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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 directional avatar @summary flips the player's sprite based on directional movement @license MIT @version 1.1.2 @requires 5.3 @author Sean S. LeBlanc @description Flips the player's sprite based on directional movement. HOW TO USE: 1. Copy-paste into a script tag after the bitsy source 2. Edit `horizontalFlipAllowed` and `verticalFlipAllowed` below as needed */ this.hacks = this.hacks || {}; this.hacks.directional_avatar = (function (exports,bitsy) { 'use strict'; var hackOptions = { // If `horizontalFlipAllowed` is true: // pressing left will make the player's sprite face backwards // pressing right will make the player's sprite face forwards horizontalFlipAllowed: true, // If `verticalFlipAllowed` is true: // pressing down will make the player's sprite upside-down // pressing up will make the player's sprite right-side up verticalFlipAllowed: false }; 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 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: 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(); } /** @file edit image at runtime @summary API for updating image data at runtime. @author Sean S. LeBlanc @description Adds API for updating sprite, tile, and item data at runtime. Individual frames of image data in bitsy are 8x8 1-bit 2D arrays in yx order e.g. the default player is: [ [0,0,0,1,1,0,0,0], [0,0,0,1,1,0,0,0], [0,0,0,1,1,0,0,0], [0,0,1,1,1,1,0,0], [0,1,1,1,1,1,1,0], [1,0,1,1,1,1,0,1], [0,0,1,0,0,1,0,0], [0,0,1,0,0,1,0,0] ] */ /* Args: id: string id or name frame: animation frame (0 or 1) map: map of images (e.g. `sprite`, `tile`, `item`) Returns: a single frame of a image data */ function getImageData(id, frame, map) { return bitsy.renderer.GetImageSource(getImage(id, map).drw)[frame]; } function getSpriteData(id, frame) { return getImageData(id, frame, bitsy.sprite); } /* Updates a single frame of image data Args: id: string id or name frame: animation frame (0 or 1) map: map of images (e.g. `sprite`, `tile`, `item`) newData: new data to write to the image data */ function setImageData(id, frame, map, newData) { var drawing = getImage(id, map); var drw = drawing.drw; var img = bitsy.renderer.GetImageSource(drw).slice(); img[frame] = newData; bitsy.renderer.SetImageSource(drw, img); } function setSpriteData(id, frame, newData) { setImageData(id, frame, bitsy.sprite, newData); } // helper function to flip sprite data function flip(spriteData, v, h) { var x, y, x2, y2, col, tmp; var s = spriteData.slice(); if (v && hackOptions.verticalFlipAllowed) { for (y = 0; y < s.length / 2; ++y) { y2 = s.length - y - 1; tmp = s[y]; s[y] = s[y2]; s[y2] = tmp; } } if (h && hackOptions.horizontalFlipAllowed) { for (y = 0; y < s.length; ++y) { col = s[y] = s[y].slice(); for (x = 0; x < col.length / 2; ++x) { x2 = col.length - x - 1; tmp = col[x]; col[x] = col[x2]; col[x2] = tmp; } } } return s; } var hflip = false; var vflip = false; var originalAnimation; after('onPlayerMoved', function () { var i; // save the original frames if (!originalAnimation || originalAnimation.referenceFrame !== getSpriteData(bitsy.playerId, 0)) { originalAnimation = { frames: [] }; for (i = 0; i < bitsy.player().animation.frameCount; ++i) { originalAnimation.frames.push(getSpriteData(bitsy.playerId, i)); } } // determine which directions need flipping switch (bitsy.curPlayerDirection) { case bitsy.Direction.Up: vflip = false; break; case bitsy.Direction.Down: vflip = true; break; case bitsy.Direction.Left: hflip = true; break; case bitsy.Direction.Right: hflip = false; break; default: break; } // update sprite with flipped frames for (i = 0; i < originalAnimation.frames.length; ++i) { setSpriteData(bitsy.playerId, i, flip(originalAnimation.frames[i], vflip, hflip)); } originalAnimation.referenceFrame = getSpriteData(bitsy.playerId, 0); }); exports.hackOptions = hackOptions; return exports; }({},window));