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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 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 */ import bitsy from "bitsy"; import { unique, inject as utilsInject } from "./utils"; // Ex: inject(/(names.sprite.set\( name, id \);)/, '$1console.dir(names)'); export function inject(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()); }); export function before(targetFuncName, beforeFn) { var kitsy = kitsyInit(); kitsy.queuedBeforeScripts[targetFuncName] = kitsy.queuedBeforeScripts[targetFuncName] || []; kitsy.queuedBeforeScripts[targetFuncName].push(beforeFn); } // Ex: after('load_game', function run() { alert('Loaded!'); }); export 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) { utilsInject(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. export 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) */ export function addDialogTag(tag, fn) { addDialogFunction(tag, fn); inject( /(var functionMap = new Map\(\);)/, '$1functionMap.set("' + tag + '", kitsy.dialogFunctions.' + tag + ');' ); } /** * 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 after the dialog box. * * @param {string} tag Name of tag * @param {Function} fn Function to execute, with signature `function(environment, parameters){}` * 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]`) */ export function addDeferredDialogTag(tag, fn) { addDialogFunction(tag, fn); bitsy.kitsy.deferredDialogFunctions = bitsy.kitsy.deferredDialogFunctions || {}; var deferred = bitsy.kitsy.deferredDialogFunctions[tag] = []; inject( /(var functionMap = new Map\(\);)/, '$1functionMap.set("' + tag + '", function(e, p, o){ kitsy.deferredDialogFunctions.' + tag + '.push({e:e,p:p}); o(null); });' ); // Hook into the dialog finish event and execute the actual function after('onExitDialog', function () { while (deferred.length) { var args = deferred.shift(); bitsy.kitsy.dialogFunctions[tag](args.e, args.p, args.o); } }); // Hook into the game reset and make sure data gets cleared after('clearGameData', function () { deferred.length = 0; }); } /** * Adds two custom dialog tags which execute the provided function, * one with the provided tagname executed after the dialog box, * and one suffixed with 'Now' executed immediately when the tag is reached. * * i.e. helper for the (exit)/(exitNow) pattern. * * @param {string} tag Name of tag * @param {Function} fn Function to execute, with signature `function(environment, parameters){}` * 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]`) */ export function addDualDialogTag(tag, fn) { addDialogTag(tag + 'Now', function(environment, parameters, onReturn) { fn(environment, parameters); onReturn(null); }); addDeferredDialogTag(tag, fn); }