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backdrops.js
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backdrops.js
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/**
🖼
@file backdrops
@summary makes the game have a backdrop
@license MIT
@author Cephalopodunk & Sean S. LeBlanc
@version 22.1.0
@requires Bitsy 8.12
@description
Shows backdrops behind the game
Note: includes transparent background/sprites
HOW TO USE:
1. Copy-paste this script into a script tag after the bitsy source
2. Edit hackOptions below as needed
3. You may need to add `background-size: cover` to the #game CSS up above to get the backdrop to fit correctly in the game screen
*/
this.hacks = this.hacks || {};
(function (exports, bitsy) {
'use strict';
var hackOptions = {
// If true, backdrop changes will persist across rooms without a backdrop defined
permanent: false,
// Backdrops shown by room
// Include an entry in this map for every room that you want to trigger a change,
// and then specify the image source for the backdrop (generally a file path relative to your game's html file).
// Expand the map to include as many rooms as you need.
backdropsByRoom: {
'room name or id': './images/image for room.png',
},
// Backdrop shown during title
backdropTitle: './images/title.png',
// transparent sprites option
isTransparent: function (drawing) {
// return drawing.name == 'tea'; // specific transparent drawing
// return ['tea', 'flower', 'hat'].indexOf(drawing.name) !== -1; // specific transparent drawing list
// return drawing.name && drawing.name.indexOf('TRANSPARENT') !== -1; // transparent drawing flag in name
return true; // all drawings are transparent
},
};
/**
* 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.
* ```js
* inject(/(some string)/,'injected before $1 injected after');
* ```
* @param searcher Regex to search and replace
* @param replacer Replacer string/fn
*/
function inject(searcher, replacer) {
// 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];
if (!scriptTag.textContent)
continue;
var matchesSearch = scriptTag.textContent.search(searcher) !== -1;
var isCurrentScript = scriptTag === document.currentScript;
if (matchesSearch && !isCurrentScript) {
code = scriptTag.textContent;
break;
}
}
// error-handling
if (!code || !scriptTag) {
throw new Error('Couldn\'t find "' + searcher + '" in script tags');
}
// modify the content
code = code.replace(searcher, replacer);
// 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;
});
}
// Ex: inject(/(names.sprite.set\( name, id \);)/, '$1console.dir(names)');
/** test */
function kitsyInject(searcher, replacer) {
if (!kitsy.queuedInjectScripts.some(function (script) {
return searcher.toString() === script.searcher.toString() && replacer === script.replacer;
})) {
kitsy.queuedInjectScripts.push({
searcher: searcher,
replacer: replacer,
});
}
else {
console.warn('Ignored duplicate inject');
}
}
// 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$1(targetFuncName, beforeFn) {
kitsy.queuedBeforeScripts[targetFuncName] = kitsy.queuedBeforeScripts[targetFuncName] || [];
kitsy.queuedBeforeScripts[targetFuncName].push(beforeFn);
}
// Ex: after('load_game', function run() { alert('Loaded!'); });
function after$1(targetFuncName, afterFn) {
kitsy.queuedAfterScripts[targetFuncName] = kitsy.queuedAfterScripts[targetFuncName] || [];
kitsy.queuedAfterScripts[targetFuncName].push(afterFn);
}
function applyInjects() {
kitsy.queuedInjectScripts.forEach(function (injectScript) {
inject(injectScript.searcher, injectScript.replacer);
});
}
function applyHooks(root) {
var allHooks = unique(Object.keys(kitsy.queuedBeforeScripts).concat(Object.keys(kitsy.queuedAfterScripts)));
allHooks.forEach(applyHook.bind(this, root || window));
}
function applyHook(root, functionName) {
var functionNameSegments = functionName.split('.');
var obj = root;
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(kitsy.queuedBeforeScripts[functionName] || []);
// then original
if (superFn) {
functions.push(superFn);
}
// then afters
functions = functions.concat(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)));
}
// run synchronously
returnVal = functions[i++].apply(this, args);
if (returnVal && returnVal.length) {
args = returnVal;
}
return runBefore.apply(this, args);
}
return runBefore.apply(this, arguments);
};
}
/**
@file kitsy-script-toolkit
@summary Monkey-patching toolkit to make it easier and cleaner to run code before and after functions or to inject new code into script tags
@license WTFPL (do WTF you want)
@author Original by mildmojo; modified by Sean S. LeBlanc
@version 22.1.0
@requires Bitsy 8.12
*/
var kitsy = (window.kitsy = window.kitsy || {
queuedInjectScripts: [],
queuedBeforeScripts: {},
queuedAfterScripts: {},
inject: kitsyInject,
before: before$1,
after: after$1,
/**
* Applies all queued `inject` calls.
*
* An object that instantiates an class modified via injection will still refer to the original class,
* so make sure to reinitialize globals that refer to injected scripts before calling `applyHooks`.
*/
applyInjects,
/** Apples all queued `before`/`after` calls. */
applyHooks,
});
var hooked = kitsy.hooked;
if (!hooked) {
kitsy.hooked = true;
var oldStartFunc = bitsy.startExportedGame;
bitsy.startExportedGame = function doAllInjections() {
// Only do this once.
bitsy.startExportedGame = oldStartFunc;
// Rewrite scripts
kitsy.applyInjects();
// 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();
bitsy.renderer = new bitsy.TileRenderer(bitsy.tilesize);
bitsy.transition = new bitsy.TransitionManager();
// Hook everything
kitsy.applyHooks();
// Start the game
bitsy.startExportedGame.apply(this, arguments);
};
}
/** @see kitsy.inject */
kitsy.inject;
/** @see kitsy.before */
var before = kitsy.before;
/** @see kitsy.after */
var after = kitsy.after;
/**
🏁
@file transparent sprites
@summary makes all sprites have transparent backgrounds (deprecated)
@license MIT
@author Sean S. LeBlanc
@version 22.1.0
@requires Bitsy 8.12
@description
Makes all sprites have transparent backgrounds.
i.e. tiles can be seen underneath the player, sprites, and items.
NOTE: This hack is no longer necessary as Bitsy 8.0
supports transparent sprites directly in gamedata.
To flag a drawing as transparent in Bitsy,
add the following line underneath its data:
BGC *
HOW TO USE:
1. Copy-paste this script into a script tag after the bitsy source
2. Edit hackOptions below as needed
*/
var hackOptions$2 = {
isTransparent: function (drawing) {
// return drawing.name == 'tea'; // specific transparent drawing
// return ['tea', 'flower', 'hat'].indexOf(drawing.name) !== -1; // specific transparent drawing list
// return drawing.name && drawing.name.indexOf('TRANSPARENT') !== -1; // transparent drawing flag in name
return true; // all drawings are transparent
},
};
before('renderer.SetDrawings', function () {
Object.values(bitsy.tile)
.concat(Object.values(bitsy.sprite))
.concat(Object.values(bitsy.item))
.forEach(drawing => {
if (hackOptions$2.isTransparent(drawing)) {
drawing.bgc = -bitsy.tileColorStartIndex;
}
});
});
/**
🔳
@file transparent background
@summary makes the game have a transparent background
@license MIT
@author Cephalopodunk & Sean S. LeBlanc
@version 22.1.0
@requires Bitsy 8.12
@description
Makes the game background transparent, showing whatever would be visible behind it in the html document.
Note that the bitsy canvas has a black background in CSS by default, which blocks things behind it.
Depending on your use case, you may need to change this (e.g. to `background: transparent;`)
Note: also includes transparent sprites
HOW TO USE:
1. Copy-paste this script into a script tag after the bitsy source
2. Edit hackOptions below as needed
*/
var hackOptions$1 = {
// transparent sprites option
isTransparent: function (drawing) {
// return drawing.name == 'tea'; // specific transparent drawing
// return ['tea', 'flower', 'hat'].indexOf(drawing.name) !== -1; // specific transparent drawing list
// return drawing.name && drawing.name.indexOf('TRANSPARENT') !== -1; // transparent drawing flag in name
return true; // all drawings are transparent
},
};
// pass through transparent sprites option
hackOptions$2.isTransparent = function (drawing) {
return hackOptions$1.isTransparent(drawing);
};
after('bitsy._graphics.clearCanvas', function () {
// eslint-disable-next-line no-underscore-dangle
bitsy.bitsy._graphics.getContext().clearRect(0, 0, bitsy.bitsy._graphics.getCanvas().width, bitsy.bitsy._graphics.getCanvas().height);
});
// pass through transparent sprites option
hackOptions$1.isTransparent = function (drawing) {
return hackOptions.isTransparent(drawing);
};
var imgCache = [];
after('loadGame', function () {
// set base style
var game = document.getElementById('game');
game.style.backgroundSize = 'cover';
game.style.backgroundColor = 'transparent';
// preload images
Object.values(hackOptions.backdropsByRoom)
.concat([hackOptions.imageTitle, hackOptions.imageDefault])
.filter(function (src) {
return src;
})
.reduce(function (result, src) {
var img = new Image();
img.src = src;
result.push(img);
return result;
}, imgCache);
});
// hook up backdrops
var currentBackdrop;
function setBackdrop(src) {
if (src === currentBackdrop) {
return;
}
currentBackdrop = src;
var game = document.getElementById('game');
if (!src) {
game.style.backgroundImage = null;
return;
}
game.style.backgroundImage = 'url("' + src + '")';
}
before('drawRoom', function () {
var backdrop = hackOptions.backdropsByRoom[bitsy.player().room];
// if no backdrop defined + not permanent, reset
if (backdrop !== undefined || !hackOptions.permanent) {
setBackdrop(backdrop);
}
});
after('startNarrating', function (dialogStr, end) {
if (!end) {
setBackdrop(hackOptions.backdropTitle);
}
});
exports.hackOptions = hackOptions;
})(this.hacks.backdrops = this.hacks.backdrops || {}, window);