-
Notifications
You must be signed in to change notification settings - Fork 49
/
corrupt.js
503 lines (449 loc) · 14.7 KB
/
corrupt.js
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
/**
➿
@file corrupt
@summary corrupts gamedata at runtime
@license MIT
@author Sean S. LeBlanc
@version 22.1.0
@requires Bitsy 8.12
@description
Corrupts gamedata at runtime
Corruptions include:
position of tiles in current room
pixels of tiles in current room
pixels of sprites in current room
pixels of items in current room
colours of palette in current room
pixels of fontdata
In the provided code, corruptions occur each time the player moves,
but this can be changed by calling `corrupt()` in different scenarios.
e.g. `setInterval(corrupt, 1000)` would corrupt once per second.
When the game is reset, the corruptions will be reset as well.
HOW TO USE:
1. Copy-paste into a script tag after the bitsy source
2. Edit `hackOptions` below as needed
Options ending in `Freq` are a combination of iterations and probabilities:
Given the value X.Y, it will corrupt X times, and may corrupt once more with a probability of Y
e.g.
0.0 = won't ever corrupt
0.1 = will corrupt with a probability of one in ten
1.0 = will corrupt once
2.0 = will corrupt twice
3.5 = will corrupt thrice, and corrupt a fourth time with a probability of one in two
*/
this.hacks = this.hacks || {};
(function (exports, bitsy) {
'use strict';
var hackOptions = {
tilemapFreq: 1,
tilePixelsFreq: 1,
spritePixelsFreq: 1,
itemPixelsFreq: 1,
fontPixelsFreq: 1,
paletteFreq: 1,
globalFreq: 1, // multiplier for all the other `Freq` options
paletteAmplitude: 10, // how much to corrupt palette by (0-128)
};
/**
@file utils
@summary miscellaneous bitsy utilities
@author Sean S. LeBlanc
@version 22.1.0
@requires Bitsy 8.12
*/
/*
Helper for getting image by name or id
Args:
name: id or name of image to return
map: map of images (e.g. `sprite`, `tile`, `item`)
Returns: the image in the given map with the given name/id
*/
function getImage(name, map) {
var id = Object.prototype.hasOwnProperty.call(map, name)
? name
: Object.keys(map).find(function (e) {
return map[e].name === name;
});
return map[id];
}
/**
@file edit image at runtime
@summary API for updating image data at runtime.
@author Sean S. LeBlanc
@version 22.1.0
@requires Bitsy 8.12
@description
Adds API for updating sprite, tile, and item data at runtime.
Individual frames of image data in bitsy are 8x8 1-bit 2D arrays in yx order
e.g. the default player is:
[
[0,0,0,1,1,0,0,0],
[0,0,0,1,1,0,0,0],
[0,0,0,1,1,0,0,0],
[0,0,1,1,1,1,0,0],
[0,1,1,1,1,1,1,0],
[1,0,1,1,1,1,0,1],
[0,0,1,0,0,1,0,0],
[0,0,1,0,0,1,0,0]
]
*/
/*
Args:
id: string id or name
frame: animation frame (0 or 1)
map: map of images (e.g. `sprite`, `tile`, `item`)
Returns: a single frame of a image data
*/
function getImageData(id, frame, map) {
return bitsy.renderer.GetDrawingSource(getImage(id, map).drw)[frame];
}
function getSpriteData(id, frame) {
return getImageData(id, frame, bitsy.sprite);
}
function getTileData(id, frame) {
return getImageData(id, frame, bitsy.tile);
}
function getItemData(id, frame) {
return getImageData(id, frame, bitsy.item);
}
/*
Updates a single frame of image data
Args:
id: string id or name
frame: animation frame (0 or 1)
map: map of images (e.g. `sprite`, `tile`, `item`)
newData: new data to write to the image data
*/
function setImageData(id, frame, map, newData) {
var drawing = getImage(id, map);
var drw = drawing.drw;
var img = bitsy.renderer.GetDrawingSource(drw).slice();
img[frame] = newData;
bitsy.renderer.SetDrawingSource(drw, img);
}
function setSpriteData(id, frame, newData) {
setImageData(id, frame, bitsy.sprite, newData);
}
function setTileData(id, frame, newData) {
setImageData(id, frame, bitsy.tile, newData);
}
function setItemData(id, frame, newData) {
setImageData(id, frame, bitsy.item, newData);
}
/**
* 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;
// /////////
// setup //
// /////////
// hook corruption to player movement
var px;
var py;
var pr;
var player;
before('bitsy._update', function () {
player = bitsy.player();
if (!player) return;
px = player.x;
py = player.y;
pr = player.room;
});
after('bitsy._update', function () {
if (!player) return;
if (px !== player.x || py !== player.y || pr !== player.room) {
corrupt();
bitsy.drawRoom(bitsy.room[bitsy.state.room], { redrawAll: true });
}
});
// ////////////////
// corrupt code //
// ////////////////
// get a reference to the fontdata
var fontdata;
after('dialogRenderer.SetFont', function (font) {
fontdata = Object.values(font.getData()).map(function (char) {
return char.data;
});
});
function corrupt() {
var currentRoom = bitsy.room[bitsy.state.room];
// corrupt pixels of visible tiles
var visibleTiles = {};
currentRoom.tilemap.forEach(function (row) {
row.forEach(function (tile) {
visibleTiles[tile] = true;
});
});
delete visibleTiles['0']; // empty tile doesn't actually exist
visibleTiles = Object.keys(visibleTiles);
if (visibleTiles.length > 0) {
iterate(hackOptions.tilePixelsFreq * hackOptions.globalFreq, function () {
var t = rndItem(visibleTiles);
var frame = Math.floor(Math.random() * bitsy.tile[t].animation.frameCount);
var tdata = getTileData(t, frame);
var y = Math.floor(Math.random() * bitsy.tilesize);
var x = Math.floor(Math.random() * bitsy.tilesize);
tdata[y][x] = Math.abs(tdata[y][x] - 1);
setTileData(t, frame, tdata);
});
}
// corrupt pixels of visible sprites
var visibleSprites = {};
Object.keys(bitsy.sprite).forEach(function (spr) {
if (bitsy.sprite[spr].room === bitsy.state.room) {
visibleSprites[spr] = true;
}
});
visibleSprites = Object.keys(visibleSprites);
iterate(hackOptions.spritePixelsFreq * hackOptions.globalFreq, function () {
var t = rndItem(visibleSprites);
var frame = Math.floor(Math.random() * bitsy.sprite[t].animation.frameCount);
var tdata = getSpriteData(t, frame);
var y = Math.floor(Math.random() * bitsy.tilesize);
var x = Math.floor(Math.random() * bitsy.tilesize);
tdata[y][x] = Math.abs(tdata[y][x] - 1);
setSpriteData(t, frame, tdata);
});
// corrupt pixels of visible items
var visibleItems = {};
currentRoom.items.forEach(function (item) {
visibleItems[item.id] = true;
});
visibleItems = Object.keys(visibleItems);
if (visibleItems.length > 0) {
iterate(hackOptions.itemPixelsFreq * hackOptions.globalFreq, function () {
var t = rndItem(visibleItems);
var frame = Math.floor(Math.random() * bitsy.item[t].animation.frameCount);
var tdata = getItemData(t, frame);
var y = Math.floor(Math.random() * bitsy.tilesize);
var x = Math.floor(Math.random() * bitsy.tilesize);
tdata[y][x] = Math.abs(tdata[y][x] - 1);
setItemData(t, frame, tdata);
});
}
// corrupt current room's tilemap
var possibleTiles = Object.keys(bitsy.tile);
possibleTiles.push('0'); // empty tile
iterate(hackOptions.tilemapFreq * hackOptions.globalFreq, function () {
// pick a tile at random in the current room and assign it a random tile
var y = Math.floor(Math.random() * bitsy.mapsize);
var x = Math.floor(Math.random() * bitsy.mapsize);
currentRoom.tilemap[y][x] = rndItem(possibleTiles);
});
// corrupt visible palette colours
var visibleColors = bitsy.getPal(bitsy.state.pal);
iterate(hackOptions.paletteFreq * hackOptions.globalFreq, function () {
var c = rndItem(visibleColors);
var i = rndIndex(c);
c[i] = Math.round((c[i] + (Math.random() * 2 - 1) * hackOptions.paletteAmplitude) % 256);
});
if (hackOptions.paletteImmediate) {
bitsy.renderer.ClearCache();
}
// corrupt pixels of font data
iterate(hackOptions.fontPixelsFreq * hackOptions.globalFreq, function () {
var char = rndItem(fontdata);
var i = rndIndex(char);
char[i] = Math.abs(char[i] - 1);
});
}
// ///////////
// helpers //
// ///////////
// helper for iteratively calling a function
function iterate(i, fn) {
while (Math.random() < i--) {
fn();
}
}
// RNG array helpers
function rndIndex(array) {
return Math.floor(Math.random() * array.length);
}
function rndItem(array) {
return array[rndIndex(array)];
}
exports.hackOptions = hackOptions;
})(this.hacks.corrupt = this.hacks.corrupt || {}, window);