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directional-avatar.js
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directional-avatar.js
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/**
↔
@file directional avatar
@summary flips the player's sprite based on directional movement
@license MIT
@author Sean S. LeBlanc
@version 22.1.0
@requires Bitsy 8.12
@description
Flips the player's sprite based on directional movement.
HOW TO USE:
1. Copy-paste into a script tag after the bitsy source
2. Edit `horizontalFlipAllowed` and `verticalFlipAllowed` below as needed
*/
this.hacks = this.hacks || {};
(function (exports, bitsy) {
'use strict';
var hackOptions = {
allowed: function () {
return {
// If `horizontalFlipAllowed` is true:
// pressing left will make the player's sprite face backwards
// pressing right will make the player's sprite face forwards
horizontalFlipAllowed: true,
// If `verticalFlipAllowed` is true:
// pressing down will make the player's sprite upside-down
// pressing up will make the player's sprite right-side up
verticalFlipAllowed: false,
};
},
};
/**
@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);
}
/*
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);
}
/**
* 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(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,
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 */
kitsy.before;
/** @see kitsy.after */
var after = kitsy.after;
/**
@file transform sprite data
@summary Helpers for flipping and rotating sprite data
*/
// helper function to flip sprite data
function transformSpriteData(spriteData, v, h, rot) {
var x;
var y;
var x2;
var y2;
var col;
var tmp;
var s = spriteData.slice();
if (v) {
for (y = 0; y < s.length / 2; ++y) {
y2 = s.length - y - 1;
tmp = s[y];
s[y] = s[y2];
s[y2] = tmp;
}
}
if (h) {
for (y = 0; y < s.length; ++y) {
col = s[y] = s[y].slice();
for (x = 0; x < col.length / 2; ++x) {
x2 = col.length - x - 1;
tmp = col[x];
col[x] = col[x2];
col[x2] = tmp;
}
}
}
return s;
}
var hflip = false;
var vflip = false;
after('updateInput', function () {
// determine which directions need flipping
var allowed = hackOptions.allowed();
switch (bitsy.curPlayerDirection) {
case bitsy.Direction.Up:
vflip = false;
break;
case bitsy.Direction.Down:
vflip = true;
break;
case bitsy.Direction.Left:
hflip = true;
break;
case bitsy.Direction.Right:
hflip = false;
break;
}
vflip = vflip && allowed.verticalFlipAllowed;
hflip = hflip && allowed.horizontalFlipAllowed;
});
after('updateInput', function () {
for (var i = 0; i < bitsy.player().animation.frameCount; ++i) {
setSpriteData(bitsy.playerId, i, transformSpriteData(getSpriteData(bitsy.playerId, i), vflip, hflip));
}
});
after('bitsy._update', function () {
for (var i = 0; i < bitsy.player().animation.frameCount; ++i) {
setSpriteData(bitsy.playerId, i, transformSpriteData(getSpriteData(bitsy.playerId, i), vflip, hflip));
}
});
exports.hackOptions = hackOptions;
})(this.hacks.directional_avatar = this.hacks.directional_avatar || {}, window);