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@bitsy/hecks

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a collection of re-usable scripts for bitsy game maker

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/** šŸŽž @file custom-exit-effects @summary make custom exit transition effects @license MIT @version 1.0.2 @requires 6.0 @author Sean S. LeBlanc @description Adds support for custom exit transition effects. Multiple effects can be added this way. This can be combined with exit-from-dialog for custom dialog transitions too. Effects are limited to a relatively low framerate; for fancier effects it may be better to try the GL transitions hack. EFFECT NOTES: Each effect looks like: key: { showPlayerStart: <true or false>, showPlayerEnd: <true or false>, duration: <duration in ms>, pixelEffectFunc: function(start, end, pixelX, pixelY, delta) { ... } } To use the custom effects, you'll need to modify your exit in the gamedata, e.g. EXT 1,1 0 13,13 would become EXT 1,1 0 13,13 FX key Manipulating pixel data inside the pixel effect function directly is relatively complex, but bitsy provides a number of helpers that are used to simplify its own effects. A quick reference guide: - start.Image.GetPixel(x,y) returns the pixel for a given position at the start of the transition - end.Image.GetPixel(x,y) returns the pixel for a given position at the end of the transition - bitsy.PostProcessUtilities.GetCorrespondingColorFromPal(color,start.Palette,end.Palette) converts a pixel from one palette to the other - bitsy.PostProcessUtilities.LerpColor(colorA, colorB, delta) returns an interpolated pixel A single example effect is included, but more can be found in the original effect source by looking for `RegisterTransitionEffect`. HOW TO USE: 1. Copy-paste this script into a script tag after the bitsy source 2. Update the `hackOptions` object at the top of the script with your custom effects */ this.hacks = this.hacks || {}; (function (exports, bitsy) { 'use strict'; var hackOptions = { // a simple crossfade example effect 'my-effect': { showPlayerStart: true, showPlayerEnd: true, duration: 500, pixelEffectFunc: function (start, end, pixelX, pixelY, delta) { var a = start.Image.GetPixel(pixelX, pixelY); var b = end.Image.GetPixel(pixelX, pixelY); return bitsy.PostProcessUtilities.LerpColor(a, b, delta); } }, }; 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 4.0.1 @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: 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 = [].slice.call(arguments); 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(); } before('startExportedGame', function () { Object.entries(hackOptions).forEach(function (entry) { bitsy.transition.RegisterTransitionEffect(entry[0], entry[1]); }); }); exports.hackOptions = hackOptions; }(this.hacks['custom-exit-effects'] = this.hacks['custom-exit-effects'] || {}, window));