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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“ƒ @file paragraph-break @summary Adds paragraph breaks to the dialogue parser @license WTFPL (do WTF you want) @version 1.1.2 @requires Bitsy Version: 5.0, 5.1 @author Sean S. LeBlanc, David Mowatt @description Adds a (p) tag to the dialogue parser that forces the following text to start on a fresh dialogue screen, eliminating the need to spend hours testing line lengths or adding multiple line breaks that then have to be reviewed when you make edits or change the font size. Usage: (p) Example: I am a cat(p)and my dialogue contains multitudes HOW TO USE: 1. Copy-paste this script into a new script tag after the Bitsy source code. It should appear *before* any other mods that handle loading your game data so it executes *after* them (last-in first-out). NOTE: This uses parentheses "()" instead of curly braces "{}" around function calls because the Bitsy editor's fancy dialog window strips unrecognized curly-brace functions from dialog text. To keep from losing data, write these function calls with parentheses like the examples above. For full editor integration, you'd *probably* also need to paste this code at the end of the editor's `bitsy.js` file. Untested. */ this.hacks = this.hacks || {}; (function (bitsy) { 'use strict'; 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 }); } // Ex: before('load_game', function run() { alert('Loading!'); }); // before('show_text', function run(text) { return text.toUpperCase(); }); // before('show_text', function run(text, done) { done(text.toUpperCase()); }); function before(targetFuncName, beforeFn) { var kitsy = kitsyInit(); kitsy.queuedBeforeScripts[targetFuncName] = kitsy.queuedBeforeScripts[targetFuncName] || []; kitsy.queuedBeforeScripts[targetFuncName].push(beforeFn); } 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 custom functions' parentheses to curly braces for Bitsy's // interpreter. Unescape escaped parentheticals, too. function convertDialogTags(input, tag) { return input .replace(new RegExp('\\\\?\\((' + tag + '(\\s+(".+?"|.+?))?)\\\\?\\)', 'g'), function(match, group){ if(match.substr(0,1) === '\\') { return '('+ group + ')'; // Rewrite \(tag "..."|...\) to (tag "..."|...) } return '{'+ group + '}'; // Rewrite (tag "..."|...) to {tag "..."|...} }); } function addDialogFunction(tag, fn) { var kitsy = kitsyInit(); kitsy.dialogFunctions = kitsy.dialogFunctions || {}; if (kitsy.dialogFunctions[tag]) { throw new Error('The dialog function "' + tag + '" already exists.'); } // Hook into game load and rewrite custom functions in game data to Bitsy format. before('parseWorld', function (game_data) { return [convertDialogTags(game_data, tag)]; }); kitsy.dialogFunctions[tag] = fn; } /** * Adds a custom dialog tag which executes the provided function. * For ease-of-use with the bitsy editor, tags can be written as * (tagname "parameters") in addition to the standard {tagname "parameters"} * * Function is executed immediately when the tag is reached. * * @param {string} tag Name of tag * @param {Function} fn Function to execute, with signature `function(environment, parameters, onReturn){}` * environment: provides access to SetVariable/GetVariable (among other things, see Environment in the bitsy source for more info) * parameters: array containing parameters as string in first element (i.e. `parameters[0]`) * onReturn: function to call with return value (just call `onReturn(null);` at the end of your function if your tag doesn't interact with the logic system) */ function addDialogTag(tag, fn) { addDialogFunction(tag, fn); inject$1( /(var functionMap = new Map\(\);)/, '$1functionMap.set("' + tag + '", kitsy.dialogFunctions.' + tag + ');' ); } /** * Helper for printing a paragraph break inside of a dialog function. * Adds the function `AddParagraphBreak` to `DialogBuffer` */ inject$1(/(this\.AddLinebreak = )/, 'this.AddParagraphBreak = function() { buffer.push( [[]] ); isActive = true; };\n$1'); //Adds the actual dialogue tag. No deferred version is required. addDialogTag('p', function(environment, parameters, onReturn){ environment.GetDialogBuffer().AddParagraphBreak(); onReturn(null); }); // End of (p) paragraph break mod }(window));