@bitsy/hecks
Version:
a collection of re-usable scripts for bitsy game maker
274 lines (230 loc) ⢠8.3 kB
JavaScript
/**
š
@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) {
;
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));