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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 itsy-bitsy @summary for when bitsy's not small enough @license MIT @version 1.1.1 @requires Bitsy Version: 5.1 @author Sean S. LeBlanc @description Modifies bitsy to run at 64x64 pixels instead of 256x256. Note that this means you have significantly less space for text (text in regular bitsy is twice as large as the rest of the game) To help deal with this, a hack option is provided which lets you customize how many rows of text the dialog boxes will show. HOW TO USE: 1. Copy-paste this script into a new script tag after the Bitsy source code. 2. edit hackOptions below as needed NOTE: The number of rows is the only provided hack option, but most of the numbers being replaced can be easily customized if you want slightly different sizes/positions. */ this.hacks = this.hacks || {}; this.hacks['itsy-bitsy'] = (function (exports,bitsy) { 'use strict'; var hackOptions = { rows: 2, // number of rows per text box (bitsy default is 2) }; 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(); } // rewrite main canvas width/height inject$1(/(width =) 128/, '$1 64'); inject$1(/(height =) 128/, '$1 64'); inject$1(/4(; \/\/this is stupid but necessary)/, '1$1'); // rewrite canvas scale inject$1(/(mapsize =) 16/, '$1 8'); // rewrite mapsize inject$1(/(\+ 1 >=) 16/g, '$1 8'); // rewrite right/down wall checks inject$1(/2(; \/\/using a different scaling factor for text feels like cheating\.\.\. but it looks better)/, '1$1'); // rewrite text scale // rewrite textbox info inject$1(/(var textboxInfo = {)[^]*?(};)/, '$1' + [ 'img : null,', 'width : 62,', 'height : 64,', 'top : 1,', 'left : 1,', 'bottom : 1,', 'font_scale : 1,', 'padding_vert : 2,', 'arrow_height : 5' ].join('\n') + '$2'); inject$1(/(top = \()4/, '$1 1'); inject$1(/(left = \()4/, '$1 1'); inject$1(/(relativeFontHeight\(\) \*) 2/, '$1 ' + hackOptions.rows); // rewrite textbox height inject$1(/(pixelsPerRow =) 192/, '$1 62'); // rewrite hard-coded textbox wrap width inject$1(/(else if \(curRowIndex )== 0/g, '$1< ' + (hackOptions.rows - 1)); // rewrite hard-coded row limit // inject pixelated rendering style var style = document.createElement('style'); style.innerText = '#game{ -ms-interpolation-mode: nearest-neighbor;image-rendering: -webkit-optimize-contrast;image-rendering: -moz-crisp-edges;image-rendering: -o-pixelated;image-rendering: pixelated; }'; document.head.appendChild(style); exports.hackOptions = hackOptions; return exports; }({},window));