-game virtual scale (i.e. 128x128) // it's best to decide this up-front and make portrait images that match this resolution scale: bitsy.scale, // a list of portrait files // the format is: 'id for portrait tag': 'file path' // these may be: // - local files (in which case you need to include them with your html when publishing) // - online urls (which are not guaranteed to work as they are network-dependent) // - base64-encoded images (the most reliable but unwieldy) portraits: { 'cat': './cat.png', }, autoReset: true, // if true, automatically resets the portrait to blank when dialog is exited }; 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 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: inject(/(names.sprite.set\( name, id \);)/, '$1console.dir(names)'); function inject$1(searchRegex, replaceString) { var kitsy = kitsyInit(); kitsy.queuedInjectScripts.push({ searchRegex: searchRegex, replaceString: replaceString }); } // 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(); } // Rewrite custom functions' parentheses to curly braces for Bitsy's // interpreter. Unescape escaped parentheticals, too. function convertDialogTags(input, tag) { return input .replace(new RegExp('\\\\?\\((' + tag + '(\\s+(".+?"|.+?))?)\\\\?\\)', 'g'), function(match, group){ if(match.substr(0,1) === '\\') { return '('+ group + ')'; // Rewrite \(tag "..."|...\) to (tag "..."|...) } return '{'+ group + '}'; // Rewrite (tag "..."|...) to {tag "..."|...} }); } function addDialogFunction(tag, fn) { var kitsy = kitsyInit(); kitsy.dialogFunctions = kitsy.dialogFunctions || {}; if (kitsy.dialogFunctions[tag]) { throw new Error('The dialog function "' + tag + '" already exists.'); } // Hook into game load and rewrite custom functions in game data to Bitsy format. before('parseWorld', function (game_data) { return [convertDialogTags(game_data, tag)]; }); kitsy.dialogFunctions[tag] = fn; } /** * Adds a custom dialog tag which executes the provided function. * For ease-of-use with the bitsy editor, tags can be written as * (tagname "parameters") in addition to the standard {tagname "parameters"} * * Function is executed immediately when the tag is reached. * * @param {string} tag Name of tag * @param {Function} fn Function to execute, with signature `function(environment, parameters, onReturn){}` * environment: provides access to SetVariable/GetVariable (among other things, see Environment in the bitsy source for more info) * parameters: array containing parameters as string in first element (i.e. `parameters[0]`) * onReturn: function to call with return value (just call `onReturn(null);` at the end of your function if your tag doesn't interact with the logic system) */ function addDialogTag(tag, fn) { addDialogFunction(tag, fn); inject$1( /(var functionMap = new Map\(\);)/, '$1functionMap.set("' + tag + '", kitsy.dialogFunctions.' + tag + ');' ); } var state = { portraits: {}, portrait: null, }; // preload images into a cache after('startExportedGame', function() { for (var i in hackOptions.portraits) { if(hackOptions.portraits.hasOwnProperty(i)) { state.portraits[i] = new Image(); state.portraits[i].src = hackOptions.portraits[i]; } } }); // hook up dialog tag addDialogTag('portrait', function (environment, parameters, onReturn) { var newPortrait = parameters[0]; var image = state.portraits[newPortrait]; if (state.portrait === image) { return; } state.portrait = image; onReturn(null); }); // hook up drawing var context; after('drawRoom', function () { if ((!bitsy.isDialogMode && !bitsy.isNarrating) || !state.portrait) { return; } if (!context) { context = bitsy.canvas.getContext('2d'); context.imageSmoothingEnabled = false; } try { context.drawImage(state.portrait, 0, 0, bitsy.width * hackOptions.scale, bitsy.height * hackOptions.scale, 0, 0, bitsy.width * bitsy.scale, bitsy.height * bitsy.scale); } catch (error) { // log and ignore errors // so broken images don't break the game console.error('Portrait error', error); } }); after('onExitDialog', function() { if (hackOptions.autoReset) { state.portrait = ''; } }); exports.hackOptions = hackOptions; exports.state = state; return exports; }({},window));