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@bitsy/hecks

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a collection of re-usable scripts for bitsy game maker

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/** šŸ” @file dialog box transition @summary adds an easing transition animation to display the dialog box text @license MIT @version 1.0.0 @requires 4.8, 4.9 @author Delacannon @description A hack that adds an easing transition animation to display the dialog box text HOW TO USE: 1. Copy-paste this script into a script tag after the bitsy source. */ this.hacks = this.hacks || {}; this.hacks.dialog_box_transition = (function (exports,bitsy) { 'use strict'; var hackOptions = { easing: 0.025 // easing speed }; 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 }); } 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(); } var drawOverride = ` if(context == null) return; if (isCentered) { context.putImageData(textboxInfo.img, textboxInfo.left*scale, ((height/2)-(textboxInfo.height/2))*scale); this.onExit = ((height/2)-(textboxInfo.height/2))*scale === ((height/2)-(textboxInfo.height/2))*scale } else if (player().y < mapsize/2) { easingDialog(textboxInfo, ${hackOptions.easing}, !this.onClose ? (height-textboxInfo.bottom-textboxInfo.height)*scale : (height+textboxInfo.bottom+textboxInfo.height)*scale ) this.onExit = this.onClose && textboxInfo.y >= (height+textboxInfo.height)*scale } else { easingDialog(textboxInfo, ${ hackOptions.easing }, !this.onClose ? textboxInfo.top*scale : -textboxInfo.top-textboxInfo.height*scale) this.onExit = this.onClose && textboxInfo.y <= -textboxInfo.height*scale } return;`; var functionEasing = ` function easingDialog(tbox, easing, targetY) { var vy = (targetY - tbox.y) * easing; tbox.y += vy; context.putImageData(tbox.img,tbox.left*scale,tbox.y); } this.onClose = false; this.onExit = false; `; inject$1( /(this\.DrawTextbox\(\))/, `$1\nif(this.onExit && this.onClose){dialogBuffer.EndDialog()}` ); inject$1(/(this\.EndDialog\(\))/, `dialogRenderer.onClose=true`); inject$1(/(var DialogRenderer = function\(\) {)/, `$1${functionEasing}`); inject$1(/(var textboxInfo = {)/, `$1y:0,`); inject$1( /(this\.Reset = function\(\) {)/, `$1 this.onClose=false; this.onExit=false; textboxInfo.y = player().y < mapsize/2 ? (height+textboxInfo.bottom+textboxInfo.height)*scale : -(textboxInfo.height) * scale;` ); inject$1(/(this\.DrawTextbox = function\(\) {)/, `$1${drawOverride}`); exports.hackOptions = hackOptions; return exports; }({},window));