@bitsy/hecks
Version:
a collection of re-usable scripts for bitsy game maker
303 lines (261 loc) ⢠8.62 kB
JavaScript
/**
š
@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) {
;
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));