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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 smooth moves @summary ease the player's movement @license MIT @version 2.0.0 @requires Bitsy Version: 6.3 @author Sean S. LeBlanc @description Makes the player avatar ease in between positions instead of moving immediately. Speed and easing function are configurable. HOW TO USE: 1. Copy-paste this script into a script tag after the bitsy source 2. Edit hackOptions below as needed */ this.hacks = this.hacks || {}; (function (exports, bitsy) { 'use strict'; var hackOptions = { // duration of ease in ms duration: 100, // max distance to allow tweens delta: 1.5, // easing function ease: function(t) { t = 1 - Math.pow(1 - t, 2); return t; }, }; 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); } // Ex: after('load_game', function run() { alert('Loaded!'); }); 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) { 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(); } // smooth move var tweens = {}; var sprites = {}; function addTween(spr, fromX, fromY, toX, toY) { if (Math.abs(toX - fromX) + Math.abs(toY - fromY) > hackOptions.delta) { delete tweens[spr]; } else { var t = tweens[spr] = tweens[spr] || {}; t.fromX = fromX; t.fromY = fromY; t.toX = toX; t.toY = toY; t.start = bitsy.prevTime; } } before('onready', function() { tweens = {}; sprites = {}; }); // listen for changes in sprite positions to add tweens before('update', function() { Object.values(bitsy.sprite).forEach(spr => { if (spr.room === bitsy.curRoom) { var s = sprites[spr.id] = sprites[spr.id] || {}; s.x = spr.x; s.y = spr.y; } else { delete sprites[spr.id]; } }); }); function addTweens() { Object.entries(sprites).forEach(function (entry) { var spr = bitsy.sprite[entry[0]]; var pos = entry[1]; if (pos.x !== spr.x || pos.y !== spr.y) { addTween(spr.id, pos.x, pos.y, spr.x, spr.y); } }); } after('updateInput', addTweens); after('update', addTweens); // before drawing, update sprite positions to tweened values before('drawRoom', function () { Object.entries(tweens).forEach(function (entry) { var tween = entry[1]; var t = hackOptions.ease(Math.min(1, (bitsy.prevTime - tween.start) / hackOptions.duration)); var sprite = bitsy.sprite[entry[0]]; sprite.x = tween.fromX + (tween.toX - tween.fromX) * t; sprite.y = tween.fromY + (tween.toY - tween.fromY) * t; }); }); // after drawing, update sprite positions back to normal after('drawRoom', function () { Object.entries(tweens).forEach(function (entry) { var tween = entry[1]; var sprite = bitsy.sprite[entry[0]]; sprite.x = tween.toX; sprite.y = tween.toY; }); }); exports.hackOptions = hackOptions; }(this.hacks.smooth_moves = this.hacks.smooth_moves || {}, window));