@bitsy/hecks
Version:
a collection of re-usable scripts for bitsy game maker
271 lines (222 loc) ⢠8 kB
JavaScript
/**
š·
@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) {
;
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));