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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 favicon-from-sprite @summary generate a browser favicon (tab icon) from a Bitsy sprite, including animation! @license WTFPL (do WTF you want) @version 3.0.0 @requires Bitsy Version: 5.5 @author @mildmojo @description Use one of your game sprites as the page favicon. It'll even animate if the sprite has multiple frames! HOW TO USE: 1. Copy-paste this script into a new script tag after the Bitsy source code. 2. Edit the configuration below to set which sprite and colors this mod should use for the favicon. By default, it will render the player avatar sprite in the first available palette's colors. */ this.hacks = this.hacks || {}; this.hacks['favicon-from-sprite'] = (function (exports,bitsy) { 'use strict'; var hackOptions = { SPRITE_NAME: '', // Sprite name as entered in editor (not case-sensitive). Defaults to player avatar. PALETTE_ID: 0, // Palette name or number to draw colors from. (Names not case-sensitive.) BG_COLOR_NUM: 0, // Favicon background color in palette. 0 = BG, 1 = Tile, 2 = Sprite. FG_COLOR_NUM: 2, // Favicon sprite color in palette. 0 = BG, 1 = Tile, 2 = Sprite. PIXEL_PADDING: 1, // Padding around sprite, in Bitsy pixel units. ROUNDED_CORNERS: true, // Should the favicon have rounded corners? (Suggest margin 2px if rounding.) FRAME_DELAY: 400 // Frame change interval (ms) if sprite is animated. Use `Infinity` to disable. }; 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(); } // CONFIGURATION FOR FAVICON // END CONFIG var FAVICON_SIZE = 16; // pixels var ONE_PIXEL_SCALED = FAVICON_SIZE / bitsy.tilesize; hackOptions.PIXEL_PADDING *= ONE_PIXEL_SCALED; var canvas = document.createElement('canvas'); canvas.width = FAVICON_SIZE + 2 * hackOptions.PIXEL_PADDING; canvas.height = FAVICON_SIZE + 2 * hackOptions.PIXEL_PADDING; var ctx = canvas.getContext('2d'); var faviconLinkElem; var faviconFrameURLs = []; var isStarted = false; after('load_game', function () { if (isStarted) { return; } isStarted = true; var frameNum = 0; var frames = getFrames(hackOptions.SPRITE_NAME); faviconFrameURLs = frames.map(drawFrame); // Only one frame? Don't even bother with the loop, just paint the icon once. if (frames.length === 1) { updateBrowserFavicon(faviconFrameURLs[0]); return; } setInterval(function () { frameNum = ++frameNum % frames.length; updateBrowserFavicon(faviconFrameURLs[frameNum]); }, hackOptions.FRAME_DELAY); }); function drawFrame(frameData) { var pal = getPalette(hackOptions.PALETTE_ID); var bgColor = pal && pal[hackOptions.BG_COLOR_NUM] || [20, 20, 20]; var spriteColor = pal && pal[hackOptions.FG_COLOR_NUM] || [245, 245, 245]; var rounding_offset = hackOptions.ROUNDED_CORNERS ? ONE_PIXEL_SCALED : 0; // Approximate a squircle-shaped background by drawing a fat plus sign with // two overlapping rects, leaving some empty pixels in the corners. var longSide = FAVICON_SIZE + 2 * hackOptions.PIXEL_PADDING; var shortSide = longSide - rounding_offset * ONE_PIXEL_SCALED; ctx.fillStyle = rgb(bgColor); ctx.fillRect(rounding_offset, 0, shortSide, longSide); ctx.fillRect(0, rounding_offset, longSide, shortSide); // Draw sprite foreground. ctx.fillStyle = rgb(spriteColor); for (var y in frameData) { for (var x in frameData[y]) { if (frameData[y][x] === 1) { ctx.fillRect(x * ONE_PIXEL_SCALED + hackOptions.PIXEL_PADDING, y * ONE_PIXEL_SCALED + hackOptions.PIXEL_PADDING, ONE_PIXEL_SCALED, ONE_PIXEL_SCALED); } } } return canvas.toDataURL("image/x-icon"); } function updateBrowserFavicon(dataURL) { // Add or modify favicon link tag in document. faviconLinkElem = faviconLinkElem || document.querySelector('#favicon'); if (!faviconLinkElem) { faviconLinkElem = document.createElement('link'); faviconLinkElem.id = 'favicon'; faviconLinkElem.type = 'image/x-icon'; faviconLinkElem.rel = 'shortcut icon'; document.head.appendChild(faviconLinkElem); } faviconLinkElem.href = dataURL; } function getFrames(spriteName) { var frames = bitsy.renderer.GetImageSource(getImage(spriteName || bitsy.playerId, bitsy.sprite).drw); return frames; } function getPalette(id) { var palId = id; if (Number.isNaN(Number(palId))) { // Search palettes by name. `palette` is an object with numbers as keys. Yuck. // Palette names are case-insensitive to avoid Bitsydev headaches. palId = Object.keys(bitsy.palette).find(function (i) { return bitsy.palette[i].name && bitsy.palette[i].name.toLowerCase() === palId.toLowerCase(); }); } return bitsy.getPal(palId); } // Expects values = [r, g, b] function rgb(values) { return 'rgb(' + values.join(',') + ')'; } exports.hackOptions = hackOptions; return exports; }({},window));