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gravity.js
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gravity.js
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/**
🍂
@file gravity
@summary Pseudo-platforming/gravity/physics
@license MIT
@author Cole Sea
@version 22.1.0
@requires Bitsy 8.12
@description
Overrides Bitsy movement logic to simulate "gravity".
Features
- Treats walls and sprites as "solid" objects that can be stood on
- Does not allow player to move upwards unless they are on a climbable tile or
jump/jetpack/force are activated
- Does not allow player to move horizontally unless they are standing on a
wall or sprite or climbable/standable tile
- Forces player to "fall" any time they are not on a wall or sprite
- Restricts how much the player can move horizontally while falling
- Calculates fall damage any time the player lands on a wall or sprite
- All invalid movement inputs (i.e, moving into a wall, pressing up while falling)
are converted into down presses
Dialog Tags
- (toggleGravity) Toggle gravity on/off
- (setJumpPower NUM) Sets how many tiles the player can move/jump straight up.
Replace NUM with a whole number (setJumpPower 1). JumpPower is refreshed every time
the player lands on the ground.
- (toggleJetpack) Allows player to "jetpack"/jump upwards while already in the air.
Moving upwards still consumes JumpPower, which is only refreshed upon landing.
- (setGravityDirection "DIRECTION") Makes gravity flow in DIRECTION.
Replace DIRECTION with "up", "down", "left", or "right".
- (forceGravity "DIRECTION") Forces the player to move in the given DIRECTION until
they hit something. Replace DIRECTION with "up", "down", "left", or "right".
HOW TO USE:
1. Copy-paste into a script tag after the bitsy source
2. Edit hackOptions below as desired
3. Use the dialog tags in your game to alter settings
*/
this.hacks = this.hacks || {};
(function (exports, bitsy) {
'use strict';
var hackOptions = {
// Configure whether or not gravity should be active when the game starts.
// Use the `toggleGravity` dialog tag to turn it on/off
activeOnLoad: true,
// Configure how much JumpPower the player has after landing
// Set this to 1 and player can jump 1 tile high any time they are on the ground
// Set this to 0 for no jumping/only falling
// Player can only jump straight up from a solid object, they cannot jump while
// falling or after moving horizontally unless `jetpack` is active
jumpPower: 0,
// If true, then the player can jump while falling/in mid-air
// Player is still restricted by the amount of JumpPower they have left,
// which does not replenish until they land on a solid object
jetpack: false,
// Configure which tiles are "climbable".
// Player will be able to move upward while standing on those tiles.
// Useful for making ladders, ropes, trampolines, etc.
isClimbable: function (tile) {
return tile.name && tile.name.indexOf('CLIMB') !== -1; // climbable tile flag in name
// return tile.name == 'ladder'; // specific climbable tile
// return ['ladder', 'rope', 'trampoline'].indexOf(tile.name) !== -1; // specific climbable tile list
},
// Configure which tiles are "standable".
// Player will be able to walk horizontally across this tile even if it's not a wall/sprite.
// Useful for making a ladder/rope that connect to a standable surface at it's top.
isStandable: function (tile) {
return tile.name && tile.name.indexOf('STAND') !== -1; // standable tile flag in name
// return tile.name == 'ledge'; // specific standable tile
// return ['ledge', 'overhang', 'trapdoor'].indexOf(tile.name) !== -1; // specific standable tile list
},
// Sets the direction that gravity initially flows in
// Can be changed with the `setGravityDirection` dialog tag
initialGravityDir: 'down',
// If true, player avatar will be rotated whenever `setGravityDirection` is used
// TODO: how does this interact with initialGravityDir?
flipAvatarOnGravityChange: true,
// Runs any time the player "lands" on something solid,
// `tilesFallen` is the number of tiles they fell.
// Grabbing a ladder or using the "jetpack" will reset the fall counter.
// If you don't want any fall damage, leave this function empty
// Contains examples for decreasing a variable or ending the game
landed: function (tilesFallen) {
console.log('landed', tilesFallen);
// // Decrease a variable in your game called `health`
// var health = bitsy.scriptInterpreter.GetVariable('health');
// bitsy.scriptInterpreter.SetVariable('health', health - tilesFallen);
// // or maybe just end the game if the fall was high enough?
// if (tilesFallen > 5) {
// bitsy.dialogBuffer.EndDialog();
// bitsy.startNarrating('YOU DIED!', true);
// }
},
// Controls how much the player can move horizontally during a single "fall"
// For each move in a fall, this ratio must be less than (<) the max:
// (number of tiles moved horizontally) / (total number of tiles moved)
// Set this to 0 to be unable to move horizontally while falling
// Set this to 0.5 and player can move horizontally every other move while falling
// Set this to 1 to always be able to move horizontally while falling
maxHorizontalFallingRatio: 0.51,
};
/**
@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$1(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$1(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,
});
// Rewrite custom functions' parentheses to curly braces for Bitsy's
// interpreter. Unescape escaped parentheticals, too.
function convertDialogTags(input, tag) {
return input.replace(new RegExp('\\\\?\\((' + tag + '(\\s+(".*?"|.+?))?)\\\\?\\)', 'g'), function (match, group) {
if (match.substr(0, 1) === '\\') {
return '(' + group + ')'; // Rewrite \(tag "..."|...\) to (tag "..."|...)
}
return '{' + group + '}'; // Rewrite (tag "..."|...) to {tag "..."|...}
});
}
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 */
var inject = kitsy.inject;
/** @see kitsy.before */
var before = kitsy.before;
/** @see kitsy.after */
var after = kitsy.after;
function addDialogFunction(tag, fn) {
kitsy.dialogFunctions = kitsy.dialogFunctions || {};
if (kitsy.dialogFunctions[tag]) {
console.warn('The dialog function "' + tag + '" already exists.');
return;
}
// Hook into game load and rewrite custom functions in game data to Bitsy format.
before('parseWorld', function (gameData) {
return [convertDialogTags(gameData, tag)];
});
kitsy.dialogFunctions[tag] = fn;
}
function injectDialogTag(tag, code) {
inject(/(var functionMap = \{\};[^]*?)(this.HasFunction)/m, '$1\nfunctionMap["' + tag + '"] = ' + code + ';\n$2');
}
/**
* Adds a custom dialog tag which executes the provided function.
* For ease-of-use with the bitsy editor, tags can be written as
* (tagname "parameters") in addition to the standard {tagname "parameters"}
*
* Function is executed immediately when the tag is reached.
*
* @param {string} tag Name of tag
* @param {Function} fn Function to execute, with signature `function(environment, parameters, onReturn){}`
* environment: provides access to SetVariable/GetVariable (among other things, see Environment in the bitsy source for more info)
* parameters: array containing parameters as string in first element (i.e. `parameters[0]`)
* onReturn: function to call with return value (just call `onReturn(null);` at the end of your function if your tag doesn't interact with the logic system)
*/
function addDialogTag(tag, fn) {
addDialogFunction(tag, fn);
injectDialogTag(tag, 'kitsy.dialogFunctions["' + tag + '"]');
}
/**
* Adds a custom dialog tag which executes the provided function.
* For ease-of-use with the bitsy editor, tags can be written as
* (tagname "parameters") in addition to the standard {tagname "parameters"}
*
* Function is executed after the dialog box.
*
* @param {string} tag Name of tag
* @param {Function} fn Function to execute, with signature `function(environment, parameters){}`
* environment: provides access to SetVariable/GetVariable (among other things, see Environment in the bitsy source for more info)
* parameters: array containing parameters as string in first element (i.e. `parameters[0]`)
*/
function addDeferredDialogTag(tag, fn) {
addDialogFunction(tag, fn);
bitsy.kitsy.deferredDialogFunctions = bitsy.kitsy.deferredDialogFunctions || {};
var deferred = (bitsy.kitsy.deferredDialogFunctions[tag] = []);
injectDialogTag(tag, 'function(e, p, o){ kitsy.deferredDialogFunctions["' + tag + '"].push({e:e,p:p}); o(null); }');
// Hook into the dialog finish event and execute the actual function
after('onExitDialog', function () {
while (deferred.length) {
var args = deferred.shift();
bitsy.kitsy.dialogFunctions[tag](args.e, args.p, args.o);
}
});
// Hook into the game reset and make sure data gets cleared
after('clearGameData', function () {
deferred.length = 0;
});
}
/**
* Adds two custom dialog tags which execute the provided function,
* one with the provided tagname executed after the dialog box,
* and one suffixed with 'Now' executed immediately when the tag is reached.
*
* i.e. helper for the (exit)/(exitNow) pattern.
*
* @param {string} tag Name of tag
* @param {Function} fn Function to execute, with signature `function(environment, parameters){}`
* environment: provides access to SetVariable/GetVariable (among other things, see Environment in the bitsy source for more info)
* parameters: array containing parameters as string in first element (i.e. `parameters[0]`)
*/
function addDualDialogTag(tag, fn) {
addDialogTag(tag + 'Now', function (environment, parameters, onReturn) {
var result = fn(environment, parameters);
onReturn(result === undefined ? null : result);
});
addDeferredDialogTag(tag, fn);
}
/**
@file transform sprite data
@summary Helpers for flipping and rotating sprite data
*/
// copied from https://stackoverflow.com/a/46805290
function transpose(matrix) {
const rows = matrix.length;
const cols = matrix[0].length;
const grid = [];
for (let j = 0; j < cols; j++) {
grid[j] = Array(rows);
}
for (let i = 0; i < rows; i++) {
for (let j = 0; j < cols; j++) {
grid[j][i] = matrix[i][j];
}
}
return grid;
}
// helper function to flip sprite data
function transformSpriteData(spriteData, v, h, rot) {
var y;
var y2;
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 (rot) {
s = transpose(s);
}
return s;
}
var active = hackOptions.activeOnLoad;
var wasStandingOnSomething = false;
var wasClimbing = false; //
var isOnClimbableTile = false; //
var isClimbing = false; //
var fallCounter = 0; // how many tiles player has been falling for
var horizontalFallingMoves = 0; // how many times player has moved horizontally during current fall
var gravityDir = hackOptions.initialGravityDir; // which arrow key does the user press to move downward relative to gravity
var lastMoveMapped = 'down'; // last direction that the player moved in (relative to gravity)
var forceGravityDir; // if played is being forced, this is the direction they are being pushed in
var wasJetpacking = false; // whether or not player used any jumpPower on their last move
var jumpPower = hackOptions.jumpPower; // how many tiles the player can jump upwards
var jetpack = hackOptions.jetpack; // player can start a jump only when they are standing on the ground. if false, player can "jetpack" anywhere anytime
var originalAnimation; // caches player avatar for use in rotation logic
// various constants for translating user movement into current gravity.
// there's probably some programmatic way to handle all this but...eh....
var gravityMap = {
// "normal" gravity
down: {
up: 'up',
down: 'down',
left: 'left',
right: 'right',
},
// upside down
up: {
up: 'down',
down: 'up',
left: 'left',
right: 'right',
},
// right is the floor
right: {
up: 'left',
down: 'right',
left: 'up',
right: 'down',
},
// left is the floor
left: {
up: 'right',
down: 'left',
left: 'down',
right: 'up',
},
};
var dirs = ['up', 'down', 'left', 'right'];
var offsets = {
up: [0, -1],
down: [0, 1],
left: [-1, 0],
right: [0, 1],
};
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) {
if (!active) return;
wasStandingOnSomething = isSolid(gravityDir, player.x, player.y);
// if player is standing on something and has a fallCounter > 0, then they just landed
if (wasStandingOnSomething && fallCounter && hackOptions.landed) hackOptions.landed(fallCounter);
}
});
before('movePlayer', function () {
if (!active) return;
wasStandingOnSomething = isSolid(gravityDir, player.x, player.y);
if (wasStandingOnSomething) {
// reset jetpack fuel
jumpPower = hackOptions.jumpPower;
}
wasClimbing = isClimbing;
isOnClimbableTile = isTileClimbable(player.x, player.y);
if (wasStandingOnSomething || isClimbing || wasJetpacking || forceGravityDir) {
// reset fall counters
fallCounter = 0;
horizontalFallingMoves = 0;
} else {
// player is falling
fallCounter += 1;
}
if (forceGravityDir && isSolid(forceGravityDir, player.x, player.y)) {
// if played was being pushed, and hit a wall in that direction, turn off the push
forceGravityDir = undefined;
}
});
window.advanceGravity = function () {
if (!active) return;
// player input something, but could not move.
// force them up if they are doing that
if (forceGravityDir) {
reallyMovePlayer(player, forceGravityDir);
lastMoveMapped = forceGravityDir;
return;
}
if (isOnStandableTile(player)) return;
// otherwise:force them downward if possible.
reallyMovePlayer(player, gravityDir);
lastMoveMapped = 'down';
};
window.movePlayerWithGravity = function (dir, axis, amt) {
if (!active) {
// if the hack is not active, just move the player in the direction they pressed
player[axis] += amt;
return;
}
// if player is being pushed, just push them in that direction and skip everything else
if (forceGravityDir) {
reallyMovePlayer(player, forceGravityDir);
lastMoveMapped = forceGravityDir;
return;
}
// dir is the arrow pressed. realDir is what that arrow translates to in the current gravity direction...
var realDir = mapDir(dir);
var horizontal = realDir === 'left' || realDir === 'right';
var canJetpack = jumpPower !== 0;
// if jetpack is false, only let them jump if they are standing on something
if (!jetpack && !wasStandingOnSomething && !wasJetpacking) canJetpack = false;
// reset vars and stuff
wasJetpacking = false;
isClimbing = false;
if (realDir === 'up' && (isOnClimbableTile || canJetpack)) {
if (!isOnClimbableTile) {
// if yr moving up, and yr not climbing, then u must be jumping/jetpacking
wasJetpacking = true;
jumpPower -= 1;
} else {
isClimbing = true;
}
reallyMovePlayer(player, dir);
lastMoveMapped = realDir;
} else if (horizontal && (wasStandingOnSomething || wasClimbing || isOnClimbableTile || isOnStandableTile(player))) {
// u can always move horizontally if yr standing on a tile
reallyMovePlayer(player, dir);
lastMoveMapped = realDir;
} else if (horizontal && canMoveHorizontallyWhileFalling()) {
// u can sometimes move horizontally while falling
reallyMovePlayer(player, dir);
lastMoveMapped = realDir;
horizontalFallingMoves += 1;
} else if (!wasStandingOnSomething) {
// if none of the other options are valid, and they are falling,
// then move them in the direction of gravity
reallyMovePlayer(player, gravityDir);
lastMoveMapped = 'down';
} else {
console.warn('ignoring movement', dir, axis, amt);
}
};
// Replace the default bitsy movement code inside `movePlayer` with our custom gravity
inject(/player\(\)\.x -= 1;/, "movePlayerWithGravity('left', 'x', -1);");
inject(/player\(\)\.x \+= 1;/, "movePlayerWithGravity('right', 'x', 1);");
inject(/player\(\)\.y -= 1;/, "movePlayerWithGravity('up', 'y', -1);");
inject(/player\(\)\.y \+= 1;/, "movePlayerWithGravity('down', 'y', 1);");
// This adds an `else` clause to the default bitsy `movePlayer` logic
// so that when the player presses a direction that they cannot move in
// they are instead forced in the direction of gravity.
// i.e, if they are standing to the left of a wall tile and press right,
// the player will fall downward if there is an empty tile beneath them
inject(/(var ext = getExit\( player\(\)\.room, player\(\)\.x, player\(\)\.y \);)/, 'else { advanceGravity(); didPlayerMoveThisFrame = true; } $1 ');
function mapDir(dir) {
return gravityMap[gravityDir][dir];
}
function isValidDir(dir) {
return dirs.indexOf(dir) !== -1;
}
function capitalize(string) {
return string.charAt(0).toUpperCase() + string.slice(1);
}
function isSolid(dir, x, y) {
var capDir = capitalize(dir);
var wallCheck = `isWall${capDir}`;
var spriteCheck = `getSprite${capDir}`;
var isSpriteThere = bitsy[spriteCheck]();
var edgeMap = {
up: {
coord: y,
value: 0,
},
down: {
coord: y,
value: bitsy.mapsize - 1,
},
left: {
coord: x,
value: 0,
},
right: {
coord: x,
value: bitsy.mapsize - 1,
},
};
var edgeToCheck = edgeMap[dir];
var isWallThere = bitsy[wallCheck]() || edgeToCheck.coord === edgeToCheck.value;
return isWallThere || isSpriteThere;
}
function isTileClimbable(x, y) {
var tile = bitsy.tile[bitsy.getTile(x, y)];
return tile && hackOptions.isClimbable(tile);
}
function isOnStandableTile(p) {
if (fallCounter > 1) {
return false;
}
var coords = [p.x, p.y];
var offset = offsets[gravityDir]; // like [0, -1] for y -= 1
coords[0] += offset[0];
coords[1] += offset[1];
var tile = bitsy.tile[bitsy.getTile(coords[0], coords[1])];
return tile && hackOptions.isStandable(tile);
}
function canMoveHorizontallyWhileFalling() {
var withinMaxRatio = horizontalFallingMoves / fallCounter <= hackOptions.maxHorizontalFallingRatio;
// if fallCounter is 0 (start of fall/jump) or player last moved down and is within ratio
return !fallCounter || (lastMoveMapped === 'down' && withinMaxRatio);
}
function reallyMovePlayer(p, dir) {
if (isSolid(dir, p.x, p.y)) {
// can't move into solid thing...so...chill?
// should maybe trigger sprites here?
return;
}
// why doesn't isSolid catch the out of bounds? stuff? isWall should as well? weird...
switch (dir) {
case 'up':
if (p.y > 0) p.y -= 1;
break;
case 'down':
if (p.y < bitsy.mapsize - 1) p.y += 1;
break;
case 'left':
if (p.x > 0) p.x -= 1;
break;
case 'right':
if (p.x < bitsy.mapsize - 1) p.x += 1;
break;
default:
console.warn('gravity: invalid move', p.x, p.y, dir);
}
}
function flipAvatar(gravityDirection) {
var hflip = false;
var vflip = false;
var rot = false;
var i;
// save the original frames
if (!originalAnimation || originalAnimation.referenceFrame !== getSpriteData(bitsy.playerId, 0)) {
originalAnimation = {
frames: [],
};
for (i = 0; i < bitsy.player().animation.frameCount; ++i) {
originalAnimation.frames.push(getSpriteData(bitsy.playerId, i));
}
}
// determine which directions need flipping
switch (gravityDirection) {
case 'up':
vflip = true;
break;
case 'down':
vflip = false;
break;
case 'left':
vflip = true;
rot = true;
break;
case 'right':
rot = true;
break;
}
// update sprite with transformed frames
for (i = 0; i < originalAnimation.frames.length; ++i) {
setSpriteData(bitsy.playerId, i, transformSpriteData(originalAnimation.frames[i], vflip, hflip, rot));
}
originalAnimation.referenceFrame = getSpriteData(bitsy.playerId, 0);
}
addDualDialogTag('setGravityDirection', function (env, params) {
var newGravityDir = params[0];
if (isValidDir(newGravityDir)) {
gravityDir = newGravityDir;
} else {
console.error('gravity: setGravityDirection failed, expected "up|down|left|right", but got ', newGravityDir);
}
if (hackOptions.flipAvatarOnGravityChange) flipAvatar(newGravityDir);
});
addDualDialogTag('toggleGravity', function () {
active = !active;
});
addDualDialogTag('setJumpPower', function (env, params) {
var amt = Number(params[0]);
if (Number.isNaN(amt)) {
// 1 or '1' are valid but not 'one'
console.error('gravity: setJumpPower failed, expected a number, but got ', amt);
} else {
hackOptions.jumpPower = amt; // sets base jumpPower that gets re-plenished upon landing
jumpPower = amt; // re-fills players current jumpPowers so they can get jumps mid-air
}
});
addDualDialogTag('toggleJetpack', function () {
jetpack = !jetpack;
});
addDualDialogTag('forceGravity', function (env, params) {
var newForceGravityDir = params[0];
if (isValidDir(newForceGravityDir)) {
forceGravityDir = newForceGravityDir;
} else {
console.error('gravity: forceGravity failed, expected "up|down|left|right", but got ', forceGravityDir);
}
});
exports.hackOptions = hackOptions;
})(this.hacks.gravity = this.hacks.gravity || {}, window);