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9877 lines
198 KiB
HTML
9877 lines
198 KiB
HTML
2 years ago
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<!DOCTYPE HTML>
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<html>
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<!-- HEADER -->
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<head>
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<meta charset="UTF-8">
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<title>{dialogue, borders, future}</title>
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<script type="text/bitsyGameData" id="exportedGameData">
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{printTile "1z"}dialogue, borders, future{printTile "20"}
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# BITSY VERSION 7.2
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! ROOM_FORMAT 1
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PAL 0
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NAME blueprint
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42,40,73
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78,96,101
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80,164,27
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PAL 1
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32,53,214
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255,255,255
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74,157,86
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ROOM 0
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o,0,0,g,0,j,m,0,0,0,0,1t,o,l,1v,o
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j,0,0,0,n,0,h,g,0,0,0,n,l,1v,1v,1v
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0,g,0,j,0,0,1k,0,h,0,0,g,1t,1v,g,1v
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0,0,c,1t,0,0,0,0,0,0,0,0,1x,1v,1v,1v
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0,0,0,k,0,s,q,q,r,0,0,1y,1x,1v,1v,1v
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0,h,l,0,0,0,0,h,0,0,0,0,1x,1v,1v,j
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0,n,m,0,0,0,0,0,0,1l,0,0,1x,1v,1v,1v
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a,0,0,g,0,0,0,0,0,0,h,0,1x,1w,1w,1w
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0,0,0,0,a,0,0,0,0,0,0,1y,1x,1w,1w,1w
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o,0,0,j,i,0,0,g,0,0,h,0,1x,1w,1w,1w
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0,0,c,0,0,0,0,0,0,0,0,0,1x,1w,1w,1w
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0,0,i,1m,0,0,0,0,0,0,0,1y,l,1v,1v,1v
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j,i,o,0,h,1n,0,0,0,0,z,0,1x,1v,1v,1v
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f,0,0,0,h,0,1o,0,0,0,10,1y,1x,o,1v,1v
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0,0,1y,0,0,0,0,0,0,0,o,o,1x,1v,1v,1v
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0,0,0,0,n,1y,0,h,0,n,o,w,u,1v,1v,1v
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NAME example room
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EXT 10,13 1 10,13 DLG 8
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PAL 0
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ROOM 1
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1e,14,11,13,13,13,13,13,13,13,13,13,13,11,13,17
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14,14,1u,13,12,x,14,14,14,14,1u,14,14,o,1d,14
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14,1i,14,14,14,14,1u,1i,13,12,12,12,1j,14,14,14
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14,13,13,1j,1f,14,11,1h,13,13,13,13,11,11,12,1a
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16,1r,14,1d,11,11,11,13,13,12,12,12,11,11,11,11
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11,14,1g,14,1d,1e,1g,14,14,14,14,1g,14,11,11,12
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11,o,14,14,14,14,14,1f,1i,13,1j,14,14,14,11,12
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11,1j,14,14,1s,1i,11,11,11,13,11,12,13,15,14,12
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11,1e,1t,1s,13,13,12,11,11,13,11,13,13,13,12,12
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1d,1j,1i,11,13,13,12,11,11,13,13,13,13,13,12,12
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14,1d,13,13,11,11,13,1e,14,14,14,1f,11,1e,14,19
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o,1g,1d,13,13,13,1e,1g,1g,14,14,14,14,1g,14,14
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14,1g,1g,1g,14,1g,1g,1g,o,1i,1h,1h,1h,1j,0,14
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1j,18,14,14,1g,1g,o,o,1i,1h,14,14,14,1d,1b,1b
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11,15,1q,14,0,14,1i,13,13,14,14,14,o,o,14,1b
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11,11,13,11,11,11,11,11,11,13,1j,o,o,1p,18,11
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EXT 10,13 0 10,13
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EXT 14,15 1 15,10 DLG 9
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EXT 1,14 1 13,7 DLG a
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EXT 0,4 1 15,0 DLG b
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END c 15,3
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PAL 0
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TIL 10
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11111111
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11100111
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01111110
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00111100
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00000000
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00000000
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00000000
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00000000
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TIL 11
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10110111
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01101101
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11101101
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01010110
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10101001
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01111111
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10111100
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01001101
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WAL true
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TIL 12
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11110111
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11011101
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01111111
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11101010
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01111101
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11010111
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11110010
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11111011
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WAL true
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TIL 13
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10110101
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11101101
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10111110
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01111001
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11111110
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10101111
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11011101
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00110110
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WAL true
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TIL 14
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01000000
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00000000
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00001000
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00000000
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00000000
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01000100
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00000000
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00010000
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TIL 15
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00000000
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00000000
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00011000
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00100100
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01001100
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01000100
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00111000
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00000000
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TIL 16
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00000000
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00110000
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01001000
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01000100
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01010010
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01100010
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00111100
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00000000
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TIL 17
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00000000
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00000000
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00000000
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00011100
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00100010
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01000010
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00111100
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00000000
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TIL 18
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00000000
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00110000
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01001000
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01000100
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01010100
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00100100
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00111000
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00000000
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TIL 19
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00000000
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00011000
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00100100
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01000010
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01001010
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01000110
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00111100
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00000000
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TIL 20
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00011000
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00000100
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00000100
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00000110
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00000110
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00000100
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00000100
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00011000
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NAME corchete2
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TIL a
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00001010
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00000100
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11000000
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01000001
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01110000
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00010010
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00011000
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00000000
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NAME block
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TIL b
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00000011
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01000010
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01110001
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00010000
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00011000
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00000000
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00000000
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00000000
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TIL c
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00001110
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01110000
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01000000
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01000000
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01000000
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01101000
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00110000
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00000000
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TIL d
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00100000
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00111000
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00011000
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00001100
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00000100
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11111100
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11100000
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00110000
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TIL e
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00001100
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01101000
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11000000
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01100000
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00110100
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00011000
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00001100
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00000000
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TIL f
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00000000
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00000000
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10000000
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11001100
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11110000
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10000000
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01000000
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01111000
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TIL g
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00000000
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01000010
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00100000
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00000000
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00011000
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01000000
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00010000
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00000000
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TIL h
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00000000
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00000000
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01000100
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00000000
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00000000
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00000100
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00000000
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00000000
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TIL i
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00000010
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00111010
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01000100
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01000000
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10000000
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00000000
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00000000
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00000000
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TIL j
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00000000
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00000000
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00000000
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00000000
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00000011
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00001100
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01110000
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10000000
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TIL k
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00010000
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00001000
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00000100
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00000100
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00001000
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00010000
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00100000
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11000000
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TIL l
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00000001
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00001110
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00010000
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00100000
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00100000
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00100000
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00100000
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01000000
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TIL m
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01000000
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11000000
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10000000
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10000000
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10000000
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00000000
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00000000
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00000000
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TIL n
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00000000
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00000000
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00000000
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00000000
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00000011
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00001100
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01111000
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10000000
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TIL o
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01000000
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00000000
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00000100
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01001000
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00100000
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00000001
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10010000
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00000000
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TIL p
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01000000
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00010000
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00001100
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01111000
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00100000
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00000001
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10010000
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00000000
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TIL q
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00000000
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11111111
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00000000
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11111111
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00000000
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11111111
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01000010
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00000000
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TIL r
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00000000
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11110000
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00000000
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11110000
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00000000
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11110000
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00010000
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00000000
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TIL s
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00000000
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00011111
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00000000
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00011111
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00000000
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00011111
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00010000
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00000000
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TIL t
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01011111
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11100101
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11111101
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11011001
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11111111
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11111110
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01111111
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01111101
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TIL u
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00000011
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00000101
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00111101
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01011001
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||
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11111111
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11111110
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||
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01111111
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||
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01111101
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||
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TIL v
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00101011
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00000111
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00100111
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00001111
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00111111
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|
00011110
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||
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01111111
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||
|
01111101
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||
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TIL w
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00000000
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00000100
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01000000
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10000100
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||
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11100000
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11101010
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||
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11110111
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01111101
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TIL x
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11101110
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11110111
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01011000
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11110000
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11100000
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||
|
11000000
|
||
|
11000000
|
||
|
01000000
|
||
|
|
||
|
TIL y
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|
00000000
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||
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00100000
|
||
|
00000001
|
||
|
00001000
|
||
|
01001111
|
||
|
00001110
|
||
|
00011101
|
||
|
00101100
|
||
|
|
||
|
TIL z
|
||
|
00100100
|
||
|
00100100
|
||
|
00111100
|
||
|
00100100
|
||
|
00111100
|
||
|
01100110
|
||
|
11111111
|
||
|
11100111
|
||
|
|
||
|
TIL 1a
|
||
|
00001000
|
||
|
00001000
|
||
|
00000000
|
||
|
01100011
|
||
|
00000000
|
||
|
00001000
|
||
|
00001000
|
||
|
00000000
|
||
|
|
||
|
TIL 1b
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|
10110111
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||
|
01101101
|
||
|
11101101
|
||
|
01010110
|
||
|
10101001
|
||
|
01111111
|
||
|
10111100
|
||
|
01001101
|
||
|
WAL true
|
||
|
|
||
|
TIL 1c
|
||
|
00000000
|
||
|
00000000
|
||
|
00100000
|
||
|
00000000
|
||
|
00001000
|
||
|
00000000
|
||
|
00001000
|
||
|
00000000
|
||
|
|
||
|
TIL 1d
|
||
|
10111111
|
||
|
11111101
|
||
|
00111101
|
||
|
00010110
|
||
|
00001001
|
||
|
00001111
|
||
|
00000100
|
||
|
00000001
|
||
|
WAL true
|
||
|
|
||
|
TIL 1e
|
||
|
10110101
|
||
|
01101111
|
||
|
11101100
|
||
|
01010001
|
||
|
10100000
|
||
|
01100000
|
||
|
10000000
|
||
|
00000000
|
||
|
WAL true
|
||
|
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||
|
TIL 1f
|
||
|
00000001
|
||
|
00100010
|
||
|
10100100
|
||
|
01001100
|
||
|
10010100
|
||
|
10010000
|
||
|
00001010
|
||
|
00000000
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||
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||
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TIL 1g
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|
01000000
|
||
|
00000000
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||
|
00000000
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||
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01000000
|
||
|
00000000
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||
|
00000100
|
||
|
00000000
|
||
|
00000000
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||
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||
|
TIL 1h
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|
10110111
|
||
|
01101101
|
||
|
11101101
|
||
|
01010110
|
||
|
10101001
|
||
|
01111111
|
||
|
10111100
|
||
|
01001101
|
||
|
WAL true
|
||
|
|
||
|
TIL 1i
|
||
|
00000000
|
||
|
01000011
|
||
|
00001101
|
||
|
00010110
|
||
|
00101001
|
||
|
01111111
|
||
|
10111100
|
||
|
01001101
|
||
|
WAL true
|
||
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|
||
|
TIL 1j
|
||
|
10000001
|
||
|
01100000
|
||
|
11101000
|
||
|
01010000
|
||
|
10101100
|
||
|
01111110
|
||
|
10111100
|
||
|
01001101
|
||
|
WAL true
|
||
|
|
||
|
TIL 1k
|
||
|
00000100
|
||
|
00001100
|
||
|
00000100
|
||
|
00001110
|
||
|
00000000
|
||
|
00000000
|
||
|
00000000
|
||
|
00000000
|
||
|
|
||
|
TIL 1l
|
||
|
00001110
|
||
|
00000010
|
||
|
00000100
|
||
|
00001110
|
||
|
00000000
|
||
|
00000000
|
||
|
00000000
|
||
|
00000000
|
||
|
|
||
|
TIL 1m
|
||
|
00001110
|
||
|
00000100
|
||
|
00000010
|
||
|
00001010
|
||
|
00000100
|
||
|
00000000
|
||
|
00000000
|
||
|
00000000
|
||
|
|
||
|
TIL 1n
|
||
|
00010000
|
||
|
00100000
|
||
|
01010000
|
||
|
01111000
|
||
|
00010000
|
||
|
00010000
|
||
|
00000000
|
||
|
00000000
|
||
|
|
||
|
TIL 1o
|
||
|
00000000
|
||
|
00000000
|
||
|
00000000
|
||
|
01110000
|
||
|
01000000
|
||
|
01100000
|
||
|
00010000
|
||
|
01100000
|
||
|
|
||
|
TIL 1p
|
||
|
00000100
|
||
|
00001000
|
||
|
00001100
|
||
|
00001010
|
||
|
00000100
|
||
|
00000000
|
||
|
00000000
|
||
|
00000000
|
||
|
|
||
|
TIL 1q
|
||
|
00000000
|
||
|
01110000
|
||
|
00010000
|
||
|
00100000
|
||
|
01000000
|
||
|
01000000
|
||
|
00000000
|
||
|
00000000
|
||
|
|
||
|
TIL 1r
|
||
|
00000000
|
||
|
00100000
|
||
|
01010000
|
||
|
00100000
|
||
|
01010000
|
||
|
00100000
|
||
|
00000000
|
||
|
00000000
|
||
|
|
||
|
TIL 1s
|
||
|
00100000
|
||
|
00100000
|
||
|
10110010
|
||
|
00010110
|
||
|
01100100
|
||
|
00100000
|
||
|
00110000
|
||
|
00011000
|
||
|
|
||
|
TIL 1t
|
||
|
00000010
|
||
|
01010001
|
||
|
01010001
|
||
|
00001001
|
||
|
00010010
|
||
|
00100100
|
||
|
00101000
|
||
|
00011000
|
||
|
|
||
|
TIL 1u
|
||
|
00000000
|
||
|
01000010
|
||
|
00010000
|
||
|
00000000
|
||
|
01001000
|
||
|
00000100
|
||
|
00001000
|
||
|
00000000
|
||
|
|
||
|
TIL 1v
|
||
|
01000000
|
||
|
00000100
|
||
|
00000001
|
||
|
01010000
|
||
|
00000010
|
||
|
00010000
|
||
|
10000000
|
||
|
00001000
|
||
|
>
|
||
|
00100000
|
||
|
00000010
|
||
|
10001000
|
||
|
00000000
|
||
|
01000101
|
||
|
00010000
|
||
|
00000000
|
||
|
00011010
|
||
|
|
||
|
TIL 1w
|
||
|
01010101
|
||
|
01011101
|
||
|
11010101
|
||
|
01010101
|
||
|
01010101
|
||
|
01110101
|
||
|
01010111
|
||
|
01010101
|
||
|
|
||
|
TIL 1x
|
||
|
10000010
|
||
|
00100110
|
||
|
00000010
|
||
|
00000110
|
||
|
10100010
|
||
|
00001110
|
||
|
00000010
|
||
|
00010010
|
||
|
|
||
|
TIL 1y
|
||
|
00000000
|
||
|
00000000
|
||
|
00101000
|
||
|
00000000
|
||
|
00000000
|
||
|
00000000
|
||
|
00000010
|
||
|
00000000
|
||
|
|
||
|
TIL 1z
|
||
|
00011000
|
||
|
00100000
|
||
|
00100000
|
||
|
01100000
|
||
|
01100000
|
||
|
00100000
|
||
|
00100000
|
||
|
00011000
|
||
|
NAME corchetes
|
||
|
|
||
|
SPR A
|
||
|
10000100
|
||
|
10000100
|
||
|
11100110
|
||
|
00111111
|
||
|
00010100
|
||
|
01100100
|
||
|
10000110
|
||
|
10000011
|
||
|
>
|
||
|
00100001
|
||
|
01000001
|
||
|
01100110
|
||
|
00111100
|
||
|
00010100
|
||
|
01100100
|
||
|
01000100
|
||
|
11001100
|
||
|
POS 0 2,1
|
||
|
|
||
|
SPR a
|
||
|
00000000
|
||
|
00111000
|
||
|
01000100
|
||
|
10001010
|
||
|
10000110
|
||
|
01000010
|
||
|
00111100
|
||
|
00000000
|
||
|
NAME cat
|
||
|
DLG 0
|
||
|
|
||
|
SPR b
|
||
|
00000000
|
||
|
01100000
|
||
|
10010000
|
||
|
10001000
|
||
|
10011100
|
||
|
01000010
|
||
|
00111100
|
||
|
00000000
|
||
|
DLG 3
|
||
|
POS 0 7,2
|
||
|
|
||
|
SPR c
|
||
|
00000000
|
||
|
00110000
|
||
|
01001000
|
||
|
10011000
|
||
|
10000100
|
||
|
01000100
|
||
|
00111000
|
||
|
00000000
|
||
|
DLG 7
|
||
|
POS 0 6,14
|
||
|
|
||
|
SPR d
|
||
|
00011100
|
||
|
00100010
|
||
|
01001010
|
||
|
10000101
|
||
|
10000101
|
||
|
01000001
|
||
|
00110010
|
||
|
00001100
|
||
|
DLG 4
|
||
|
POS 0 10,6
|
||
|
|
||
|
SPR e
|
||
|
01001010
|
||
|
01001010
|
||
|
01000110
|
||
|
01001010
|
||
|
01001010
|
||
|
01101110
|
||
|
00111100
|
||
|
00000000
|
||
|
DLG 6
|
||
|
POS 0 4,12
|
||
|
|
||
|
SPR f
|
||
|
00000000
|
||
|
00000000
|
||
|
00011000
|
||
|
00100100
|
||
|
00101100
|
||
|
01100010
|
||
|
01000010
|
||
|
01001010
|
||
|
DLG 5
|
||
|
POS 0 4,11
|
||
|
|
||
|
SPR g
|
||
|
00000000
|
||
|
00000000
|
||
|
01111000
|
||
|
10000100
|
||
|
00000010
|
||
|
00000010
|
||
|
00000001
|
||
|
00000000
|
||
|
|
||
|
SPR h
|
||
|
00000000
|
||
|
00000000
|
||
|
01110000
|
||
|
10001000
|
||
|
00000111
|
||
|
00001000
|
||
|
00001110
|
||
|
00010000
|
||
|
|
||
|
SPR i
|
||
|
00000000
|
||
|
00000000
|
||
|
00000000
|
||
|
00000000
|
||
|
00000000
|
||
|
00000000
|
||
|
00000000
|
||
|
00000000
|
||
|
|
||
|
ITM 0
|
||
|
00000000
|
||
|
00000000
|
||
|
00000000
|
||
|
00000000
|
||
|
00000000
|
||
|
00000000
|
||
|
00000000
|
||
|
00000000
|
||
|
NAME tea
|
||
|
DLG 1
|
||
|
|
||
|
ITM 1
|
||
|
00000000
|
||
|
00111100
|
||
|
00100100
|
||
|
00111100
|
||
|
00010000
|
||
|
00011000
|
||
|
00010000
|
||
|
00011000
|
||
|
NAME key
|
||
|
DLG 2
|
||
|
|
||
|
DLG 0
|
||
|
|
||
|
NAME cat dialog
|
||
|
|
||
|
DLG 1
|
||
|
You found a nice warm cup of tea
|
||
|
NAME tea dialog
|
||
|
|
||
|
DLG 2
|
||
|
A key! {wvy}What does it open?{wvy}
|
||
|
NAME key dialog
|
||
|
|
||
|
DLG 3
|
||
|
-I recently heard that we tend to name things as they are not, simply to not be affected by them.
|
||
|
NAME sprite b dialog
|
||
|
|
||
|
DLG 4
|
||
|
-Well, you know, we build our reality through language. Basic constructivism. Of course, it would make sense that you pretend wellness through it.
|
||
|
NAME sprite d dialog
|
||
|
|
||
|
DLG 5
|
||
|
"""
|
||
|
-Exactly, sometimes we chose to build an imaginary full of placebos. We could use language to mask our fears.
|
||
|
|
||
|
"""
|
||
|
NAME sprite f dialog
|
||
|
|
||
|
DLG 6
|
||
|
-True, that's a whole point! but it always makes me think to what extent are we free to name, differentiate and make explicit our own world?
|
||
|
NAME sprite e dialog
|
||
|
|
||
|
DLG 7
|
||
|
-In the end, what does it mean to imagine myself? Am I naming things as "they are not", because I'm being pushed to?
|
||
|
NAME sprite c dialog
|
||
|
|
||
|
DLG 8
|
||
|
"""
|
||
|
-Maybe, but sometimes, don't you feel like you are not facing the reality?
|
||
|
|
||
|
"""
|
||
|
NAME exit narration 1
|
||
|
|
||
|
DLG 9
|
||
|
-I don't know. Is the imaginary in front of me, I mean, the one that we construct for ourselves, the present that we deeply desire?
|
||
|
NAME exit narration 2
|
||
|
|
||
|
DLG a
|
||
|
-mmmm, the same would be happening when it comes to the future. You don't want to name the things as they are going to be. But not because you don't know them, it is more because you have no choice regarding the already named present.
|
||
|
NAME exit narration 3
|
||
|
|
||
|
DLG b
|
||
|
-I would say that in any case, you should stop avoiding the sorrow, the painfulness of describing what is happening, don't draw a wall between you and your reality.
|
||
|
NAME exit narration 4
|
||
|
|
||
|
DLG c
|
||
|
"""
|
||
|
-I'm just trying to imagine different
|
||
|
|
||
|
if there is such a thing...
|
||
|
"""
|
||
|
NAME ending 1
|
||
|
|
||
|
VAR a
|
||
|
42
|
||
|
|
||
|
|
||
|
</script>
|
||
|
|
||
|
<style>
|
||
|
html {
|
||
|
margin:0px;
|
||
|
padding:0px;
|
||
|
}
|
||
|
|
||
|
body {
|
||
|
margin:0px;
|
||
|
margin-top: 145px;
|
||
|
padding:0px;
|
||
|
overflow:hidden;
|
||
|
/*/ background-image: url("S4.png");/*/
|
||
|
}
|
||
|
|
||
|
#game {
|
||
|
background:black;
|
||
|
width:100vw;
|
||
|
max-width:100vh;
|
||
|
margin:auto;
|
||
|
display:block;
|
||
|
}
|
||
|
</style>
|
||
|
|
||
|
<!-- SCRIPTS -->
|
||
|
<script>
|
||
|
function startExportedGame() {
|
||
|
attachCanvas( document.getElementById("game") );
|
||
|
load_game( document.getElementById("exportedGameData").text.slice(1) );
|
||
|
}
|
||
|
</script>
|
||
|
|
||
|
<script>
|
||
|
//hex-to-rgb method borrowed from stack overflow
|
||
|
function hexToRgb(hex) {
|
||
|
// Expand shorthand form (e.g. "03F") to full form (e.g. "0033FF")
|
||
|
var shorthandRegex = /^#?([a-f\d])([a-f\d])([a-f\d])$/i;
|
||
|
hex = hex.replace(shorthandRegex, function(m, r, g, b) {
|
||
|
return r + r + g + g + b + b;
|
||
|
});
|
||
|
|
||
|
var result = /^#?([a-f\d]{2})([a-f\d]{2})([a-f\d]{2})$/i.exec(hex);
|
||
|
return result ? {
|
||
|
r: parseInt(result[1], 16),
|
||
|
g: parseInt(result[2], 16),
|
||
|
b: parseInt(result[3], 16)
|
||
|
} : null;
|
||
|
}
|
||
|
function componentToHex(c) {
|
||
|
var hex = c.toString(16);
|
||
|
return hex.length == 1 ? "0" + hex : hex;
|
||
|
}
|
||
|
function rgbToHex(r, g, b) {
|
||
|
return "#" + componentToHex(Math.floor(r)) + componentToHex(Math.floor(g)) + componentToHex(Math.floor(b));
|
||
|
}
|
||
|
|
||
|
function hslToHex(h,s,l) {
|
||
|
var rgbArr = hslToRgb(h,s,l);
|
||
|
return rgbToHex( Math.floor(rgbArr[0]), Math.floor(rgbArr[1]), Math.floor(rgbArr[2]) );
|
||
|
}
|
||
|
|
||
|
function hexToHsl(hex) {
|
||
|
var rgb = hexToRgb(hex);
|
||
|
return rgbToHsl(rgb.r, rgb.g, rgb.b);
|
||
|
}
|
||
|
|
||
|
// really just a vector distance
|
||
|
function colorDistance(a1,b1,c1,a2,b2,c2) {
|
||
|
return Math.sqrt( Math.pow(a1 - a2, 2) + Math.pow(b1 - b2, 2) + Math.pow(c1 - c2, 2) );
|
||
|
}
|
||
|
|
||
|
function hexColorDistance(hex1,hex2) {
|
||
|
var color1 = hexToRgb(hex1);
|
||
|
var color2 = hexToRgb(hex2);
|
||
|
return rgbColorDistance(color1.r, color1.g, color1.b, color2.r, color2.g, color2.b);
|
||
|
}
|
||
|
|
||
|
|
||
|
// source : http://axonflux.com/handy-rgb-to-hsl-and-rgb-to-hsv-color-model-c
|
||
|
/* accepts parameters
|
||
|
* h Object = {h:x, s:y, v:z}
|
||
|
* OR
|
||
|
* h, s, v
|
||
|
*/
|
||
|
function HSVtoRGB(h, s, v) {
|
||
|
var r, g, b, i, f, p, q, t;
|
||
|
if (arguments.length === 1) {
|
||
|
s = h.s, v = h.v, h = h.h;
|
||
|
}
|
||
|
i = Math.floor(h * 6);
|
||
|
f = h * 6 - i;
|
||
|
p = v * (1 - s);
|
||
|
q = v * (1 - f * s);
|
||
|
t = v * (1 - (1 - f) * s);
|
||
|
switch (i % 6) {
|
||
|
case 0: r = v, g = t, b = p; break;
|
||
|
case 1: r = q, g = v, b = p; break;
|
||
|
case 2: r = p, g = v, b = t; break;
|
||
|
case 3: r = p, g = q, b = v; break;
|
||
|
case 4: r = t, g = p, b = v; break;
|
||
|
case 5: r = v, g = p, b = q; break;
|
||
|
}
|
||
|
return {
|
||
|
r: Math.round(r * 255),
|
||
|
g: Math.round(g * 255),
|
||
|
b: Math.round(b * 255)
|
||
|
};
|
||
|
}
|
||
|
|
||
|
/* accepts parameters
|
||
|
* r Object = {r:x, g:y, b:z}
|
||
|
* OR
|
||
|
* r, g, b
|
||
|
*/
|
||
|
function RGBtoHSV(r, g, b) {
|
||
|
if (arguments.length === 1) {
|
||
|
g = r.g, b = r.b, r = r.r;
|
||
|
}
|
||
|
var max = Math.max(r, g, b), min = Math.min(r, g, b),
|
||
|
d = max - min,
|
||
|
h,
|
||
|
s = (max === 0 ? 0 : d / max),
|
||
|
v = max / 255;
|
||
|
|
||
|
switch (max) {
|
||
|
case min: h = 0; break;
|
||
|
case r: h = (g - b) + d * (g < b ? 6: 0); h /= 6 * d; break;
|
||
|
case g: h = (b - r) + d * 2; h /= 6 * d; break;
|
||
|
case b: h = (r - g) + d * 4; h /= 6 * d; break;
|
||
|
}
|
||
|
|
||
|
return {
|
||
|
h: h,
|
||
|
s: s,
|
||
|
v: v
|
||
|
};
|
||
|
}
|
||
|
|
||
|
// source : https://gist.github.com/mjackson/5311256
|
||
|
/**
|
||
|
* Converts an HSL color value to RGB. Conversion formula
|
||
|
* adapted from http://en.wikipedia.org/wiki/HSL_color_space.
|
||
|
* Assumes h, s, and l are contained in the set [0, 1] and
|
||
|
* returns r, g, and b in the set [0, 255].
|
||
|
*
|
||
|
* @param Number h The hue
|
||
|
* @param Number s The saturation
|
||
|
* @param Number l The lightness
|
||
|
* @return Array The RGB representation
|
||
|
*/
|
||
|
function hslToRgb(h, s, l) {
|
||
|
var r, g, b;
|
||
|
|
||
|
if (s == 0) {
|
||
|
r = g = b = l; // achromatic
|
||
|
} else {
|
||
|
function hue2rgb(p, q, t) {
|
||
|
if (t < 0) t += 1;
|
||
|
if (t > 1) t -= 1;
|
||
|
if (t < 1/6) return p + (q - p) * 6 * t;
|
||
|
if (t < 1/2) return q;
|
||
|
if (t < 2/3) return p + (q - p) * (2/3 - t) * 6;
|
||
|
return p;
|
||
|
}
|
||
|
|
||
|
var q = l < 0.5 ? l * (1 + s) : l + s - l * s;
|
||
|
var p = 2 * l - q;
|
||
|
|
||
|
r = hue2rgb(p, q, h + 1/3);
|
||
|
g = hue2rgb(p, q, h);
|
||
|
b = hue2rgb(p, q, h - 1/3);
|
||
|
}
|
||
|
|
||
|
return [ Math.floor(r * 255), Math.floor(g * 255), Math.floor(b * 255) ];
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* From: http://stackoverflow.com/questions/2353211/hsl-to-rgb-color-conversion
|
||
|
*
|
||
|
* Converts an RGB color value to HSL. Conversion formula
|
||
|
* adapted from http://en.wikipedia.org/wiki/HSL_color_space.
|
||
|
* Assumes r, g, and b are contained in the set [0, 255] and
|
||
|
* returns h, s, and l in the set [0, 1].
|
||
|
*
|
||
|
* @param {number} r The red color value
|
||
|
* @param {number} g The green color value
|
||
|
* @param {number} b The blue color value
|
||
|
* @return {Array} The HSL representation
|
||
|
*/
|
||
|
function rgbToHsl(r, g, b){
|
||
|
r /= 255, g /= 255, b /= 255;
|
||
|
var max = Math.max(r, g, b), min = Math.min(r, g, b);
|
||
|
var h, s, l = (max + min) / 2;
|
||
|
|
||
|
if(max == min){
|
||
|
h = s = 0; // achromatic
|
||
|
}else{
|
||
|
var d = max - min;
|
||
|
s = l > 0.5 ? d / (2 - max - min) : d / (max + min);
|
||
|
switch(max){
|
||
|
case r: h = (g - b) / d + (g < b ? 6 : 0); break;
|
||
|
case g: h = (b - r) / d + 2; break;
|
||
|
case b: h = (r - g) / d + 4; break;
|
||
|
}
|
||
|
h /= 6;
|
||
|
}
|
||
|
|
||
|
return [h, s, l];
|
||
|
}
|
||
|
</script>
|
||
|
|
||
|
<script>
|
||
|
var TransitionManager = function() {
|
||
|
var transitionStart = null;
|
||
|
var transitionEnd = null;
|
||
|
var effectImage = null;
|
||
|
|
||
|
var isTransitioning = false;
|
||
|
var transitionTime = 0; // milliseconds
|
||
|
var frameRate = 8; // cap the FPS
|
||
|
var prevStep = -1; // used to avoid running post-process effect constantly
|
||
|
|
||
|
this.BeginTransition = function(startRoom,startX,startY,endRoom,endX,endY,effectName) {
|
||
|
// console.log("--- START ROOM TRANSITION ---");
|
||
|
|
||
|
curEffect = effectName;
|
||
|
|
||
|
var tmpRoom = player().room;
|
||
|
var tmpX = player().x;
|
||
|
var tmpY = player().y;
|
||
|
|
||
|
if (transitionEffects[curEffect].showPlayerStart) {
|
||
|
player().room = startRoom;
|
||
|
player().x = startX;
|
||
|
player().y = startY;
|
||
|
}
|
||
|
else {
|
||
|
player().room = "_transition_none"; // kind of hacky!!
|
||
|
}
|
||
|
|
||
|
drawRoom(room[startRoom]);
|
||
|
var startPalette = getPal( room[startRoom].pal );
|
||
|
var startImage = new PostProcessImage( ctx.getImageData(0,0,canvas.width,canvas.height) ); // TODO : don't use global ctx?
|
||
|
transitionStart = new TransitionInfo(startImage, startPalette, startX, startY);
|
||
|
|
||
|
if (transitionEffects[curEffect].showPlayerEnd) {
|
||
|
player().room = endRoom;
|
||
|
player().x = endX;
|
||
|
player().y = endY;
|
||
|
}
|
||
|
else {
|
||
|
player().room = "_transition_none";
|
||
|
}
|
||
|
|
||
|
drawRoom(room[endRoom]);
|
||
|
var endPalette = getPal( room[endRoom].pal );
|
||
|
var endImage = new PostProcessImage( ctx.getImageData(0,0,canvas.width,canvas.height) );
|
||
|
transitionEnd = new TransitionInfo(endImage, endPalette, endX, endY);
|
||
|
|
||
|
effectImage = new PostProcessImage( ctx.createImageData(canvas.width,canvas.height) );
|
||
|
|
||
|
isTransitioning = true;
|
||
|
transitionTime = 0;
|
||
|
prevStep = -1;
|
||
|
|
||
|
player().room = tmpRoom;
|
||
|
player().x = tmpX;
|
||
|
player().y = tmpY;
|
||
|
}
|
||
|
|
||
|
this.UpdateTransition = function(dt) {
|
||
|
if (!isTransitioning) {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
transitionTime += dt;
|
||
|
|
||
|
var transitionDelta = transitionTime / transitionEffects[curEffect].duration;
|
||
|
var maxStep = Math.floor(frameRate * (transitionEffects[curEffect].duration / 1000));
|
||
|
var step = Math.floor(transitionDelta * maxStep);
|
||
|
|
||
|
if (step != prevStep) {
|
||
|
// console.log("step! " + step + " " + transitionDelta);
|
||
|
for (var y = 0; y < effectImage.Height; y++) {
|
||
|
for (var x = 0; x < effectImage.Width; x++) {
|
||
|
var color = transitionEffects[curEffect].pixelEffectFunc(transitionStart,transitionEnd,x,y,(step / maxStep));
|
||
|
effectImage.SetPixel(x,y,color);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
prevStep = step;
|
||
|
|
||
|
ctx.putImageData(effectImage.GetData(), 0, 0);
|
||
|
|
||
|
if (transitionTime >= transitionEffects[curEffect].duration) {
|
||
|
isTransitioning = false;
|
||
|
transitionTime = 0;
|
||
|
transitionStart = null;
|
||
|
transitionEnd = null;
|
||
|
effectImage = null;
|
||
|
prevStep = -1;
|
||
|
|
||
|
if (transitionCompleteCallback != null) {
|
||
|
transitionCompleteCallback();
|
||
|
}
|
||
|
transitionCompleteCallback = null;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
this.IsTransitionActive = function() {
|
||
|
return isTransitioning;
|
||
|
}
|
||
|
|
||
|
// todo : should this be part of the constructor?
|
||
|
var transitionCompleteCallback = null;
|
||
|
this.OnTransitionComplete = function(callback) {
|
||
|
if (isTransitioning) { // TODO : safety check necessary?
|
||
|
transitionCompleteCallback = callback;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
var transitionEffects = {};
|
||
|
var curEffect = "none";
|
||
|
this.RegisterTransitionEffect = function(name, effect) {
|
||
|
transitionEffects[name] = effect;
|
||
|
}
|
||
|
|
||
|
this.RegisterTransitionEffect("none", {
|
||
|
showPlayerStart : false,
|
||
|
showPlayerEnd : false,
|
||
|
pixelEffectFunc : function() {},
|
||
|
});
|
||
|
|
||
|
this.RegisterTransitionEffect("fade_w", { // TODO : have it linger on full white briefly?
|
||
|
showPlayerStart : false,
|
||
|
showPlayerEnd : true,
|
||
|
duration : 750,
|
||
|
pixelEffectFunc : function(start,end,pixelX,pixelY,delta) {
|
||
|
var pixelColorA = delta < 0.5 ? start.Image.GetPixel(pixelX,pixelY) : {r:255,g:255,b:255,a:255};
|
||
|
var pixelColorB = delta < 0.5 ? {r:255,g:255,b:255,a:255} : end.Image.GetPixel(pixelX,pixelY);
|
||
|
|
||
|
delta = delta < 0.5 ? (delta / 0.5) : ((delta - 0.5) / 0.5); // hacky
|
||
|
|
||
|
return PostProcessUtilities.LerpColor(pixelColorA, pixelColorB, delta);
|
||
|
}
|
||
|
});
|
||
|
|
||
|
this.RegisterTransitionEffect("fade_b", {
|
||
|
showPlayerStart : false,
|
||
|
showPlayerEnd : true,
|
||
|
duration : 750,
|
||
|
pixelEffectFunc : function(start,end,pixelX,pixelY,delta) {
|
||
|
var pixelColorA = delta < 0.5 ? start.Image.GetPixel(pixelX,pixelY) : {r:0,g:0,b:0,a:255};
|
||
|
var pixelColorB = delta < 0.5 ? {r:0,g:0,b:0,a:255} : end.Image.GetPixel(pixelX,pixelY);
|
||
|
|
||
|
delta = delta < 0.5 ? (delta / 0.5) : ((delta - 0.5) / 0.5); // hacky
|
||
|
|
||
|
return PostProcessUtilities.LerpColor(pixelColorA, pixelColorB, delta);
|
||
|
}
|
||
|
});
|
||
|
|
||
|
this.RegisterTransitionEffect("wave", {
|
||
|
showPlayerStart : true,
|
||
|
showPlayerEnd : true,
|
||
|
duration : 1500,
|
||
|
pixelEffectFunc : function(start,end,pixelX,pixelY,delta) {
|
||
|
var waveDelta = delta < 0.5 ? delta / 0.5 : 1 - ((delta - 0.5) / 0.5);
|
||
|
|
||
|
var offset = (pixelY + (waveDelta * waveDelta * 0.2 * start.Image.Height));
|
||
|
var freq = 4;
|
||
|
var size = 2 + (14 * waveDelta);
|
||
|
pixelX += Math.floor(Math.sin(offset / freq) * size);
|
||
|
|
||
|
if (pixelX < 0) {
|
||
|
pixelX += start.Image.Width;
|
||
|
}
|
||
|
else if (pixelX >= start.Image.Width) {
|
||
|
pixelX -= start.Image.Width;
|
||
|
}
|
||
|
|
||
|
var curImage = delta < 0.5 ? start.Image : end.Image;
|
||
|
return curImage.GetPixel(pixelX,pixelY);
|
||
|
}
|
||
|
});
|
||
|
|
||
|
this.RegisterTransitionEffect("tunnel", {
|
||
|
showPlayerStart : true,
|
||
|
showPlayerEnd : true,
|
||
|
duration : 1500,
|
||
|
pixelEffectFunc : function(start,end,pixelX,pixelY,delta) {
|
||
|
if (delta <= 0.4) {
|
||
|
var tunnelDelta = 1 - (delta / 0.4);
|
||
|
|
||
|
var xDist = start.PlayerCenter.x - pixelX;
|
||
|
var yDist = start.PlayerCenter.y - pixelY;
|
||
|
var dist = Math.sqrt((xDist * xDist) + (yDist * yDist));
|
||
|
|
||
|
if (dist > start.Image.Width * tunnelDelta) {
|
||
|
return {r:0,g:0,b:0,a:255};
|
||
|
}
|
||
|
else {
|
||
|
return start.Image.GetPixel(pixelX,pixelY);
|
||
|
}
|
||
|
}
|
||
|
else if (delta <= 0.6)
|
||
|
{
|
||
|
return {r:0,g:0,b:0,a:255};
|
||
|
}
|
||
|
else {
|
||
|
var tunnelDelta = (delta - 0.6) / 0.4;
|
||
|
|
||
|
var xDist = end.PlayerCenter.x - pixelX;
|
||
|
var yDist = end.PlayerCenter.y - pixelY;
|
||
|
var dist = Math.sqrt((xDist * xDist) + (yDist * yDist));
|
||
|
|
||
|
if (dist > end.Image.Width * tunnelDelta) {
|
||
|
return {r:0,g:0,b:0,a:255};
|
||
|
}
|
||
|
else {
|
||
|
return end.Image.GetPixel(pixelX,pixelY);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
});
|
||
|
|
||
|
this.RegisterTransitionEffect("slide_u", {
|
||
|
showPlayerStart : false,
|
||
|
showPlayerEnd : true,
|
||
|
duration : 1000,
|
||
|
pixelEffectFunc : function(start,end,pixelX,pixelY,delta) {
|
||
|
var pixelOffset = -1 * Math.floor(start.Image.Height * delta);
|
||
|
var slidePixelY = pixelY + pixelOffset;
|
||
|
|
||
|
var colorDelta = clampLerp(delta, 0.4);
|
||
|
|
||
|
if (slidePixelY >= 0) {
|
||
|
var colorA = start.Image.GetPixel(pixelX,slidePixelY);
|
||
|
var colorB = PostProcessUtilities.GetCorrespondingColorFromPal(colorA,start.Palette,end.Palette);
|
||
|
var colorLerped = PostProcessUtilities.LerpColor(colorA, colorB, colorDelta);
|
||
|
return colorLerped;
|
||
|
}
|
||
|
else {
|
||
|
slidePixelY += start.Image.Height;
|
||
|
var colorB = end.Image.GetPixel(pixelX,slidePixelY);
|
||
|
var colorA = PostProcessUtilities.GetCorrespondingColorFromPal(colorB,end.Palette,start.Palette);
|
||
|
var colorLerped = PostProcessUtilities.LerpColor(colorA, colorB, colorDelta);
|
||
|
return colorLerped;
|
||
|
}
|
||
|
}
|
||
|
});
|
||
|
|
||
|
this.RegisterTransitionEffect("slide_d", {
|
||
|
showPlayerStart : false,
|
||
|
showPlayerEnd : true,
|
||
|
duration : 1000,
|
||
|
pixelEffectFunc : function(start,end,pixelX,pixelY,delta) {
|
||
|
var pixelOffset = Math.floor(start.Image.Height * delta);
|
||
|
var slidePixelY = pixelY + pixelOffset;
|
||
|
|
||
|
var colorDelta = clampLerp(delta, 0.4);
|
||
|
|
||
|
if (slidePixelY < start.Image.Height) {
|
||
|
var colorA = start.Image.GetPixel(pixelX,slidePixelY);
|
||
|
var colorB = PostProcessUtilities.GetCorrespondingColorFromPal(colorA,start.Palette,end.Palette);
|
||
|
var colorLerped = PostProcessUtilities.LerpColor(colorA, colorB, colorDelta);
|
||
|
return colorLerped;
|
||
|
}
|
||
|
else {
|
||
|
slidePixelY -= start.Image.Height;
|
||
|
var colorB = end.Image.GetPixel(pixelX,slidePixelY);
|
||
|
var colorA = PostProcessUtilities.GetCorrespondingColorFromPal(colorB,end.Palette,start.Palette);
|
||
|
var colorLerped = PostProcessUtilities.LerpColor(colorA, colorB, colorDelta);
|
||
|
return colorLerped;
|
||
|
}
|
||
|
}
|
||
|
});
|
||
|
|
||
|
this.RegisterTransitionEffect("slide_l", {
|
||
|
showPlayerStart : false,
|
||
|
showPlayerEnd : true,
|
||
|
duration : 1000,
|
||
|
pixelEffectFunc : function(start,end,pixelX,pixelY,delta) {
|
||
|
var pixelOffset = -1 * Math.floor(start.Image.Width * delta);
|
||
|
var slidePixelX = pixelX + pixelOffset;
|
||
|
|
||
|
var colorDelta = clampLerp(delta, 0.4);
|
||
|
|
||
|
if (slidePixelX >= 0) {
|
||
|
var colorA = start.Image.GetPixel(slidePixelX,pixelY);
|
||
|
var colorB = PostProcessUtilities.GetCorrespondingColorFromPal(colorA,start.Palette,end.Palette);
|
||
|
var colorLerped = PostProcessUtilities.LerpColor(colorA, colorB, colorDelta);
|
||
|
return colorLerped;
|
||
|
}
|
||
|
else {
|
||
|
slidePixelX += start.Image.Width;
|
||
|
var colorB = end.Image.GetPixel(slidePixelX,pixelY);
|
||
|
var colorA = PostProcessUtilities.GetCorrespondingColorFromPal(colorB,end.Palette,start.Palette);
|
||
|
var colorLerped = PostProcessUtilities.LerpColor(colorA, colorB, colorDelta);
|
||
|
return colorLerped;
|
||
|
}
|
||
|
}
|
||
|
});
|
||
|
|
||
|
this.RegisterTransitionEffect("slide_r", {
|
||
|
showPlayerStart : false,
|
||
|
showPlayerEnd : true,
|
||
|
duration : 1000,
|
||
|
pixelEffectFunc : function(start,end,pixelX,pixelY,delta) {
|
||
|
var pixelOffset = Math.floor(start.Image.Width * delta);
|
||
|
var slidePixelX = pixelX + pixelOffset;
|
||
|
|
||
|
var colorDelta = clampLerp(delta, 0.4);
|
||
|
|
||
|
if (slidePixelX < start.Image.Width) {
|
||
|
var colorA = start.Image.GetPixel(slidePixelX,pixelY);
|
||
|
var colorB = PostProcessUtilities.GetCorrespondingColorFromPal(colorA,start.Palette,end.Palette);
|
||
|
var colorLerped = PostProcessUtilities.LerpColor(colorA, colorB, colorDelta);
|
||
|
return colorLerped;
|
||
|
}
|
||
|
else {
|
||
|
slidePixelX -= start.Image.Width;
|
||
|
var colorB = end.Image.GetPixel(slidePixelX,pixelY);
|
||
|
var colorA = PostProcessUtilities.GetCorrespondingColorFromPal(colorB,end.Palette,start.Palette);
|
||
|
var colorLerped = PostProcessUtilities.LerpColor(colorA, colorB, colorDelta);
|
||
|
return colorLerped;
|
||
|
}
|
||
|
}
|
||
|
});
|
||
|
|
||
|
function clampLerp(deltaIn, clampDuration) {
|
||
|
var clampOffset = (1.0 - clampDuration) / 2;
|
||
|
var deltaOut = Math.min(clampDuration, Math.max(0.0, deltaIn - clampOffset)) / clampDuration;
|
||
|
return deltaOut;
|
||
|
}
|
||
|
|
||
|
// TODO : WIP
|
||
|
// this.RegisterTransitionEffect("fuzz", {
|
||
|
// showPlayerStart : true,
|
||
|
// showPlayerEnd : true,
|
||
|
// duration : 1500,
|
||
|
// pixelEffectFunc : function(start,end,pixelX,pixelY,delta) {
|
||
|
// var curImage = delta <= 0.5 ? start : end;
|
||
|
// var sampleSize = delta <= 0.5 ? (2 + Math.floor(14 * (delta/0.5))) : (16 - Math.floor(14 * ((delta-0.5)/0.5)));
|
||
|
|
||
|
// var palIndex = 0;
|
||
|
|
||
|
// var sampleX = Math.floor(pixelX / sampleSize) * sampleSize;
|
||
|
// var sampleY = Math.floor(pixelY / sampleSize) * sampleSize;
|
||
|
|
||
|
// var frameState = transitionEffects["fuzz"].frameState;
|
||
|
|
||
|
// if (frameState.time != delta) {
|
||
|
// frameState.time = delta;
|
||
|
// frameState.preCalcSampleValues = {};
|
||
|
// }
|
||
|
|
||
|
// if (frameState.preCalcSampleValues[[sampleX,sampleY]]) {
|
||
|
// palIndex = frameState.preCalcSampleValues[[sampleX,sampleY]];
|
||
|
// }
|
||
|
// else {
|
||
|
// var paletteCount = {};
|
||
|
// var foregroundValue = 1.0;
|
||
|
// var backgroundValue = 0.4;
|
||
|
// for (var y = sampleY; y < sampleY + sampleSize; y++) {
|
||
|
// for (var x = sampleX; x < sampleX + sampleSize; x++) {
|
||
|
// var color = curImage.Image.GetPixel(x,y)
|
||
|
// var palIndex = PostProcessUtilities.GetColorPalIndex(color,curImage.Palette);
|
||
|
// if (palIndex != -1) {
|
||
|
// if (paletteCount[palIndex]) {
|
||
|
// paletteCount[palIndex] += (palIndex != 0) ? foregroundValue : backgroundValue;
|
||
|
// }
|
||
|
// else {
|
||
|
// paletteCount[palIndex] = (palIndex != 0) ? foregroundValue : backgroundValue;
|
||
|
// }
|
||
|
// }
|
||
|
// }
|
||
|
// }
|
||
|
|
||
|
// var maxCount = 0;
|
||
|
// for (var i in paletteCount) {
|
||
|
// if (paletteCount[i] > maxCount) {
|
||
|
// palIndex = i;
|
||
|
// maxCount = paletteCount[i];
|
||
|
// }
|
||
|
// }
|
||
|
|
||
|
// frameState.preCalcSampleValues[[sampleX,sampleY]] = palIndex;
|
||
|
// }
|
||
|
|
||
|
// return PostProcessUtilities.GetPalColor(curImage.Palette,palIndex);
|
||
|
// },
|
||
|
// frameState : { // ok this is hacky but it's for performance ok
|
||
|
// time : -1,
|
||
|
// preCalcSampleValues : {}
|
||
|
// }
|
||
|
// });
|
||
|
}; // TransitionManager()
|
||
|
|
||
|
|
||
|
// TODO : extract the scale variable so it can be changed?
|
||
|
var PostProcessUtilities = {
|
||
|
SamplePixelColor : function(image,x,y) {
|
||
|
var pixelIndex = (y * scale * image.width * 4) + (x * scale * 4);
|
||
|
var r = image.data[pixelIndex + 0];
|
||
|
var g = image.data[pixelIndex + 1];
|
||
|
var b = image.data[pixelIndex + 2];
|
||
|
var a = image.data[pixelIndex + 3];
|
||
|
return { r:r, g:g, b:b, a:a };
|
||
|
},
|
||
|
SetPixelColor : function(image,x,y,colorRgba) {
|
||
|
for (var yDelta = 0; yDelta < scale; yDelta++) {
|
||
|
for (var xDelta = 0; xDelta < scale; xDelta++) {
|
||
|
var pixelIndex = (((y * scale) + yDelta) * image.width * 4) + (((x * scale) + xDelta) * 4);
|
||
|
image.data[pixelIndex + 0] = colorRgba.r;
|
||
|
image.data[pixelIndex + 1] = colorRgba.g;
|
||
|
image.data[pixelIndex + 2] = colorRgba.b;
|
||
|
image.data[pixelIndex + 3] = colorRgba.a;
|
||
|
}
|
||
|
}
|
||
|
},
|
||
|
LerpColor : function(colorA,colorB,t) {
|
||
|
// TODO: move to color_util.js?
|
||
|
return {
|
||
|
r : colorA.r + ((colorB.r - colorA.r) * t),
|
||
|
g : colorA.g + ((colorB.g - colorA.g) * t),
|
||
|
b : colorA.b + ((colorB.b - colorA.b) * t),
|
||
|
a : colorA.a + ((colorB.a - colorA.a) * t),
|
||
|
};
|
||
|
},
|
||
|
GetColorPalIndex : function(colorIn,curPal) {
|
||
|
var colorIndex = -1;
|
||
|
|
||
|
for (var i = 0; i < curPal.length; i++) {
|
||
|
if (colorIn.r == curPal[i][0] && colorIn.g == curPal[i][1] && colorIn.b == curPal[i][2]) {
|
||
|
colorIndex = i;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return colorIndex;
|
||
|
},
|
||
|
GetPalColor : function(palette,index) {
|
||
|
return { r: palette[index][0], g: palette[index][1], b: palette[index][2], a: 255 }
|
||
|
},
|
||
|
GetCorrespondingColorFromPal : function(colorIn,curPal,otherPal) { // this is kind of hacky!
|
||
|
var colorIndex = PostProcessUtilities.GetColorPalIndex(colorIn,curPal);
|
||
|
|
||
|
if (colorIndex >= 0 && colorIndex <= otherPal.length) {
|
||
|
return PostProcessUtilities.GetPalColor(otherPal,colorIndex);
|
||
|
}
|
||
|
else {
|
||
|
return colorIn;
|
||
|
}
|
||
|
},
|
||
|
};
|
||
|
|
||
|
var PostProcessImage = function(imageData) {
|
||
|
this.Width = imageData.width / scale;
|
||
|
this.Height = imageData.height / scale;
|
||
|
|
||
|
this.GetPixel = function(x,y) {
|
||
|
return PostProcessUtilities.SamplePixelColor(imageData,x,y);
|
||
|
};
|
||
|
|
||
|
this.SetPixel = function(x,y,colorRgba) {
|
||
|
PostProcessUtilities.SetPixelColor(imageData,x,y,colorRgba);
|
||
|
};
|
||
|
|
||
|
this.GetData = function() {
|
||
|
return imageData;
|
||
|
};
|
||
|
};
|
||
|
|
||
|
var TransitionInfo = function(image, palette, playerX, playerY) {
|
||
|
this.Image = image;
|
||
|
this.Palette = palette;
|
||
|
this.PlayerTilePos = { x: playerX, y: playerY };
|
||
|
this.PlayerCenter = { x: Math.floor((playerX * tilesize) + (tilesize / 2)), y: Math.floor((playerY * tilesize) + (tilesize / 2)) };
|
||
|
};
|
||
|
</script>
|
||
|
|
||
|
<script>
|
||
|
/*
|
||
|
TODO:
|
||
|
- can I simplify this more now that I've removed the external resources stuff?
|
||
|
*/
|
||
|
|
||
|
function FontManager(packagedFontNames) {
|
||
|
|
||
|
var self = this;
|
||
|
|
||
|
var fontExtension = ".bitsyfont";
|
||
|
this.GetExtension = function() {
|
||
|
return fontExtension;
|
||
|
}
|
||
|
|
||
|
// place to store font data
|
||
|
var fontResources = {};
|
||
|
|
||
|
// load fonts from the editor
|
||
|
if (packagedFontNames != undefined && packagedFontNames != null && packagedFontNames.length > 0
|
||
|
&& Resources != undefined && Resources != null) {
|
||
|
|
||
|
for (var i = 0; i < packagedFontNames.length; i++) {
|
||
|
var filename = packagedFontNames[i];
|
||
|
fontResources[filename] = Resources[filename];
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// manually add resource
|
||
|
this.AddResource = function(filename, fontdata) {
|
||
|
fontResources[filename] = fontdata;
|
||
|
}
|
||
|
|
||
|
this.ContainsResource = function(filename) {
|
||
|
return fontResources[filename] != null;
|
||
|
}
|
||
|
|
||
|
function GetData(fontName) {
|
||
|
return fontResources[fontName + fontExtension];
|
||
|
}
|
||
|
this.GetData = GetData;
|
||
|
|
||
|
function Create(fontData) {
|
||
|
return new Font(fontData);
|
||
|
}
|
||
|
this.Create = Create;
|
||
|
|
||
|
this.Get = function(fontName) {
|
||
|
var fontData = self.GetData(fontName);
|
||
|
return self.Create(fontData);
|
||
|
}
|
||
|
|
||
|
function Font(fontData) {
|
||
|
var name = "unknown";
|
||
|
var width = 6; // default size so if you have NO font or an invalid font it displays boxes
|
||
|
var height = 8;
|
||
|
var chardata = {};
|
||
|
|
||
|
// create invalid char data at default size in case the font is missing
|
||
|
var invalidCharData = {};
|
||
|
updateInvalidCharData();
|
||
|
|
||
|
this.getName = function() {
|
||
|
return name;
|
||
|
}
|
||
|
|
||
|
this.getData = function() {
|
||
|
return chardata;
|
||
|
}
|
||
|
|
||
|
this.getWidth = function() {
|
||
|
return width;
|
||
|
}
|
||
|
|
||
|
this.getHeight = function() {
|
||
|
return height;
|
||
|
}
|
||
|
|
||
|
this.hasChar = function(char) {
|
||
|
var codepoint = char.charCodeAt(0);
|
||
|
return chardata[codepoint] != null;
|
||
|
}
|
||
|
|
||
|
this.getChar = function(char) {
|
||
|
|
||
|
var codepoint = char.charCodeAt(0);
|
||
|
|
||
|
if (chardata[codepoint] != null) {
|
||
|
return chardata[codepoint];
|
||
|
}
|
||
|
else {
|
||
|
return invalidCharData;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
this.allCharCodes = function() {
|
||
|
var codeList = [];
|
||
|
for (var code in chardata) {
|
||
|
codeList.push(code);
|
||
|
}
|
||
|
return codeList;
|
||
|
}
|
||
|
|
||
|
function createCharData() {
|
||
|
return {
|
||
|
width: width,
|
||
|
height: height,
|
||
|
offset: {
|
||
|
x: 0,
|
||
|
y: 0
|
||
|
},
|
||
|
spacing: width,
|
||
|
data: [],
|
||
|
};
|
||
|
}
|
||
|
|
||
|
function updateInvalidCharData() {
|
||
|
invalidCharData = createCharData();
|
||
|
for (var y = 0; y < height; y++) {
|
||
|
for (var x = 0; x < width; x++) {
|
||
|
if (x < width-1 && y < height-1) {
|
||
|
invalidCharData.data.push(1);
|
||
|
}
|
||
|
else {
|
||
|
invalidCharData.data.push(0);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
function parseFont(fontData) {
|
||
|
if (fontData == null) {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
var lines = fontData.split("\n");
|
||
|
|
||
|
var isReadingChar = false;
|
||
|
var isReadingCharProperties = false;
|
||
|
var curCharLineCount = 0;
|
||
|
var curCharCode = 0;
|
||
|
|
||
|
for (var i = 0; i < lines.length; i++) {
|
||
|
var line = lines[i];
|
||
|
|
||
|
if (line[0] === "#") {
|
||
|
continue; // skip comment lines
|
||
|
}
|
||
|
|
||
|
if (!isReadingChar) {
|
||
|
// READING NON CHARACTER DATA LINE
|
||
|
var args = line.split(" ");
|
||
|
if (args[0] == "FONT") {
|
||
|
name = args[1];
|
||
|
}
|
||
|
else if (args[0] == "SIZE") {
|
||
|
width = parseInt(args[1]);
|
||
|
height = parseInt(args[2]);
|
||
|
}
|
||
|
else if (args[0] == "CHAR") {
|
||
|
isReadingChar = true;
|
||
|
isReadingCharProperties = true;
|
||
|
|
||
|
curCharLineCount = 0;
|
||
|
curCharCode = parseInt(args[1]);
|
||
|
chardata[curCharCode] = createCharData();
|
||
|
}
|
||
|
}
|
||
|
else {
|
||
|
// CHAR PROPERTIES
|
||
|
if (isReadingCharProperties) {
|
||
|
var args = line.split(" ");
|
||
|
if (args[0].indexOf("CHAR_") == 0) { // Sub-properties start with "CHAR_"
|
||
|
if (args[0] == "CHAR_SIZE") {
|
||
|
// Custom character size - overrides the default character size for the font
|
||
|
chardata[curCharCode].width = parseInt(args[1]);
|
||
|
chardata[curCharCode].height = parseInt(args[2]);
|
||
|
chardata[curCharCode].spacing = parseInt(args[1]); // HACK : assumes CHAR_SIZE is always declared first
|
||
|
}
|
||
|
else if (args[0] == "CHAR_OFFSET") {
|
||
|
// Character offset - shift the origin of the character on the X or Y axis
|
||
|
chardata[curCharCode].offset.x = parseInt(args[1]);
|
||
|
chardata[curCharCode].offset.y = parseInt(args[2]);
|
||
|
}
|
||
|
else if (args[0] == "CHAR_SPACING") {
|
||
|
// Character spacing:
|
||
|
// specify total horizontal space taken up by the character
|
||
|
// lets chars take up more or less space on a line than its bitmap does
|
||
|
chardata[curCharCode].spacing = parseInt(args[1]);
|
||
|
}
|
||
|
}
|
||
|
else {
|
||
|
isReadingCharProperties = false;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// CHAR DATA
|
||
|
if (!isReadingCharProperties) {
|
||
|
// READING CHARACTER DATA LINE
|
||
|
for (var j = 0; j < chardata[curCharCode].width; j++)
|
||
|
{
|
||
|
chardata[curCharCode].data.push( parseInt(line[j]) );
|
||
|
}
|
||
|
|
||
|
curCharLineCount++;
|
||
|
if (curCharLineCount >= height) {
|
||
|
isReadingChar = false;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// re-init invalid character box at the actual font size once it's loaded
|
||
|
updateInvalidCharData();
|
||
|
}
|
||
|
|
||
|
parseFont(fontData);
|
||
|
}
|
||
|
|
||
|
} // FontManager
|
||
|
</script>
|
||
|
|
||
|
<script>
|
||
|
function Script() {
|
||
|
|
||
|
this.CreateInterpreter = function() {
|
||
|
return new Interpreter();
|
||
|
};
|
||
|
|
||
|
this.CreateUtils = function() {
|
||
|
return new Utils();
|
||
|
};
|
||
|
|
||
|
var Interpreter = function() {
|
||
|
var env = new Environment();
|
||
|
var parser = new Parser( env );
|
||
|
|
||
|
this.SetDialogBuffer = function(buffer) { env.SetDialogBuffer( buffer ); };
|
||
|
|
||
|
// TODO -- maybe this should return a string instead othe actual script??
|
||
|
this.Compile = function(scriptName, scriptStr) {
|
||
|
// console.log("COMPILE");
|
||
|
var script = parser.Parse(scriptStr, scriptName);
|
||
|
env.SetScript(scriptName, script);
|
||
|
}
|
||
|
this.Run = function(scriptName, exitHandler, objectContext) { // Runs pre-compiled script
|
||
|
var localEnv = new LocalEnvironment(env);
|
||
|
|
||
|
if (objectContext) {
|
||
|
localEnv.SetObject(objectContext); // PROTO : should this be folded into the constructor?
|
||
|
}
|
||
|
|
||
|
var script = env.GetScript(scriptName);
|
||
|
|
||
|
script.Eval( localEnv, function(result) { OnScriptReturn(localEnv, exitHandler); } );
|
||
|
}
|
||
|
this.Interpret = function(scriptStr, exitHandler, objectContext) { // Compiles and runs code immediately
|
||
|
// console.log("INTERPRET");
|
||
|
var localEnv = new LocalEnvironment(env);
|
||
|
|
||
|
if (objectContext) {
|
||
|
localEnv.SetObject(objectContext); // PROTO : should this be folded into the constructor?
|
||
|
}
|
||
|
|
||
|
var script = parser.Parse(scriptStr, "anonymous");
|
||
|
script.Eval( localEnv, function(result) { OnScriptReturn(localEnv, exitHandler); } );
|
||
|
}
|
||
|
this.HasScript = function(name) { return env.HasScript(name); };
|
||
|
|
||
|
this.ResetEnvironment = function() {
|
||
|
env = new Environment();
|
||
|
parser = new Parser( env );
|
||
|
}
|
||
|
|
||
|
this.Parse = function(scriptStr, rootId) { // parses a script but doesn't save it
|
||
|
return parser.Parse(scriptStr, rootId);
|
||
|
}
|
||
|
|
||
|
// TODO : add back in if needed later...
|
||
|
// this.CompatibilityParse = function(scriptStr, compatibilityFlags) {
|
||
|
// env.compatibilityFlags = compatibilityFlags;
|
||
|
|
||
|
// var result = parser.Parse(scriptStr);
|
||
|
|
||
|
// delete env.compatibilityFlags;
|
||
|
|
||
|
// return result;
|
||
|
// }
|
||
|
|
||
|
this.Eval = function(scriptTree, exitHandler) { // runs a script stored externally
|
||
|
var localEnv = new LocalEnvironment(env); // TODO : does this need an object context?
|
||
|
scriptTree.Eval(
|
||
|
localEnv,
|
||
|
function(result) {
|
||
|
OnScriptReturn(result, exitHandler);
|
||
|
});
|
||
|
}
|
||
|
|
||
|
function OnScriptReturn(result, exitHandler) {
|
||
|
if (exitHandler != null) {
|
||
|
exitHandler(result);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
this.CreateExpression = function(expStr) {
|
||
|
return parser.CreateExpression(expStr);
|
||
|
}
|
||
|
|
||
|
this.SetVariable = function(name,value,useHandler) {
|
||
|
env.SetVariable(name,value,useHandler);
|
||
|
}
|
||
|
|
||
|
this.DeleteVariable = function(name,useHandler) {
|
||
|
env.DeleteVariable(name,useHandler);
|
||
|
}
|
||
|
this.HasVariable = function(name) {
|
||
|
return env.HasVariable(name);
|
||
|
}
|
||
|
|
||
|
this.SetOnVariableChangeHandler = function(onVariableChange) {
|
||
|
env.SetOnVariableChangeHandler(onVariableChange);
|
||
|
}
|
||
|
this.GetVariableNames = function() {
|
||
|
return env.GetVariableNames();
|
||
|
}
|
||
|
this.GetVariable = function(name) {
|
||
|
return env.GetVariable(name);
|
||
|
}
|
||
|
|
||
|
function DebugVisualizeScriptTree(scriptTree) {
|
||
|
var printVisitor = {
|
||
|
Visit : function(node,depth) {
|
||
|
console.log("-".repeat(depth) + "- " + node.ToString());
|
||
|
},
|
||
|
};
|
||
|
|
||
|
scriptTree.VisitAll( printVisitor );
|
||
|
}
|
||
|
|
||
|
this.DebugVisualizeScriptTree = DebugVisualizeScriptTree;
|
||
|
|
||
|
this.DebugVisualizeScript = function(scriptName) {
|
||
|
DebugVisualizeScriptTree(env.GetScript(scriptName));
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
var Utils = function() {
|
||
|
// for editor ui
|
||
|
this.CreateDialogBlock = function(children,doIndentFirstLine) {
|
||
|
if (doIndentFirstLine === undefined) {
|
||
|
doIndentFirstLine = true;
|
||
|
}
|
||
|
|
||
|
var block = new DialogBlockNode(doIndentFirstLine);
|
||
|
|
||
|
for (var i = 0; i < children.length; i++) {
|
||
|
block.AddChild(children[i]);
|
||
|
}
|
||
|
return block;
|
||
|
}
|
||
|
|
||
|
this.CreateOptionBlock = function() {
|
||
|
var block = new DialogBlockNode(false);
|
||
|
block.AddChild(new FuncNode("print", [new LiteralNode(" ")]));
|
||
|
return block;
|
||
|
}
|
||
|
|
||
|
this.CreateItemConditionPair = function() {
|
||
|
var itemFunc = this.CreateFunctionBlock("item", ["0"]);
|
||
|
var condition = new ExpNode("==", itemFunc, new LiteralNode(1));
|
||
|
var result = new DialogBlockNode(true);
|
||
|
result.AddChild(new FuncNode("print", [new LiteralNode(" ")]));
|
||
|
var conditionPair = new ConditionPairNode(condition, result);
|
||
|
return conditionPair;
|
||
|
}
|
||
|
|
||
|
this.CreateVariableConditionPair = function() {
|
||
|
var varNode = this.CreateVariableNode("a");
|
||
|
var condition = new ExpNode("==", varNode, new LiteralNode(1));
|
||
|
var result = new DialogBlockNode(true);
|
||
|
result.AddChild(new FuncNode("print", [new LiteralNode(" ")]));
|
||
|
var conditionPair = new ConditionPairNode(condition, result);
|
||
|
return conditionPair;
|
||
|
}
|
||
|
|
||
|
this.CreateDefaultConditionPair = function() {
|
||
|
var condition = this.CreateElseNode();
|
||
|
var result = new DialogBlockNode(true);
|
||
|
result.AddChild(new FuncNode("print", [new LiteralNode(" ")]));
|
||
|
var conditionPair = new ConditionPairNode(condition, result);
|
||
|
return conditionPair;
|
||
|
}
|
||
|
|
||
|
this.CreateEmptyPrintFunc = function() {
|
||
|
return new FuncNode("print", [new LiteralNode("...")]);
|
||
|
}
|
||
|
|
||
|
this.CreateFunctionBlock = function(name, initParamValues) {
|
||
|
var parameters = [];
|
||
|
for (var i = 0; i < initParamValues.length; i++) {
|
||
|
parameters.push(new LiteralNode(initParamValues[i]));
|
||
|
}
|
||
|
|
||
|
var node = new FuncNode(name, parameters);
|
||
|
var block = new CodeBlockNode();
|
||
|
block.AddChild(node);
|
||
|
return block;
|
||
|
}
|
||
|
|
||
|
// TODO : rename ParseStringToLiteralNode?
|
||
|
this.CreateLiteralNode = function(str) {
|
||
|
if (str === "true") {
|
||
|
return new LiteralNode(true);
|
||
|
}
|
||
|
else if (str === "false") {
|
||
|
return new LiteralNode(false);
|
||
|
}
|
||
|
else if (!isNaN(parseFloat(str))) {
|
||
|
return new LiteralNode(parseFloat(str));
|
||
|
}
|
||
|
else {
|
||
|
return new LiteralNode(str);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
this.CreateVariableNode = function(variableName) {
|
||
|
return new VarNode(variableName);
|
||
|
}
|
||
|
|
||
|
this.CreatePropertyNode = function(propertyName, literalValue) {
|
||
|
var varNode = new VarNode(propertyName);
|
||
|
var valNode = new LiteralNode(literalValue);
|
||
|
var node = new FuncNode("property", [varNode, valNode]);
|
||
|
var block = new CodeBlockNode();
|
||
|
block.AddChild(node);
|
||
|
return block;
|
||
|
}
|
||
|
|
||
|
this.CreateElseNode = function() {
|
||
|
return new ElseNode();
|
||
|
}
|
||
|
|
||
|
this.CreateStringLiteralNode = function(str) {
|
||
|
return new LiteralNode(str);
|
||
|
}
|
||
|
|
||
|
// TODO : need to split up code & dialog blocks :|
|
||
|
this.CreateCodeBlock = function() {
|
||
|
return new CodeBlockNode();
|
||
|
}
|
||
|
|
||
|
this.ChangeSequenceType = function(oldSequence, type) {
|
||
|
if(type === "sequence") {
|
||
|
return new SequenceNode(oldSequence.children);
|
||
|
}
|
||
|
else if(type === "cycle") {
|
||
|
return new CycleNode(oldSequence.children);
|
||
|
}
|
||
|
else if(type === "shuffle") {
|
||
|
return new ShuffleNode(oldSequence.children);
|
||
|
}
|
||
|
return oldSequence;
|
||
|
}
|
||
|
|
||
|
this.CreateSequenceBlock = function() {
|
||
|
var option1 = new DialogBlockNode( false /*doIndentFirstLine*/ );
|
||
|
option1.AddChild(new FuncNode("print", [new LiteralNode("...")]));
|
||
|
|
||
|
var option2 = new DialogBlockNode( false /*doIndentFirstLine*/ );
|
||
|
option2.AddChild(new FuncNode("print", [new LiteralNode("...")]));
|
||
|
|
||
|
var sequence = new SequenceNode( [ option1, option2 ] );
|
||
|
var block = new CodeBlockNode();
|
||
|
block.AddChild( sequence );
|
||
|
return block;
|
||
|
}
|
||
|
|
||
|
this.CreateCycleBlock = function() {
|
||
|
var option1 = new DialogBlockNode( false /*doIndentFirstLine*/ );
|
||
|
option1.AddChild(new FuncNode("print", [new LiteralNode("...")]));
|
||
|
|
||
|
var option2 = new DialogBlockNode( false /*doIndentFirstLine*/ );
|
||
|
option2.AddChild(new FuncNode("print", [new LiteralNode("...")]));
|
||
|
|
||
|
var sequence = new CycleNode( [ option1, option2 ] );
|
||
|
var block = new CodeBlockNode();
|
||
|
block.AddChild( sequence );
|
||
|
return block;
|
||
|
}
|
||
|
|
||
|
this.CreateShuffleBlock = function() {
|
||
|
var option1 = new DialogBlockNode( false /*doIndentFirstLine*/ );
|
||
|
option1.AddChild(new FuncNode("print", [new LiteralNode("...")]));
|
||
|
|
||
|
var option2 = new DialogBlockNode( false /*doIndentFirstLine*/ );
|
||
|
option2.AddChild(new FuncNode("print", [new LiteralNode("...")]));
|
||
|
|
||
|
var sequence = new ShuffleNode( [ option1, option2 ] );
|
||
|
var block = new CodeBlockNode();
|
||
|
block.AddChild( sequence );
|
||
|
return block;
|
||
|
}
|
||
|
|
||
|
this.CreateIfBlock = function() {
|
||
|
var leftNode = new CodeBlockNode();
|
||
|
leftNode.AddChild( new FuncNode("item", [new LiteralNode("0")] ) );
|
||
|
var rightNode = new LiteralNode( 1 );
|
||
|
var condition1 = new ExpNode("==", leftNode, rightNode );
|
||
|
|
||
|
var condition2 = new ElseNode();
|
||
|
|
||
|
var result1 = new DialogBlockNode();
|
||
|
result1.AddChild(new FuncNode("print", [new LiteralNode("...")]));
|
||
|
|
||
|
var result2 = new DialogBlockNode();
|
||
|
result2.AddChild(new FuncNode("print", [new LiteralNode("...")]));
|
||
|
|
||
|
var ifNode = new IfNode( [ condition1, condition2 ], [ result1, result2 ] );
|
||
|
var block = new CodeBlockNode();
|
||
|
block.AddChild( ifNode );
|
||
|
return block;
|
||
|
}
|
||
|
|
||
|
this.ReadDialogScript = function(lines, i) {
|
||
|
var scriptStr = "";
|
||
|
if (lines[i] === Sym.DialogOpen) {
|
||
|
scriptStr += lines[i] + "\n";
|
||
|
i++;
|
||
|
while(lines[i] != Sym.DialogClose) {
|
||
|
scriptStr += lines[i] + "\n";
|
||
|
i++;
|
||
|
}
|
||
|
scriptStr += lines[i];
|
||
|
i++;
|
||
|
}
|
||
|
else {
|
||
|
scriptStr += lines[i];
|
||
|
i++;
|
||
|
}
|
||
|
return { script:scriptStr, index:i };
|
||
|
}
|
||
|
|
||
|
// TODO this.ReadCodeScript (reads through code open and close symbols), and this.ReadScript
|
||
|
|
||
|
this.EnsureDialogBlockFormat = function(dialogStr) {
|
||
|
// TODO -- what if it's already enclosed in dialog symbols??
|
||
|
if(dialogStr.indexOf('\n') > -1) {
|
||
|
dialogStr = Sym.DialogOpen + "\n" + dialogStr + "\n" + Sym.DialogClose;
|
||
|
}
|
||
|
return dialogStr;
|
||
|
}
|
||
|
|
||
|
this.RemoveDialogBlockFormat = function(source) {
|
||
|
var sourceLines = source.split("\n");
|
||
|
var dialogStr = "";
|
||
|
if(sourceLines[0] === Sym.DialogOpen) {
|
||
|
// multi line
|
||
|
var i = 1;
|
||
|
while (i < sourceLines.length && sourceLines[i] != Sym.DialogClose) {
|
||
|
dialogStr += sourceLines[i] + (sourceLines[i+1] != Sym.DialogClose ? '\n' : '');
|
||
|
i++;
|
||
|
}
|
||
|
}
|
||
|
else {
|
||
|
// single line
|
||
|
dialogStr = source;
|
||
|
}
|
||
|
return dialogStr;
|
||
|
}
|
||
|
|
||
|
this.SerializeDialogNodeList = function(nodeList) {
|
||
|
var tempBlock = new DialogBlockNode(false);
|
||
|
// set children directly to avoid breaking the parenting chain for this temp operation
|
||
|
tempBlock.children = nodeList;
|
||
|
return tempBlock.Serialize();
|
||
|
}
|
||
|
|
||
|
this.GetOperatorList = function() {
|
||
|
return [Sym.Set].concat(Sym.Operators);
|
||
|
}
|
||
|
|
||
|
this.IsInlineCode = function(node) {
|
||
|
return isInlineCode(node);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
/* BUILT-IN FUNCTIONS */ // TODO: better way to encapsulate these?
|
||
|
function deprecatedFunc(environment,parameters,onReturn) {
|
||
|
console.log("BITSY SCRIPT WARNING: Tried to use deprecated function");
|
||
|
onReturn(null);
|
||
|
}
|
||
|
|
||
|
function printFunc(environment, parameters, onReturn) {
|
||
|
if (parameters[0] != undefined && parameters[0] != null) {
|
||
|
var textStr = "" + parameters[0];
|
||
|
environment.GetDialogBuffer().AddText(textStr);
|
||
|
environment.GetDialogBuffer().AddScriptReturn(function() { onReturn(null); });
|
||
|
}
|
||
|
else {
|
||
|
onReturn(null);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
function linebreakFunc(environment, parameters, onReturn) {
|
||
|
// console.log("LINEBREAK FUNC");
|
||
|
environment.GetDialogBuffer().AddLinebreak();
|
||
|
environment.GetDialogBuffer().AddScriptReturn(function() { onReturn(null); });
|
||
|
}
|
||
|
|
||
|
function pagebreakFunc(environment, parameters, onReturn) {
|
||
|
environment.GetDialogBuffer().AddPagebreak(function() { onReturn(null); });
|
||
|
}
|
||
|
|
||
|
function printDrawingFunc(environment, parameters, onReturn) {
|
||
|
var drawingId = parameters[0];
|
||
|
environment.GetDialogBuffer().AddDrawing(drawingId);
|
||
|
environment.GetDialogBuffer().AddScriptReturn(function() { onReturn(null); });
|
||
|
}
|
||
|
|
||
|
function printSpriteFunc(environment,parameters,onReturn) {
|
||
|
var spriteId = parameters[0];
|
||
|
if(names.sprite.has(spriteId)) spriteId = names.sprite.get(spriteId); // id is actually a name
|
||
|
var drawingId = sprite[spriteId].drw;
|
||
|
printDrawingFunc(environment, [drawingId], onReturn);
|
||
|
}
|
||
|
|
||
|
function printTileFunc(environment,parameters,onReturn) {
|
||
|
var tileId = parameters[0];
|
||
|
if(names.tile.has(tileId)) tileId = names.tile.get(tileId); // id is actually a name
|
||
|
var drawingId = tile[tileId].drw;
|
||
|
printDrawingFunc(environment, [drawingId], onReturn);
|
||
|
}
|
||
|
|
||
|
function printItemFunc(environment,parameters,onReturn) {
|
||
|
var itemId = parameters[0];
|
||
|
if(names.item.has(itemId)) itemId = names.item.get(itemId); // id is actually a name
|
||
|
var drawingId = item[itemId].drw;
|
||
|
printDrawingFunc(environment, [drawingId], onReturn);
|
||
|
}
|
||
|
|
||
|
function printFontFunc(environment, parameters, onReturn) {
|
||
|
var allCharacters = "";
|
||
|
var font = fontManager.Get( fontName );
|
||
|
var codeList = font.allCharCodes();
|
||
|
for (var i = 0; i < codeList.length; i++) {
|
||
|
allCharacters += String.fromCharCode(codeList[i]) + " ";
|
||
|
}
|
||
|
printFunc(environment, [allCharacters], onReturn);
|
||
|
}
|
||
|
|
||
|
function itemFunc(environment,parameters,onReturn) {
|
||
|
var itemId = parameters[0];
|
||
|
|
||
|
if (names.item.has(itemId)) {
|
||
|
// id is actually a name
|
||
|
itemId = names.item.get(itemId);
|
||
|
}
|
||
|
|
||
|
var curItemCount = player().inventory[itemId] ? player().inventory[itemId] : 0;
|
||
|
|
||
|
if (parameters.length > 1) {
|
||
|
// TODO : is it a good idea to force inventory to be >= 0?
|
||
|
player().inventory[itemId] = Math.max(0, parseInt(parameters[1]));
|
||
|
curItemCount = player().inventory[itemId];
|
||
|
|
||
|
if (onInventoryChanged != null) {
|
||
|
onInventoryChanged(itemId);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
onReturn(curItemCount);
|
||
|
}
|
||
|
|
||
|
function addOrRemoveTextEffect(environment,name) {
|
||
|
if( environment.GetDialogBuffer().HasTextEffect(name) )
|
||
|
environment.GetDialogBuffer().RemoveTextEffect(name);
|
||
|
else
|
||
|
environment.GetDialogBuffer().AddTextEffect(name);
|
||
|
}
|
||
|
|
||
|
function rainbowFunc(environment,parameters,onReturn) {
|
||
|
addOrRemoveTextEffect(environment,"rbw");
|
||
|
onReturn(null);
|
||
|
}
|
||
|
|
||
|
// TODO : should the colors use a parameter instead of special names?
|
||
|
function color1Func(environment,parameters,onReturn) {
|
||
|
addOrRemoveTextEffect(environment,"clr1");
|
||
|
onReturn(null);
|
||
|
}
|
||
|
|
||
|
function color2Func(environment,parameters,onReturn) {
|
||
|
addOrRemoveTextEffect(environment,"clr2");
|
||
|
onReturn(null);
|
||
|
}
|
||
|
|
||
|
function color3Func(environment,parameters,onReturn) {
|
||
|
addOrRemoveTextEffect(environment,"clr3");
|
||
|
onReturn(null);
|
||
|
}
|
||
|
|
||
|
function wavyFunc(environment,parameters,onReturn) {
|
||
|
addOrRemoveTextEffect(environment,"wvy");
|
||
|
onReturn(null);
|
||
|
}
|
||
|
|
||
|
function shakyFunc(environment,parameters,onReturn) {
|
||
|
addOrRemoveTextEffect(environment,"shk");
|
||
|
onReturn(null);
|
||
|
}
|
||
|
|
||
|
function propertyFunc(environment, parameters, onReturn) {
|
||
|
var outValue = null;
|
||
|
|
||
|
if (parameters.length > 0 && parameters[0]) {
|
||
|
var propertyName = parameters[0];
|
||
|
|
||
|
if (environment.HasProperty(propertyName)) {
|
||
|
// TODO : in a future update I can handle the case of initializing a new property
|
||
|
// after which we can move this block outside the HasProperty check
|
||
|
if (parameters.length > 1) {
|
||
|
var inValue = parameters[1];
|
||
|
environment.SetProperty(propertyName, inValue);
|
||
|
}
|
||
|
|
||
|
outValue = environment.GetProperty(propertyName);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
console.log("PROPERTY! " + propertyName + " " + outValue);
|
||
|
|
||
|
onReturn(outValue);
|
||
|
}
|
||
|
|
||
|
function endFunc(environment,parameters,onReturn) {
|
||
|
isEnding = true;
|
||
|
isNarrating = true;
|
||
|
dialogRenderer.SetCentered(true);
|
||
|
onReturn(null);
|
||
|
}
|
||
|
|
||
|
function exitFunc(environment,parameters,onReturn) {
|
||
|
var destRoom = parameters[0];
|
||
|
|
||
|
if (names.room.has(destRoom)) {
|
||
|
// it's a name, not an id! (note: these could cause trouble if people names things weird)
|
||
|
destRoom = names.room.get(destRoom);
|
||
|
}
|
||
|
|
||
|
var destX = parseInt(parameters[1]);
|
||
|
var destY = parseInt(parameters[2]);
|
||
|
|
||
|
if (parameters.length >= 4) {
|
||
|
var transitionEffect = parameters[3];
|
||
|
|
||
|
transition.BeginTransition(
|
||
|
player().room,
|
||
|
player().x,
|
||
|
player().y,
|
||
|
destRoom,
|
||
|
destX,
|
||
|
destY,
|
||
|
transitionEffect);
|
||
|
transition.UpdateTransition(0);
|
||
|
}
|
||
|
|
||
|
player().room = destRoom;
|
||
|
player().x = destX;
|
||
|
player().y = destY;
|
||
|
curRoom = destRoom;
|
||
|
initRoom(curRoom);
|
||
|
|
||
|
// TODO : this doesn't play nice with pagebreak because it thinks the dialog is finished!
|
||
|
if (transition.IsTransitionActive()) {
|
||
|
transition.OnTransitionComplete(function() { onReturn(null); });
|
||
|
}
|
||
|
else {
|
||
|
onReturn(null);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/* BUILT-IN OPERATORS */
|
||
|
function setExp(environment,left,right,onReturn) {
|
||
|
// console.log("SET " + left.name);
|
||
|
|
||
|
if(left.type != "variable") {
|
||
|
// not a variable! return null and hope for the best D:
|
||
|
onReturn( null );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
right.Eval(environment,function(rVal) {
|
||
|
environment.SetVariable( left.name, rVal );
|
||
|
// console.log("VAL " + environment.GetVariable( left.name ) );
|
||
|
left.Eval(environment,function(lVal) {
|
||
|
onReturn( lVal );
|
||
|
});
|
||
|
});
|
||
|
}
|
||
|
function equalExp(environment,left,right,onReturn) {
|
||
|
// console.log("EVAL EQUAL");
|
||
|
// console.log(left);
|
||
|
// console.log(right);
|
||
|
right.Eval(environment,function(rVal){
|
||
|
left.Eval(environment,function(lVal){
|
||
|
onReturn( lVal === rVal );
|
||
|
});
|
||
|
});
|
||
|
}
|
||
|
function greaterExp(environment,left,right,onReturn) {
|
||
|
right.Eval(environment,function(rVal){
|
||
|
left.Eval(environment,function(lVal){
|
||
|
onReturn( lVal > rVal );
|
||
|
});
|
||
|
});
|
||
|
}
|
||
|
function lessExp(environment,left,right,onReturn) {
|
||
|
right.Eval(environment,function(rVal){
|
||
|
left.Eval(environment,function(lVal){
|
||
|
onReturn( lVal < rVal );
|
||
|
});
|
||
|
});
|
||
|
}
|
||
|
function greaterEqExp(environment,left,right,onReturn) {
|
||
|
right.Eval(environment,function(rVal){
|
||
|
left.Eval(environment,function(lVal){
|
||
|
onReturn( lVal >= rVal );
|
||
|
});
|
||
|
});
|
||
|
}
|
||
|
function lessEqExp(environment,left,right,onReturn) {
|
||
|
right.Eval(environment,function(rVal){
|
||
|
left.Eval(environment,function(lVal){
|
||
|
onReturn( lVal <= rVal );
|
||
|
});
|
||
|
});
|
||
|
}
|
||
|
function multExp(environment,left,right,onReturn) {
|
||
|
right.Eval(environment,function(rVal){
|
||
|
left.Eval(environment,function(lVal){
|
||
|
onReturn( lVal * rVal );
|
||
|
});
|
||
|
});
|
||
|
}
|
||
|
function divExp(environment,left,right,onReturn) {
|
||
|
right.Eval(environment,function(rVal){
|
||
|
left.Eval(environment,function(lVal){
|
||
|
onReturn( lVal / rVal );
|
||
|
});
|
||
|
});
|
||
|
}
|
||
|
function addExp(environment,left,right,onReturn) {
|
||
|
right.Eval(environment,function(rVal){
|
||
|
left.Eval(environment,function(lVal){
|
||
|
onReturn( lVal + rVal );
|
||
|
});
|
||
|
});
|
||
|
}
|
||
|
function subExp(environment,left,right,onReturn) {
|
||
|
right.Eval(environment,function(rVal){
|
||
|
left.Eval(environment,function(lVal){
|
||
|
onReturn( lVal - rVal );
|
||
|
});
|
||
|
});
|
||
|
}
|
||
|
|
||
|
/* ENVIRONMENT */
|
||
|
var Environment = function() {
|
||
|
var dialogBuffer = null;
|
||
|
this.SetDialogBuffer = function(buffer) { dialogBuffer = buffer; };
|
||
|
this.GetDialogBuffer = function() { return dialogBuffer; };
|
||
|
|
||
|
var functionMap = new Map();
|
||
|
functionMap.set("print", printFunc);
|
||
|
functionMap.set("say", printFunc);
|
||
|
functionMap.set("br", linebreakFunc);
|
||
|
functionMap.set("item", itemFunc);
|
||
|
functionMap.set("rbw", rainbowFunc);
|
||
|
functionMap.set("clr1", color1Func);
|
||
|
functionMap.set("clr2", color2Func);
|
||
|
functionMap.set("clr3", color3Func);
|
||
|
functionMap.set("wvy", wavyFunc);
|
||
|
functionMap.set("shk", shakyFunc);
|
||
|
functionMap.set("printSprite", printSpriteFunc);
|
||
|
functionMap.set("printTile", printTileFunc);
|
||
|
functionMap.set("printItem", printItemFunc);
|
||
|
functionMap.set("debugOnlyPrintFont", printFontFunc); // DEBUG ONLY
|
||
|
functionMap.set("end", endFunc);
|
||
|
functionMap.set("exit", exitFunc);
|
||
|
functionMap.set("pg", pagebreakFunc);
|
||
|
functionMap.set("property", propertyFunc);
|
||
|
|
||
|
this.HasFunction = function(name) { return functionMap.has(name); };
|
||
|
this.EvalFunction = function(name,parameters,onReturn,env) {
|
||
|
if (env == undefined || env == null) {
|
||
|
env = this;
|
||
|
}
|
||
|
|
||
|
functionMap.get(name)(env, parameters, onReturn);
|
||
|
}
|
||
|
|
||
|
var variableMap = new Map();
|
||
|
|
||
|
this.HasVariable = function(name) { return variableMap.has(name); };
|
||
|
this.GetVariable = function(name) { return variableMap.get(name); };
|
||
|
this.SetVariable = function(name,value,useHandler) {
|
||
|
// console.log("SET VARIABLE " + name + " = " + value);
|
||
|
if(useHandler === undefined) useHandler = true;
|
||
|
variableMap.set(name, value);
|
||
|
if(onVariableChangeHandler != null && useHandler){
|
||
|
onVariableChangeHandler(name);
|
||
|
}
|
||
|
};
|
||
|
this.DeleteVariable = function(name,useHandler) {
|
||
|
if(useHandler === undefined) useHandler = true;
|
||
|
if(variableMap.has(name)) {
|
||
|
variableMap.delete(name);
|
||
|
if(onVariableChangeHandler != null && useHandler) {
|
||
|
onVariableChangeHandler(name);
|
||
|
}
|
||
|
}
|
||
|
};
|
||
|
|
||
|
var operatorMap = new Map();
|
||
|
operatorMap.set("=", setExp);
|
||
|
operatorMap.set("==", equalExp);
|
||
|
operatorMap.set(">", greaterExp);
|
||
|
operatorMap.set("<", lessExp);
|
||
|
operatorMap.set(">=", greaterEqExp);
|
||
|
operatorMap.set("<=", lessEqExp);
|
||
|
operatorMap.set("*", multExp);
|
||
|
operatorMap.set("/", divExp);
|
||
|
operatorMap.set("+", addExp);
|
||
|
operatorMap.set("-", subExp);
|
||
|
|
||
|
this.HasOperator = function(sym) { return operatorMap.get(sym); };
|
||
|
this.EvalOperator = function(sym,left,right,onReturn) {
|
||
|
operatorMap.get( sym )( this, left, right, onReturn );
|
||
|
}
|
||
|
|
||
|
var scriptMap = new Map();
|
||
|
this.HasScript = function(name) { return scriptMap.has(name); };
|
||
|
this.GetScript = function(name) { return scriptMap.get(name); };
|
||
|
this.SetScript = function(name,script) { scriptMap.set(name, script); };
|
||
|
|
||
|
var onVariableChangeHandler = null;
|
||
|
this.SetOnVariableChangeHandler = function(onVariableChange) {
|
||
|
onVariableChangeHandler = onVariableChange;
|
||
|
}
|
||
|
this.GetVariableNames = function() {
|
||
|
return Array.from( variableMap.keys() );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Local environment for a single run of a script: knows local context
|
||
|
var LocalEnvironment = function(parentEnvironment) {
|
||
|
// this.SetDialogBuffer // not allowed in local environment?
|
||
|
this.GetDialogBuffer = function() { return parentEnvironment.GetDialogBuffer(); };
|
||
|
|
||
|
this.HasFunction = function(name) { return parentEnvironment.HasFunction(name); };
|
||
|
this.EvalFunction = function(name,parameters,onReturn,env) {
|
||
|
if (env == undefined || env == null) {
|
||
|
env = this;
|
||
|
}
|
||
|
|
||
|
parentEnvironment.EvalFunction(name,parameters,onReturn,env);
|
||
|
}
|
||
|
|
||
|
this.HasVariable = function(name) { return parentEnvironment.HasVariable(name); };
|
||
|
this.GetVariable = function(name) { return parentEnvironment.GetVariable(name); };
|
||
|
this.SetVariable = function(name,value,useHandler) { parentEnvironment.SetVariable(name,value,useHandler); };
|
||
|
// this.DeleteVariable // not needed in local environment?
|
||
|
|
||
|
this.HasOperator = function(sym) { return parentEnvironment.HasOperator(sym); };
|
||
|
this.EvalOperator = function(sym,left,right,onReturn,env) {
|
||
|
if (env == undefined || env == null) {
|
||
|
env = this;
|
||
|
}
|
||
|
|
||
|
parentEnvironment.EvalOperator(sym,left,right,onReturn,env);
|
||
|
};
|
||
|
|
||
|
// TODO : I don't *think* any of this is required by the local environment
|
||
|
// this.HasScript
|
||
|
// this.GetScript
|
||
|
// this.SetScript
|
||
|
|
||
|
// TODO : pretty sure these debug methods aren't required by the local environment either
|
||
|
// this.SetOnVariableChangeHandler
|
||
|
// this.GetVariableNames
|
||
|
|
||
|
/* Here's where specific local context data goes:
|
||
|
* this includes access to the object running the script
|
||
|
* and any properties it may have (so far only "locked")
|
||
|
*/
|
||
|
|
||
|
// The local environment knows what object called it -- currently only used to access properties
|
||
|
var curObject = null;
|
||
|
this.HasObject = function() { return curObject != undefined && curObject != null; }
|
||
|
this.SetObject = function(object) { curObject = object; }
|
||
|
this.GetObject = function() { return curObject; }
|
||
|
|
||
|
// accessors for properties of the object that's running the script
|
||
|
this.HasProperty = function(name) {
|
||
|
if (curObject && curObject.property && curObject.property.hasOwnProperty(name)) {
|
||
|
return true;
|
||
|
}
|
||
|
else {
|
||
|
return false;
|
||
|
}
|
||
|
};
|
||
|
this.GetProperty = function(name) {
|
||
|
if (curObject && curObject.property && curObject.property.hasOwnProperty(name)) {
|
||
|
return curObject.property[name]; // TODO : should these be getters and setters instead?
|
||
|
}
|
||
|
else {
|
||
|
return null;
|
||
|
}
|
||
|
};
|
||
|
this.SetProperty = function(name, value) {
|
||
|
// NOTE : for now, we need to gaurd against creating new properties
|
||
|
if (curObject && curObject.property && curObject.property.hasOwnProperty(name)) {
|
||
|
curObject.property[name] = value;
|
||
|
}
|
||
|
};
|
||
|
}
|
||
|
|
||
|
function leadingWhitespace(depth) {
|
||
|
var str = "";
|
||
|
for(var i = 0; i < depth; i++) {
|
||
|
str += " "; // two spaces per indent
|
||
|
}
|
||
|
// console.log("WHITESPACE " + depth + " ::" + str + "::");
|
||
|
return str;
|
||
|
}
|
||
|
|
||
|
/* NODES */
|
||
|
var TreeRelationship = function() {
|
||
|
this.parent = null;
|
||
|
this.children = [];
|
||
|
|
||
|
this.AddChild = function(node) {
|
||
|
this.children.push(node);
|
||
|
node.parent = this;
|
||
|
};
|
||
|
|
||
|
this.AddChildren = function(nodeList) {
|
||
|
for (var i = 0; i < nodeList.length; i++) {
|
||
|
this.AddChild(nodeList[i]);
|
||
|
}
|
||
|
};
|
||
|
|
||
|
this.SetChildren = function(nodeList) {
|
||
|
this.children = [];
|
||
|
this.AddChildren(nodeList);
|
||
|
};
|
||
|
|
||
|
this.VisitAll = function(visitor, depth) {
|
||
|
if (depth == undefined || depth == null) {
|
||
|
depth = 0;
|
||
|
}
|
||
|
|
||
|
visitor.Visit(this, depth);
|
||
|
for (var i = 0; i < this.children.length; i++) {
|
||
|
this.children[i].VisitAll( visitor, depth + 1 );
|
||
|
}
|
||
|
};
|
||
|
|
||
|
this.rootId = null; // for debugging
|
||
|
this.GetId = function() {
|
||
|
// console.log(this);
|
||
|
if (this.rootId != null) {
|
||
|
return this.rootId;
|
||
|
}
|
||
|
else if (this.parent != null) {
|
||
|
var parentId = this.parent.GetId();
|
||
|
if (parentId != null) {
|
||
|
return parentId + "_" + this.parent.children.indexOf(this);
|
||
|
}
|
||
|
}
|
||
|
else {
|
||
|
return null;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
var DialogBlockNode = function(doIndentFirstLine) {
|
||
|
Object.assign( this, new TreeRelationship() );
|
||
|
// Object.assign( this, new Runnable() );
|
||
|
this.type = "dialog_block";
|
||
|
|
||
|
this.Eval = function(environment, onReturn) {
|
||
|
// console.log("EVAL BLOCK " + this.children.length);
|
||
|
|
||
|
if (isPlayerEmbeddedInEditor && events != undefined && events != null) {
|
||
|
events.Raise("script_node_enter", { id: this.GetId() });
|
||
|
}
|
||
|
|
||
|
var lastVal = null;
|
||
|
var i = 0;
|
||
|
|
||
|
function evalChildren(children, done) {
|
||
|
if (i < children.length) {
|
||
|
// console.log(">> CHILD " + i);
|
||
|
children[i].Eval(environment, function(val) {
|
||
|
// console.log("<< CHILD " + i);
|
||
|
lastVal = val;
|
||
|
i++;
|
||
|
evalChildren(children,done);
|
||
|
});
|
||
|
}
|
||
|
else {
|
||
|
done();
|
||
|
}
|
||
|
};
|
||
|
|
||
|
var self = this;
|
||
|
evalChildren(this.children, function() {
|
||
|
if (isPlayerEmbeddedInEditor && events != undefined && events != null) {
|
||
|
events.Raise("script_node_exit", { id: self.GetId() });
|
||
|
}
|
||
|
|
||
|
onReturn(lastVal);
|
||
|
});
|
||
|
}
|
||
|
|
||
|
if (doIndentFirstLine === undefined) {
|
||
|
doIndentFirstLine = true; // This is just for serialization
|
||
|
}
|
||
|
|
||
|
this.Serialize = function(depth) {
|
||
|
if (depth === undefined) {
|
||
|
depth = 0;
|
||
|
}
|
||
|
|
||
|
var str = "";
|
||
|
var lastNode = null;
|
||
|
|
||
|
for (var i = 0; i < this.children.length; i++) {
|
||
|
|
||
|
var curNode = this.children[i];
|
||
|
|
||
|
var curNodeIsNonInlineCode = curNode.type === "code_block" && !isInlineCode(curNode);
|
||
|
var prevNodeIsNonInlineCode = lastNode && lastNode.type === "code_block" && !isInlineCode(lastNode);
|
||
|
|
||
|
var shouldIndentFirstLine = (i == 0 && doIndentFirstLine);
|
||
|
var shouldIndentAfterLinebreak = (lastNode && lastNode.type === "function" && lastNode.name === "br");
|
||
|
var shouldIndentCodeBlock = i > 0 && curNodeIsNonInlineCode;
|
||
|
var shouldIndentAfterCodeBlock = prevNodeIsNonInlineCode;
|
||
|
|
||
|
// need to insert a newline before the first block of non-inline code that isn't
|
||
|
// preceded by a {br}, since those will create their own newline
|
||
|
if (i > 0 && curNodeIsNonInlineCode && !prevNodeIsNonInlineCode && !shouldIndentAfterLinebreak) {
|
||
|
str += "\n";
|
||
|
}
|
||
|
|
||
|
if (shouldIndentFirstLine || shouldIndentAfterLinebreak || shouldIndentCodeBlock || shouldIndentAfterCodeBlock) {
|
||
|
str += leadingWhitespace(depth);
|
||
|
}
|
||
|
|
||
|
str += curNode.Serialize(depth);
|
||
|
|
||
|
if (i < this.children.length-1 && curNodeIsNonInlineCode) {
|
||
|
str += "\n";
|
||
|
}
|
||
|
|
||
|
lastNode = curNode;
|
||
|
}
|
||
|
|
||
|
return str;
|
||
|
}
|
||
|
|
||
|
this.ToString = function() {
|
||
|
return this.type + " " + this.GetId();
|
||
|
};
|
||
|
}
|
||
|
|
||
|
var CodeBlockNode = function() {
|
||
|
Object.assign( this, new TreeRelationship() );
|
||
|
this.type = "code_block";
|
||
|
|
||
|
this.Eval = function(environment, onReturn) {
|
||
|
// console.log("EVAL BLOCK " + this.children.length);
|
||
|
|
||
|
if (isPlayerEmbeddedInEditor && events != undefined && events != null) {
|
||
|
events.Raise("script_node_enter", { id: this.GetId() });
|
||
|
}
|
||
|
|
||
|
var lastVal = null;
|
||
|
var i = 0;
|
||
|
|
||
|
function evalChildren(children, done) {
|
||
|
if (i < children.length) {
|
||
|
// console.log(">> CHILD " + i);
|
||
|
children[i].Eval(environment, function(val) {
|
||
|
// console.log("<< CHILD " + i);
|
||
|
lastVal = val;
|
||
|
i++;
|
||
|
evalChildren(children,done);
|
||
|
});
|
||
|
}
|
||
|
else {
|
||
|
done();
|
||
|
}
|
||
|
};
|
||
|
|
||
|
var self = this;
|
||
|
evalChildren(this.children, function() {
|
||
|
if (isPlayerEmbeddedInEditor && events != undefined && events != null) {
|
||
|
events.Raise("script_node_exit", { id: self.GetId() });
|
||
|
}
|
||
|
|
||
|
onReturn(lastVal);
|
||
|
});
|
||
|
}
|
||
|
|
||
|
this.Serialize = function(depth) {
|
||
|
if(depth === undefined) {
|
||
|
depth = 0;
|
||
|
}
|
||
|
|
||
|
// console.log("SERIALIZE BLOCK!!!");
|
||
|
// console.log(depth);
|
||
|
// console.log(doIndentFirstLine);
|
||
|
|
||
|
var str = "{"; // todo: increase scope of Sym?
|
||
|
|
||
|
// TODO : do code blocks ever have more than one child anymore????
|
||
|
for (var i = 0; i < this.children.length; i++) {
|
||
|
var curNode = this.children[i];
|
||
|
str += curNode.Serialize(depth);
|
||
|
}
|
||
|
|
||
|
str += "}";
|
||
|
|
||
|
return str;
|
||
|
}
|
||
|
|
||
|
this.ToString = function() {
|
||
|
return this.type + " " + this.GetId();
|
||
|
};
|
||
|
}
|
||
|
|
||
|
function isInlineCode(node) {
|
||
|
return isTextEffectBlock(node) || isUndefinedBlock(node) || isMultilineListBlock(node);
|
||
|
}
|
||
|
|
||
|
function isUndefinedBlock(node) {
|
||
|
return node.type === "code_block" && node.children.length > 0 && node.children[0].type === "undefined";
|
||
|
}
|
||
|
|
||
|
var textEffectBlockNames = ["clr1", "clr2", "clr3", "wvy", "shk", "rbw", "printSprite", "printItem", "printTile", "print", "say", "br"];
|
||
|
function isTextEffectBlock(node) {
|
||
|
if (node.type === "code_block") {
|
||
|
if (node.children.length > 0 && node.children[0].type === "function") {
|
||
|
var func = node.children[0];
|
||
|
return textEffectBlockNames.indexOf(func.name) != -1;
|
||
|
}
|
||
|
}
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
var listBlockTypes = ["sequence", "cycle", "shuffle", "if"];
|
||
|
function isMultilineListBlock(node) {
|
||
|
if (node.type === "code_block") {
|
||
|
if (node.children.length > 0) {
|
||
|
var child = node.children[0];
|
||
|
return listBlockTypes.indexOf(child.type) != -1;
|
||
|
}
|
||
|
}
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
// for round-tripping undefined code through the parser (useful for hacks!)
|
||
|
var UndefinedNode = function(sourceStr) {
|
||
|
Object.assign(this, new TreeRelationship());
|
||
|
this.type = "undefined";
|
||
|
this.source = sourceStr;
|
||
|
|
||
|
this.Eval = function(environment,onReturn) {
|
||
|
addOrRemoveTextEffect(environment, "_debug_highlight");
|
||
|
printFunc(environment, ["{" + sourceStr + "}"], function() {
|
||
|
onReturn(null);
|
||
|
});
|
||
|
addOrRemoveTextEffect(environment, "_debug_highlight");
|
||
|
}
|
||
|
|
||
|
this.Serialize = function(depth) {
|
||
|
return this.source;
|
||
|
}
|
||
|
|
||
|
this.ToString = function() {
|
||
|
return "undefined" + " " + this.GetId();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
var FuncNode = function(name,args) {
|
||
|
Object.assign( this, new TreeRelationship() );
|
||
|
// Object.assign( this, new Runnable() );
|
||
|
this.type = "function";
|
||
|
this.name = name;
|
||
|
this.args = args;
|
||
|
|
||
|
this.Eval = function(environment,onReturn) {
|
||
|
if (isPlayerEmbeddedInEditor && events != undefined && events != null) {
|
||
|
events.Raise("script_node_enter", { id: this.GetId() });
|
||
|
}
|
||
|
|
||
|
var self = this; // hack to deal with scope (TODO : move up higher?)
|
||
|
|
||
|
var argumentValues = [];
|
||
|
var i = 0;
|
||
|
|
||
|
function evalArgs(args, done) {
|
||
|
// TODO : really hacky way to make we get the first
|
||
|
// symbol's NAME instead of its variable value
|
||
|
// if we are trying to do something with a property
|
||
|
if (self.name === "property" && i === 0 && i < args.length) {
|
||
|
if (args[i].type === "variable") {
|
||
|
argumentValues.push(args[i].name);
|
||
|
i++;
|
||
|
}
|
||
|
else {
|
||
|
// first argument for a property MUST be a variable symbol
|
||
|
// -- so skip everything if it's not!
|
||
|
i = args.length;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if (i < args.length) {
|
||
|
// Evaluate each argument
|
||
|
args[i].Eval(
|
||
|
environment,
|
||
|
function(val) {
|
||
|
argumentValues.push(val);
|
||
|
i++;
|
||
|
evalArgs(args, done);
|
||
|
});
|
||
|
}
|
||
|
else {
|
||
|
done();
|
||
|
}
|
||
|
};
|
||
|
|
||
|
evalArgs(
|
||
|
this.args,
|
||
|
function() {
|
||
|
if (isPlayerEmbeddedInEditor && events != undefined && events != null) {
|
||
|
events.Raise("script_node_exit", { id: self.GetId() });
|
||
|
}
|
||
|
|
||
|
environment.EvalFunction(self.name, argumentValues, onReturn);
|
||
|
});
|
||
|
}
|
||
|
|
||
|
this.Serialize = function(depth) {
|
||
|
var isDialogBlock = this.parent.type === "dialog_block";
|
||
|
if (isDialogBlock && this.name === "print") {
|
||
|
// TODO this could cause problems with "real" print functions
|
||
|
return this.args[0].value; // first argument should be the text of the {print} func
|
||
|
}
|
||
|
else if (isDialogBlock && this.name === "br") {
|
||
|
return "\n";
|
||
|
}
|
||
|
else {
|
||
|
var str = "";
|
||
|
str += this.name;
|
||
|
for(var i = 0; i < this.args.length; i++) {
|
||
|
str += " ";
|
||
|
str += this.args[i].Serialize(depth);
|
||
|
}
|
||
|
return str;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
this.ToString = function() {
|
||
|
return this.type + " " + this.name + " " + this.GetId();
|
||
|
};
|
||
|
}
|
||
|
|
||
|
var LiteralNode = function(value) {
|
||
|
Object.assign( this, new TreeRelationship() );
|
||
|
// Object.assign( this, new Runnable() );
|
||
|
this.type = "literal";
|
||
|
this.value = value;
|
||
|
|
||
|
this.Eval = function(environment,onReturn) {
|
||
|
onReturn(this.value);
|
||
|
}
|
||
|
|
||
|
this.Serialize = function(depth) {
|
||
|
var str = "";
|
||
|
|
||
|
if (this.value === null) {
|
||
|
return str;
|
||
|
}
|
||
|
|
||
|
if (typeof this.value === "string") {
|
||
|
str += '"';
|
||
|
}
|
||
|
|
||
|
str += this.value;
|
||
|
|
||
|
if (typeof this.value === "string") {
|
||
|
str += '"';
|
||
|
}
|
||
|
|
||
|
return str;
|
||
|
}
|
||
|
|
||
|
this.ToString = function() {
|
||
|
return this.type + " " + this.value + " " + this.GetId();
|
||
|
};
|
||
|
}
|
||
|
|
||
|
var VarNode = function(name) {
|
||
|
Object.assign( this, new TreeRelationship() );
|
||
|
// Object.assign( this, new Runnable() );
|
||
|
this.type = "variable";
|
||
|
this.name = name;
|
||
|
|
||
|
this.Eval = function(environment,onReturn) {
|
||
|
// console.log("EVAL " + this.name + " " + environment.HasVariable(this.name) + " " + environment.GetVariable(this.name));
|
||
|
if( environment.HasVariable(this.name) )
|
||
|
onReturn( environment.GetVariable( this.name ) );
|
||
|
else
|
||
|
onReturn(null); // not a valid variable -- return null and hope that's ok
|
||
|
} // TODO: might want to store nodes in the variableMap instead of values???
|
||
|
|
||
|
this.Serialize = function(depth) {
|
||
|
var str = "" + this.name;
|
||
|
return str;
|
||
|
}
|
||
|
|
||
|
this.ToString = function() {
|
||
|
return this.type + " " + this.name + " " + this.GetId();
|
||
|
};
|
||
|
}
|
||
|
|
||
|
var ExpNode = function(operator, left, right) {
|
||
|
Object.assign( this, new TreeRelationship() );
|
||
|
this.type = "operator";
|
||
|
this.operator = operator;
|
||
|
this.left = left;
|
||
|
this.right = right;
|
||
|
|
||
|
this.Eval = function(environment,onReturn) {
|
||
|
// console.log("EVAL " + this.operator);
|
||
|
var self = this; // hack to deal with scope
|
||
|
environment.EvalOperator( this.operator, this.left, this.right,
|
||
|
function(val){
|
||
|
// console.log("EVAL EXP " + self.operator + " " + val);
|
||
|
onReturn(val);
|
||
|
} );
|
||
|
// NOTE : sadly this pushes a lot of complexity down onto the actual operator methods
|
||
|
}
|
||
|
|
||
|
this.Serialize = function(depth) {
|
||
|
var isNegativeNumber = this.operator === "-" && this.left.type === "literal" && this.left.value === null;
|
||
|
|
||
|
if (!isNegativeNumber) {
|
||
|
var str = "";
|
||
|
|
||
|
if (this.left != undefined && this.left != null) {
|
||
|
str += this.left.Serialize(depth) + " ";
|
||
|
}
|
||
|
|
||
|
str += this.operator;
|
||
|
|
||
|
if (this.right != undefined && this.right != null) {
|
||
|
str += " " + this.right.Serialize(depth);
|
||
|
}
|
||
|
|
||
|
return str;
|
||
|
}
|
||
|
else {
|
||
|
return this.operator + this.right.Serialize(depth); // hacky but seems to work
|
||
|
}
|
||
|
}
|
||
|
|
||
|
this.VisitAll = function(visitor, depth) {
|
||
|
if (depth == undefined || depth == null) {
|
||
|
depth = 0;
|
||
|
}
|
||
|
|
||
|
visitor.Visit( this, depth );
|
||
|
if(this.left != null)
|
||
|
this.left.VisitAll( visitor, depth + 1 );
|
||
|
if(this.right != null)
|
||
|
this.right.VisitAll( visitor, depth + 1 );
|
||
|
};
|
||
|
|
||
|
this.ToString = function() {
|
||
|
return this.type + " " + this.operator + " " + this.GetId();
|
||
|
};
|
||
|
}
|
||
|
|
||
|
var SequenceBase = function() {
|
||
|
this.Serialize = function(depth) {
|
||
|
var str = "";
|
||
|
str += this.type + "\n";
|
||
|
for (var i = 0; i < this.children.length; i++) {
|
||
|
str += leadingWhitespace(depth + 1) + Sym.List + " ";
|
||
|
str += this.children[i].Serialize(depth + 2);
|
||
|
str += "\n";
|
||
|
}
|
||
|
str += leadingWhitespace(depth);
|
||
|
return str;
|
||
|
}
|
||
|
|
||
|
this.VisitAll = function(visitor, depth) {
|
||
|
if (depth == undefined || depth == null) {
|
||
|
depth = 0;
|
||
|
}
|
||
|
|
||
|
visitor.Visit(this, depth);
|
||
|
for (var i = 0; i < this.children.length; i++) {
|
||
|
this.children[i].VisitAll( visitor, depth + 1 );
|
||
|
}
|
||
|
};
|
||
|
|
||
|
this.ToString = function() {
|
||
|
return this.type + " " + this.GetId();
|
||
|
};
|
||
|
}
|
||
|
|
||
|
var SequenceNode = function(options) {
|
||
|
Object.assign(this, new TreeRelationship());
|
||
|
Object.assign(this, new SequenceBase());
|
||
|
this.type = "sequence";
|
||
|
this.AddChildren(options);
|
||
|
|
||
|
var index = 0;
|
||
|
this.Eval = function(environment, onReturn) {
|
||
|
// console.log("SEQUENCE " + index);
|
||
|
this.children[index].Eval(environment, onReturn);
|
||
|
|
||
|
var next = index + 1;
|
||
|
if (next < this.children.length) {
|
||
|
index = next;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
var CycleNode = function(options) {
|
||
|
Object.assign(this, new TreeRelationship());
|
||
|
Object.assign(this, new SequenceBase());
|
||
|
this.type = "cycle";
|
||
|
this.AddChildren(options);
|
||
|
|
||
|
var index = 0;
|
||
|
this.Eval = function(environment, onReturn) {
|
||
|
// console.log("CYCLE " + index);
|
||
|
this.children[index].Eval(environment, onReturn);
|
||
|
|
||
|
var next = index + 1;
|
||
|
if (next < this.children.length) {
|
||
|
index = next;
|
||
|
}
|
||
|
else {
|
||
|
index = 0;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
var ShuffleNode = function(options) {
|
||
|
Object.assign(this, new TreeRelationship());
|
||
|
Object.assign(this, new SequenceBase());
|
||
|
this.type = "shuffle";
|
||
|
this.AddChildren(options);
|
||
|
|
||
|
var optionsShuffled = [];
|
||
|
function shuffle(options) {
|
||
|
optionsShuffled = [];
|
||
|
var optionsUnshuffled = options.slice();
|
||
|
while (optionsUnshuffled.length > 0) {
|
||
|
var i = Math.floor(Math.random() * optionsUnshuffled.length);
|
||
|
optionsShuffled.push(optionsUnshuffled.splice(i,1)[0]);
|
||
|
}
|
||
|
}
|
||
|
shuffle(this.children);
|
||
|
|
||
|
var index = 0;
|
||
|
this.Eval = function(environment, onReturn) {
|
||
|
optionsShuffled[index].Eval(environment, onReturn);
|
||
|
|
||
|
index++;
|
||
|
if (index >= this.children.length) {
|
||
|
shuffle(this.children);
|
||
|
index = 0;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// TODO : rename? ConditionalNode?
|
||
|
var IfNode = function(conditions, results, isSingleLine) {
|
||
|
Object.assign(this, new TreeRelationship());
|
||
|
this.type = "if";
|
||
|
|
||
|
for (var i = 0; i < conditions.length; i++) {
|
||
|
this.AddChild(new ConditionPairNode(conditions[i], results[i]));
|
||
|
}
|
||
|
|
||
|
var self = this;
|
||
|
this.Eval = function(environment, onReturn) {
|
||
|
// console.log("EVAL IF");
|
||
|
var i = 0;
|
||
|
function TestCondition() {
|
||
|
self.children[i].Eval(environment, function(result) {
|
||
|
if (result.conditionValue == true) {
|
||
|
onReturn(result.resultValue);
|
||
|
}
|
||
|
else if (i+1 < self.children.length) {
|
||
|
i++;
|
||
|
TestCondition();
|
||
|
}
|
||
|
else {
|
||
|
onReturn(null);
|
||
|
}
|
||
|
});
|
||
|
};
|
||
|
TestCondition();
|
||
|
}
|
||
|
|
||
|
if (isSingleLine === undefined) {
|
||
|
isSingleLine = false; // This is just for serialization
|
||
|
}
|
||
|
|
||
|
this.Serialize = function(depth) {
|
||
|
var str = "";
|
||
|
if(isSingleLine) {
|
||
|
// HACKY - should I even keep this mode???
|
||
|
str += this.children[0].children[0].Serialize() + " ? " + this.children[0].children[1].Serialize();
|
||
|
if (this.children.length > 1 && this.children[1].children[0].type === Sym.Else) {
|
||
|
str += " " + Sym.ElseExp + " " + this.children[1].children[1].Serialize();
|
||
|
}
|
||
|
}
|
||
|
else {
|
||
|
str += "\n";
|
||
|
for (var i = 0; i < this.children.length; i++) {
|
||
|
str += this.children[i].Serialize(depth);
|
||
|
}
|
||
|
str += leadingWhitespace(depth);
|
||
|
}
|
||
|
return str;
|
||
|
}
|
||
|
|
||
|
this.IsSingleLine = function() {
|
||
|
return isSingleLine;
|
||
|
}
|
||
|
|
||
|
this.VisitAll = function(visitor, depth) {
|
||
|
if (depth == undefined || depth == null) {
|
||
|
depth = 0;
|
||
|
}
|
||
|
|
||
|
visitor.Visit(this, depth);
|
||
|
|
||
|
for (var i = 0; i < this.children.length; i++) {
|
||
|
this.children[i].VisitAll(visitor, depth + 1);
|
||
|
}
|
||
|
};
|
||
|
|
||
|
this.ToString = function() {
|
||
|
return this.type + " " + this.mode + " " + this.GetId();
|
||
|
};
|
||
|
}
|
||
|
|
||
|
var ConditionPairNode = function(condition, result) {
|
||
|
Object.assign(this, new TreeRelationship());
|
||
|
|
||
|
this.type = "condition_pair";
|
||
|
|
||
|
this.AddChild(condition);
|
||
|
this.AddChild(result);
|
||
|
|
||
|
var self = this;
|
||
|
|
||
|
this.Eval = function(environment, onReturn) {
|
||
|
self.children[0].Eval(environment, function(conditionSuccess) {
|
||
|
if (conditionSuccess) {
|
||
|
self.children[1].Eval(environment, function(resultValue) {
|
||
|
onReturn({ conditionValue:true, resultValue:resultValue });
|
||
|
});
|
||
|
}
|
||
|
else {
|
||
|
onReturn({ conditionValue:false });
|
||
|
}
|
||
|
});
|
||
|
}
|
||
|
|
||
|
this.Serialize = function(depth) {
|
||
|
var str = "";
|
||
|
str += leadingWhitespace(depth + 1);
|
||
|
str += Sym.List + " " + this.children[0].Serialize(depth) + " " + Sym.ConditionEnd + Sym.Linebreak;
|
||
|
str += this.children[1].Serialize(depth + 2) + Sym.Linebreak;
|
||
|
return str;
|
||
|
}
|
||
|
|
||
|
this.VisitAll = function(visitor, depth) {
|
||
|
if (depth == undefined || depth == null) {
|
||
|
depth = 0;
|
||
|
}
|
||
|
|
||
|
visitor.Visit(this, depth);
|
||
|
|
||
|
for (var i = 0; i < this.children.length; i++) {
|
||
|
this.children[i].VisitAll(visitor, depth + 1);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
this.ToString = function() {
|
||
|
return this.type + " " + this.GetId();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
var ElseNode = function() {
|
||
|
Object.assign( this, new TreeRelationship() );
|
||
|
this.type = Sym.Else;
|
||
|
|
||
|
this.Eval = function(environment, onReturn) {
|
||
|
onReturn(true);
|
||
|
}
|
||
|
|
||
|
this.Serialize = function() {
|
||
|
return Sym.Else;
|
||
|
}
|
||
|
|
||
|
this.ToString = function() {
|
||
|
return this.type + " " + this.mode + " " + this.GetId();
|
||
|
};
|
||
|
}
|
||
|
|
||
|
var Sym = {
|
||
|
DialogOpen : '"""',
|
||
|
DialogClose : '"""',
|
||
|
CodeOpen : "{",
|
||
|
CodeClose : "}",
|
||
|
Linebreak : "\n", // just call it "break" ?
|
||
|
Separator : ":",
|
||
|
List : "-",
|
||
|
String : '"',
|
||
|
ConditionEnd : "?",
|
||
|
Else : "else",
|
||
|
ElseExp : ":", // special shorthand for expressions (deprecate?)
|
||
|
Set : "=",
|
||
|
Operators : ["==", ">=", "<=", ">", "<", "-", "+", "/", "*"], // operators need to be in reverse order of precedence
|
||
|
};
|
||
|
|
||
|
var Parser = function(env) {
|
||
|
var environment = env;
|
||
|
|
||
|
this.Parse = function(scriptStr, rootId) {
|
||
|
var rootNode = new DialogBlockNode();
|
||
|
rootNode.rootId = rootId;
|
||
|
var state = new ParserState(rootNode, scriptStr);
|
||
|
|
||
|
console.log(scriptStr);
|
||
|
console.log(state.Source());
|
||
|
|
||
|
if (state.MatchAhead(Sym.DialogOpen)) {
|
||
|
// multi-line dialog block
|
||
|
var dialogStr = state.ConsumeBlock(Sym.DialogOpen + Sym.Linebreak, Sym.Linebreak + Sym.DialogClose);
|
||
|
rootNode = new DialogBlockNode();
|
||
|
rootNode.rootId = rootId; // hacky!!
|
||
|
state = new ParserState(rootNode, dialogStr);
|
||
|
state = ParseDialog(state);
|
||
|
}
|
||
|
else {
|
||
|
// single-line dialog block
|
||
|
state = ParseDialog(state);
|
||
|
}
|
||
|
|
||
|
return state.rootNode;
|
||
|
};
|
||
|
|
||
|
var ParserState = function( rootNode, str ) {
|
||
|
this.rootNode = rootNode;
|
||
|
this.curNode = this.rootNode;
|
||
|
|
||
|
var sourceStr = str;
|
||
|
var i = 0;
|
||
|
this.Index = function() { return i; };
|
||
|
this.Count = function() { return sourceStr.length; };
|
||
|
this.Done = function() { return i >= sourceStr.length; };
|
||
|
this.Char = function() { return sourceStr[i]; };
|
||
|
this.Step = function(n) { if(n===undefined) n=1; i += n; };
|
||
|
this.MatchAhead = function(str) {
|
||
|
// console.log(str);
|
||
|
str = "" + str; // hack to turn single chars into strings
|
||
|
// console.log(str);
|
||
|
// console.log(str.length);
|
||
|
for (var j = 0; j < str.length; j++) {
|
||
|
if (i + j >= sourceStr.length) {
|
||
|
return false;
|
||
|
}
|
||
|
else if (str[j] != sourceStr[i+j]) {
|
||
|
return false;
|
||
|
}
|
||
|
}
|
||
|
return true;
|
||
|
}
|
||
|
this.Peak = function(end) {
|
||
|
var str = "";
|
||
|
var j = i;
|
||
|
// console.log(j);
|
||
|
while (j < sourceStr.length && end.indexOf(sourceStr[j]) == -1) {
|
||
|
str += sourceStr[j];
|
||
|
j++;
|
||
|
}
|
||
|
// console.log("PEAK ::" + str + "::");
|
||
|
return str;
|
||
|
}
|
||
|
this.ConsumeBlock = function(open, close, includeSymbols) {
|
||
|
if (includeSymbols === undefined || includeSymbols === null) {
|
||
|
includeSymbols = false;
|
||
|
}
|
||
|
|
||
|
var startIndex = i;
|
||
|
|
||
|
var matchCount = 0;
|
||
|
if (this.MatchAhead(open)) {
|
||
|
matchCount++;
|
||
|
this.Step(open.length);
|
||
|
}
|
||
|
|
||
|
while (matchCount > 0 && !this.Done()) {
|
||
|
if (this.MatchAhead(close)) {
|
||
|
matchCount--;
|
||
|
this.Step( close.length );
|
||
|
}
|
||
|
else if (this.MatchAhead(open)) {
|
||
|
matchCount++;
|
||
|
this.Step(open.length);
|
||
|
}
|
||
|
else {
|
||
|
this.Step();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if (includeSymbols) {
|
||
|
return sourceStr.slice(startIndex, i);
|
||
|
}
|
||
|
else {
|
||
|
return sourceStr.slice(startIndex + open.length, i - close.length);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
this.Print = function() { console.log(sourceStr); };
|
||
|
this.Source = function() { return sourceStr; };
|
||
|
};
|
||
|
|
||
|
/*
|
||
|
ParseDialog():
|
||
|
This function adds {print} nodes and linebreak {br} nodes to display text,
|
||
|
interleaved with bracketed code nodes for functions and flow control,
|
||
|
such as text effects {shk} {wvy} or sequences like {cycle} and {shuffle}.
|
||
|
The parsing of those code blocks is handled by ParseCode.
|
||
|
|
||
|
Note on parsing newline characters:
|
||
|
- there should be an implicit linebreak {br} after each dialog line
|
||
|
- a "dialog line" is defined as any line that either:
|
||
|
- 1) contains dialog text (any text outside of a code block)
|
||
|
- 2) is entirely empty (no text, no code)
|
||
|
- *or* 3) contains a list block (sequence, cycle, shuffle, or conditional)
|
||
|
- lines *only* containing {code} blocks are not dialog lines
|
||
|
|
||
|
NOTE TO SELF: all the state I'm storing in here feels like
|
||
|
evidence that the parsing system kind of broke down at this point :(
|
||
|
Maybe it would feel better if I move into the "state" object
|
||
|
*/
|
||
|
function ParseDialog(state) {
|
||
|
var curLineNodeList = [];
|
||
|
var curText = "";
|
||
|
var curLineIsEmpty = true;
|
||
|
var curLineContainsDialogText = false;
|
||
|
var prevLineIsDialogLine = false;
|
||
|
|
||
|
var curLineIsDialogLine = function() {
|
||
|
return curLineContainsDialogText || curLineIsEmpty;
|
||
|
}
|
||
|
|
||
|
var resetLineStateForNewLine = function() {
|
||
|
prevLineIsDialogLine = curLineIsDialogLine();
|
||
|
curLineContainsDialogText = false;
|
||
|
curLineIsEmpty = true;
|
||
|
curText = "";
|
||
|
curLineNodeList = [];
|
||
|
}
|
||
|
|
||
|
var tryAddTextNodeToList = function() {
|
||
|
if (curText.length > 0) {
|
||
|
var printNode = new FuncNode("print", [new LiteralNode(curText)]);
|
||
|
curLineNodeList.push(printNode);
|
||
|
|
||
|
curText = "";
|
||
|
curLineIsEmpty = false;
|
||
|
curLineContainsDialogText = true;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
var addCodeNodeToList = function() {
|
||
|
var codeSource = state.ConsumeBlock(Sym.CodeOpen, Sym.CodeClose);
|
||
|
var codeState = new ParserState(new CodeBlockNode(), codeSource);
|
||
|
codeState = ParseCode(codeState);
|
||
|
var codeBlockNode = codeState.rootNode;
|
||
|
curLineNodeList.push(codeBlockNode);
|
||
|
|
||
|
curLineIsEmpty = false;
|
||
|
|
||
|
// lists count as dialog text, because they can contain it
|
||
|
if (isMultilineListBlock(codeBlockNode)) {
|
||
|
curLineContainsDialogText = true;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
var tryAddLinebreakNodeToList = function() {
|
||
|
if (prevLineIsDialogLine) {
|
||
|
var linebreakNode = new FuncNode("br", []);
|
||
|
curLineNodeList.unshift(linebreakNode);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
var addLineNodesToParent = function() {
|
||
|
for (var i = 0; i < curLineNodeList.length; i++) {
|
||
|
state.curNode.AddChild(curLineNodeList[i]);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
while (!state.Done()) {
|
||
|
if (state.MatchAhead(Sym.CodeOpen)) { // process code block
|
||
|
// add any buffered text to a print node, and parse the code
|
||
|
tryAddTextNodeToList();
|
||
|
addCodeNodeToList();
|
||
|
}
|
||
|
else if (state.MatchAhead(Sym.Linebreak)) { // process new line
|
||
|
// add any buffered text to a print node,
|
||
|
// and add a linebreak if we are between two dialog lines
|
||
|
tryAddTextNodeToList();
|
||
|
tryAddLinebreakNodeToList();
|
||
|
|
||
|
// since we've reached the end of a line
|
||
|
// add stored nodes for this line to the parent node we are building,
|
||
|
// and reset state for the next line
|
||
|
addLineNodesToParent();
|
||
|
resetLineStateForNewLine();
|
||
|
|
||
|
state.Step();
|
||
|
}
|
||
|
else {
|
||
|
// continue adding text to the current text buffer
|
||
|
curText += state.Char();
|
||
|
state.Step();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// to make sure we don't leave anything behind:
|
||
|
// add buffered text to a print node and add all nodes
|
||
|
// to the current parent node
|
||
|
tryAddTextNodeToList();
|
||
|
tryAddLinebreakNodeToList();
|
||
|
addLineNodesToParent();
|
||
|
|
||
|
return state;
|
||
|
}
|
||
|
|
||
|
function ParseDialogBlock(state) {
|
||
|
var dialogStr = state.ConsumeBlock( Sym.DialogOpen, Sym.DialogClose );
|
||
|
|
||
|
var dialogState = new ParserState(new DialogBlockNode(), dialogStr);
|
||
|
dialogState = ParseDialog( dialogState );
|
||
|
|
||
|
state.curNode.AddChild( dialogState.rootNode );
|
||
|
|
||
|
return state;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
ParseConditional():
|
||
|
A conditional contains a list of conditions that can be
|
||
|
evaluated to true or false, followed by more dialog
|
||
|
that will be evaluated if the condition is true. The first
|
||
|
true condition is the one that gets evaluated.
|
||
|
*/
|
||
|
function ParseConditional(state) {
|
||
|
var conditionStrings = [];
|
||
|
var resultStrings = [];
|
||
|
var curIndex = -1;
|
||
|
var requiredLeadingWhitespace = -1;
|
||
|
|
||
|
// TODO : very similar to sequence parsing - can we share anything?
|
||
|
function parseConditionalItemLine(state) {
|
||
|
var lineText = "";
|
||
|
var whitespaceCount = 0;
|
||
|
var isNewCondition = false;
|
||
|
var encounteredNonWhitespace = false;
|
||
|
var encounteredConditionEnd = false;
|
||
|
|
||
|
while (!state.Done() && !(state.Char() === Sym.Linebreak)) {
|
||
|
// count whitespace until we hit the first non-whitespace character
|
||
|
if (!encounteredNonWhitespace) {
|
||
|
if (state.Char() === " " || state.Char() === "\t") {
|
||
|
whitespaceCount++;
|
||
|
}
|
||
|
else {
|
||
|
encounteredNonWhitespace = true;
|
||
|
|
||
|
if (state.Char() === Sym.List) {
|
||
|
isNewCondition = true;
|
||
|
whitespaceCount += 2; // count the list seperator AND the following extra space
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// if this is the condition, we need to track whether we've
|
||
|
// reached the end of the condition
|
||
|
if (isNewCondition && !encounteredConditionEnd) {
|
||
|
if (state.Char() === Sym.ConditionEnd) {
|
||
|
encounteredConditionEnd = true;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// add characters one at a time, unless it's a code block
|
||
|
// since code blocks can contain additional sequences inside
|
||
|
// them that will mess up our list item detection
|
||
|
if (state.Char() === Sym.CodeOpen) {
|
||
|
lineText += state.ConsumeBlock(Sym.CodeOpen, Sym.CodeClose, true /*includeSymbols*/);
|
||
|
}
|
||
|
else {
|
||
|
if (!encounteredConditionEnd) { // skip all characters including & after the condition end
|
||
|
lineText += state.Char();
|
||
|
}
|
||
|
state.Step();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if (state.Char() === Sym.Linebreak) {
|
||
|
state.Step();
|
||
|
}
|
||
|
|
||
|
return { text:lineText, whitespace:whitespaceCount, isNewCondition:isNewCondition };
|
||
|
}
|
||
|
|
||
|
// TODO : this is copied from sequence parsing; share?
|
||
|
function trimLeadingWhitespace(text, trimLength) {
|
||
|
var textSplit = text.split(Sym.linebreak);
|
||
|
textSplit = textSplit.map(function(line) { return line.slice(trimLength) });
|
||
|
return textSplit.join(Sym.linebreak);
|
||
|
}
|
||
|
|
||
|
while (!state.Done()) {
|
||
|
var lineResults = parseConditionalItemLine(state);
|
||
|
|
||
|
if (lineResults.isNewCondition) {
|
||
|
requiredLeadingWhitespace = lineResults.whitespace;
|
||
|
curIndex++;
|
||
|
conditionStrings[curIndex] = "";
|
||
|
resultStrings[curIndex] = "";
|
||
|
}
|
||
|
|
||
|
// to avoid extra newlines in nested conditionals, only count lines
|
||
|
// that at least match the whitespace count of the initial line
|
||
|
// NOTE: see the comment in sequence parsing for more details
|
||
|
if (lineResults.whitespace >= requiredLeadingWhitespace) {
|
||
|
var trimmedText = trimLeadingWhitespace(lineResults.text, requiredLeadingWhitespace);
|
||
|
|
||
|
if (lineResults.isNewCondition) {
|
||
|
conditionStrings[curIndex] += trimmedText;
|
||
|
}
|
||
|
else {
|
||
|
resultStrings[curIndex] += trimmedText + Sym.Linebreak;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// hack: cut off the trailing newlines from all the result strings
|
||
|
resultStrings = resultStrings.map(function(result) { return result.slice(0,-1); });
|
||
|
|
||
|
var conditions = [];
|
||
|
for (var i = 0; i < conditionStrings.length; i++) {
|
||
|
var str = conditionStrings[i].trim();
|
||
|
if (str === Sym.Else) {
|
||
|
conditions.push(new ElseNode());
|
||
|
}
|
||
|
else {
|
||
|
var exp = CreateExpression(str);
|
||
|
conditions.push(exp);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
var results = [];
|
||
|
for (var i = 0; i < resultStrings.length; i++) {
|
||
|
var str = resultStrings[i];
|
||
|
var dialogBlockState = new ParserState(new DialogBlockNode(), str);
|
||
|
dialogBlockState = ParseDialog(dialogBlockState);
|
||
|
var dialogBlock = dialogBlockState.rootNode;
|
||
|
results.push(dialogBlock);
|
||
|
}
|
||
|
|
||
|
state.curNode.AddChild(new IfNode(conditions, results));
|
||
|
|
||
|
return state;
|
||
|
}
|
||
|
|
||
|
function IsSequence(str) {
|
||
|
// console.log("IsSequence? " + str);
|
||
|
return str === "sequence" || str === "cycle" || str === "shuffle";
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
ParseSequence():
|
||
|
Sequence nodes contain a list of dialog block nodes. The order those
|
||
|
nodes are evaluated is determined by the type of sequence:
|
||
|
- sequence: each child node evaluated once in order
|
||
|
- cycle: repeats from the beginning after all nodes evaluate
|
||
|
- shuffle: evaluate in a random order
|
||
|
|
||
|
Each item in a sequence is sepearated by a "-" character.
|
||
|
The seperator must come at the beginning of the line,
|
||
|
but may be preceded by whitespace (in any amount).
|
||
|
|
||
|
About whitespace: Whitespace at the start of a line
|
||
|
is ignored if it less than or equal to the count of
|
||
|
whitespace that preceded the list separator ("-") at
|
||
|
the start of that item. (The count also includes the
|
||
|
seperator and the extra space after the seperator.)
|
||
|
*/
|
||
|
function ParseSequence(state, sequenceType) {
|
||
|
var itemStrings = [];
|
||
|
var curItemIndex = -1; // -1 indicates not reading an item yet
|
||
|
var requiredLeadingWhitespace = -1;
|
||
|
|
||
|
function parseSequenceItemLine(state) {
|
||
|
var lineText = "";
|
||
|
var whitespaceCount = 0;
|
||
|
var isNewListItem = false;
|
||
|
var encounteredNonWhitespace = false;
|
||
|
|
||
|
while (!state.Done() && !(state.Char() === Sym.Linebreak)) {
|
||
|
// count whitespace until we hit the first non-whitespace character
|
||
|
if (!encounteredNonWhitespace) {
|
||
|
if (state.Char() === " " || state.Char() === "\t") {
|
||
|
whitespaceCount++;
|
||
|
}
|
||
|
else {
|
||
|
encounteredNonWhitespace = true;
|
||
|
|
||
|
if (state.Char() === Sym.List) {
|
||
|
isNewListItem = true;
|
||
|
whitespaceCount += 2; // count the list seperator AND the following extra space
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// add characters one at a time, unless it's a code block
|
||
|
// since code blocks can contain additional sequences inside
|
||
|
// them that will mess up our list item detection
|
||
|
if (state.Char() === Sym.CodeOpen) {
|
||
|
lineText += state.ConsumeBlock(Sym.CodeOpen, Sym.CodeClose, true /*includeSymbols*/);
|
||
|
}
|
||
|
else {
|
||
|
lineText += state.Char();
|
||
|
state.Step();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if (state.Char() === Sym.Linebreak) {
|
||
|
state.Step();
|
||
|
}
|
||
|
|
||
|
return { text:lineText, whitespace:whitespaceCount, isNewListItem:isNewListItem };
|
||
|
}
|
||
|
|
||
|
function trimLeadingWhitespace(text, trimLength) {
|
||
|
// the split and join is necessary because a single "line"
|
||
|
// can contain sequences that may contain newlines of their own
|
||
|
// (we treat them all as one "line" for sequence parsing purposes)
|
||
|
var textSplit = text.split(Sym.linebreak);
|
||
|
textSplit = textSplit.map(function(line) { return line.slice(trimLength) });
|
||
|
return textSplit.join(Sym.linebreak);
|
||
|
}
|
||
|
|
||
|
while (!state.Done()) {
|
||
|
var lineResults = parseSequenceItemLine(state);
|
||
|
|
||
|
if (lineResults.isNewListItem) {
|
||
|
requiredLeadingWhitespace = lineResults.whitespace;
|
||
|
curItemIndex++;
|
||
|
itemStrings[curItemIndex] = "";
|
||
|
}
|
||
|
|
||
|
// to avoid double counting closing lines (empty ones ending in a curly brace)
|
||
|
// we only allow lines that have at least as much whitespace as the start of the list item
|
||
|
// TODO : I think right now this leads to a bug if the list item's indentation is less than
|
||
|
// its parent code block... hopefully that won't be a big deal for now
|
||
|
// (NOTE: I think the bug could be fixed by only applying this to the FINAL line of an item, but
|
||
|
// that would require more consideration and testing)
|
||
|
if (lineResults.whitespace >= requiredLeadingWhitespace) {
|
||
|
var trimmedText = trimLeadingWhitespace(lineResults.text, requiredLeadingWhitespace);
|
||
|
itemStrings[curItemIndex] += trimmedText + Sym.Linebreak;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// a bit hacky: cut off the trailing newlines from all the items
|
||
|
itemStrings = itemStrings.map(function(item) { return item.slice(0,-1); });
|
||
|
|
||
|
var options = [];
|
||
|
for (var i = 0; i < itemStrings.length; i++) {
|
||
|
var str = itemStrings[i];
|
||
|
var dialogBlockState = new ParserState(new DialogBlockNode(false /* doIndentFirstLine */), str);
|
||
|
dialogBlockState = ParseDialog(dialogBlockState);
|
||
|
var dialogBlock = dialogBlockState.rootNode;
|
||
|
options.push(dialogBlock);
|
||
|
}
|
||
|
|
||
|
if (sequenceType === "sequence") {
|
||
|
state.curNode.AddChild(new SequenceNode(options));
|
||
|
}
|
||
|
else if (sequenceType === "cycle") {
|
||
|
state.curNode.AddChild(new CycleNode(options));
|
||
|
}
|
||
|
else if (sequenceType === "shuffle") {
|
||
|
state.curNode.AddChild(new ShuffleNode(options));
|
||
|
}
|
||
|
|
||
|
return state;
|
||
|
}
|
||
|
|
||
|
function ParseFunction(state, funcName) {
|
||
|
console.log("~~~ PARSE FUNCTION " + funcName);
|
||
|
|
||
|
var args = [];
|
||
|
|
||
|
var curSymbol = "";
|
||
|
function OnSymbolEnd() {
|
||
|
curSymbol = curSymbol.trim();
|
||
|
// console.log("PARAMTER " + curSymbol);
|
||
|
args.push( StringToValue(curSymbol) );
|
||
|
// console.log(args);
|
||
|
curSymbol = "";
|
||
|
}
|
||
|
|
||
|
while( !( state.Char() === "\n" || state.Done() ) ) {
|
||
|
if( state.MatchAhead(Sym.CodeOpen) ) {
|
||
|
var codeBlockState = new ParserState(new CodeBlockNode(), state.ConsumeBlock(Sym.CodeOpen, Sym.CodeClose));
|
||
|
codeBlockState = ParseCode( codeBlockState );
|
||
|
var codeBlock = codeBlockState.rootNode;
|
||
|
args.push( codeBlock );
|
||
|
curSymbol = "";
|
||
|
}
|
||
|
else if( state.MatchAhead(Sym.String) ) {
|
||
|
/* STRING LITERAL */
|
||
|
var str = state.ConsumeBlock(Sym.String, Sym.String);
|
||
|
// console.log("STRING " + str);
|
||
|
args.push( new LiteralNode(str) );
|
||
|
curSymbol = "";
|
||
|
}
|
||
|
else if(state.Char() === " " && curSymbol.length > 0) {
|
||
|
OnSymbolEnd();
|
||
|
}
|
||
|
else {
|
||
|
curSymbol += state.Char();
|
||
|
}
|
||
|
state.Step();
|
||
|
}
|
||
|
|
||
|
if(curSymbol.length > 0) {
|
||
|
OnSymbolEnd();
|
||
|
}
|
||
|
|
||
|
state.curNode.AddChild( new FuncNode( funcName, args ) );
|
||
|
|
||
|
return state;
|
||
|
}
|
||
|
|
||
|
function IsValidVariableName(str) {
|
||
|
var reg = /^[a-zA-Z_$][a-zA-Z_$0-9]*$/;
|
||
|
var isValid = reg.test(str);
|
||
|
// console.log("VALID variable??? " + isValid);
|
||
|
return isValid;
|
||
|
}
|
||
|
|
||
|
function StringToValue(valStr) {
|
||
|
if(valStr[0] === Sym.CodeOpen) {
|
||
|
// CODE BLOCK!!!
|
||
|
var codeStr = (new ParserState( null, valStr )).ConsumeBlock(Sym.CodeOpen, Sym.CodeClose); //hacky
|
||
|
var codeBlockState = new ParserState(new CodeBlockNode(), codeStr);
|
||
|
codeBlockState = ParseCode( codeBlockState );
|
||
|
return codeBlockState.rootNode;
|
||
|
}
|
||
|
else if(valStr[0] === Sym.String) {
|
||
|
// STRING!!
|
||
|
// console.log("STRING");
|
||
|
var str = "";
|
||
|
var i = 1;
|
||
|
while (i < valStr.length && valStr[i] != Sym.String) {
|
||
|
str += valStr[i];
|
||
|
i++;
|
||
|
}
|
||
|
// console.log(str);
|
||
|
return new LiteralNode( str );
|
||
|
}
|
||
|
else if(valStr === "true") {
|
||
|
// BOOL
|
||
|
return new LiteralNode( true );
|
||
|
}
|
||
|
else if(valStr === "false") {
|
||
|
// BOOL
|
||
|
return new LiteralNode( false );
|
||
|
}
|
||
|
else if( !isNaN(parseFloat(valStr)) ) {
|
||
|
// NUMBER!!
|
||
|
// console.log("NUMBER!!! " + valStr);
|
||
|
return new LiteralNode( parseFloat(valStr) );
|
||
|
}
|
||
|
else if(IsValidVariableName(valStr)) {
|
||
|
// VARIABLE!!
|
||
|
// console.log("VARIABLE");
|
||
|
return new VarNode(valStr); // TODO : check for valid potential variables
|
||
|
}
|
||
|
else {
|
||
|
// uh oh
|
||
|
return new LiteralNode(null);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
function CreateExpression(expStr) {
|
||
|
expStr = expStr.trim();
|
||
|
|
||
|
function IsInsideString(index) {
|
||
|
var inString = false;
|
||
|
for(var i = 0; i < expStr.length; i++) {
|
||
|
if(expStr[i] === Sym.String)
|
||
|
inString = !inString;
|
||
|
|
||
|
if(index === i)
|
||
|
return inString;
|
||
|
}
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
function IsInsideCode(index) {
|
||
|
var count = 0;
|
||
|
for(var i = 0; i < expStr.length; i++) {
|
||
|
if(expStr[i] === Sym.CodeOpen)
|
||
|
count++;
|
||
|
else if(expStr[i] === Sym.CodeClose)
|
||
|
count--;
|
||
|
|
||
|
if(index === i)
|
||
|
return count > 0;
|
||
|
}
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
var operator = null;
|
||
|
|
||
|
// set is special because other operator can look like it, and it has to go first in the order of operations
|
||
|
var setIndex = expStr.indexOf(Sym.Set);
|
||
|
if( setIndex > -1 && !IsInsideString(setIndex) && !IsInsideCode(setIndex) ) { // it might be a set operator
|
||
|
if( expStr[setIndex+1] != "=" && expStr[setIndex-1] != ">" && expStr[setIndex-1] != "<" ) {
|
||
|
// ok it actually IS a set operator and not ==, >=, or <=
|
||
|
operator = Sym.Set;
|
||
|
var variableName = expStr.substring(0,setIndex).trim(); // TODO : valid variable name testing
|
||
|
var left = IsValidVariableName(variableName) ? new VarNode( variableName ) : new LiteralNode(null);
|
||
|
var right = CreateExpression( expStr.substring(setIndex+Sym.Set.length) );
|
||
|
var exp = new ExpNode( operator, left, right );
|
||
|
return exp;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// special if "expression" for single-line if statements
|
||
|
var ifIndex = expStr.indexOf(Sym.ConditionEnd);
|
||
|
if( ifIndex > -1 && !IsInsideString(ifIndex) && !IsInsideCode(ifIndex) ) {
|
||
|
operator = Sym.ConditionEnd;
|
||
|
var conditionStr = expStr.substring(0,ifIndex).trim();
|
||
|
var conditions = [ CreateExpression(conditionStr) ];
|
||
|
|
||
|
var resultStr = expStr.substring(ifIndex+Sym.ConditionEnd.length);
|
||
|
var results = [];
|
||
|
function AddResult(str) {
|
||
|
var dialogBlockState = new ParserState(new DialogBlockNode(), str);
|
||
|
dialogBlockState = ParseDialog( dialogBlockState );
|
||
|
var dialogBlock = dialogBlockState.rootNode;
|
||
|
results.push( dialogBlock );
|
||
|
}
|
||
|
|
||
|
var elseIndex = resultStr.indexOf(Sym.ElseExp); // does this need to test for strings?
|
||
|
if(elseIndex > -1) {
|
||
|
conditions.push( new ElseNode() );
|
||
|
|
||
|
var elseStr = resultStr.substring(elseIndex+Sym.ElseExp.length);
|
||
|
var resultStr = resultStr.substring(0,elseIndex);
|
||
|
|
||
|
AddResult( resultStr.trim() );
|
||
|
AddResult( elseStr.trim() );
|
||
|
}
|
||
|
else {
|
||
|
AddResult( resultStr.trim() );
|
||
|
}
|
||
|
|
||
|
return new IfNode( conditions, results, true /*isSingleLine*/ );
|
||
|
}
|
||
|
|
||
|
for( var i = 0; (operator == null) && (i < Sym.Operators.length); i++ ) {
|
||
|
var opSym = Sym.Operators[i];
|
||
|
var opIndex = expStr.indexOf( opSym );
|
||
|
if( opIndex > -1 && !IsInsideString(opIndex) && !IsInsideCode(opIndex) ) {
|
||
|
operator = opSym;
|
||
|
var left = CreateExpression( expStr.substring(0,opIndex) );
|
||
|
var right = CreateExpression( expStr.substring(opIndex+opSym.length) );
|
||
|
var exp = new ExpNode( operator, left, right );
|
||
|
return exp;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if( operator == null ) {
|
||
|
return StringToValue(expStr);
|
||
|
}
|
||
|
}
|
||
|
this.CreateExpression = CreateExpression;
|
||
|
|
||
|
function IsWhitespace(str) {
|
||
|
return ( str === " " || str === "\t" || str === "\n" );
|
||
|
}
|
||
|
|
||
|
function IsExpression(str) {
|
||
|
var tempState = new ParserState(null, str); // hacky
|
||
|
var textOutsideCodeBlocks = "";
|
||
|
|
||
|
while (!tempState.Done()) {
|
||
|
if (tempState.MatchAhead(Sym.CodeOpen)) {
|
||
|
tempState.ConsumeBlock(Sym.CodeOpen, Sym.CodeClose);
|
||
|
}
|
||
|
else {
|
||
|
textOutsideCodeBlocks += tempState.Char();
|
||
|
tempState.Step();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
var containsAnyExpressionOperators = (textOutsideCodeBlocks.indexOf(Sym.ConditionEnd) != -1) ||
|
||
|
(textOutsideCodeBlocks.indexOf(Sym.Set) != -1) ||
|
||
|
(Sym.Operators.some(function(opSym) { return textOutsideCodeBlocks.indexOf(opSym) != -1; }));
|
||
|
|
||
|
return containsAnyExpressionOperators;
|
||
|
}
|
||
|
|
||
|
function IsLiteral(str) {
|
||
|
var isBool = str === "true" || str === "false";
|
||
|
var isNum = !isNaN(parseFloat(str));
|
||
|
var isStr = str[0] === '"' && str[str.length-1] === '"';
|
||
|
var isVar = IsValidVariableName(str);
|
||
|
var isEmpty = str.length === 0;
|
||
|
return isBool || isNum || isStr || isVar || isEmpty;
|
||
|
}
|
||
|
|
||
|
function ParseExpression(state) {
|
||
|
var line = state.Source(); // state.Peak( [Sym.Linebreak] ); // TODO : remove the linebreak thing
|
||
|
// console.log("EXPRESSION " + line);
|
||
|
var exp = CreateExpression(line);
|
||
|
// console.log(exp);
|
||
|
state.curNode.AddChild(exp);
|
||
|
state.Step(line.length);
|
||
|
return state;
|
||
|
}
|
||
|
|
||
|
function IsConditionalBlock(state) {
|
||
|
var peakToFirstListSymbol = state.Peak([Sym.List]);
|
||
|
|
||
|
var foundListSymbol = peakToFirstListSymbol < state.Source().length;
|
||
|
|
||
|
var areAllCharsBeforeListWhitespace = true;
|
||
|
for (var i = 0; i < peakToFirstListSymbol.length; i++) {
|
||
|
if (!IsWhitespace(peakToFirstListSymbol[i])) {
|
||
|
areAllCharsBeforeListWhitespace = false;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
var peakToFirstConditionSymbol = state.Peak([Sym.ConditionEnd]);
|
||
|
peakToFirstConditionSymbol = peakToFirstConditionSymbol.slice(peakToFirstListSymbol.length);
|
||
|
var hasNoLinebreakBetweenListAndConditionEnd = peakToFirstConditionSymbol.indexOf(Sym.Linebreak) == -1;
|
||
|
|
||
|
return foundListSymbol &&
|
||
|
areAllCharsBeforeListWhitespace &&
|
||
|
hasNoLinebreakBetweenListAndConditionEnd;
|
||
|
}
|
||
|
|
||
|
function ParseCode(state) {
|
||
|
if (IsConditionalBlock(state)) {
|
||
|
state = ParseConditional(state);
|
||
|
}
|
||
|
else if (environment.HasFunction(state.Peak([" "]))) { // TODO --- what about newlines???
|
||
|
var funcName = state.Peak([" "]);
|
||
|
state.Step(funcName.length);
|
||
|
state = ParseFunction(state, funcName);
|
||
|
}
|
||
|
else if (IsSequence(state.Peak([" ", Sym.Linebreak]))) {
|
||
|
var sequenceType = state.Peak([" ", Sym.Linebreak]);
|
||
|
state.Step(sequenceType.length);
|
||
|
state = ParseSequence(state, sequenceType);
|
||
|
}
|
||
|
else if (IsLiteral(state.Source()) || IsExpression(state.Source())) {
|
||
|
state = ParseExpression(state);
|
||
|
}
|
||
|
else {
|
||
|
var undefinedSrc = state.Peak([]);
|
||
|
var undefinedNode = new UndefinedNode(undefinedSrc);
|
||
|
state.curNode.AddChild(undefinedNode);
|
||
|
}
|
||
|
|
||
|
// just go to the end now
|
||
|
while (!state.Done()) {
|
||
|
state.Step();
|
||
|
}
|
||
|
|
||
|
return state;
|
||
|
}
|
||
|
|
||
|
function ParseCodeBlock(state) {
|
||
|
var codeStr = state.ConsumeBlock( Sym.CodeOpen, Sym.CodeClose );
|
||
|
var codeState = new ParserState(new CodeBlockNode(), codeStr);
|
||
|
codeState = ParseCode( codeState );
|
||
|
state.curNode.AddChild( codeState.rootNode );
|
||
|
return state;
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
} // Script()
|
||
|
</script>
|
||
|
|
||
|
<script>
|
||
|
function Dialog() {
|
||
|
|
||
|
this.CreateRenderer = function() {
|
||
|
return new DialogRenderer();
|
||
|
};
|
||
|
|
||
|
this.CreateBuffer = function() {
|
||
|
return new DialogBuffer();
|
||
|
};
|
||
|
|
||
|
var DialogRenderer = function() {
|
||
|
|
||
|
// TODO : refactor this eventually? remove everything from struct.. avoid the defaults?
|
||
|
var textboxInfo = {
|
||
|
img : null,
|
||
|
width : 104,
|
||
|
height : 8+4+2+5, //8 for text, 4 for top-bottom padding, 2 for line padding, 5 for arrow
|
||
|
top : 12,
|
||
|
left : 12,
|
||
|
bottom : 12, //for drawing it from the bottom
|
||
|
font_scale : 0.5, // we draw font at half-size compared to everything else
|
||
|
padding_vert : 2,
|
||
|
padding_horz : 4,
|
||
|
arrow_height : 5,
|
||
|
};
|
||
|
|
||
|
var font = null;
|
||
|
this.SetFont = function(f) {
|
||
|
font = f;
|
||
|
textboxInfo.height = (textboxInfo.padding_vert * 3) + (relativeFontHeight() * 2) + textboxInfo.arrow_height;
|
||
|
textboxInfo.img = context.createImageData(textboxInfo.width*scale, textboxInfo.height*scale);
|
||
|
}
|
||
|
|
||
|
function textScale() {
|
||
|
return scale * textboxInfo.font_scale;
|
||
|
}
|
||
|
|
||
|
function relativeFontWidth() {
|
||
|
return Math.ceil( font.getWidth() * textboxInfo.font_scale );
|
||
|
}
|
||
|
|
||
|
function relativeFontHeight() {
|
||
|
return Math.ceil( font.getHeight() * textboxInfo.font_scale );
|
||
|
}
|
||
|
|
||
|
var context = null;
|
||
|
this.AttachContext = function(c) {
|
||
|
context = c;
|
||
|
};
|
||
|
|
||
|
this.ClearTextbox = function() {
|
||
|
if(context == null) return;
|
||
|
|
||
|
//create new image none exists
|
||
|
if(textboxInfo.img == null)
|
||
|
textboxInfo.img = context.createImageData(textboxInfo.width*scale, textboxInfo.height*scale);
|
||
|
|
||
|
// fill text box with black
|
||
|
for (var i=0;i<textboxInfo.img.data.length;i+=4)
|
||
|
{
|
||
|
textboxInfo.img.data[i+0]=0;
|
||
|
textboxInfo.img.data[i+1]=0;
|
||
|
textboxInfo.img.data[i+2]=0;
|
||
|
textboxInfo.img.data[i+3]=255;
|
||
|
}
|
||
|
};
|
||
|
|
||
|
var isCentered = false;
|
||
|
this.SetCentered = function(centered) {
|
||
|
isCentered = centered;
|
||
|
};
|
||
|
|
||
|
this.DrawTextbox = function() {
|
||
|
if(context == null) return;
|
||
|
if (isCentered) {
|
||
|
context.putImageData(textboxInfo.img, textboxInfo.left*scale, ((height/2)-(textboxInfo.height/2))*scale);
|
||
|
}
|
||
|
else if (player().y < mapsize/2) {
|
||
|
//bottom
|
||
|
context.putImageData(textboxInfo.img, textboxInfo.left*scale, (height-textboxInfo.bottom-textboxInfo.height)*scale);
|
||
|
}
|
||
|
else {
|
||
|
//top
|
||
|
context.putImageData(textboxInfo.img, textboxInfo.left*scale, textboxInfo.top*scale);
|
||
|
}
|
||
|
};
|
||
|
|
||
|
var arrowdata = [
|
||
|
1,1,1,1,1,
|
||
|
0,1,1,1,0,
|
||
|
0,0,1,0,0
|
||
|
];
|
||
|
this.DrawNextArrow = function() {
|
||
|
// console.log("draw arrow!");
|
||
|
var top = (textboxInfo.height-5) * scale;
|
||
|
var left = (textboxInfo.width-(5+4)) * scale;
|
||
|
if (textDirection === TextDirection.RightToLeft) { // RTL hack
|
||
|
left = 4 * scale;
|
||
|
}
|
||
|
|
||
|
for (var y = 0; y < 3; y++) {
|
||
|
for (var x = 0; x < 5; x++) {
|
||
|
var i = (y * 5) + x;
|
||
|
if (arrowdata[i] == 1) {
|
||
|
//scaling nonsense
|
||
|
for (var sy = 0; sy < scale; sy++) {
|
||
|
for (var sx = 0; sx < scale; sx++) {
|
||
|
var pxl = 4 * ( ((top+(y*scale)+sy) * (textboxInfo.width*scale)) + (left+(x*scale)+sx) );
|
||
|
textboxInfo.img.data[pxl+0] = 255;
|
||
|
textboxInfo.img.data[pxl+1] = 255;
|
||
|
textboxInfo.img.data[pxl+2] = 255;
|
||
|
textboxInfo.img.data[pxl+3] = 255;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
};
|
||
|
|
||
|
var text_scale = 2; //using a different scaling factor for text feels like cheating... but it looks better
|
||
|
this.DrawChar = function(char, row, col, leftPos) {
|
||
|
char.offset = {
|
||
|
x: char.base_offset.x,
|
||
|
y: char.base_offset.y
|
||
|
}; // compute render offset *every* frame
|
||
|
|
||
|
char.SetPosition(row,col);
|
||
|
char.ApplyEffects(effectTime);
|
||
|
|
||
|
var charData = char.bitmap;
|
||
|
|
||
|
var top = (4 * scale) + (row * 2 * scale) + (row * font.getHeight() * text_scale) + Math.floor( char.offset.y );
|
||
|
var left = (4 * scale) + (leftPos * text_scale) + Math.floor( char.offset.x );
|
||
|
|
||
|
var debug_r = Math.random() * 255;
|
||
|
|
||
|
for (var y = 0; y < char.height; y++) {
|
||
|
for (var x = 0; x < char.width; x++) {
|
||
|
|
||
|
var i = (y * char.width) + x;
|
||
|
if ( charData[i] == 1 ) {
|
||
|
|
||
|
//scaling nonsense
|
||
|
for (var sy = 0; sy < text_scale; sy++) {
|
||
|
for (var sx = 0; sx < text_scale; sx++) {
|
||
|
var pxl = 4 * ( ((top+(y*text_scale)+sy) * (textboxInfo.width*scale)) + (left+(x*text_scale)+sx) );
|
||
|
textboxInfo.img.data[pxl+0] = char.color.r;
|
||
|
textboxInfo.img.data[pxl+1] = char.color.g;
|
||
|
textboxInfo.img.data[pxl+2] = char.color.b;
|
||
|
textboxInfo.img.data[pxl+3] = char.color.a;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
// else {
|
||
|
// // DEBUG
|
||
|
|
||
|
// //scaling nonsense
|
||
|
// for (var sy = 0; sy < text_scale; sy++) {
|
||
|
// for (var sx = 0; sx < text_scale; sx++) {
|
||
|
// var pxl = 4 * ( ((top+(y*text_scale)+sy) * (textboxInfo.width*scale)) + (left+(x*text_scale)+sx) );
|
||
|
// textboxInfo.img.data[pxl+0] = debug_r;
|
||
|
// textboxInfo.img.data[pxl+1] = 0;
|
||
|
// textboxInfo.img.data[pxl+2] = 0;
|
||
|
// textboxInfo.img.data[pxl+3] = 255;
|
||
|
// }
|
||
|
// }
|
||
|
// }
|
||
|
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// call printHandler for character
|
||
|
char.OnPrint();
|
||
|
};
|
||
|
|
||
|
var effectTime = 0; // TODO this variable should live somewhere better
|
||
|
this.Draw = function(buffer, dt) {
|
||
|
effectTime += dt;
|
||
|
|
||
|
this.ClearTextbox();
|
||
|
|
||
|
buffer.ForEachActiveChar(this.DrawChar);
|
||
|
|
||
|
if (buffer.CanContinue()) {
|
||
|
this.DrawNextArrow();
|
||
|
}
|
||
|
|
||
|
this.DrawTextbox();
|
||
|
|
||
|
if (buffer.DidPageFinishThisFrame() && onPageFinish != null) {
|
||
|
onPageFinish();
|
||
|
}
|
||
|
};
|
||
|
|
||
|
/* this is a hook for GIF rendering */
|
||
|
var onPageFinish = null;
|
||
|
this.SetPageFinishHandler = function(handler) {
|
||
|
onPageFinish = handler;
|
||
|
};
|
||
|
|
||
|
this.Reset = function() {
|
||
|
effectTime = 0;
|
||
|
// TODO - anything else?
|
||
|
}
|
||
|
|
||
|
// this.CharsPerRow = function() {
|
||
|
// return textboxInfo.charsPerRow;
|
||
|
// }
|
||
|
}
|
||
|
|
||
|
|
||
|
var DialogBuffer = function() {
|
||
|
var buffer = [[[]]]; // holds dialog in an array buffer
|
||
|
var pageIndex = 0;
|
||
|
var rowIndex = 0;
|
||
|
var charIndex = 0;
|
||
|
var nextCharTimer = 0;
|
||
|
var nextCharMaxTime = 50; // in milliseconds
|
||
|
var isDialogReadyToContinue = false;
|
||
|
var activeTextEffects = [];
|
||
|
var font = null;
|
||
|
var arabicHandler = new ArabicHandler();
|
||
|
var onDialogEndCallbacks = [];
|
||
|
|
||
|
this.SetFont = function(f) {
|
||
|
font = f;
|
||
|
}
|
||
|
|
||
|
this.CurPage = function() { return buffer[ pageIndex ]; };
|
||
|
this.CurRow = function() { return this.CurPage()[ rowIndex ]; };
|
||
|
this.CurChar = function() { return this.CurRow()[ charIndex ]; };
|
||
|
this.CurPageCount = function() { return buffer.length; };
|
||
|
this.CurRowCount = function() { return this.CurPage().length; };
|
||
|
this.CurCharCount = function() { return this.CurRow().length; };
|
||
|
|
||
|
this.ForEachActiveChar = function(handler) { // Iterates over visible characters on the active page
|
||
|
var rowCount = rowIndex + 1;
|
||
|
for (var i = 0; i < rowCount; i++) {
|
||
|
var row = this.CurPage()[i];
|
||
|
var charCount = (i == rowIndex) ? charIndex+1 : row.length;
|
||
|
// console.log(charCount);
|
||
|
|
||
|
var leftPos = 0;
|
||
|
if (textDirection === TextDirection.RightToLeft) {
|
||
|
leftPos = 24 * 8; // hack -- I think this is correct?
|
||
|
}
|
||
|
|
||
|
for(var j = 0; j < charCount; j++) {
|
||
|
var char = row[j];
|
||
|
if(char) {
|
||
|
if (textDirection === TextDirection.RightToLeft) {
|
||
|
leftPos -= char.spacing;
|
||
|
}
|
||
|
// console.log(j + " " + leftPos);
|
||
|
|
||
|
// handler( char, i /*rowIndex*/, j /*colIndex*/ );
|
||
|
handler(char, i /*rowIndex*/, j /*colIndex*/, leftPos)
|
||
|
|
||
|
if (textDirection === TextDirection.LeftToRight) {
|
||
|
leftPos += char.spacing;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
this.Reset = function() {
|
||
|
buffer = [[[]]];
|
||
|
pageIndex = 0;
|
||
|
rowIndex = 0;
|
||
|
charIndex = 0;
|
||
|
isDialogReadyToContinue = false;
|
||
|
|
||
|
afterManualPagebreak = false;
|
||
|
|
||
|
activeTextEffects = [];
|
||
|
|
||
|
onDialogEndCallbacks = [];
|
||
|
|
||
|
isActive = false;
|
||
|
};
|
||
|
|
||
|
this.DoNextChar = function() {
|
||
|
nextCharTimer = 0; //reset timer
|
||
|
|
||
|
//time to update characters
|
||
|
if (charIndex + 1 < this.CurCharCount()) {
|
||
|
//add char to current row
|
||
|
charIndex++;
|
||
|
}
|
||
|
else if (rowIndex + 1 < this.CurRowCount()) {
|
||
|
//start next row
|
||
|
rowIndex++;
|
||
|
charIndex = 0;
|
||
|
}
|
||
|
else {
|
||
|
//the page is full!
|
||
|
isDialogReadyToContinue = true;
|
||
|
didPageFinishThisFrame = true;
|
||
|
}
|
||
|
|
||
|
if (this.CurChar() != null) {
|
||
|
if (this.CurChar().isPageBreak) {
|
||
|
// special case for page break marker character!
|
||
|
isDialogReadyToContinue = true;
|
||
|
didPageFinishThisFrame = true;
|
||
|
}
|
||
|
|
||
|
this.CurChar().OnPrint(); // make sure we hit the callback before we run out of text
|
||
|
}
|
||
|
};
|
||
|
|
||
|
this.Update = function(dt) {
|
||
|
didPageFinishThisFrame = false;
|
||
|
didFlipPageThisFrame = false;
|
||
|
// this.Draw(dt); // TODO move into a renderer object
|
||
|
if (isDialogReadyToContinue) {
|
||
|
return; //waiting for dialog to be advanced by player
|
||
|
}
|
||
|
|
||
|
nextCharTimer += dt; //tick timer
|
||
|
|
||
|
if (nextCharTimer > nextCharMaxTime) {
|
||
|
this.DoNextChar();
|
||
|
}
|
||
|
};
|
||
|
|
||
|
this.Skip = function() {
|
||
|
console.log("SKIPPP");
|
||
|
didPageFinishThisFrame = false;
|
||
|
didFlipPageThisFrame = false;
|
||
|
// add new characters until you get to the end of the current line of dialog
|
||
|
while (rowIndex < this.CurRowCount()) {
|
||
|
this.DoNextChar();
|
||
|
|
||
|
if(isDialogReadyToContinue) {
|
||
|
//make sure to push the rowIndex past the end to break out of the loop
|
||
|
rowIndex++;
|
||
|
charIndex = 0;
|
||
|
}
|
||
|
}
|
||
|
rowIndex = this.CurRowCount()-1;
|
||
|
charIndex = this.CurCharCount()-1;
|
||
|
};
|
||
|
|
||
|
this.FlipPage = function() {
|
||
|
didFlipPageThisFrame = true;
|
||
|
isDialogReadyToContinue = false;
|
||
|
pageIndex++;
|
||
|
rowIndex = 0;
|
||
|
charIndex = 0;
|
||
|
}
|
||
|
|
||
|
this.EndDialog = function() {
|
||
|
isActive = false; // no more text to show... this should be a sign to stop rendering dialog
|
||
|
|
||
|
for (var i = 0; i < onDialogEndCallbacks.length; i++) {
|
||
|
onDialogEndCallbacks[i]();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
var afterManualPagebreak = false; // is it bad to track this state like this?
|
||
|
|
||
|
this.Continue = function() {
|
||
|
console.log("CONTINUE");
|
||
|
|
||
|
// if we used a page break character to continue we need
|
||
|
// to run whatever is in the script afterwards! // TODO : make this comment better
|
||
|
if (this.CurChar().isPageBreak) {
|
||
|
// hacky: always treat a page break as the end of dialog
|
||
|
// if there's more dialog later we re-activate the dialog buffer
|
||
|
this.EndDialog();
|
||
|
afterManualPagebreak = true;
|
||
|
this.CurChar().OnContinue();
|
||
|
return false;
|
||
|
}
|
||
|
if (pageIndex + 1 < this.CurPageCount()) {
|
||
|
console.log("FLIP PAGE!");
|
||
|
//start next page
|
||
|
this.FlipPage();
|
||
|
return true; /* hasMoreDialog */
|
||
|
}
|
||
|
else {
|
||
|
console.log("END DIALOG!");
|
||
|
//end dialog mode
|
||
|
this.EndDialog();
|
||
|
return false; /* hasMoreDialog */
|
||
|
}
|
||
|
};
|
||
|
|
||
|
var isActive = false;
|
||
|
this.IsActive = function() { return isActive; };
|
||
|
|
||
|
this.OnDialogEnd = function(callback) {
|
||
|
if (!isActive) {
|
||
|
callback();
|
||
|
}
|
||
|
else {
|
||
|
onDialogEndCallbacks.push(callback);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
this.CanContinue = function() { return isDialogReadyToContinue; };
|
||
|
|
||
|
function DialogChar(effectList) {
|
||
|
this.effectList = effectList.slice(); // clone effect list (since it can change between chars)
|
||
|
|
||
|
this.color = { r:255, g:255, b:255, a:255 };
|
||
|
this.offset = { x:0, y:0 }; // in pixels (screen pixels?)
|
||
|
|
||
|
this.col = 0;
|
||
|
this.row = 0;
|
||
|
|
||
|
this.SetPosition = function(row,col) {
|
||
|
// console.log("SET POS");
|
||
|
// console.log(this);
|
||
|
this.row = row;
|
||
|
this.col = col;
|
||
|
}
|
||
|
|
||
|
this.ApplyEffects = function(time) {
|
||
|
// console.log("APPLY EFFECTS! " + time);
|
||
|
for(var i = 0; i < this.effectList.length; i++) {
|
||
|
var effectName = this.effectList[i];
|
||
|
// console.log("FX " + effectName);
|
||
|
TextEffects[ effectName ].DoEffect( this, time );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
var printHandler = null; // optional function to be called once on printing character
|
||
|
this.SetPrintHandler = function(handler) {
|
||
|
printHandler = handler;
|
||
|
}
|
||
|
this.OnPrint = function() {
|
||
|
if (printHandler != null) {
|
||
|
// console.log("PRINT HANDLER ---- DIALOG BUFFER");
|
||
|
printHandler();
|
||
|
printHandler = null; // only call handler once (hacky)
|
||
|
}
|
||
|
}
|
||
|
|
||
|
this.bitmap = [];
|
||
|
this.width = 0;
|
||
|
this.height = 0;
|
||
|
this.base_offset = { // hacky name
|
||
|
x: 0,
|
||
|
y: 0
|
||
|
};
|
||
|
this.spacing = 0;
|
||
|
}
|
||
|
|
||
|
function DialogFontChar(font, char, effectList) {
|
||
|
Object.assign(this, new DialogChar(effectList));
|
||
|
|
||
|
var charData = font.getChar(char);
|
||
|
this.bitmap = charData.data;
|
||
|
this.width = charData.width;
|
||
|
this.height = charData.height;
|
||
|
this.base_offset.x = charData.offset.x;
|
||
|
this.base_offset.y = charData.offset.y;
|
||
|
this.spacing = charData.spacing;
|
||
|
}
|
||
|
|
||
|
function DialogDrawingChar(drawingId, effectList) {
|
||
|
Object.assign(this, new DialogChar(effectList));
|
||
|
|
||
|
var imageData = renderer.GetImageSource(drawingId)[0];
|
||
|
var imageDataFlat = [];
|
||
|
for (var i = 0; i < imageData.length; i++) {
|
||
|
// console.log(imageData[i]);
|
||
|
imageDataFlat = imageDataFlat.concat(imageData[i]);
|
||
|
}
|
||
|
|
||
|
this.bitmap = imageDataFlat;
|
||
|
this.width = 8;
|
||
|
this.height = 8;
|
||
|
this.spacing = 8;
|
||
|
}
|
||
|
|
||
|
function DialogScriptControlChar() {
|
||
|
Object.assign(this, new DialogChar([]));
|
||
|
|
||
|
this.width = 0;
|
||
|
this.height = 0;
|
||
|
this.spacing = 0;
|
||
|
}
|
||
|
|
||
|
// is a control character really the best way to handle page breaks?
|
||
|
function DialogPageBreakChar() {
|
||
|
Object.assign(this, new DialogChar([]));
|
||
|
|
||
|
this.width = 0;
|
||
|
this.height = 0;
|
||
|
this.spacing = 0;
|
||
|
|
||
|
this.isPageBreak = true;
|
||
|
|
||
|
var continueHandler = null;
|
||
|
|
||
|
this.SetContinueHandler = function(handler) {
|
||
|
continueHandler = handler;
|
||
|
}
|
||
|
|
||
|
this.OnContinue = function() {
|
||
|
if (continueHandler) {
|
||
|
continueHandler();
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
function AddWordToCharArray(charArray,word,effectList) {
|
||
|
for(var i = 0; i < word.length; i++) {
|
||
|
charArray.push( new DialogFontChar( font, word[i], effectList ) );
|
||
|
}
|
||
|
return charArray;
|
||
|
}
|
||
|
|
||
|
function GetCharArrayWidth(charArray) {
|
||
|
var width = 0;
|
||
|
for(var i = 0; i < charArray.length; i++) {
|
||
|
width += charArray[i].spacing;
|
||
|
}
|
||
|
return width;
|
||
|
}
|
||
|
|
||
|
function GetStringWidth(str) {
|
||
|
var width = 0;
|
||
|
for (var i = 0; i < str.length; i++) {
|
||
|
var charData = font.getChar(str[i]);
|
||
|
width += charData.spacing;
|
||
|
}
|
||
|
return width;
|
||
|
}
|
||
|
|
||
|
var pixelsPerRow = 192; // hard-coded fun times!!!
|
||
|
|
||
|
this.AddScriptReturn = function(onReturnHandler) {
|
||
|
var curPageIndex = buffer.length - 1;
|
||
|
var curRowIndex = buffer[curPageIndex].length - 1;
|
||
|
var curRowArr = buffer[curPageIndex][curRowIndex];
|
||
|
|
||
|
var controlChar = new DialogScriptControlChar();
|
||
|
controlChar.SetPrintHandler(onReturnHandler);
|
||
|
|
||
|
curRowArr.push(controlChar);
|
||
|
|
||
|
isActive = true;
|
||
|
}
|
||
|
|
||
|
this.AddDrawing = function(drawingId) {
|
||
|
// console.log("DRAWING ID " + drawingId);
|
||
|
|
||
|
var curPageIndex = buffer.length - 1;
|
||
|
var curRowIndex = buffer[curPageIndex].length - 1;
|
||
|
var curRowArr = buffer[curPageIndex][curRowIndex];
|
||
|
|
||
|
var drawingChar = new DialogDrawingChar(drawingId, activeTextEffects);
|
||
|
|
||
|
var rowLength = GetCharArrayWidth(curRowArr);
|
||
|
|
||
|
// TODO : clean up copy-pasted code here :/
|
||
|
if (afterManualPagebreak) {
|
||
|
this.FlipPage(); // hacky
|
||
|
|
||
|
buffer[curPageIndex][curRowIndex] = curRowArr;
|
||
|
buffer.push([]);
|
||
|
curPageIndex++;
|
||
|
buffer[curPageIndex].push([]);
|
||
|
curRowIndex = 0;
|
||
|
curRowArr = buffer[curPageIndex][curRowIndex];
|
||
|
curRowArr.push(drawingChar);
|
||
|
|
||
|
afterManualPagebreak = false;
|
||
|
}
|
||
|
else if (rowLength + drawingChar.spacing <= pixelsPerRow || rowLength <= 0) {
|
||
|
//stay on same row
|
||
|
curRowArr.push(drawingChar);
|
||
|
}
|
||
|
else if (curRowIndex == 0) {
|
||
|
//start next row
|
||
|
buffer[curPageIndex][curRowIndex] = curRowArr;
|
||
|
buffer[curPageIndex].push([]);
|
||
|
curRowIndex++;
|
||
|
curRowArr = buffer[curPageIndex][curRowIndex];
|
||
|
curRowArr.push(drawingChar);
|
||
|
}
|
||
|
else {
|
||
|
//start next page
|
||
|
buffer[curPageIndex][curRowIndex] = curRowArr;
|
||
|
buffer.push([]);
|
||
|
curPageIndex++;
|
||
|
buffer[curPageIndex].push([]);
|
||
|
curRowIndex = 0;
|
||
|
curRowArr = buffer[curPageIndex][curRowIndex];
|
||
|
curRowArr.push(drawingChar);
|
||
|
}
|
||
|
|
||
|
isActive = true; // this feels like a bad way to do this???
|
||
|
}
|
||
|
|
||
|
// TODO : convert this into something that takes DialogChar arrays
|
||
|
this.AddText = function(textStr) {
|
||
|
console.log("ADD TEXT " + textStr);
|
||
|
|
||
|
//process dialog so it's easier to display
|
||
|
var words = textStr.split(" ");
|
||
|
|
||
|
// var curPageIndex = this.CurPageCount() - 1;
|
||
|
// var curRowIndex = this.CurRowCount() - 1;
|
||
|
// var curRowArr = this.CurRow();
|
||
|
|
||
|
var curPageIndex = buffer.length - 1;
|
||
|
var curRowIndex = buffer[curPageIndex].length - 1;
|
||
|
var curRowArr = buffer[curPageIndex][curRowIndex];
|
||
|
|
||
|
for (var i = 0; i < words.length; i++) {
|
||
|
var word = words[i];
|
||
|
if (arabicHandler.ContainsArabicCharacters(word)) {
|
||
|
word = arabicHandler.ShapeArabicCharacters(word);
|
||
|
}
|
||
|
|
||
|
var wordWithPrecedingSpace = ((i == 0) ? "" : " ") + word;
|
||
|
var wordLength = GetStringWidth(wordWithPrecedingSpace);
|
||
|
|
||
|
var rowLength = GetCharArrayWidth(curRowArr);
|
||
|
|
||
|
if (afterManualPagebreak) {
|
||
|
this.FlipPage();
|
||
|
|
||
|
// hacky copied bit for page breaks
|
||
|
buffer[curPageIndex][curRowIndex] = curRowArr;
|
||
|
buffer.push([]);
|
||
|
curPageIndex++;
|
||
|
buffer[curPageIndex].push([]);
|
||
|
curRowIndex = 0;
|
||
|
curRowArr = buffer[curPageIndex][curRowIndex];
|
||
|
curRowArr = AddWordToCharArray(curRowArr, word, activeTextEffects);
|
||
|
|
||
|
afterManualPagebreak = false;
|
||
|
}
|
||
|
else if (rowLength + wordLength <= pixelsPerRow || rowLength <= 0) {
|
||
|
//stay on same row
|
||
|
curRowArr = AddWordToCharArray(curRowArr, wordWithPrecedingSpace, activeTextEffects);
|
||
|
}
|
||
|
else if (curRowIndex == 0) {
|
||
|
//start next row
|
||
|
buffer[curPageIndex][curRowIndex] = curRowArr;
|
||
|
buffer[curPageIndex].push([]);
|
||
|
curRowIndex++;
|
||
|
curRowArr = buffer[curPageIndex][curRowIndex];
|
||
|
curRowArr = AddWordToCharArray(curRowArr, word, activeTextEffects);
|
||
|
}
|
||
|
else {
|
||
|
//start next page
|
||
|
buffer[curPageIndex][curRowIndex] = curRowArr;
|
||
|
buffer.push([]);
|
||
|
curPageIndex++;
|
||
|
buffer[curPageIndex].push([]);
|
||
|
curRowIndex = 0;
|
||
|
curRowArr = buffer[curPageIndex][curRowIndex];
|
||
|
curRowArr = AddWordToCharArray(curRowArr, word, activeTextEffects);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//destroy any empty stuff
|
||
|
var lastPage = buffer[buffer.length-1];
|
||
|
var lastRow = lastPage[lastPage.length-1];
|
||
|
if (lastRow.length == 0) {
|
||
|
lastPage.splice(lastPage.length-1, 1);
|
||
|
}
|
||
|
if (lastPage.length == 0) {
|
||
|
buffer.splice(buffer.length-1, 1);
|
||
|
}
|
||
|
|
||
|
//finish up
|
||
|
lastPage = buffer[buffer.length-1];
|
||
|
lastRow = lastPage[lastPage.length-1];
|
||
|
if (lastRow.length > 0) {
|
||
|
var lastChar = lastRow[lastRow.length-1];
|
||
|
}
|
||
|
|
||
|
// console.log(buffer);
|
||
|
|
||
|
isActive = true;
|
||
|
};
|
||
|
|
||
|
this.AddLinebreak = function() {
|
||
|
var lastPage = buffer[buffer.length-1];
|
||
|
if (lastPage.length <= 1) {
|
||
|
// console.log("LINEBREAK - NEW ROW ");
|
||
|
// add new row
|
||
|
lastPage.push([]);
|
||
|
}
|
||
|
else {
|
||
|
// add new page
|
||
|
buffer.push([[]]);
|
||
|
}
|
||
|
// console.log(buffer);
|
||
|
|
||
|
isActive = true;
|
||
|
}
|
||
|
|
||
|
this.AddPagebreak = function(onReturnHandler) {
|
||
|
var curPageIndex = buffer.length - 1;
|
||
|
var curRowIndex = buffer[curPageIndex].length - 1;
|
||
|
var curRowArr = buffer[curPageIndex][curRowIndex];
|
||
|
|
||
|
// need to actually create a whole new page if following another pagebreak character
|
||
|
if (this.CurChar() && this.CurChar().isPageBreak) {
|
||
|
buffer.push([]);
|
||
|
curPageIndex++;
|
||
|
buffer[curPageIndex].push([]);
|
||
|
curRowIndex = 0;
|
||
|
curRowArr = buffer[curPageIndex][curRowIndex];
|
||
|
}
|
||
|
|
||
|
var pagebreakChar = new DialogPageBreakChar();
|
||
|
pagebreakChar.SetContinueHandler(onReturnHandler);
|
||
|
|
||
|
curRowArr.push(pagebreakChar);
|
||
|
|
||
|
isActive = true;
|
||
|
}
|
||
|
|
||
|
/* new text effects */
|
||
|
this.HasTextEffect = function(name) {
|
||
|
return activeTextEffects.indexOf( name ) > -1;
|
||
|
}
|
||
|
this.AddTextEffect = function(name) {
|
||
|
activeTextEffects.push( name );
|
||
|
}
|
||
|
this.RemoveTextEffect = function(name) {
|
||
|
activeTextEffects.splice( activeTextEffects.indexOf( name ), 1 );
|
||
|
}
|
||
|
|
||
|
/* this is a hook for GIF rendering */
|
||
|
var didPageFinishThisFrame = false;
|
||
|
this.DidPageFinishThisFrame = function(){ return didPageFinishThisFrame; };
|
||
|
|
||
|
var didFlipPageThisFrame = false;
|
||
|
this.DidFlipPageThisFrame = function(){ return didFlipPageThisFrame; };
|
||
|
|
||
|
// this.SetCharsPerRow = function(num){ charsPerRow = num; }; // hacky
|
||
|
};
|
||
|
|
||
|
/* ARABIC */
|
||
|
var ArabicHandler = function() {
|
||
|
|
||
|
var arabicCharStart = 0x0621;
|
||
|
var arabicCharEnd = 0x064E;
|
||
|
|
||
|
var CharacterForm = {
|
||
|
Isolated : 0,
|
||
|
Final : 1,
|
||
|
Initial : 2,
|
||
|
Middle : 3
|
||
|
};
|
||
|
|
||
|
// map glyphs to their character forms
|
||
|
var glyphForms = {
|
||
|
/* Isolated, Final, Initial, Middle Forms */
|
||
|
0x0621: [0xFE80,0xFE80,0xFE80,0xFE80], /* HAMZA */
|
||
|
0x0622: [0xFE81,0xFE82,0xFE81,0xFE82], /* ALEF WITH MADDA ABOVE */
|
||
|
0x0623: [0xFE83,0xFE84,0xFE83,0xFE84], /* ALEF WITH HAMZA ABOVE */
|
||
|
0x0624: [0xFE85,0xFE86,0xFE85,0xFE86], /* WAW WITH HAMZA ABOVE */
|
||
|
0x0625: [0xFE87,0xFE88,0xFE87,0xFE88], /* ALEF WITH HAMZA BELOW */
|
||
|
0x0626: [0xFE89,0xFE8A,0xFE8B,0xFE8C], /* YEH WITH HAMZA ABOVE */
|
||
|
0x0627: [0xFE8D,0xFE8E,0xFE8D,0xFE8E], /* ALEF */
|
||
|
0x0628: [0xFE8F,0xFE90,0xFE91,0xFE92], /* BEH */
|
||
|
0x0629: [0xFE93,0xFE94,0xFE93,0xFE94], /* TEH MARBUTA */
|
||
|
0x062A: [0xFE95,0xFE96,0xFE97,0xFE98], /* TEH */
|
||
|
0x062B: [0xFE99,0xFE9A,0xFE9B,0xFE9C], /* THEH */
|
||
|
0x062C: [0xFE9D,0xFE9E,0xFE9F,0xFEA0], /* JEEM */
|
||
|
0x062D: [0xFEA1,0xFEA2,0xFEA3,0xFEA4], /* HAH */
|
||
|
0x062E: [0xFEA5,0xFEA6,0xFEA7,0xFEA8], /* KHAH */
|
||
|
0x062F: [0xFEA9,0xFEAA,0xFEA9,0xFEAA], /* DAL */
|
||
|
0x0630: [0xFEAB,0xFEAC,0xFEAB,0xFEAC], /* THAL */
|
||
|
0x0631: [0xFEAD,0xFEAE,0xFEAD,0xFEAE], /* RAA */
|
||
|
0x0632: [0xFEAF,0xFEB0,0xFEAF,0xFEB0], /* ZAIN */
|
||
|
0x0633: [0xFEB1,0xFEB2,0xFEB3,0xFEB4], /* SEEN */
|
||
|
0x0634: [0xFEB5,0xFEB6,0xFEB7,0xFEB8], /* SHEEN */
|
||
|
0x0635: [0xFEB9,0xFEBA,0xFEBB,0xFEBC], /* SAD */
|
||
|
0x0636: [0xFEBD,0xFEBE,0xFEBF,0xFEC0], /* DAD */
|
||
|
0x0637: [0xFEC1,0xFEC2,0xFEC3,0xFEC4], /* TAH */
|
||
|
0x0638: [0xFEC5,0xFEC6,0xFEC7,0xFEC8], /* ZAH */
|
||
|
0x0639: [0xFEC9,0xFECA,0xFECB,0xFECC], /* AIN */
|
||
|
0x063A: [0xFECD,0xFECE,0xFECF,0xFED0], /* GHAIN */
|
||
|
0x063B: [0x0000,0x0000,0x0000,0x0000], /* space */
|
||
|
0x063C: [0x0000,0x0000,0x0000,0x0000], /* space */
|
||
|
0x063D: [0x0000,0x0000,0x0000,0x0000], /* space */
|
||
|
0x063E: [0x0000,0x0000,0x0000,0x0000], /* space */
|
||
|
0x063F: [0x0000,0x0000,0x0000,0x0000], /* space */
|
||
|
0x0640: [0x0640,0x0640,0x0640,0x0640], /* TATWEEL */
|
||
|
0x0641: [0xFED1,0xFED2,0xFED3,0xFED4], /* FAA */
|
||
|
0x0642: [0xFED5,0xFED6,0xFED7,0xFED8], /* QAF */
|
||
|
0x0643: [0xFED9,0xFEDA,0xFEDB,0xFEDC], /* KAF */
|
||
|
0x0644: [0xFEDD,0xFEDE,0xFEDF,0xFEE0], /* LAM */
|
||
|
0x0645: [0xFEE1,0xFEE2,0xFEE3,0xFEE4], /* MEEM */
|
||
|
0x0646: [0xFEE5,0xFEE6,0xFEE7,0xFEE8], /* NOON */
|
||
|
0x0647: [0xFEE9,0xFEEA,0xFEEB,0xFEEC], /* HEH */
|
||
|
0x0648: [0xFEED,0xFEEE,0xFEED,0xFEEE], /* WAW */
|
||
|
0x0649: [0xFEEF,0xFEF0,0xFBE8,0xFBE9], /* ALEF MAKSURA */
|
||
|
0x064A: [0xFEF1,0xFEF2,0xFEF3,0xFEF4], /* YEH */
|
||
|
0x064B: [0xFEF5,0xFEF6,0xFEF5,0xFEF6], /* LAM ALEF MADD*/
|
||
|
0x064C: [0xFEF7,0xFEF8,0xFEF7,0xFEF8], /* LAM ALEF HAMZA ABOVE*/
|
||
|
0x064D: [0xFEF9,0xFEFa,0xFEF9,0xFEFa], /* LAM ALEF HAMZA BELOW*/
|
||
|
0x064E: [0xFEFb,0xFEFc,0xFEFb,0xFEFc], /* LAM ALEF */
|
||
|
};
|
||
|
|
||
|
var disconnectedCharacters = [0x0621,0x0622,0x0623,0x0624,0x0625,0x0627,0x062f,0x0630,0x0631,0x0632,0x0648,0x0649,0x064b,0x064c,0x064d,0x064e];
|
||
|
|
||
|
function IsArabicCharacter(char) {
|
||
|
var code = char.charCodeAt(0);
|
||
|
return (code >= arabicCharStart && code <= arabicCharEnd);
|
||
|
}
|
||
|
|
||
|
function ContainsArabicCharacters(word) {
|
||
|
for (var i = 0; i < word.length; i++) {
|
||
|
if (IsArabicCharacter(word[i])) {
|
||
|
return true;
|
||
|
}
|
||
|
}
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
function IsDisconnectedCharacter(char) {
|
||
|
var code = char.charCodeAt(0);
|
||
|
return disconnectedCharacters.indexOf(code) != -1;
|
||
|
}
|
||
|
|
||
|
function ShapeArabicCharacters(word) {
|
||
|
var shapedWord = "";
|
||
|
|
||
|
for (var i = 0; i < word.length; i++) {
|
||
|
if (!IsArabicCharacter(word[i])) {
|
||
|
shapedWord += word[i];
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
var connectedToPreviousChar = i-1 >= 0 && IsArabicCharacter(word[i-1]) && !IsDisconnectedCharacter(word[i-1]);
|
||
|
|
||
|
var connectedToNextChar = i+1 < word.length && IsArabicCharacter(word[i+1]) && !IsDisconnectedCharacter(word[i]);
|
||
|
|
||
|
var form;
|
||
|
if (!connectedToPreviousChar && !connectedToNextChar) {
|
||
|
form = CharacterForm.Isolated;
|
||
|
}
|
||
|
else if (connectedToPreviousChar && !connectedToNextChar) {
|
||
|
form = CharacterForm.Final;
|
||
|
}
|
||
|
else if (!connectedToPreviousChar && connectedToNextChar) {
|
||
|
form = CharacterForm.Initial;
|
||
|
}
|
||
|
else if (connectedToPreviousChar && connectedToNextChar) {
|
||
|
form = CharacterForm.Middle;
|
||
|
}
|
||
|
|
||
|
var code = word[i].charCodeAt(0);
|
||
|
|
||
|
// handle lam alef special case
|
||
|
if (code == 0x0644 && connectedToNextChar) {
|
||
|
var nextCode = word[i+1].charCodeAt(0);
|
||
|
var specialCode = null;
|
||
|
if (nextCode == 0x0622) {
|
||
|
// alef madd
|
||
|
specialCode = glyphForms[0x064b][form];
|
||
|
}
|
||
|
else if (nextCode == 0x0623) {
|
||
|
// hamza above
|
||
|
specialCode = glyphForms[0x064c][form];
|
||
|
}
|
||
|
else if (nextCode == 0x0625) {
|
||
|
// hamza below
|
||
|
specialCode = glyphForms[0x064d][form];
|
||
|
}
|
||
|
else if (nextCode == 0x0627) {
|
||
|
// alef
|
||
|
specialCode = glyphForms[0x064e][form];
|
||
|
}
|
||
|
|
||
|
if (specialCode != null) {
|
||
|
shapedWord += String.fromCharCode(specialCode);
|
||
|
i++; // skip a step
|
||
|
continue;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// hacky?
|
||
|
if (form === CharacterForm.Isolated) {
|
||
|
shapedWord += word[i];
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
var shapedCode = glyphForms[code][form];
|
||
|
shapedWord += String.fromCharCode(shapedCode);
|
||
|
}
|
||
|
|
||
|
return shapedWord;
|
||
|
}
|
||
|
|
||
|
this.ContainsArabicCharacters = ContainsArabicCharacters;
|
||
|
this.ShapeArabicCharacters = ShapeArabicCharacters;
|
||
|
}
|
||
|
|
||
|
/* NEW TEXT EFFECTS */
|
||
|
var TextEffects = new Map();
|
||
|
|
||
|
var RainbowEffect = function() { // TODO - should it be an object or just a method?
|
||
|
this.DoEffect = function(char,time) {
|
||
|
// console.log("RAINBOW!!!");
|
||
|
// console.log(char);
|
||
|
// console.log(char.color);
|
||
|
// console.log(char.col);
|
||
|
|
||
|
var h = Math.abs( Math.sin( (time / 600) - (char.col / 8) ) );
|
||
|
var rgb = hslToRgb( h, 1, 0.5 );
|
||
|
char.color.r = rgb[0];
|
||
|
char.color.g = rgb[1];
|
||
|
char.color.b = rgb[2];
|
||
|
char.color.a = 255;
|
||
|
}
|
||
|
};
|
||
|
TextEffects["rbw"] = new RainbowEffect();
|
||
|
|
||
|
var ColorEffect = function(index) {
|
||
|
this.DoEffect = function(char) {
|
||
|
var pal = getPal( curPal() );
|
||
|
var color = pal[ parseInt( index ) ];
|
||
|
// console.log(color);
|
||
|
char.color.r = color[0];
|
||
|
char.color.g = color[1];
|
||
|
char.color.b = color[2];
|
||
|
char.color.a = 255;
|
||
|
}
|
||
|
};
|
||
|
TextEffects["clr1"] = new ColorEffect(0);
|
||
|
TextEffects["clr2"] = new ColorEffect(1); // TODO : should I use parameters instead of special names?
|
||
|
TextEffects["clr3"] = new ColorEffect(2);
|
||
|
|
||
|
var WavyEffect = function() {
|
||
|
this.DoEffect = function(char,time) {
|
||
|
char.offset.y += Math.sin( (time / 250) - (char.col / 2) ) * 4;
|
||
|
}
|
||
|
};
|
||
|
TextEffects["wvy"] = new WavyEffect();
|
||
|
|
||
|
var ShakyEffect = function() {
|
||
|
function disturb(func,time,offset,mult1,mult2) {
|
||
|
return func( (time * mult1) - (offset * mult2) );
|
||
|
}
|
||
|
|
||
|
this.DoEffect = function(char,time) {
|
||
|
char.offset.y += 3
|
||
|
* disturb(Math.sin,time,char.col,0.1,0.5)
|
||
|
* disturb(Math.cos,time,char.col,0.3,0.2)
|
||
|
* disturb(Math.sin,time,char.row,2.0,1.0);
|
||
|
char.offset.x += 3
|
||
|
* disturb(Math.cos,time,char.row,0.1,1.0)
|
||
|
* disturb(Math.sin,time,char.col,3.0,0.7)
|
||
|
* disturb(Math.cos,time,char.col,0.2,0.3);
|
||
|
}
|
||
|
};
|
||
|
TextEffects["shk"] = new ShakyEffect();
|
||
|
|
||
|
var DebugHighlightEffect = function() {
|
||
|
this.DoEffect = function(char) {
|
||
|
char.color.r = 255;
|
||
|
char.color.g = 255;
|
||
|
char.color.b = 0;
|
||
|
char.color.a = 255;
|
||
|
}
|
||
|
}
|
||
|
TextEffects["_debug_highlight"] = new DebugHighlightEffect();
|
||
|
|
||
|
} // Dialog()
|
||
|
</script>
|
||
|
|
||
|
<script>
|
||
|
/*
|
||
|
TODO
|
||
|
- reset renderer function
|
||
|
- react to changes in: drawings, palettes
|
||
|
- possible future plan: limit size of cache (remove old images)
|
||
|
- change image store path from (pal > col > draw) to (draw > pal > col)
|
||
|
- get rid of old getSpriteImage (etc) methods
|
||
|
- get editor working again [in progress]
|
||
|
- move debug timer class into core (seems useful)
|
||
|
*/
|
||
|
|
||
|
function Renderer(tilesize, scale) {
|
||
|
|
||
|
console.log("!!!!! NEW RENDERER");
|
||
|
|
||
|
var imageStore = { // TODO : rename to imageCache
|
||
|
source: {},
|
||
|
render: {}
|
||
|
};
|
||
|
|
||
|
var palettes = null; // TODO : need null checks?
|
||
|
var context = null;
|
||
|
|
||
|
function setPalettes(paletteObj) {
|
||
|
palettes = paletteObj;
|
||
|
|
||
|
// TODO : should this really clear out the render cache?
|
||
|
imageStore.render = {};
|
||
|
}
|
||
|
|
||
|
function getPaletteColor(paletteId, colorIndex) {
|
||
|
if (palettes[paletteId] === undefined) {
|
||
|
paletteId = "default";
|
||
|
}
|
||
|
|
||
|
var palette = palettes[paletteId];
|
||
|
|
||
|
if (colorIndex > palette.colors.length) { // do I need this failure case? (seems un-reliable)
|
||
|
colorIndex = 0;
|
||
|
}
|
||
|
|
||
|
var color = palette.colors[colorIndex];
|
||
|
|
||
|
return {
|
||
|
r : color[0],
|
||
|
g : color[1],
|
||
|
b : color[2]
|
||
|
};
|
||
|
}
|
||
|
|
||
|
var debugRenderCount = 0;
|
||
|
|
||
|
// TODO : change image store path from (pal > col > draw) to (draw > pal > col)
|
||
|
function renderImage(drawing, paletteId) {
|
||
|
// debugRenderCount++;
|
||
|
// console.log("RENDER COUNT " + debugRenderCount);
|
||
|
|
||
|
var col = drawing.col;
|
||
|
var colStr = "" + col;
|
||
|
var pal = paletteId;
|
||
|
var drwId = drawing.drw;
|
||
|
var imgSrc = imageStore.source[ drawing.drw ];
|
||
|
|
||
|
// initialize render cache entry
|
||
|
if (imageStore.render[drwId] === undefined || imageStore.render[drwId] === null) {
|
||
|
imageStore.render[drwId] = {};
|
||
|
}
|
||
|
|
||
|
if (imageStore.render[drwId][pal] === undefined || imageStore.render[drwId][pal] === null) {
|
||
|
imageStore.render[drwId][pal] = {};
|
||
|
}
|
||
|
|
||
|
// create array of ImageData frames
|
||
|
imageStore.render[drwId][pal][colStr] = [];
|
||
|
|
||
|
for (var i = 0; i < imgSrc.length; i++) {
|
||
|
var frameSrc = imgSrc[i];
|
||
|
var frameData = imageDataFromImageSource( frameSrc, pal, col );
|
||
|
imageStore.render[drwId][pal][colStr].push(frameData);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
function imageDataFromImageSource(imageSource, pal, col) {
|
||
|
//console.log(imageSource);
|
||
|
|
||
|
var img = context.createImageData(tilesize*scale,tilesize*scale);
|
||
|
|
||
|
var backgroundColor = getPaletteColor(pal,0);
|
||
|
var foregroundColor = getPaletteColor(pal,col);
|
||
|
|
||
|
for (var y = 0; y < tilesize; y++) {
|
||
|
for (var x = 0; x < tilesize; x++) {
|
||
|
var px = imageSource[y][x];
|
||
|
for (var sy = 0; sy < scale; sy++) {
|
||
|
for (var sx = 0; sx < scale; sx++) {
|
||
|
var pxl = (((y * scale) + sy) * tilesize * scale * 4) + (((x*scale) + sx) * 4);
|
||
|
if ( px === 1 ) {
|
||
|
img.data[pxl + 0] = foregroundColor.r;
|
||
|
img.data[pxl + 1] = foregroundColor.g;
|
||
|
img.data[pxl + 2] = foregroundColor.b;
|
||
|
img.data[pxl + 3] = 255;
|
||
|
}
|
||
|
else { //ch === 0
|
||
|
img.data[pxl + 0] = backgroundColor.r;
|
||
|
img.data[pxl + 1] = backgroundColor.g;
|
||
|
img.data[pxl + 2] = backgroundColor.b;
|
||
|
img.data[pxl + 3] = 255;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// convert to canvas: chrome has poor performance when working directly with image data
|
||
|
var imageCanvas = document.createElement("canvas");
|
||
|
imageCanvas.width = img.width;
|
||
|
imageCanvas.height = img.height;
|
||
|
var imageContext = imageCanvas.getContext("2d");
|
||
|
imageContext.putImageData(img,0,0);
|
||
|
|
||
|
return imageCanvas;
|
||
|
}
|
||
|
|
||
|
// TODO : move into core
|
||
|
function undefinedOrNull(x) {
|
||
|
return x === undefined || x === null;
|
||
|
}
|
||
|
|
||
|
function isImageRendered(drawing, paletteId) {
|
||
|
var col = drawing.col;
|
||
|
var colStr = "" + col;
|
||
|
var pal = paletteId;
|
||
|
var drwId = drawing.drw;
|
||
|
|
||
|
if (undefinedOrNull(imageStore.render[drwId]) ||
|
||
|
undefinedOrNull(imageStore.render[drwId][pal]) ||
|
||
|
undefinedOrNull(imageStore.render[drwId][pal][colStr])) {
|
||
|
return false;
|
||
|
}
|
||
|
else {
|
||
|
return true;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
function getImageSet(drawing, paletteId) {
|
||
|
return imageStore.render[drawing.drw][paletteId][drawing.col];
|
||
|
}
|
||
|
|
||
|
function getImageFrame(drawing, paletteId, frameOverride) {
|
||
|
var frameIndex = 0;
|
||
|
if (drawing.animation.isAnimated) {
|
||
|
if (frameOverride != undefined && frameOverride != null) {
|
||
|
frameIndex = frameOverride;
|
||
|
}
|
||
|
else {
|
||
|
frameIndex = drawing.animation.frameIndex;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return getImageSet(drawing, paletteId)[frameIndex];
|
||
|
}
|
||
|
|
||
|
function getOrRenderImage(drawing, paletteId, frameOverride) {
|
||
|
if (!isImageRendered(drawing, paletteId)) {
|
||
|
renderImage(drawing, paletteId);
|
||
|
}
|
||
|
|
||
|
return getImageFrame(drawing, paletteId, frameOverride);
|
||
|
}
|
||
|
|
||
|
/* PUBLIC INTERFACE */
|
||
|
this.GetImage = getOrRenderImage;
|
||
|
|
||
|
this.SetPalettes = setPalettes;
|
||
|
|
||
|
this.SetImageSource = function(drawingId, imageSourceData) {
|
||
|
imageStore.source[drawingId] = imageSourceData;
|
||
|
imageStore.render[drawingId] = {}; // reset render cache for this image
|
||
|
}
|
||
|
|
||
|
this.GetImageSource = function(drawingId) {
|
||
|
return imageStore.source[drawingId];
|
||
|
}
|
||
|
|
||
|
this.GetFrameCount = function(drawingId) {
|
||
|
return imageStore.source[drawingId].length;
|
||
|
}
|
||
|
|
||
|
this.AttachContext = function(ctx) {
|
||
|
context = ctx;
|
||
|
}
|
||
|
|
||
|
} // Renderer()
|
||
|
</script>
|
||
|
|
||
|
<script>
|
||
|
var xhr; // TODO : remove
|
||
|
var canvas;
|
||
|
var context; // TODO : remove if safe?
|
||
|
var ctx;
|
||
|
|
||
|
var room = {};
|
||
|
var tile = {};
|
||
|
var sprite = {};
|
||
|
var item = {};
|
||
|
var dialog = {};
|
||
|
var palette = { //start off with a default palette
|
||
|
"default" : {
|
||
|
name : "default",
|
||
|
colors : [[0,0,0],[255,255,255],[255,255,255]]
|
||
|
}
|
||
|
};
|
||
|
var variable = {}; // these are starting variable values -- they don't update (or I don't think they will)
|
||
|
var playerId = "A";
|
||
|
|
||
|
var titleDialogId = "title";
|
||
|
function getTitle() {
|
||
|
return dialog[titleDialogId].src;
|
||
|
}
|
||
|
function setTitle(titleSrc) {
|
||
|
dialog[titleDialogId] = { src:titleSrc, name:null };
|
||
|
}
|
||
|
|
||
|
var defaultFontName = "ascii_small";
|
||
|
var fontName = defaultFontName;
|
||
|
var TextDirection = {
|
||
|
LeftToRight : "LTR",
|
||
|
RightToLeft : "RTL"
|
||
|
};
|
||
|
var textDirection = TextDirection.LeftToRight;
|
||
|
|
||
|
var names = {
|
||
|
room : new Map(),
|
||
|
tile : new Map(), // Note: Not currently enabled in the UI
|
||
|
sprite : new Map(),
|
||
|
item : new Map(),
|
||
|
dialog : new Map(),
|
||
|
};
|
||
|
function updateNamesFromCurData() {
|
||
|
|
||
|
function createNameMap(objectStore) {
|
||
|
var map = new Map();
|
||
|
for (id in objectStore) {
|
||
|
if (objectStore[id].name != undefined && objectStore[id].name != null) {
|
||
|
map.set(objectStore[id].name, id);
|
||
|
}
|
||
|
}
|
||
|
return map;
|
||
|
}
|
||
|
|
||
|
names.room = createNameMap(room);
|
||
|
names.tile = createNameMap(tile);
|
||
|
names.sprite = createNameMap(sprite);
|
||
|
names.item = createNameMap(item);
|
||
|
names.dialog = createNameMap(dialog);
|
||
|
}
|
||
|
|
||
|
var spriteStartLocations = {};
|
||
|
|
||
|
/* VERSION */
|
||
|
var version = {
|
||
|
major: 7, // major changes
|
||
|
minor: 2, // smaller changes
|
||
|
devBuildPhase: "RELEASE",
|
||
|
};
|
||
|
function getEngineVersion() {
|
||
|
return version.major + "." + version.minor;
|
||
|
}
|
||
|
|
||
|
/* FLAGS */
|
||
|
var flags;
|
||
|
function resetFlags() {
|
||
|
flags = {
|
||
|
ROOM_FORMAT : 0 // 0 = non-comma separated, 1 = comma separated
|
||
|
};
|
||
|
}
|
||
|
resetFlags(); //init flags on load script
|
||
|
|
||
|
// SUPER hacky location... :/
|
||
|
var editorDevFlags = {
|
||
|
// NONE right now!
|
||
|
};
|
||
|
|
||
|
function clearGameData() {
|
||
|
room = {};
|
||
|
tile = {};
|
||
|
sprite = {};
|
||
|
item = {};
|
||
|
dialog = {};
|
||
|
palette = { //start off with a default palette
|
||
|
"default" : {
|
||
|
name : "default",
|
||
|
colors : [[0,0,0],[255,255,255],[255,255,255]]
|
||
|
}
|
||
|
};
|
||
|
isEnding = false; //todo - correct place for this?
|
||
|
variable = {};
|
||
|
|
||
|
// TODO RENDERER : clear data?
|
||
|
|
||
|
spriteStartLocations = {};
|
||
|
|
||
|
// hacky to have this multiple times...
|
||
|
names = {
|
||
|
room : new Map(),
|
||
|
tile : new Map(),
|
||
|
sprite : new Map(),
|
||
|
item : new Map(),
|
||
|
dialog : new Map(),
|
||
|
};
|
||
|
|
||
|
fontName = defaultFontName; // TODO : reset font manager too?
|
||
|
textDirection = TextDirection.LeftToRight;
|
||
|
}
|
||
|
|
||
|
var width = 128;
|
||
|
var height = 128;
|
||
|
var scale = 4; //this is stupid but necessary
|
||
|
var tilesize = 8;
|
||
|
var mapsize = 16;
|
||
|
|
||
|
var curRoom = "0";
|
||
|
|
||
|
var key = {
|
||
|
left : 37,
|
||
|
right : 39,
|
||
|
up : 38,
|
||
|
down : 40,
|
||
|
space : 32,
|
||
|
enter : 13,
|
||
|
w : 87,
|
||
|
a : 65,
|
||
|
s : 83,
|
||
|
d : 68,
|
||
|
r : 82,
|
||
|
shift : 16,
|
||
|
ctrl : 17,
|
||
|
alt : 18,
|
||
|
cmd : 224
|
||
|
};
|
||
|
|
||
|
var prevTime = 0;
|
||
|
var deltaTime = 0;
|
||
|
|
||
|
//inventory update UI handles
|
||
|
var onInventoryChanged = null;
|
||
|
var onVariableChanged = null;
|
||
|
var onGameReset = null;
|
||
|
|
||
|
var isPlayerEmbeddedInEditor = false;
|
||
|
|
||
|
var renderer = new Renderer(tilesize, scale);
|
||
|
|
||
|
function getGameNameFromURL() {
|
||
|
var game = window.location.hash.substring(1);
|
||
|
// console.log("game name --- " + game);
|
||
|
return game;
|
||
|
}
|
||
|
|
||
|
function attachCanvas(c) {
|
||
|
canvas = c;
|
||
|
canvas.width = width * scale;
|
||
|
canvas.height = width * scale;
|
||
|
ctx = canvas.getContext("2d");
|
||
|
dialogRenderer.AttachContext(ctx);
|
||
|
renderer.AttachContext(ctx);
|
||
|
}
|
||
|
|
||
|
var curGameData = null;
|
||
|
function load_game(game_data, startWithTitle) {
|
||
|
curGameData = game_data; //remember the current game (used to reset the game)
|
||
|
|
||
|
dialogBuffer.Reset();
|
||
|
scriptInterpreter.ResetEnvironment(); // ensures variables are reset -- is this the best way?
|
||
|
|
||
|
parseWorld(game_data);
|
||
|
|
||
|
if (!isPlayerEmbeddedInEditor) {
|
||
|
// hack to ensure default font is available
|
||
|
fontManager.AddResource(defaultFontName + fontManager.GetExtension(), document.getElementById(defaultFontName).text.slice(1));
|
||
|
}
|
||
|
|
||
|
var font = fontManager.Get( fontName );
|
||
|
dialogBuffer.SetFont(font);
|
||
|
dialogRenderer.SetFont(font);
|
||
|
|
||
|
setInitialVariables();
|
||
|
|
||
|
// setInterval(updateLoadingScreen, 300); // hack test
|
||
|
|
||
|
onready(startWithTitle);
|
||
|
}
|
||
|
|
||
|
function reset_cur_game() {
|
||
|
if (curGameData == null) {
|
||
|
return; //can't reset if we don't have the game data
|
||
|
}
|
||
|
|
||
|
stopGame();
|
||
|
clearGameData();
|
||
|
load_game(curGameData);
|
||
|
|
||
|
if (isPlayerEmbeddedInEditor && onGameReset != null) {
|
||
|
onGameReset();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
var update_interval = null;
|
||
|
function onready(startWithTitle) {
|
||
|
if(startWithTitle === undefined || startWithTitle === null) startWithTitle = true;
|
||
|
|
||
|
clearInterval(loading_interval);
|
||
|
|
||
|
input = new InputManager();
|
||
|
|
||
|
document.addEventListener('keydown', input.onkeydown);
|
||
|
document.addEventListener('keyup', input.onkeyup);
|
||
|
|
||
|
if (isPlayerEmbeddedInEditor) {
|
||
|
canvas.addEventListener('touchstart', input.ontouchstart, {passive:false});
|
||
|
canvas.addEventListener('touchmove', input.ontouchmove, {passive:false});
|
||
|
canvas.addEventListener('touchend', input.ontouchend, {passive:false});
|
||
|
}
|
||
|
else {
|
||
|
// creates a 'touchTrigger' element that covers the entire screen and can universally have touch event listeners added w/o issue.
|
||
|
|
||
|
// we're checking for existing touchTriggers both at game start and end, so it's slightly redundant.
|
||
|
var existingTouchTrigger = document.querySelector('#touchTrigger');
|
||
|
if (existingTouchTrigger === null){
|
||
|
var touchTrigger = document.createElement("div");
|
||
|
touchTrigger.setAttribute("id","touchTrigger");
|
||
|
|
||
|
// afaik css in js is necessary here to force a fullscreen element
|
||
|
touchTrigger.setAttribute(
|
||
|
"style","position: absolute; top: 0; left: 0; width: 100vw; height: 100vh; overflow: hidden;"
|
||
|
);
|
||
|
document.body.appendChild(touchTrigger);
|
||
|
|
||
|
touchTrigger.addEventListener('touchstart', input.ontouchstart);
|
||
|
touchTrigger.addEventListener('touchmove', input.ontouchmove);
|
||
|
touchTrigger.addEventListener('touchend', input.ontouchend);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
window.onblur = input.onblur;
|
||
|
|
||
|
update_interval = setInterval(update,16);
|
||
|
|
||
|
if(startWithTitle) { // used by editor
|
||
|
startNarrating(getTitle());
|
||
|
}
|
||
|
}
|
||
|
|
||
|
function setInitialVariables() {
|
||
|
for(id in variable) {
|
||
|
var value = variable[id]; // default to string
|
||
|
if(value === "true") {
|
||
|
value = true;
|
||
|
}
|
||
|
else if(value === "false") {
|
||
|
value = false;
|
||
|
}
|
||
|
else if(!isNaN(parseFloat(value))) {
|
||
|
value = parseFloat(value);
|
||
|
}
|
||
|
scriptInterpreter.SetVariable(id,value);
|
||
|
}
|
||
|
scriptInterpreter.SetOnVariableChangeHandler( onVariableChanged );
|
||
|
}
|
||
|
|
||
|
function getOffset(evt) {
|
||
|
var offset = { x:0, y:0 };
|
||
|
|
||
|
var el = evt.target;
|
||
|
var rect = el.getBoundingClientRect();
|
||
|
|
||
|
offset.x += rect.left + el.scrollLeft;
|
||
|
offset.y += rect.top + el.scrollTop;
|
||
|
|
||
|
offset.x = evt.clientX - offset.x;
|
||
|
offset.y = evt.clientY - offset.y;
|
||
|
|
||
|
return offset;
|
||
|
}
|
||
|
|
||
|
function stopGame() {
|
||
|
console.log("stop GAME!");
|
||
|
|
||
|
document.removeEventListener('keydown', input.onkeydown);
|
||
|
document.removeEventListener('keyup', input.onkeyup);
|
||
|
|
||
|
if (isPlayerEmbeddedInEditor) {
|
||
|
canvas.removeEventListener('touchstart', input.ontouchstart);
|
||
|
canvas.removeEventListener('touchmove', input.ontouchmove);
|
||
|
canvas.removeEventListener('touchend', input.ontouchend);
|
||
|
}
|
||
|
else {
|
||
|
//check for touchTrigger and removes it
|
||
|
|
||
|
var existingTouchTrigger = document.querySelector('#touchTrigger');
|
||
|
if (existingTouchTrigger !== null){
|
||
|
existingTouchTrigger.removeEventListener('touchstart', input.ontouchstart);
|
||
|
existingTouchTrigger.removeEventListener('touchmove', input.ontouchmove);
|
||
|
existingTouchTrigger.removeEventListener('touchend', input.ontouchend);
|
||
|
|
||
|
existingTouchTrigger.parentElement.removeChild(existingTouchTrigger);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
window.onblur = null;
|
||
|
|
||
|
clearInterval(update_interval);
|
||
|
}
|
||
|
|
||
|
/* loading animation */
|
||
|
var loading_anim_data = [
|
||
|
[
|
||
|
0,1,1,1,1,1,1,0,
|
||
|
0,0,1,1,1,1,0,0,
|
||
|
0,0,1,1,1,1,0,0,
|
||
|
0,0,0,1,1,0,0,0,
|
||
|
0,0,0,1,1,0,0,0,
|
||
|
0,0,1,0,0,1,0,0,
|
||
|
0,0,1,0,0,1,0,0,
|
||
|
0,1,1,1,1,1,1,0,
|
||
|
],
|
||
|
[
|
||
|
0,1,1,1,1,1,1,0,
|
||
|
0,0,1,0,0,1,0,0,
|
||
|
0,0,1,1,1,1,0,0,
|
||
|
0,0,0,1,1,0,0,0,
|
||
|
0,0,0,1,1,0,0,0,
|
||
|
0,0,1,0,0,1,0,0,
|
||
|
0,0,1,1,1,1,0,0,
|
||
|
0,1,1,1,1,1,1,0,
|
||
|
],
|
||
|
[
|
||
|
0,1,1,1,1,1,1,0,
|
||
|
0,0,1,0,0,1,0,0,
|
||
|
0,0,1,0,0,1,0,0,
|
||
|
0,0,0,1,1,0,0,0,
|
||
|
0,0,0,1,1,0,0,0,
|
||
|
0,0,1,1,1,1,0,0,
|
||
|
0,0,1,1,1,1,0,0,
|
||
|
0,1,1,1,1,1,1,0,
|
||
|
],
|
||
|
[
|
||
|
0,1,1,1,1,1,1,0,
|
||
|
0,0,1,0,0,1,0,0,
|
||
|
0,0,1,0,0,1,0,0,
|
||
|
0,0,0,1,1,0,0,0,
|
||
|
0,0,0,1,1,0,0,0,
|
||
|
0,0,1,1,1,1,0,0,
|
||
|
0,0,1,1,1,1,0,0,
|
||
|
0,1,1,1,1,1,1,0,
|
||
|
],
|
||
|
[
|
||
|
0,0,0,0,0,0,0,0,
|
||
|
1,0,0,0,0,0,0,1,
|
||
|
1,1,1,0,0,1,1,1,
|
||
|
1,1,1,1,1,0,0,1,
|
||
|
1,1,1,1,1,0,0,1,
|
||
|
1,1,1,0,0,1,1,1,
|
||
|
1,0,0,0,0,0,0,1,
|
||
|
0,0,0,0,0,0,0,0,
|
||
|
]
|
||
|
];
|
||
|
var loading_anim_frame = 0;
|
||
|
var loading_anim_speed = 500;
|
||
|
var loading_interval = null;
|
||
|
|
||
|
function loadingAnimation() {
|
||
|
//create image
|
||
|
var loadingAnimImg = ctx.createImageData(8*scale, 8*scale);
|
||
|
//draw image
|
||
|
for (var y = 0; y < 8; y++) {
|
||
|
for (var x = 0; x < 8; x++) {
|
||
|
var i = (y * 8) + x;
|
||
|
if (loading_anim_data[loading_anim_frame][i] == 1) {
|
||
|
//scaling nonsense
|
||
|
for (var sy = 0; sy < scale; sy++) {
|
||
|
for (var sx = 0; sx < scale; sx++) {
|
||
|
var pxl = 4 * ( (((y*scale)+sy) * (8*scale)) + ((x*scale)+sx) );
|
||
|
loadingAnimImg.data[pxl+0] = 255;
|
||
|
loadingAnimImg.data[pxl+1] = 255;
|
||
|
loadingAnimImg.data[pxl+2] = 255;
|
||
|
loadingAnimImg.data[pxl+3] = 255;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
//put image on canvas
|
||
|
ctx.putImageData(loadingAnimImg,scale*(width/2 - 4),scale*(height/2 - 4));
|
||
|
//update frame
|
||
|
loading_anim_frame++;
|
||
|
if (loading_anim_frame >= 5) loading_anim_frame = 0;
|
||
|
}
|
||
|
|
||
|
function updateLoadingScreen() {
|
||
|
// TODO : in progress
|
||
|
ctx.fillStyle = "rgb(0,0,0)";
|
||
|
ctx.fillRect(0,0,canvas.width,canvas.height);
|
||
|
|
||
|
loadingAnimation();
|
||
|
drawSprite( getSpriteImage(sprite["a"],"0",0), 8, 8, ctx );
|
||
|
}
|
||
|
|
||
|
function update() {
|
||
|
var curTime = Date.now();
|
||
|
deltaTime = curTime - prevTime;
|
||
|
|
||
|
if (curRoom == null) {
|
||
|
// in the special case where there is no valid room, end the game
|
||
|
startNarrating( "", true /*isEnding*/ );
|
||
|
}
|
||
|
|
||
|
if (!transition.IsTransitionActive()) {
|
||
|
updateInput();
|
||
|
}
|
||
|
|
||
|
if (transition.IsTransitionActive()) {
|
||
|
// transition animation takes over everything!
|
||
|
transition.UpdateTransition(deltaTime);
|
||
|
}
|
||
|
else {
|
||
|
if (!isNarrating && !isEnding) {
|
||
|
updateAnimation();
|
||
|
drawRoom( room[curRoom] ); // draw world if game has begun
|
||
|
}
|
||
|
else {
|
||
|
//make sure to still clear screen
|
||
|
ctx.fillStyle = "rgb(" + getPal(curPal())[0][0] + "," + getPal(curPal())[0][1] + "," + getPal(curPal())[0][2] + ")";
|
||
|
ctx.fillRect(0,0,canvas.width,canvas.height);
|
||
|
}
|
||
|
|
||
|
// if (isDialogMode) { // dialog mode
|
||
|
if(dialogBuffer.IsActive()) {
|
||
|
dialogRenderer.Draw( dialogBuffer, deltaTime );
|
||
|
dialogBuffer.Update( deltaTime );
|
||
|
}
|
||
|
|
||
|
// keep moving avatar if player holds down button
|
||
|
if( !dialogBuffer.IsActive() && !isEnding )
|
||
|
{
|
||
|
if( curPlayerDirection != Direction.None ) {
|
||
|
playerHoldToMoveTimer -= deltaTime;
|
||
|
|
||
|
if( playerHoldToMoveTimer <= 0 )
|
||
|
{
|
||
|
movePlayer( curPlayerDirection );
|
||
|
playerHoldToMoveTimer = 150;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
prevTime = curTime;
|
||
|
|
||
|
input.resetKeyPressed();
|
||
|
input.resetTapReleased();
|
||
|
}
|
||
|
|
||
|
function updateInput() {
|
||
|
if( dialogBuffer.IsActive() ) {
|
||
|
if (input.anyKeyPressed() || input.isTapReleased()) {
|
||
|
/* CONTINUE DIALOG */
|
||
|
if (dialogBuffer.CanContinue()) {
|
||
|
var hasMoreDialog = dialogBuffer.Continue();
|
||
|
if(!hasMoreDialog) {
|
||
|
// ignore currently held keys UNTIL they are released (stops player from insta-moving)
|
||
|
input.ignoreHeldKeys();
|
||
|
}
|
||
|
}
|
||
|
else {
|
||
|
dialogBuffer.Skip();
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
else if ( isEnding ) {
|
||
|
if (input.anyKeyPressed() || input.isTapReleased()) {
|
||
|
/* RESTART GAME */
|
||
|
reset_cur_game();
|
||
|
}
|
||
|
}
|
||
|
else {
|
||
|
/* WALK */
|
||
|
var prevPlayerDirection = curPlayerDirection;
|
||
|
|
||
|
if ( input.isKeyDown( key.left ) || input.isKeyDown( key.a ) || input.swipeLeft() ) {
|
||
|
curPlayerDirection = Direction.Left;
|
||
|
}
|
||
|
else if ( input.isKeyDown( key.right ) || input.isKeyDown( key.d ) || input.swipeRight() ) {
|
||
|
curPlayerDirection = Direction.Right;
|
||
|
}
|
||
|
else if ( input.isKeyDown( key.up ) || input.isKeyDown( key.w ) || input.swipeUp() ) {
|
||
|
curPlayerDirection = Direction.Up;
|
||
|
}
|
||
|
else if ( input.isKeyDown( key.down ) || input.isKeyDown( key.s ) || input.swipeDown() ) {
|
||
|
curPlayerDirection = Direction.Down;
|
||
|
}
|
||
|
else {
|
||
|
curPlayerDirection = Direction.None;
|
||
|
}
|
||
|
|
||
|
if (curPlayerDirection != Direction.None && curPlayerDirection != prevPlayerDirection) {
|
||
|
movePlayer( curPlayerDirection );
|
||
|
playerHoldToMoveTimer = 500;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
var animationCounter = 0;
|
||
|
var animationTime = 400;
|
||
|
function updateAnimation() {
|
||
|
animationCounter += deltaTime;
|
||
|
|
||
|
if ( animationCounter >= animationTime ) {
|
||
|
|
||
|
// animate sprites
|
||
|
for (id in sprite) {
|
||
|
var spr = sprite[id];
|
||
|
if (spr.animation.isAnimated) {
|
||
|
spr.animation.frameIndex = ( spr.animation.frameIndex + 1 ) % spr.animation.frameCount;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// animate tiles
|
||
|
for (id in tile) {
|
||
|
var til = tile[id];
|
||
|
if (til.animation.isAnimated) {
|
||
|
til.animation.frameIndex = ( til.animation.frameIndex + 1 ) % til.animation.frameCount;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// animate items
|
||
|
for (id in item) {
|
||
|
var itm = item[id];
|
||
|
if (itm.animation.isAnimated) {
|
||
|
itm.animation.frameIndex = ( itm.animation.frameIndex + 1 ) % itm.animation.frameCount;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// reset counter
|
||
|
animationCounter = 0;
|
||
|
|
||
|
}
|
||
|
}
|
||
|
|
||
|
function resetAllAnimations() {
|
||
|
for (id in sprite) {
|
||
|
var spr = sprite[id];
|
||
|
if (spr.animation.isAnimated) {
|
||
|
spr.animation.frameIndex = 0;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
for (id in tile) {
|
||
|
var til = tile[id];
|
||
|
if (til.animation.isAnimated) {
|
||
|
til.animation.frameIndex = 0;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
for (id in item) {
|
||
|
var itm = item[id];
|
||
|
if (itm.animation.isAnimated) {
|
||
|
itm.animation.frameIndex = 0;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
function getSpriteAt(x,y) {
|
||
|
for (id in sprite) {
|
||
|
var spr = sprite[id];
|
||
|
if (spr.room === curRoom) {
|
||
|
if (spr.x == x && spr.y == y) {
|
||
|
return id;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
return null;
|
||
|
}
|
||
|
|
||
|
var Direction = {
|
||
|
None : -1,
|
||
|
Up : 0,
|
||
|
Down : 1,
|
||
|
Left : 2,
|
||
|
Right : 3
|
||
|
};
|
||
|
|
||
|
var curPlayerDirection = Direction.None;
|
||
|
var playerHoldToMoveTimer = 0;
|
||
|
|
||
|
var InputManager = function() {
|
||
|
var self = this;
|
||
|
|
||
|
var pressed;
|
||
|
var ignored;
|
||
|
var newKeyPress;
|
||
|
var touchState;
|
||
|
|
||
|
function resetAll() {
|
||
|
pressed = {};
|
||
|
ignored = {};
|
||
|
newKeyPress = false;
|
||
|
|
||
|
touchState = {
|
||
|
isDown : false,
|
||
|
startX : 0,
|
||
|
startY : 0,
|
||
|
curX : 0,
|
||
|
curY : 0,
|
||
|
swipeDistance : 30,
|
||
|
swipeDirection : Direction.None,
|
||
|
tapReleased : false
|
||
|
};
|
||
|
}
|
||
|
resetAll();
|
||
|
|
||
|
function stopWindowScrolling(e) {
|
||
|
if(e.keyCode == key.left || e.keyCode == key.right || e.keyCode == key.up || e.keyCode == key.down || !isPlayerEmbeddedInEditor)
|
||
|
e.preventDefault();
|
||
|
}
|
||
|
|
||
|
function tryRestartGame(e) {
|
||
|
/* RESTART GAME */
|
||
|
if ( e.keyCode === key.r && ( e.getModifierState("Control") || e.getModifierState("Meta") ) ) {
|
||
|
if ( confirm("Restart the game?") ) {
|
||
|
reset_cur_game();
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
function eventIsModifier(event) {
|
||
|
return (event.keyCode == key.shift || event.keyCode == key.ctrl || event.keyCode == key.alt || event.keyCode == key.cmd);
|
||
|
}
|
||
|
|
||
|
function isModifierKeyDown() {
|
||
|
return ( self.isKeyDown(key.shift) || self.isKeyDown(key.ctrl) || self.isKeyDown(key.alt) || self.isKeyDown(key.cmd) );
|
||
|
}
|
||
|
|
||
|
this.ignoreHeldKeys = function() {
|
||
|
for (var key in pressed) {
|
||
|
if (pressed[key]) { // only ignore keys that are actually held
|
||
|
ignored[key] = true;
|
||
|
// console.log("IGNORE -- " + key);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
this.onkeydown = function(event) {
|
||
|
// console.log("KEYDOWN -- " + event.keyCode);
|
||
|
|
||
|
stopWindowScrolling(event);
|
||
|
|
||
|
tryRestartGame(event);
|
||
|
|
||
|
// Special keys being held down can interfere with keyup events and lock movement
|
||
|
// so just don't collect input when they're held
|
||
|
{
|
||
|
if (isModifierKeyDown()) {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if (eventIsModifier(event)) {
|
||
|
resetAll();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if (ignored[event.keyCode]) {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if (!self.isKeyDown(event.keyCode)) {
|
||
|
newKeyPress = true;
|
||
|
}
|
||
|
|
||
|
pressed[event.keyCode] = true;
|
||
|
ignored[event.keyCode] = false;
|
||
|
}
|
||
|
|
||
|
this.onkeyup = function(event) {
|
||
|
// console.log("KEYUP -- " + event.keyCode);
|
||
|
pressed[event.keyCode] = false;
|
||
|
ignored[event.keyCode] = false;
|
||
|
}
|
||
|
|
||
|
this.ontouchstart = function(event) {
|
||
|
event.preventDefault();
|
||
|
|
||
|
if( event.changedTouches.length > 0 ) {
|
||
|
touchState.isDown = true;
|
||
|
|
||
|
touchState.startX = touchState.curX = event.changedTouches[0].clientX;
|
||
|
touchState.startY = touchState.curY = event.changedTouches[0].clientY;
|
||
|
|
||
|
touchState.swipeDirection = Direction.None;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
this.ontouchmove = function(event) {
|
||
|
event.preventDefault();
|
||
|
|
||
|
if( touchState.isDown && event.changedTouches.length > 0 ) {
|
||
|
touchState.curX = event.changedTouches[0].clientX;
|
||
|
touchState.curY = event.changedTouches[0].clientY;
|
||
|
|
||
|
var prevDirection = touchState.swipeDirection;
|
||
|
|
||
|
if( touchState.curX - touchState.startX <= -touchState.swipeDistance ) {
|
||
|
touchState.swipeDirection = Direction.Left;
|
||
|
}
|
||
|
else if( touchState.curX - touchState.startX >= touchState.swipeDistance ) {
|
||
|
touchState.swipeDirection = Direction.Right;
|
||
|
}
|
||
|
else if( touchState.curY - touchState.startY <= -touchState.swipeDistance ) {
|
||
|
touchState.swipeDirection = Direction.Up;
|
||
|
}
|
||
|
else if( touchState.curY - touchState.startY >= touchState.swipeDistance ) {
|
||
|
touchState.swipeDirection = Direction.Down;
|
||
|
}
|
||
|
|
||
|
if( touchState.swipeDirection != prevDirection ) {
|
||
|
// reset center so changing directions is easier
|
||
|
touchState.startX = touchState.curX;
|
||
|
touchState.startY = touchState.curY;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
this.ontouchend = function(event) {
|
||
|
event.preventDefault();
|
||
|
|
||
|
touchState.isDown = false;
|
||
|
|
||
|
if( touchState.swipeDirection == Direction.None ) {
|
||
|
// tap!
|
||
|
touchState.tapReleased = true;
|
||
|
}
|
||
|
|
||
|
touchState.swipeDirection = Direction.None;
|
||
|
}
|
||
|
|
||
|
this.isKeyDown = function(keyCode) {
|
||
|
return pressed[keyCode] != null && pressed[keyCode] == true && (ignored[keyCode] == null || ignored[keyCode] == false);
|
||
|
}
|
||
|
|
||
|
this.anyKeyPressed = function() {
|
||
|
return newKeyPress;
|
||
|
}
|
||
|
|
||
|
this.resetKeyPressed = function() {
|
||
|
newKeyPress = false;
|
||
|
}
|
||
|
|
||
|
this.swipeLeft = function() {
|
||
|
return touchState.swipeDirection == Direction.Left;
|
||
|
}
|
||
|
|
||
|
this.swipeRight = function() {
|
||
|
return touchState.swipeDirection == Direction.Right;
|
||
|
}
|
||
|
|
||
|
this.swipeUp = function() {
|
||
|
return touchState.swipeDirection == Direction.Up;
|
||
|
}
|
||
|
|
||
|
this.swipeDown = function() {
|
||
|
return touchState.swipeDirection == Direction.Down;
|
||
|
}
|
||
|
|
||
|
this.isTapReleased = function() {
|
||
|
return touchState.tapReleased;
|
||
|
}
|
||
|
|
||
|
this.resetTapReleased = function() {
|
||
|
touchState.tapReleased = false;
|
||
|
}
|
||
|
|
||
|
this.onblur = function() {
|
||
|
// console.log("~~~ BLUR ~~");
|
||
|
resetAll();
|
||
|
}
|
||
|
}
|
||
|
var input = null;
|
||
|
|
||
|
function movePlayer(direction) {
|
||
|
if (player().room == null || !Object.keys(room).includes(player().room)) {
|
||
|
return; // player room is missing or invalid.. can't move them!
|
||
|
}
|
||
|
|
||
|
var spr = null;
|
||
|
|
||
|
if ( curPlayerDirection == Direction.Left && !(spr = getSpriteLeft()) && !isWallLeft()) {
|
||
|
player().x -= 1;
|
||
|
}
|
||
|
else if ( curPlayerDirection == Direction.Right && !(spr = getSpriteRight()) && !isWallRight()) {
|
||
|
player().x += 1;
|
||
|
}
|
||
|
else if ( curPlayerDirection == Direction.Up && !(spr = getSpriteUp()) && !isWallUp()) {
|
||
|
player().y -= 1;
|
||
|
}
|
||
|
else if ( curPlayerDirection == Direction.Down && !(spr = getSpriteDown()) && !isWallDown()) {
|
||
|
player().y += 1;
|
||
|
}
|
||
|
|
||
|
var ext = getExit( player().room, player().x, player().y );
|
||
|
var end = getEnding( player().room, player().x, player().y );
|
||
|
var itmIndex = getItemIndex( player().room, player().x, player().y );
|
||
|
|
||
|
// do items first, because you can pick up an item AND go through a door
|
||
|
if (itmIndex > -1) {
|
||
|
var itm = room[player().room].items[itmIndex];
|
||
|
var itemRoom = player().room;
|
||
|
|
||
|
startItemDialog(itm.id, function() {
|
||
|
// remove item from room
|
||
|
room[itemRoom].items.splice(itmIndex, 1);
|
||
|
|
||
|
// update player inventory
|
||
|
if (player().inventory[itm.id]) {
|
||
|
player().inventory[itm.id] += 1;
|
||
|
}
|
||
|
else {
|
||
|
player().inventory[itm.id] = 1;
|
||
|
}
|
||
|
|
||
|
// show inventory change in UI
|
||
|
if (onInventoryChanged != null) {
|
||
|
onInventoryChanged(itm.id);
|
||
|
}
|
||
|
});
|
||
|
}
|
||
|
|
||
|
if (end) {
|
||
|
startEndingDialog(end);
|
||
|
}
|
||
|
else if (ext) {
|
||
|
movePlayerThroughExit(ext);
|
||
|
}
|
||
|
else if (spr) {
|
||
|
startSpriteDialog(spr /*spriteId*/);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
var transition = new TransitionManager();
|
||
|
|
||
|
function movePlayerThroughExit(ext) {
|
||
|
var GoToDest = function() {
|
||
|
if (ext.transition_effect != null) {
|
||
|
transition.BeginTransition(player().room, player().x, player().y, ext.dest.room, ext.dest.x, ext.dest.y, ext.transition_effect);
|
||
|
transition.UpdateTransition(0);
|
||
|
}
|
||
|
|
||
|
player().room = ext.dest.room;
|
||
|
player().x = ext.dest.x;
|
||
|
player().y = ext.dest.y;
|
||
|
curRoom = ext.dest.room;
|
||
|
|
||
|
initRoom(curRoom);
|
||
|
};
|
||
|
|
||
|
if (ext.dlg != undefined && ext.dlg != null) {
|
||
|
// TODO : I need to simplify dialog code,
|
||
|
// so I don't have to get the ID and the source str
|
||
|
// every time!
|
||
|
startDialog(
|
||
|
dialog[ext.dlg].src,
|
||
|
ext.dlg,
|
||
|
function(result) {
|
||
|
var isLocked = ext.property && ext.property.locked === true;
|
||
|
if (!isLocked) {
|
||
|
GoToDest();
|
||
|
}
|
||
|
},
|
||
|
ext);
|
||
|
}
|
||
|
else {
|
||
|
GoToDest();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
function initRoom(roomId) {
|
||
|
// init exit properties
|
||
|
for (var i = 0; i < room[roomId].exits.length; i++) {
|
||
|
room[roomId].exits[i].property = { locked:false };
|
||
|
}
|
||
|
|
||
|
// init ending properties
|
||
|
for (var i = 0; i < room[roomId].endings.length; i++) {
|
||
|
room[roomId].endings[i].property = { locked:false };
|
||
|
}
|
||
|
}
|
||
|
|
||
|
function getItemIndex( roomId, x, y ) {
|
||
|
for( var i = 0; i < room[roomId].items.length; i++ ) {
|
||
|
var itm = room[roomId].items[i];
|
||
|
if ( itm.x == x && itm.y == y)
|
||
|
return i;
|
||
|
}
|
||
|
return -1;
|
||
|
}
|
||
|
|
||
|
function getSpriteLeft() { //repetitive?
|
||
|
return getSpriteAt( player().x - 1, player().y );
|
||
|
}
|
||
|
|
||
|
function getSpriteRight() {
|
||
|
return getSpriteAt( player().x + 1, player().y );
|
||
|
}
|
||
|
|
||
|
function getSpriteUp() {
|
||
|
return getSpriteAt( player().x, player().y - 1 );
|
||
|
}
|
||
|
|
||
|
function getSpriteDown() {
|
||
|
return getSpriteAt( player().x, player().y + 1 );
|
||
|
}
|
||
|
|
||
|
function isWallLeft() {
|
||
|
return (player().x - 1 < 0) || isWall( player().x - 1, player().y );
|
||
|
}
|
||
|
|
||
|
function isWallRight() {
|
||
|
return (player().x + 1 >= 16) || isWall( player().x + 1, player().y );
|
||
|
}
|
||
|
|
||
|
function isWallUp() {
|
||
|
return (player().y - 1 < 0) || isWall( player().x, player().y - 1 );
|
||
|
}
|
||
|
|
||
|
function isWallDown() {
|
||
|
return (player().y + 1 >= 16) || isWall( player().x, player().y + 1 );
|
||
|
}
|
||
|
|
||
|
function isWall(x,y,roomId) {
|
||
|
if(roomId == undefined || roomId == null)
|
||
|
roomId = curRoom;
|
||
|
|
||
|
var tileId = getTile( x, y );
|
||
|
|
||
|
if( tileId === '0' )
|
||
|
return false; // Blank spaces aren't walls, ya doofus
|
||
|
|
||
|
if( tile[tileId].isWall === undefined || tile[tileId].isWall === null ) {
|
||
|
// No wall-state defined: check room-specific walls
|
||
|
var i = room[roomId].walls.indexOf( getTile(x,y) );
|
||
|
return i > -1;
|
||
|
}
|
||
|
|
||
|
// Otherwise, use the tile's own wall-state
|
||
|
return tile[tileId].isWall;
|
||
|
}
|
||
|
|
||
|
function getItem(roomId,x,y) {
|
||
|
for (i in room[roomId].items) {
|
||
|
var item = room[roomId].items[i];
|
||
|
if (x == item.x && y == item.y) {
|
||
|
return item;
|
||
|
}
|
||
|
}
|
||
|
return null;
|
||
|
}
|
||
|
|
||
|
function getExit(roomId,x,y) {
|
||
|
for (i in room[roomId].exits) {
|
||
|
var e = room[roomId].exits[i];
|
||
|
if (x == e.x && y == e.y) {
|
||
|
return e;
|
||
|
}
|
||
|
}
|
||
|
return null;
|
||
|
}
|
||
|
|
||
|
function getEnding(roomId,x,y) {
|
||
|
for (i in room[roomId].endings) {
|
||
|
var e = room[roomId].endings[i];
|
||
|
if (x == e.x && y == e.y) {
|
||
|
return e;
|
||
|
}
|
||
|
}
|
||
|
return null;
|
||
|
}
|
||
|
|
||
|
function getTile(x,y) {
|
||
|
// console.log(x + " " + y);
|
||
|
var t = getRoom().tilemap[y][x];
|
||
|
return t;
|
||
|
}
|
||
|
|
||
|
function player() {
|
||
|
return sprite[playerId];
|
||
|
}
|
||
|
|
||
|
// Sort of a hack for legacy palette code (when it was just an array)
|
||
|
function getPal(id) {
|
||
|
if (palette[id] === undefined) {
|
||
|
id = "default";
|
||
|
}
|
||
|
|
||
|
return palette[ id ].colors;
|
||
|
}
|
||
|
|
||
|
function getRoom() {
|
||
|
return room[curRoom];
|
||
|
}
|
||
|
|
||
|
function isSpriteOffstage(id) {
|
||
|
return sprite[id].room == null;
|
||
|
}
|
||
|
|
||
|
function parseWorld(file) {
|
||
|
spriteStartLocations = {};
|
||
|
|
||
|
resetFlags();
|
||
|
|
||
|
var versionNumber = 0;
|
||
|
|
||
|
// flags to keep track of which compatibility conversions
|
||
|
// need to be applied to this game data
|
||
|
var compatibilityFlags = {
|
||
|
convertSayToPrint : false,
|
||
|
combineEndingsWithDialog : false,
|
||
|
convertImplicitSpriteDialogIds : false,
|
||
|
};
|
||
|
|
||
|
var lines = file.split("\n");
|
||
|
var i = 0;
|
||
|
while (i < lines.length) {
|
||
|
var curLine = lines[i];
|
||
|
|
||
|
// console.log(lines[i]);
|
||
|
|
||
|
if (i == 0) {
|
||
|
i = parseTitle(lines, i);
|
||
|
}
|
||
|
else if (curLine.length <= 0 || curLine.charAt(0) === "#") {
|
||
|
// collect version number (from a comment.. hacky I know)
|
||
|
if (curLine.indexOf("# BITSY VERSION ") != -1) {
|
||
|
versionNumber = parseFloat(curLine.replace("# BITSY VERSION ", ""));
|
||
|
|
||
|
if (versionNumber < 5.0) {
|
||
|
compatibilityFlags.convertSayToPrint = true;
|
||
|
}
|
||
|
|
||
|
if (versionNumber < 7.0) {
|
||
|
compatibilityFlags.combineEndingsWithDialog = true;
|
||
|
compatibilityFlags.convertImplicitSpriteDialogIds = true;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//skip blank lines & comments
|
||
|
i++;
|
||
|
}
|
||
|
else if (getType(curLine) == "PAL") {
|
||
|
i = parsePalette(lines, i);
|
||
|
}
|
||
|
else if (getType(curLine) === "ROOM" || getType(curLine) === "SET") { //SET for back compat
|
||
|
i = parseRoom(lines, i, compatibilityFlags);
|
||
|
}
|
||
|
else if (getType(curLine) === "TIL") {
|
||
|
i = parseTile(lines, i);
|
||
|
}
|
||
|
else if (getType(curLine) === "SPR") {
|
||
|
i = parseSprite(lines, i);
|
||
|
}
|
||
|
else if (getType(curLine) === "ITM") {
|
||
|
i = parseItem(lines, i);
|
||
|
}
|
||
|
else if (getType(curLine) === "DRW") {
|
||
|
i = parseDrawing(lines, i);
|
||
|
}
|
||
|
else if (getType(curLine) === "DLG") {
|
||
|
i = parseDialog(lines, i, compatibilityFlags);
|
||
|
}
|
||
|
else if (getType(curLine) === "END" && compatibilityFlags.combineEndingsWithDialog) {
|
||
|
// parse endings for back compat
|
||
|
i = parseEnding(lines, i, compatibilityFlags);
|
||
|
}
|
||
|
else if (getType(curLine) === "VAR") {
|
||
|
i = parseVariable(lines, i);
|
||
|
}
|
||
|
else if (getType(curLine) === "DEFAULT_FONT") {
|
||
|
i = parseFontName(lines, i);
|
||
|
}
|
||
|
else if (getType(curLine) === "TEXT_DIRECTION") {
|
||
|
i = parseTextDirection(lines, i);
|
||
|
}
|
||
|
else if (getType(curLine) === "FONT") {
|
||
|
i = parseFontData(lines, i);
|
||
|
}
|
||
|
else if (getType(curLine) === "!") {
|
||
|
i = parseFlag(lines, i);
|
||
|
}
|
||
|
else {
|
||
|
i++;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
placeSprites();
|
||
|
|
||
|
var roomIds = Object.keys(room);
|
||
|
if (player() != undefined && player().room != null && roomIds.includes(player().room)) {
|
||
|
// player has valid room
|
||
|
curRoom = player().room;
|
||
|
}
|
||
|
else if (roomIds.length > 0) {
|
||
|
// player not in any room! what the heck
|
||
|
curRoom = roomIds[0];
|
||
|
}
|
||
|
else {
|
||
|
// uh oh there are no rooms I guess???
|
||
|
curRoom = null;
|
||
|
}
|
||
|
|
||
|
if (curRoom != null) {
|
||
|
initRoom(curRoom);
|
||
|
}
|
||
|
|
||
|
renderer.SetPalettes(palette);
|
||
|
|
||
|
scriptCompatibility(compatibilityFlags);
|
||
|
|
||
|
return versionNumber;
|
||
|
}
|
||
|
|
||
|
function scriptCompatibility(compatibilityFlags) {
|
||
|
if (compatibilityFlags.convertSayToPrint) {
|
||
|
console.log("CONVERT SAY TO PRINT!");
|
||
|
|
||
|
var PrintFunctionVisitor = function() {
|
||
|
var didChange = false;
|
||
|
this.DidChange = function() { return didChange; };
|
||
|
|
||
|
this.Visit = function(node) {
|
||
|
if (node.type != "function") {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if (node.name === "say") {
|
||
|
node.name = "print";
|
||
|
didChange = true;
|
||
|
}
|
||
|
};
|
||
|
};
|
||
|
|
||
|
for (dlgId in dialog) {
|
||
|
var dialogScript = scriptInterpreter.Parse(dialog[dlgId].src);
|
||
|
var visitor = new PrintFunctionVisitor();
|
||
|
dialogScript.VisitAll(visitor);
|
||
|
if (visitor.DidChange()) {
|
||
|
var newDialog = dialogScript.Serialize();
|
||
|
if (newDialog.indexOf("\n") > -1) {
|
||
|
newDialog = '"""\n' + newDialog + '\n"""';
|
||
|
}
|
||
|
dialog[dlgId].src = newDialog;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//TODO this is in progress and doesn't support all features
|
||
|
function serializeWorld(skipFonts) {
|
||
|
if (skipFonts === undefined || skipFonts === null)
|
||
|
skipFonts = false;
|
||
|
|
||
|
var worldStr = "";
|
||
|
/* TITLE */
|
||
|
worldStr += getTitle() + "\n";
|
||
|
worldStr += "\n";
|
||
|
/* VERSION */
|
||
|
worldStr += "# BITSY VERSION " + getEngineVersion() + "\n"; // add version as a comment for debugging purposes
|
||
|
if (version.devBuildPhase != "RELEASE") {
|
||
|
worldStr += "# DEVELOPMENT BUILD -- " + version.devBuildPhase;
|
||
|
}
|
||
|
worldStr += "\n";
|
||
|
/* FLAGS */
|
||
|
for (f in flags) {
|
||
|
worldStr += "! " + f + " " + flags[f] + "\n";
|
||
|
}
|
||
|
worldStr += "\n"
|
||
|
/* FONT */
|
||
|
if (fontName != defaultFontName) {
|
||
|
worldStr += "DEFAULT_FONT " + fontName + "\n";
|
||
|
worldStr += "\n"
|
||
|
}
|
||
|
if (textDirection != TextDirection.LeftToRight) {
|
||
|
worldStr += "TEXT_DIRECTION " + textDirection + "\n";
|
||
|
worldStr += "\n"
|
||
|
}
|
||
|
/* PALETTE */
|
||
|
for (id in palette) {
|
||
|
if (id != "default") {
|
||
|
worldStr += "PAL " + id + "\n";
|
||
|
if( palette[id].name != null )
|
||
|
worldStr += "NAME " + palette[id].name + "\n";
|
||
|
for (i in getPal(id)) {
|
||
|
for (j in getPal(id)[i]) {
|
||
|
worldStr += getPal(id)[i][j];
|
||
|
if (j < 2) worldStr += ",";
|
||
|
}
|
||
|
worldStr += "\n";
|
||
|
}
|
||
|
worldStr += "\n";
|
||
|
}
|
||
|
}
|
||
|
/* ROOM */
|
||
|
for (id in room) {
|
||
|
worldStr += "ROOM " + id + "\n";
|
||
|
if ( flags.ROOM_FORMAT == 0 ) {
|
||
|
// old non-comma separated format
|
||
|
for (i in room[id].tilemap) {
|
||
|
for (j in room[id].tilemap[i]) {
|
||
|
worldStr += room[id].tilemap[i][j];
|
||
|
}
|
||
|
worldStr += "\n";
|
||
|
}
|
||
|
}
|
||
|
else if ( flags.ROOM_FORMAT == 1 ) {
|
||
|
// new comma separated format
|
||
|
for (i in room[id].tilemap) {
|
||
|
for (j in room[id].tilemap[i]) {
|
||
|
worldStr += room[id].tilemap[i][j];
|
||
|
if (j < room[id].tilemap[i].length-1) worldStr += ","
|
||
|
}
|
||
|
worldStr += "\n";
|
||
|
}
|
||
|
}
|
||
|
if (room[id].name != null) {
|
||
|
/* NAME */
|
||
|
worldStr += "NAME " + room[id].name + "\n";
|
||
|
}
|
||
|
if (room[id].walls.length > 0) {
|
||
|
/* WALLS */
|
||
|
worldStr += "WAL ";
|
||
|
for (j in room[id].walls) {
|
||
|
worldStr += room[id].walls[j];
|
||
|
if (j < room[id].walls.length-1) {
|
||
|
worldStr += ",";
|
||
|
}
|
||
|
}
|
||
|
worldStr += "\n";
|
||
|
}
|
||
|
if (room[id].items.length > 0) {
|
||
|
/* ITEMS */
|
||
|
for (j in room[id].items) {
|
||
|
var itm = room[id].items[j];
|
||
|
worldStr += "ITM " + itm.id + " " + itm.x + "," + itm.y;
|
||
|
worldStr += "\n";
|
||
|
}
|
||
|
}
|
||
|
if (room[id].exits.length > 0) {
|
||
|
/* EXITS */
|
||
|
for (j in room[id].exits) {
|
||
|
var e = room[id].exits[j];
|
||
|
if ( isExitValid(e) ) {
|
||
|
worldStr += "EXT " + e.x + "," + e.y + " " + e.dest.room + " " + e.dest.x + "," + e.dest.y;
|
||
|
if (e.transition_effect != undefined && e.transition_effect != null) {
|
||
|
worldStr += " FX " + e.transition_effect;
|
||
|
}
|
||
|
if (e.dlg != undefined && e.dlg != null) {
|
||
|
worldStr += " DLG " + e.dlg;
|
||
|
}
|
||
|
worldStr += "\n";
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
if (room[id].endings.length > 0) {
|
||
|
/* ENDINGS */
|
||
|
for (j in room[id].endings) {
|
||
|
var e = room[id].endings[j];
|
||
|
// todo isEndingValid
|
||
|
worldStr += "END " + e.id + " " + e.x + "," + e.y;
|
||
|
worldStr += "\n";
|
||
|
}
|
||
|
}
|
||
|
if (room[id].pal != null && room[id].pal != "default") {
|
||
|
/* PALETTE */
|
||
|
worldStr += "PAL " + room[id].pal + "\n";
|
||
|
}
|
||
|
worldStr += "\n";
|
||
|
}
|
||
|
/* TILES */
|
||
|
for (id in tile) {
|
||
|
worldStr += "TIL " + id + "\n";
|
||
|
worldStr += serializeDrawing( "TIL_" + id );
|
||
|
if (tile[id].name != null && tile[id].name != undefined) {
|
||
|
/* NAME */
|
||
|
worldStr += "NAME " + tile[id].name + "\n";
|
||
|
}
|
||
|
if (tile[id].isWall != null && tile[id].isWall != undefined) {
|
||
|
/* WALL */
|
||
|
worldStr += "WAL " + tile[id].isWall + "\n";
|
||
|
}
|
||
|
if (tile[id].col != null && tile[id].col != undefined && tile[id].col != 1) {
|
||
|
/* COLOR OVERRIDE */
|
||
|
worldStr += "COL " + tile[id].col + "\n";
|
||
|
}
|
||
|
worldStr += "\n";
|
||
|
}
|
||
|
/* SPRITES */
|
||
|
for (id in sprite) {
|
||
|
worldStr += "SPR " + id + "\n";
|
||
|
worldStr += serializeDrawing( "SPR_" + id );
|
||
|
if (sprite[id].name != null && sprite[id].name != undefined) {
|
||
|
/* NAME */
|
||
|
worldStr += "NAME " + sprite[id].name + "\n";
|
||
|
}
|
||
|
if (sprite[id].dlg != null) {
|
||
|
worldStr += "DLG " + sprite[id].dlg + "\n";
|
||
|
}
|
||
|
if (sprite[id].room != null) {
|
||
|
/* SPRITE POSITION */
|
||
|
worldStr += "POS " + sprite[id].room + " " + sprite[id].x + "," + sprite[id].y + "\n";
|
||
|
}
|
||
|
if (sprite[id].inventory != null) {
|
||
|
for(itemId in sprite[id].inventory) {
|
||
|
worldStr += "ITM " + itemId + " " + sprite[id].inventory[itemId] + "\n";
|
||
|
}
|
||
|
}
|
||
|
if (sprite[id].col != null && sprite[id].col != undefined && sprite[id].col != 2) {
|
||
|
/* COLOR OVERRIDE */
|
||
|
worldStr += "COL " + sprite[id].col + "\n";
|
||
|
}
|
||
|
worldStr += "\n";
|
||
|
}
|
||
|
/* ITEMS */
|
||
|
for (id in item) {
|
||
|
worldStr += "ITM " + id + "\n";
|
||
|
worldStr += serializeDrawing( "ITM_" + id );
|
||
|
if (item[id].name != null && item[id].name != undefined) {
|
||
|
/* NAME */
|
||
|
worldStr += "NAME " + item[id].name + "\n";
|
||
|
}
|
||
|
if (item[id].dlg != null) {
|
||
|
worldStr += "DLG " + item[id].dlg + "\n";
|
||
|
}
|
||
|
if (item[id].col != null && item[id].col != undefined && item[id].col != 2) {
|
||
|
/* COLOR OVERRIDE */
|
||
|
worldStr += "COL " + item[id].col + "\n";
|
||
|
}
|
||
|
worldStr += "\n";
|
||
|
}
|
||
|
/* DIALOG */
|
||
|
for (id in dialog) {
|
||
|
if (id != titleDialogId) {
|
||
|
worldStr += "DLG " + id + "\n";
|
||
|
worldStr += dialog[id].src + "\n";
|
||
|
if (dialog[id].name != null) {
|
||
|
worldStr += "NAME " + dialog[id].name + "\n";
|
||
|
}
|
||
|
worldStr += "\n";
|
||
|
}
|
||
|
}
|
||
|
/* VARIABLES */
|
||
|
for (id in variable) {
|
||
|
worldStr += "VAR " + id + "\n";
|
||
|
worldStr += variable[id] + "\n";
|
||
|
worldStr += "\n";
|
||
|
}
|
||
|
/* FONT */
|
||
|
// TODO : support multiple fonts
|
||
|
if (fontName != defaultFontName && !skipFonts) {
|
||
|
worldStr += fontManager.GetData(fontName);
|
||
|
}
|
||
|
|
||
|
return worldStr;
|
||
|
}
|
||
|
|
||
|
function serializeDrawing(drwId) {
|
||
|
var imageSource = renderer.GetImageSource(drwId);
|
||
|
var drwStr = "";
|
||
|
for (f in imageSource) {
|
||
|
for (y in imageSource[f]) {
|
||
|
var rowStr = "";
|
||
|
for (x in imageSource[f][y]) {
|
||
|
rowStr += imageSource[f][y][x];
|
||
|
}
|
||
|
drwStr += rowStr + "\n";
|
||
|
}
|
||
|
if (f < (imageSource.length-1)) drwStr += ">\n";
|
||
|
}
|
||
|
return drwStr;
|
||
|
}
|
||
|
|
||
|
function isExitValid(e) {
|
||
|
var hasValidStartPos = e.x >= 0 && e.x < 16 && e.y >= 0 && e.y < 16;
|
||
|
var hasDest = e.dest != null;
|
||
|
var hasValidRoomDest = (e.dest.room != null && e.dest.x >= 0 && e.dest.x < 16 && e.dest.y >= 0 && e.dest.y < 16);
|
||
|
return hasValidStartPos && hasDest && hasValidRoomDest;
|
||
|
}
|
||
|
|
||
|
function placeSprites() {
|
||
|
for (id in spriteStartLocations) {
|
||
|
//console.log(id);
|
||
|
//console.log( spriteStartLocations[id] );
|
||
|
//console.log(sprite[id]);
|
||
|
sprite[id].room = spriteStartLocations[id].room;
|
||
|
sprite[id].x = spriteStartLocations[id].x;
|
||
|
sprite[id].y = spriteStartLocations[id].y;
|
||
|
//console.log(sprite[id]);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/* ARGUMENT GETTERS */
|
||
|
function getType(line) {
|
||
|
return getArg(line,0);
|
||
|
}
|
||
|
|
||
|
function getId(line) {
|
||
|
return getArg(line,1);
|
||
|
}
|
||
|
|
||
|
function getArg(line,arg) {
|
||
|
return line.split(" ")[arg];
|
||
|
}
|
||
|
|
||
|
function getCoord(line,arg) {
|
||
|
return getArg(line,arg).split(",");
|
||
|
}
|
||
|
|
||
|
function parseTitle(lines, i) {
|
||
|
var results = scriptUtils.ReadDialogScript(lines,i);
|
||
|
setTitle(results.script);
|
||
|
i = results.index;
|
||
|
|
||
|
i++;
|
||
|
|
||
|
return i;
|
||
|
}
|
||
|
|
||
|
function parseRoom(lines, i, compatibilityFlags) {
|
||
|
var id = getId(lines[i]);
|
||
|
room[id] = {
|
||
|
id : id,
|
||
|
tilemap : [],
|
||
|
walls : [],
|
||
|
exits : [],
|
||
|
endings : [],
|
||
|
items : [],
|
||
|
pal : null,
|
||
|
name : null
|
||
|
};
|
||
|
i++;
|
||
|
|
||
|
// create tile map
|
||
|
if ( flags.ROOM_FORMAT == 0 ) {
|
||
|
// old way: no commas, single char tile ids
|
||
|
var end = i + mapsize;
|
||
|
var y = 0;
|
||
|
for (; i<end; i++) {
|
||
|
room[id].tilemap.push( [] );
|
||
|
for (x = 0; x<mapsize; x++) {
|
||
|
room[id].tilemap[y].push( lines[i].charAt(x) );
|
||
|
}
|
||
|
y++;
|
||
|
}
|
||
|
}
|
||
|
else if ( flags.ROOM_FORMAT == 1 ) {
|
||
|
// new way: comma separated, multiple char tile ids
|
||
|
var end = i + mapsize;
|
||
|
var y = 0;
|
||
|
for (; i<end; i++) {
|
||
|
room[id].tilemap.push( [] );
|
||
|
var lineSep = lines[i].split(",");
|
||
|
for (x = 0; x<mapsize; x++) {
|
||
|
room[id].tilemap[y].push( lineSep[x] );
|
||
|
}
|
||
|
y++;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
while (i < lines.length && lines[i].length > 0) { //look for empty line
|
||
|
// console.log(getType(lines[i]));
|
||
|
if (getType(lines[i]) === "SPR") {
|
||
|
/* NOTE SPRITE START LOCATIONS */
|
||
|
var sprId = getId(lines[i]);
|
||
|
if (sprId.indexOf(",") == -1 && lines[i].split(" ").length >= 3) { //second conditional checks for coords
|
||
|
/* PLACE A SINGLE SPRITE */
|
||
|
var sprCoord = lines[i].split(" ")[2].split(",");
|
||
|
spriteStartLocations[sprId] = {
|
||
|
room : id,
|
||
|
x : parseInt(sprCoord[0]),
|
||
|
y : parseInt(sprCoord[1])
|
||
|
};
|
||
|
}
|
||
|
else if ( flags.ROOM_FORMAT == 0 ) { // TODO: right now this shortcut only works w/ the old comma separate format
|
||
|
/* PLACE MULTIPLE SPRITES*/
|
||
|
//Does find and replace in the tilemap (may be hacky, but its convenient)
|
||
|
var sprList = sprId.split(",");
|
||
|
for (row in room[id].tilemap) {
|
||
|
for (s in sprList) {
|
||
|
var col = room[id].tilemap[row].indexOf( sprList[s] );
|
||
|
//if the sprite is in this row, replace it with the "null tile" and set its starting position
|
||
|
if (col != -1) {
|
||
|
room[id].tilemap[row][col] = "0";
|
||
|
spriteStartLocations[ sprList[s] ] = {
|
||
|
room : id,
|
||
|
x : parseInt(col),
|
||
|
y : parseInt(row)
|
||
|
};
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
else if (getType(lines[i]) === "ITM") {
|
||
|
var itmId = getId(lines[i]);
|
||
|
var itmCoord = lines[i].split(" ")[2].split(",");
|
||
|
var itm = {
|
||
|
id: itmId,
|
||
|
x : parseInt(itmCoord[0]),
|
||
|
y : parseInt(itmCoord[1])
|
||
|
};
|
||
|
room[id].items.push( itm );
|
||
|
}
|
||
|
else if (getType(lines[i]) === "WAL") {
|
||
|
/* DEFINE COLLISIONS (WALLS) */
|
||
|
room[id].walls = getId(lines[i]).split(",");
|
||
|
}
|
||
|
else if (getType(lines[i]) === "EXT") {
|
||
|
/* ADD EXIT */
|
||
|
var exitArgs = lines[i].split(" ");
|
||
|
//arg format: EXT 10,5 M 3,2 [AVA:7 LCK:a,9] [AVA 7 LCK a 9]
|
||
|
var exitCoords = exitArgs[1].split(",");
|
||
|
var destName = exitArgs[2];
|
||
|
var destCoords = exitArgs[3].split(",");
|
||
|
var ext = {
|
||
|
x : parseInt(exitCoords[0]),
|
||
|
y : parseInt(exitCoords[1]),
|
||
|
dest : {
|
||
|
room : destName,
|
||
|
x : parseInt(destCoords[0]),
|
||
|
y : parseInt(destCoords[1])
|
||
|
},
|
||
|
transition_effect : null,
|
||
|
dlg: null,
|
||
|
};
|
||
|
|
||
|
// optional arguments
|
||
|
var exitArgIndex = 4;
|
||
|
while (exitArgIndex < exitArgs.length) {
|
||
|
if (exitArgs[exitArgIndex] == "FX") {
|
||
|
ext.transition_effect = exitArgs[exitArgIndex+1];
|
||
|
exitArgIndex += 2;
|
||
|
}
|
||
|
else if (exitArgs[exitArgIndex] == "DLG") {
|
||
|
ext.dlg = exitArgs[exitArgIndex+1];
|
||
|
exitArgIndex += 2;
|
||
|
}
|
||
|
else {
|
||
|
exitArgIndex += 1;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
room[id].exits.push(ext);
|
||
|
}
|
||
|
else if (getType(lines[i]) === "END") {
|
||
|
/* ADD ENDING */
|
||
|
var endId = getId(lines[i]);
|
||
|
|
||
|
// compatibility with when endings were stored separate from other dialog
|
||
|
if (compatibilityFlags.combineEndingsWithDialog) {
|
||
|
endId = "end_" + endId;
|
||
|
}
|
||
|
|
||
|
var endCoords = getCoord(lines[i], 2);
|
||
|
var end = {
|
||
|
id : endId,
|
||
|
x : parseInt(endCoords[0]),
|
||
|
y : parseInt(endCoords[1])
|
||
|
};
|
||
|
|
||
|
room[id].endings.push(end);
|
||
|
}
|
||
|
else if (getType(lines[i]) === "PAL") {
|
||
|
/* CHOOSE PALETTE (that's not default) */
|
||
|
room[id].pal = getId(lines[i]);
|
||
|
}
|
||
|
else if (getType(lines[i]) === "NAME") {
|
||
|
var name = lines[i].split(/\s(.+)/)[1];
|
||
|
room[id].name = name;
|
||
|
names.room.set(name, id);
|
||
|
}
|
||
|
|
||
|
i++;
|
||
|
}
|
||
|
|
||
|
return i;
|
||
|
}
|
||
|
|
||
|
function parsePalette(lines,i) { //todo this has to go first right now :(
|
||
|
var id = getId(lines[i]);
|
||
|
i++;
|
||
|
var colors = [];
|
||
|
var name = null;
|
||
|
while (i < lines.length && lines[i].length > 0) { //look for empty line
|
||
|
var args = lines[i].split(" ");
|
||
|
if (args[0] === "NAME") {
|
||
|
name = lines[i].split(/\s(.+)/)[1];
|
||
|
}
|
||
|
else {
|
||
|
var col = [];
|
||
|
lines[i].split(",").forEach(function(i) {
|
||
|
col.push(parseInt(i));
|
||
|
});
|
||
|
colors.push(col);
|
||
|
}
|
||
|
i++;
|
||
|
}
|
||
|
palette[id] = {
|
||
|
id : id,
|
||
|
name : name,
|
||
|
colors : colors
|
||
|
};
|
||
|
return i;
|
||
|
}
|
||
|
|
||
|
function parseTile(lines, i) {
|
||
|
var id = getId(lines[i]);
|
||
|
var drwId = null;
|
||
|
var name = null;
|
||
|
|
||
|
i++;
|
||
|
|
||
|
if (getType(lines[i]) === "DRW") { //load existing drawing
|
||
|
drwId = getId(lines[i]);
|
||
|
i++;
|
||
|
}
|
||
|
else {
|
||
|
// store tile source
|
||
|
drwId = "TIL_" + id;
|
||
|
i = parseDrawingCore( lines, i, drwId );
|
||
|
}
|
||
|
|
||
|
//other properties
|
||
|
var colorIndex = 1; // default palette color index is 1
|
||
|
var isWall = null; // null indicates it can vary from room to room (original version)
|
||
|
while (i < lines.length && lines[i].length > 0) { //look for empty line
|
||
|
if (getType(lines[i]) === "COL") {
|
||
|
colorIndex = parseInt( getId(lines[i]) );
|
||
|
}
|
||
|
else if (getType(lines[i]) === "NAME") {
|
||
|
/* NAME */
|
||
|
name = lines[i].split(/\s(.+)/)[1];
|
||
|
names.tile.set( name, id );
|
||
|
}
|
||
|
else if (getType(lines[i]) === "WAL") {
|
||
|
var wallArg = getArg( lines[i], 1 );
|
||
|
if( wallArg === "true" ) {
|
||
|
isWall = true;
|
||
|
}
|
||
|
else if( wallArg === "false" ) {
|
||
|
isWall = false;
|
||
|
}
|
||
|
}
|
||
|
i++;
|
||
|
}
|
||
|
|
||
|
//tile data
|
||
|
tile[id] = {
|
||
|
id : id,
|
||
|
drw : drwId, //drawing id
|
||
|
col : colorIndex,
|
||
|
animation : {
|
||
|
isAnimated : (renderer.GetFrameCount(drwId) > 1),
|
||
|
frameIndex : 0,
|
||
|
frameCount : renderer.GetFrameCount(drwId)
|
||
|
},
|
||
|
name : name,
|
||
|
isWall : isWall
|
||
|
};
|
||
|
|
||
|
return i;
|
||
|
}
|
||
|
|
||
|
function parseSprite(lines, i) {
|
||
|
var id = getId(lines[i]);
|
||
|
var drwId = null;
|
||
|
var name = null;
|
||
|
|
||
|
i++;
|
||
|
|
||
|
if (getType(lines[i]) === "DRW") { //load existing drawing
|
||
|
drwId = getId(lines[i]);
|
||
|
i++;
|
||
|
}
|
||
|
else {
|
||
|
// store sprite source
|
||
|
drwId = "SPR_" + id;
|
||
|
i = parseDrawingCore( lines, i, drwId );
|
||
|
}
|
||
|
|
||
|
//other properties
|
||
|
var colorIndex = 2; //default palette color index is 2
|
||
|
var dialogId = null;
|
||
|
var startingInventory = {};
|
||
|
while (i < lines.length && lines[i].length > 0) { //look for empty line
|
||
|
if (getType(lines[i]) === "COL") {
|
||
|
/* COLOR OFFSET INDEX */
|
||
|
colorIndex = parseInt( getId(lines[i]) );
|
||
|
}
|
||
|
else if (getType(lines[i]) === "POS") {
|
||
|
/* STARTING POSITION */
|
||
|
var posArgs = lines[i].split(" ");
|
||
|
var roomId = posArgs[1];
|
||
|
var coordArgs = posArgs[2].split(",");
|
||
|
spriteStartLocations[id] = {
|
||
|
room : roomId,
|
||
|
x : parseInt(coordArgs[0]),
|
||
|
y : parseInt(coordArgs[1])
|
||
|
};
|
||
|
}
|
||
|
else if(getType(lines[i]) === "DLG") {
|
||
|
dialogId = getId(lines[i]);
|
||
|
}
|
||
|
else if (getType(lines[i]) === "NAME") {
|
||
|
/* NAME */
|
||
|
name = lines[i].split(/\s(.+)/)[1];
|
||
|
names.sprite.set( name, id );
|
||
|
}
|
||
|
else if (getType(lines[i]) === "ITM") {
|
||
|
/* ITEM STARTING INVENTORY */
|
||
|
var itemId = getId(lines[i]);
|
||
|
var itemCount = parseFloat( getArg(lines[i], 2) );
|
||
|
startingInventory[itemId] = itemCount;
|
||
|
}
|
||
|
i++;
|
||
|
}
|
||
|
|
||
|
//sprite data
|
||
|
sprite[id] = {
|
||
|
id : id,
|
||
|
drw : drwId, //drawing id
|
||
|
col : colorIndex,
|
||
|
dlg : dialogId,
|
||
|
room : null, //default location is "offstage"
|
||
|
x : -1,
|
||
|
y : -1,
|
||
|
animation : {
|
||
|
isAnimated : (renderer.GetFrameCount(drwId) > 1),
|
||
|
frameIndex : 0,
|
||
|
frameCount : renderer.GetFrameCount(drwId)
|
||
|
},
|
||
|
inventory : startingInventory,
|
||
|
name : name
|
||
|
};
|
||
|
return i;
|
||
|
}
|
||
|
|
||
|
function parseItem(lines, i) {
|
||
|
var id = getId(lines[i]);
|
||
|
var drwId = null;
|
||
|
var name = null;
|
||
|
|
||
|
i++;
|
||
|
|
||
|
if (getType(lines[i]) === "DRW") { //load existing drawing
|
||
|
drwId = getId(lines[i]);
|
||
|
i++;
|
||
|
}
|
||
|
else {
|
||
|
// store item source
|
||
|
drwId = "ITM_" + id; // these prefixes are maybe a terrible way to differentiate drawing tyepes :/
|
||
|
i = parseDrawingCore( lines, i, drwId );
|
||
|
}
|
||
|
|
||
|
//other properties
|
||
|
var colorIndex = 2; //default palette color index is 2
|
||
|
var dialogId = null;
|
||
|
while (i < lines.length && lines[i].length > 0) { //look for empty line
|
||
|
if (getType(lines[i]) === "COL") {
|
||
|
/* COLOR OFFSET INDEX */
|
||
|
colorIndex = parseInt( getArg( lines[i], 1 ) );
|
||
|
}
|
||
|
// else if (getType(lines[i]) === "POS") {
|
||
|
// /* STARTING POSITION */
|
||
|
// var posArgs = lines[i].split(" ");
|
||
|
// var roomId = posArgs[1];
|
||
|
// var coordArgs = posArgs[2].split(",");
|
||
|
// spriteStartLocations[id] = {
|
||
|
// room : roomId,
|
||
|
// x : parseInt(coordArgs[0]),
|
||
|
// y : parseInt(coordArgs[1])
|
||
|
// };
|
||
|
// }
|
||
|
else if(getType(lines[i]) === "DLG") {
|
||
|
dialogId = getId(lines[i]);
|
||
|
}
|
||
|
else if (getType(lines[i]) === "NAME") {
|
||
|
/* NAME */
|
||
|
name = lines[i].split(/\s(.+)/)[1];
|
||
|
names.item.set( name, id );
|
||
|
}
|
||
|
i++;
|
||
|
}
|
||
|
|
||
|
//item data
|
||
|
item[id] = {
|
||
|
id : id,
|
||
|
drw : drwId, //drawing id
|
||
|
col : colorIndex,
|
||
|
dlg : dialogId,
|
||
|
// room : null, //default location is "offstage"
|
||
|
// x : -1,
|
||
|
// y : -1,
|
||
|
animation : {
|
||
|
isAnimated : (renderer.GetFrameCount(drwId) > 1),
|
||
|
frameIndex : 0,
|
||
|
frameCount : renderer.GetFrameCount(drwId)
|
||
|
},
|
||
|
name : name
|
||
|
};
|
||
|
|
||
|
// console.log("ITM " + id);
|
||
|
// console.log(item[id]);
|
||
|
|
||
|
return i;
|
||
|
}
|
||
|
|
||
|
function parseDrawing(lines, i) {
|
||
|
// store drawing source
|
||
|
var drwId = getId( lines[i] );
|
||
|
return parseDrawingCore( lines, i, drwId );
|
||
|
}
|
||
|
|
||
|
function parseDrawingCore(lines, i, drwId) {
|
||
|
var frameList = []; //init list of frames
|
||
|
frameList.push( [] ); //init first frame
|
||
|
var frameIndex = 0;
|
||
|
var y = 0;
|
||
|
while ( y < tilesize ) {
|
||
|
var l = lines[i+y];
|
||
|
var row = [];
|
||
|
for (x = 0; x < tilesize; x++) {
|
||
|
row.push( parseInt( l.charAt(x) ) );
|
||
|
}
|
||
|
frameList[frameIndex].push( row );
|
||
|
y++;
|
||
|
|
||
|
if (y === tilesize) {
|
||
|
i = i + y;
|
||
|
if ( lines[i] != undefined && lines[i].charAt(0) === ">" ) {
|
||
|
// start next frame!
|
||
|
frameList.push( [] );
|
||
|
frameIndex++;
|
||
|
//start the count over again for the next frame
|
||
|
i++;
|
||
|
y = 0;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
renderer.SetImageSource(drwId, frameList);
|
||
|
|
||
|
return i;
|
||
|
}
|
||
|
|
||
|
function parseScript(lines, i, backCompatPrefix, compatibilityFlags) {
|
||
|
var id = getId(lines[i]);
|
||
|
id = backCompatPrefix + id;
|
||
|
i++;
|
||
|
|
||
|
var results = scriptUtils.ReadDialogScript(lines,i);
|
||
|
|
||
|
dialog[id] = { src:results.script, name:null };
|
||
|
|
||
|
if (compatibilityFlags.convertImplicitSpriteDialogIds) {
|
||
|
// explicitly hook up dialog that used to be implicitly
|
||
|
// connected by sharing sprite and dialog IDs in old versions
|
||
|
if (sprite[id]) {
|
||
|
if (sprite[id].dlg === undefined || sprite[id].dlg === null) {
|
||
|
sprite[id].dlg = id;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
i = results.index;
|
||
|
|
||
|
return i;
|
||
|
}
|
||
|
|
||
|
function parseDialog(lines, i, compatibilityFlags) {
|
||
|
// hacky but I need to store this so I can set the name below
|
||
|
var id = getId(lines[i]);
|
||
|
|
||
|
i = parseScript(lines, i, "", compatibilityFlags);
|
||
|
|
||
|
if (lines[i].length > 0 && getType(lines[i]) === "NAME") {
|
||
|
dialog[id].name = lines[i].split(/\s(.+)/)[1]; // TODO : hacky to keep copying this regex around...
|
||
|
names.dialog.set(dialog[id].name, id);
|
||
|
i++;
|
||
|
}
|
||
|
|
||
|
return i;
|
||
|
}
|
||
|
|
||
|
// keeping this around to parse old files where endings were separate from dialogs
|
||
|
function parseEnding(lines, i, compatibilityFlags) {
|
||
|
return parseScript(lines, i, "end_", compatibilityFlags);
|
||
|
}
|
||
|
|
||
|
function parseVariable(lines, i) {
|
||
|
var id = getId(lines[i]);
|
||
|
i++;
|
||
|
var value = lines[i];
|
||
|
i++;
|
||
|
variable[id] = value;
|
||
|
return i;
|
||
|
}
|
||
|
|
||
|
function parseFontName(lines, i) {
|
||
|
fontName = getArg(lines[i], 1);
|
||
|
i++;
|
||
|
return i;
|
||
|
}
|
||
|
|
||
|
function parseTextDirection(lines, i) {
|
||
|
textDirection = getArg(lines[i], 1);
|
||
|
i++;
|
||
|
return i;
|
||
|
}
|
||
|
|
||
|
function parseFontData(lines, i) {
|
||
|
// NOTE : we're not doing the actual parsing here --
|
||
|
// just grabbing the block of text that represents the font
|
||
|
// and giving it to the font manager to use later
|
||
|
|
||
|
var localFontName = getId(lines[i]);
|
||
|
var localFontData = lines[i];
|
||
|
i++;
|
||
|
|
||
|
while (i < lines.length && lines[i] != "") {
|
||
|
localFontData += "\n" + lines[i];
|
||
|
i++;
|
||
|
}
|
||
|
|
||
|
var localFontFilename = localFontName + fontManager.GetExtension();
|
||
|
fontManager.AddResource( localFontFilename, localFontData );
|
||
|
|
||
|
return i;
|
||
|
}
|
||
|
|
||
|
function parseFlag(lines, i) {
|
||
|
var id = getId(lines[i]);
|
||
|
var valStr = lines[i].split(" ")[2];
|
||
|
flags[id] = parseInt( valStr );
|
||
|
i++;
|
||
|
return i;
|
||
|
}
|
||
|
|
||
|
function drawTile(img,x,y,context) {
|
||
|
if (!context) { //optional pass in context; otherwise, use default
|
||
|
context = ctx;
|
||
|
}
|
||
|
// NOTE: images are now canvases, instead of raw image data (for chrome performance reasons)
|
||
|
context.drawImage(img,x*tilesize*scale,y*tilesize*scale,tilesize*scale,tilesize*scale);
|
||
|
}
|
||
|
|
||
|
function drawSprite(img,x,y,context) { //this may differ later (or not haha)
|
||
|
drawTile(img,x,y,context);
|
||
|
}
|
||
|
|
||
|
function drawItem(img,x,y,context) {
|
||
|
drawTile(img,x,y,context); //TODO these methods are dumb and repetitive
|
||
|
}
|
||
|
|
||
|
// var debugLastRoomDrawn = "0";
|
||
|
|
||
|
function drawRoom(room,context,frameIndex) { // context & frameIndex are optional
|
||
|
if (!context) { //optional pass in context; otherwise, use default (ok this is REAL hacky isn't it)
|
||
|
context = ctx;
|
||
|
}
|
||
|
|
||
|
// if (room.id != debugLastRoomDrawn) {
|
||
|
// debugLastRoomDrawn = room.id;
|
||
|
// console.log("DRAW ROOM " + debugLastRoomDrawn);
|
||
|
// }
|
||
|
|
||
|
var paletteId = "default";
|
||
|
|
||
|
if (room === undefined) {
|
||
|
// protect against invalid rooms
|
||
|
context.fillStyle = "rgb(" + getPal(paletteId)[0][0] + "," + getPal(paletteId)[0][1] + "," + getPal(paletteId)[0][2] + ")";
|
||
|
context.fillRect(0,0,canvas.width,canvas.height);
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
//clear screen
|
||
|
if (room.pal != null && palette[paletteId] != undefined) {
|
||
|
paletteId = room.pal;
|
||
|
}
|
||
|
context.fillStyle = "rgb(" + getPal(paletteId)[0][0] + "," + getPal(paletteId)[0][1] + "," + getPal(paletteId)[0][2] + ")";
|
||
|
context.fillRect(0,0,canvas.width,canvas.height);
|
||
|
|
||
|
//draw tiles
|
||
|
for (i in room.tilemap) {
|
||
|
for (j in room.tilemap[i]) {
|
||
|
var id = room.tilemap[i][j];
|
||
|
if (id != "0") {
|
||
|
//console.log(id);
|
||
|
if (tile[id] == null) { // hack-around to avoid corrupting files (not a solution though!)
|
||
|
id = "0";
|
||
|
room.tilemap[i][j] = id;
|
||
|
}
|
||
|
else {
|
||
|
// console.log(id);
|
||
|
drawTile( getTileImage(tile[id],paletteId,frameIndex), j, i, context );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//draw items
|
||
|
for (var i = 0; i < room.items.length; i++) {
|
||
|
var itm = room.items[i];
|
||
|
drawItem( getItemImage(item[itm.id],paletteId,frameIndex), itm.x, itm.y, context );
|
||
|
}
|
||
|
|
||
|
//draw sprites
|
||
|
for (id in sprite) {
|
||
|
var spr = sprite[id];
|
||
|
if (spr.room === room.id) {
|
||
|
drawSprite( getSpriteImage(spr,paletteId,frameIndex), spr.x, spr.y, context );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// TODO : remove these get*Image methods
|
||
|
function getTileImage(t,palId,frameIndex) {
|
||
|
return renderer.GetImage(t,palId,frameIndex);
|
||
|
}
|
||
|
|
||
|
function getSpriteImage(s,palId,frameIndex) {
|
||
|
return renderer.GetImage(s,palId,frameIndex);
|
||
|
}
|
||
|
|
||
|
function getItemImage(itm,palId,frameIndex) {
|
||
|
return renderer.GetImage(itm,palId,frameIndex);
|
||
|
}
|
||
|
|
||
|
function curPal() {
|
||
|
return getRoomPal(curRoom);
|
||
|
}
|
||
|
|
||
|
function getRoomPal(roomId) {
|
||
|
var defaultId = "default";
|
||
|
|
||
|
if (roomId == null) {
|
||
|
return defaultId;
|
||
|
}
|
||
|
else if (room[roomId].pal != null) {
|
||
|
//a specific palette was chosen
|
||
|
return room[roomId].pal;
|
||
|
}
|
||
|
else {
|
||
|
if (roomId in palette) {
|
||
|
//there is a palette matching the name of the room
|
||
|
return roomId;
|
||
|
}
|
||
|
else {
|
||
|
//use the default palette
|
||
|
return defaultId;
|
||
|
}
|
||
|
}
|
||
|
return defaultId;
|
||
|
}
|
||
|
|
||
|
var isDialogMode = false;
|
||
|
var isNarrating = false;
|
||
|
var isEnding = false;
|
||
|
var dialogModule = new Dialog();
|
||
|
var dialogRenderer = dialogModule.CreateRenderer();
|
||
|
var dialogBuffer = dialogModule.CreateBuffer();
|
||
|
var fontManager = new FontManager();
|
||
|
|
||
|
// TODO : is this scriptResult thing being used anywhere???
|
||
|
function onExitDialog(scriptResult, dialogCallback) {
|
||
|
console.log("EXIT DIALOG!");
|
||
|
|
||
|
isDialogMode = false;
|
||
|
|
||
|
if (isNarrating) {
|
||
|
isNarrating = false;
|
||
|
}
|
||
|
|
||
|
if (isDialogPreview) {
|
||
|
isDialogPreview = false;
|
||
|
|
||
|
if (onDialogPreviewEnd != null) {
|
||
|
onDialogPreviewEnd();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if (dialogCallback != undefined && dialogCallback != null) {
|
||
|
dialogCallback(scriptResult);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
TODO
|
||
|
- titles and endings should also take advantage of the script pre-compilation if possible??
|
||
|
- could there be a namespace collision?
|
||
|
- what about dialog NAMEs vs IDs?
|
||
|
- what about a special script block separate from DLG?
|
||
|
*/
|
||
|
function startNarrating(dialogStr,end) {
|
||
|
console.log("NARRATE " + dialogStr);
|
||
|
|
||
|
if(end === undefined) {
|
||
|
end = false;
|
||
|
}
|
||
|
|
||
|
isNarrating = true;
|
||
|
isEnding = end;
|
||
|
|
||
|
startDialog(dialogStr);
|
||
|
}
|
||
|
|
||
|
function startEndingDialog(ending) {
|
||
|
isNarrating = true;
|
||
|
isEnding = true;
|
||
|
|
||
|
startDialog(
|
||
|
dialog[ending.id].src,
|
||
|
ending.id,
|
||
|
function() {
|
||
|
var isLocked = ending.property && ending.property.locked === true;
|
||
|
if (isLocked) {
|
||
|
isEnding = false;
|
||
|
}
|
||
|
},
|
||
|
ending);
|
||
|
}
|
||
|
|
||
|
function startItemDialog(itemId, dialogCallback) {
|
||
|
var dialogId = item[itemId].dlg;
|
||
|
// console.log("START ITEM DIALOG " + dialogId);
|
||
|
if (dialog[dialogId]) {
|
||
|
var dialogStr = dialog[dialogId].src;
|
||
|
startDialog(dialogStr, dialogId, dialogCallback);
|
||
|
}
|
||
|
else {
|
||
|
dialogCallback();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
function startSpriteDialog(spriteId) {
|
||
|
var spr = sprite[spriteId];
|
||
|
var dialogId = spr.dlg;
|
||
|
// console.log("START SPRITE DIALOG " + dialogId);
|
||
|
if (dialog[dialogId]){
|
||
|
var dialogStr = dialog[dialogId].src;
|
||
|
startDialog(dialogStr,dialogId);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
function startDialog(dialogStr, scriptId, dialogCallback, objectContext) {
|
||
|
// console.log("START DIALOG ");
|
||
|
if (dialogStr.length <= 0) {
|
||
|
// console.log("ON EXIT DIALOG -- startDialog 1");
|
||
|
onExitDialog(null, dialogCallback);
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
isDialogMode = true;
|
||
|
|
||
|
dialogRenderer.Reset();
|
||
|
dialogRenderer.SetCentered(isNarrating /*centered*/);
|
||
|
dialogBuffer.Reset();
|
||
|
scriptInterpreter.SetDialogBuffer(dialogBuffer);
|
||
|
|
||
|
var onScriptEnd = function(scriptResult) {
|
||
|
dialogBuffer.OnDialogEnd(function() {
|
||
|
onExitDialog(scriptResult, dialogCallback);
|
||
|
});
|
||
|
};
|
||
|
|
||
|
if (scriptId === undefined) { // TODO : what's this for again?
|
||
|
scriptInterpreter.Interpret(dialogStr, onScriptEnd);
|
||
|
}
|
||
|
else {
|
||
|
if (!scriptInterpreter.HasScript(scriptId)) {
|
||
|
scriptInterpreter.Compile(scriptId, dialogStr);
|
||
|
}
|
||
|
// scriptInterpreter.DebugVisualizeScript(scriptId);
|
||
|
scriptInterpreter.Run(scriptId, onScriptEnd, objectContext);
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
var isDialogPreview = false;
|
||
|
function startPreviewDialog(script, dialogCallback) {
|
||
|
isNarrating = true;
|
||
|
|
||
|
isDialogMode = true;
|
||
|
|
||
|
isDialogPreview = true;
|
||
|
|
||
|
dialogRenderer.Reset();
|
||
|
dialogRenderer.SetCentered(true);
|
||
|
dialogBuffer.Reset();
|
||
|
scriptInterpreter.SetDialogBuffer(dialogBuffer);
|
||
|
|
||
|
// TODO : do I really need a seperate callback for this debug mode??
|
||
|
onDialogPreviewEnd = dialogCallback;
|
||
|
|
||
|
var onScriptEndCallback = function(scriptResult) {
|
||
|
dialogBuffer.OnDialogEnd(function() {
|
||
|
onExitDialog(scriptResult, null);
|
||
|
});
|
||
|
};
|
||
|
|
||
|
scriptInterpreter.Eval(script, onScriptEndCallback);
|
||
|
}
|
||
|
|
||
|
/* NEW SCRIPT STUFF */
|
||
|
var scriptModule = new Script();
|
||
|
var scriptInterpreter = scriptModule.CreateInterpreter();
|
||
|
var scriptUtils = scriptModule.CreateUtils(); // TODO: move to editor.js?
|
||
|
// scriptInterpreter.SetDialogBuffer( dialogBuffer );
|
||
|
|
||
|
</script>
|
||
|
|
||
|
<!-- store default font in separate script tag for back compat-->
|
||
|
<script type="text/bitsyFontData" id="ascii_small">
|
||
|
FONT ascii_small
|
||
|
SIZE 6 8
|
||
|
CHAR 0
|
||
|
000000
|
||
|
000000
|
||
|
000000
|
||
|
000000
|
||
|
000000
|
||
|
000000
|
||
|
000000
|
||
|
000000
|
||
|
CHAR 1
|
||
|
001110
|
||
|
010001
|
||
|
011011
|
||
|
010001
|
||
|
010101
|
||
|
010001
|
||
|
001110
|
||
|
000000
|
||
|
CHAR 2
|
||
|
001110
|
||
|
011111
|
||
|
010101
|
||
|
011111
|
||
|
010001
|
||
|
011111
|
||
|
001110
|
||
|
000000
|
||
|
CHAR 3
|
||
|
000000
|
||
|
001010
|
||
|
011111
|
||
|
011111
|
||
|
011111
|
||
|
001110
|
||
|
000100
|
||
|
000000
|
||
|
CHAR 4
|
||
|
000000
|
||
|
000000
|
||
|
001010
|
||
|
001110
|
||
|
001110
|
||
|
000100
|
||
|
000000
|
||
|
000000
|
||
|
CHAR 5
|
||
|
000100
|
||
|
001110
|
||
|
001110
|
||
|
000100
|
||
|
011111
|
||
|
011111
|
||
|
000100
|
||
|
000000
|
||
|
CHAR 6
|
||
|
000000
|
||
|
000100
|
||
|
001110
|
||
|
011111
|
||
|
011111
|
||
|
000100
|
||
|
001110
|
||
|
000000
|
||
|
CHAR 7
|
||
|
000000
|
||
|
000000
|
||
|
000000
|
||
|
001100
|
||
|
001100
|
||
|
000000
|
||
|
000000
|
||
|
000000
|
||
|
CHAR 8
|
||
|
111111
|
||
|
111111
|
||
|
111111
|
||
|
110011
|
||
|
110011
|
||
|
111111
|
||
|
111111
|
||
|
111111
|
||
|
CHAR 9
|
||
|
000000
|
||
|
000000
|
||
|
011110
|
||
|
010010
|
||
|
010010
|
||
|
011110
|
||
|
000000
|
||
|
000000
|
||
|
CHAR 10
|
||
|
111111
|
||
|
111111
|
||
|
100001
|
||
|
101101
|
||
|
101101
|
||
|
100001
|
||
|
111111
|
||
|
111111
|
||
|
CHAR 11
|
||
|
000000
|
||
|
000111
|
||
|
000011
|
||
|
001101
|
||
|
010010
|
||
|
010010
|
||
|
001100
|
||
|
000000
|
||
|
CHAR 12
|
||
|
001110
|
||
|
010001
|
||
|
010001
|
||
|
001110
|
||
|
000100
|
||
|
001110
|
||
|
000100
|
||
|
000000
|
||
|
CHAR 13
|
||
|
000100
|
||
|
000110
|
||
|
000101
|
||
|
000100
|
||
|
001100
|
||
|
011100
|
||
|
011000
|
||
|
000000
|
||
|
CHAR 14
|
||
|
000011
|
||
|
001101
|
||
|
001011
|
||
|
001101
|
||
|
001011
|
||
|
011011
|
||
|
011000
|
||
|
000000
|
||
|
CHAR 15
|
||
|
000000
|
||
|
010101
|
||
|
001110
|
||
|
011011
|
||
|
001110
|
||
|
010101
|
||
|
000000
|
||
|
000000
|
||
|
CHAR 16
|
||
|
001000
|
||
|
001100
|
||
|
001110
|
||
|
001111
|
||
|
001110
|
||
|
001100
|
||
|
001000
|
||
|
000000
|
||
|
CHAR 17
|
||
|
000010
|
||
|
000110
|
||
|
001110
|
||
|
011110
|
||
|
001110
|
||
|
000110
|
||
|
000010
|
||
|
000000
|
||
|
CHAR 18
|
||
|
000100
|
||
|
001110
|
||
|
011111
|
||
|
000100
|
||
|
011111
|
||
|
001110
|
||
|
000100
|
||
|
000000
|
||
|
CHAR 19
|
||
|
001010
|
||
|
001010
|
||
|
001010
|
||
|
001010
|
||
|
001010
|
||
|
000000
|
||
|
001010
|
||
|
000000
|
||
|
CHAR 20
|
||
|
001111
|
||
|
010101
|
||
|
010101
|
||
|
001101
|
||
|
000101
|
||
|
000101
|
||
|
000101
|
||
|
000000
|
||
|
CHAR 21
|
||
|
001110
|
||
|
010001
|
||
|
001100
|
||
|
001010
|
||
|
000110
|
||
|
010001
|
||
|
001110
|
||
|
000000
|
||
|
CHAR 22
|
||
|
000000
|
||
|
000000
|
||
|
000000
|
||
|
000000
|
||
|
000000
|
||
|
011110
|
||
|
011110
|
||
|
000000
|
||
|
CHAR 23
|
||
|
000100
|
||
|
001110
|
||
|
011111
|
||
|
000100
|
||
|
011111
|
||
|
001110
|
||
|
000100
|
||
|
001110
|
||
|
CHAR 24
|
||
|
000100
|
||
|
001110
|
||
|
011111
|
||
|
000100
|
||
|
000100
|
||
|
000100
|
||
|
000100
|
||
|
000000
|
||
|
CHAR 25
|
||
|
000100
|
||
|
000100
|
||
|
000100
|
||
|
000100
|
||
|
011111
|
||
|
001110
|
||
|
000100
|
||
|
000000
|
||
|
CHAR 26
|
||
|
000000
|
||
|
000100
|
||
|
000110
|
||
|
011111
|
||
|
000110
|
||
|
000100
|
||
|
000000
|
||
|
000000
|
||
|
CHAR 27
|
||
|
000000
|
||
|
000100
|
||
|
001100
|
||
|
011111
|
||
|
001100
|
||
|
000100
|
||
|
000000
|
||
|
000000
|
||
|
CHAR 28
|
||
|
000000
|
||
|
000000
|
||
|
000000
|
||
|
010000
|
||
|
010000
|
||
|
010000
|
||
|
011111
|
||
|
000000
|
||
|
CHAR 29
|
||
|
000000
|
||
|
001010
|
||
|
001010
|
||
|
011111
|
||
|
001010
|
||
|
001010
|
||
|
000000
|
||
|
000000
|
||
|
CHAR 30
|
||
|
000100
|
||
|
000100
|
||
|
001110
|
||
|
001110
|
||
|
011111
|
||
|
011111
|
||
|
000000
|
||
|
000000
|
||
|
CHAR 31
|
||
|
011111
|
||
|
011111
|
||
|
001110
|
||
|
001110
|
||
|
000100
|
||
|
000100
|
||
|
000000
|
||
|
000000
|
||
|
CHAR 32
|
||
|
000000
|
||
|
000000
|
||
|
000000
|
||
|
000000
|
||
|
000000
|
||
|
000000
|
||
|
000000
|
||
|
000000
|
||
|
CHAR 33
|
||
|
000100
|
||
|
001110
|
||
|
001110
|
||
|
000100
|
||
|
000100
|
||
|
000000
|
||
|
000100
|
||
|
000000
|
||
|
CHAR 34
|
||
|
011011
|
||
|
011011
|
||
|
010010
|
||
|
000000
|
||
|
000000
|
||
|
000000
|
||
|
000000
|
||
|
000000
|
||
|
CHAR 35
|
||
|
000000
|
||
|
001010
|
||
|
011111
|
||
|
001010
|
||
|
001010
|
||
|
011111
|
||
|
001010
|
||
|
000000
|
||
|
CHAR 36
|
||
|
001000
|
||
|
001110
|
||
|
010000
|
||
|
001100
|
||
|
000010
|
||
|
011100
|
||
|
000100
|
||
|
000000
|
||
|
CHAR 37
|
||
|
011001
|
||
|
011001
|
||
|
000010
|
||
|
000100
|
||
|
001000
|
||
|
010011
|
||
|
010011
|
||
|
000000
|
||
|
CHAR 38
|
||
|
001000
|
||
|
010100
|
||
|
010100
|
||
|
001000
|
||
|
010101
|
||
|
010010
|
||
|
001101
|
||
|
000000
|
||
|
CHAR 39
|
||
|
001100
|
||
|
001100
|
||
|
001000
|
||
|
000000
|
||
|
000000
|
||
|
000000
|
||
|
000000
|
||
|
000000
|
||
|
CHAR 40
|
||
|
000100
|
||
|
001000
|
||
|
001000
|
||
|
001000
|
||
|
001000
|
||
|
001000
|
||
|
000100
|
||
|
000000
|
||
|
CHAR 41
|
||
|
001000
|
||
|
000100
|
||
|
000100
|
||
|
000100
|
||
|
000100
|
||
|
000100
|
||
|
001000
|
||
|
000000
|
||
|
CHAR 42
|
||
|
000000
|
||
|
001010
|
||
|
001110
|
||
|
011111
|
||
|
001110
|
||
|
001010
|
||
|
000000
|
||
|
000000
|
||
|
CHAR 43
|
||
|
000000
|
||
|
000100
|
||
|
000100
|
||
|
011111
|
||
|
000100
|
||
|
000100
|
||
|
000000
|
||
|
000000
|
||
|
CHAR 44
|
||
|
000000
|
||
|
000000
|
||
|
000000
|
||
|
000000
|
||
|
000000
|
||
|
001100
|
||
|
001100
|
||
|
001000
|
||
|
CHAR 45
|
||
|
000000
|
||
|
000000
|
||
|
000000
|
||
|
011111
|
||
|
000000
|
||
|
000000
|
||
|
000000
|
||
|
000000
|
||
|
CHAR 46
|
||
|
000000
|
||
|
000000
|
||
|
000000
|
||
|
000000
|
||
|
000000
|
||
|
001100
|
||
|
001100
|
||
|
000000
|
||
|
CHAR 47
|
||
|
000000
|
||
|
000001
|
||
|
000010
|
||
|
000100
|
||
|
001000
|
||
|
010000
|
||
|
000000
|
||
|
000000
|
||
|
CHAR 48
|
||
|
001110
|
||
|
010001
|
||
|
010011
|
||
|
010101
|
||
|
011001
|
||
|
010001
|
||
|
001110
|
||
|
000000
|
||
|
CHAR 49
|
||
|
000100
|
||
|
001100
|
||
|
000100
|
||
|
000100
|
||
|
000100
|
||
|
000100
|
||
|
001110
|
||
|
000000
|
||
|
CHAR 50
|
||
|
001110
|
||
|
010001
|
||
|
000001
|
||
|
000110
|
||
|
001000
|
||
|
010000
|
||
|
011111
|
||
|
000000
|
||
|
CHAR 51
|
||
|
001110
|
||
|
010001
|
||
|
000001
|
||
|
001110
|
||
|
000001
|
||
|
010001
|
||
|
001110
|
||
|
000000
|
||
|
CHAR 52
|
||
|
000010
|
||
|
000110
|
||
|
001010
|
||
|
010010
|
||
|
011111
|
||
|
000010
|
||
|
000010
|
||
|
000000
|
||
|
CHAR 53
|
||
|
011111
|
||
|
010000
|
||
|
010000
|
||
|
011110
|
||
|
000001
|
||
|
010001
|
||
|
001110
|
||
|
000000
|
||
|
CHAR 54
|
||
|
000110
|
||
|
001000
|
||
|
010000
|
||
|
011110
|
||
|
010001
|
||
|
010001
|
||
|
001110
|
||
|
000000
|
||
|
CHAR 55
|
||
|
011111
|
||
|
000001
|
||
|
000010
|
||
|
000100
|
||
|
001000
|
||
|
001000
|
||
|
001000
|
||
|
000000
|
||
|
CHAR 56
|
||
|
001110
|
||
|
010001
|
||
|
010001
|
||
|
001110
|
||
|
010001
|
||
|
010001
|
||
|
001110
|
||
|
000000
|
||
|
CHAR 57
|
||
|
001110
|
||
|
010001
|
||
|
010001
|
||
|
001111
|
||
|
000001
|
||
|
000010
|
||
|
001100
|
||
|
000000
|
||
|
CHAR 58
|
||
|
000000
|
||
|
000000
|
||
|
001100
|
||
|
001100
|
||
|
000000
|
||
|
001100
|
||
|
001100
|
||
|
000000
|
||
|
CHAR 59
|
||
|
000000
|
||
|
000000
|
||
|
001100
|
||
|
001100
|
||
|
000000
|
||
|
001100
|
||
|
001100
|
||
|
001000
|
||
|
CHAR 60
|
||
|
000010
|
||
|
000100
|
||
|
001000
|
||
|
010000
|
||
|
001000
|
||
|
000100
|
||
|
000010
|
||
|
000000
|
||
|
CHAR 61
|
||
|
000000
|
||
|
000000
|
||
|
011111
|
||
|
000000
|
||
|
000000
|
||
|
011111
|
||
|
000000
|
||
|
000000
|
||
|
CHAR 62
|
||
|
001000
|
||
|
000100
|
||
|
000010
|
||
|
000001
|
||
|
000010
|
||
|
000100
|
||
|
001000
|
||
|
000000
|
||
|
CHAR 63
|
||
|
001110
|
||
|
010001
|
||
|
000001
|
||
|
000110
|
||
|
000100
|
||
|
000000
|
||
|
000100
|
||
|
000000
|
||
|
CHAR 64
|
||
|
001110
|
||
|
010001
|
||
|
010111
|
||
|
010101
|
||
|
010111
|
||
|
010000
|
||
|
001110
|
||
|
000000
|
||
|
CHAR 65
|
||
|
001110
|
||
|
010001
|
||
|
010001
|
||
|
010001
|
||
|
011111
|
||
|
010001
|
||
|
010001
|
||
|
000000
|
||
|
CHAR 66
|
||
|
011110
|
||
|
010001
|
||
|
010001
|
||
|
011110
|
||
|
010001
|
||
|
010001
|
||
|
011110
|
||
|
000000
|
||
|
CHAR 67
|
||
|
001110
|
||
|
010001
|
||
|
010000
|
||
|
010000
|
||
|
010000
|
||
|
010001
|
||
|
001110
|
||
|
000000
|
||
|
CHAR 68
|
||
|
011110
|
||
|
010001
|
||
|
010001
|
||
|
010001
|
||
|
010001
|
||
|
010001
|
||
|
011110
|
||
|
000000
|
||
|
CHAR 69
|
||
|
011111
|
||
|
010000
|
||
|
010000
|
||
|
011110
|
||
|
010000
|
||
|
010000
|
||
|
011111
|
||
|
000000
|
||
|
CHAR 70
|
||
|
011111
|
||
|
010000
|
||
|
010000
|
||
|
011110
|
||
|
010000
|
||
|
010000
|
||
|
010000
|
||
|
000000
|
||
|
CHAR 71
|
||
|
001110
|
||
|
010001
|
||
|
010000
|
||
|
010111
|
||
|
010001
|
||
|
010001
|
||
|
001111
|
||
|
000000
|
||
|
CHAR 72
|
||
|
010001
|
||
|
010001
|
||
|
010001
|
||
|
011111
|
||
|
010001
|
||
|
010001
|
||
|
010001
|
||
|
000000
|
||
|
CHAR 73
|
||
|
001110
|
||
|
000100
|
||
|
000100
|
||
|
000100
|
||
|
000100
|
||
|
000100
|
||
|
001110
|
||
|
000000
|
||
|
CHAR 74
|
||
|
000001
|
||
|
000001
|
||
|
000001
|
||
|
000001
|
||
|
010001
|
||
|
010001
|
||
|
001110
|
||
|
000000
|
||
|
CHAR 75
|
||
|
010001
|
||
|
010010
|
||
|
010100
|
||
|
011000
|
||
|
010100
|
||
|
010010
|
||
|
010001
|
||
|
000000
|
||
|
CHAR 76
|
||
|
010000
|
||
|
010000
|
||
|
010000
|
||
|
010000
|
||
|
010000
|
||
|
010000
|
||
|
011111
|
||
|
000000
|
||
|
CHAR 77
|
||
|
010001
|
||
|
011011
|
||
|
010101
|
||
|
010001
|
||
|
010001
|
||
|
010001
|
||
|
010001
|
||
|
000000
|
||
|
CHAR 78
|
||
|
010001
|
||
|
011001
|
||
|
010101
|
||
|
010011
|
||
|
010001
|
||
|
010001
|
||
|
010001
|
||
|
000000
|
||
|
CHAR 79
|
||
|
001110
|
||
|
010001
|
||
|
010001
|
||
|
010001
|
||
|
010001
|
||
|
010001
|
||
|
001110
|
||
|
000000
|
||
|
CHAR 80
|
||
|
011110
|
||
|
010001
|
||
|
010001
|
||
|
011110
|
||
|
010000
|
||
|
010000
|
||
|
010000
|
||
|
000000
|
||
|
CHAR 81
|
||
|
001110
|
||
|
010001
|
||
|
010001
|
||
|
010001
|
||
|
010101
|
||
|
010010
|
||
|
001101
|
||
|
000000
|
||
|
CHAR 82
|
||
|
011110
|
||
|
010001
|
||
|
010001
|
||
|
011110
|
||
|
010010
|
||
|
010001
|
||
|
010001
|
||
|
000000
|
||
|
CHAR 83
|
||
|
001110
|
||
|
010001
|
||
|
010000
|
||
|
001110
|
||
|
000001
|
||
|
010001
|
||
|
001110
|
||
|
000000
|
||
|
CHAR 84
|
||
|
011111
|
||
|
000100
|
||
|
000100
|
||
|
000100
|
||
|
000100
|
||
|
000100
|
||
|
000100
|
||
|
000000
|
||
|
CHAR 85
|
||
|
010001
|
||
|
010001
|
||
|
010001
|
||
|
010001
|
||
|
010001
|
||
|
010001
|
||
|
001110
|
||
|
000000
|
||
|
CHAR 86
|
||
|
010001
|
||
|
010001
|
||
|
010001
|
||
|
010001
|
||
|
010001
|
||
|
001010
|
||
|
000100
|
||
|
000000
|
||
|
CHAR 87
|
||
|
010001
|
||
|
010001
|
||
|
010101
|
||
|
010101
|
||
|
010101
|
||
|
010101
|
||
|
001010
|
||
|
000000
|
||
|
CHAR 88
|
||
|
010001
|
||
|
010001
|
||
|
001010
|
||
|
000100
|
||
|
001010
|
||
|
010001
|
||
|
010001
|
||
|
000000
|
||
|
CHAR 89
|
||
|
010001
|
||
|
010001
|
||
|
010001
|
||
|
001010
|
||
|
000100
|
||
|
000100
|
||
|
000100
|
||
|
000000
|
||
|
CHAR 90
|
||
|
011110
|
||
|
000010
|
||
|
000100
|
||
|
001000
|
||
|
010000
|
||
|
010000
|
||
|
011110
|
||
|
000000
|
||
|
CHAR 91
|
||
|
001110
|
||
|
001000
|
||
|
001000
|
||
|
001000
|
||
|
001000
|
||
|
001000
|
||
|
001110
|
||
|
000000
|
||
|
CHAR 92
|
||
|
000000
|
||
|
010000
|
||
|
001000
|
||
|
000100
|
||
|
000010
|
||
|
000001
|
||
|
000000
|
||
|
000000
|
||
|
CHAR 93
|
||
|
001110
|
||
|
000010
|
||
|
000010
|
||
|
000010
|
||
|
000010
|
||
|
000010
|
||
|
001110
|
||
|
000000
|
||
|
CHAR 94
|
||
|
000100
|
||
|
001010
|
||
|
010001
|
||
|
000000
|
||
|
000000
|
||
|
000000
|
||
|
000000
|
||
|
000000
|
||
|
CHAR 95
|
||
|
000000
|
||
|
000000
|
||
|
000000
|
||
|
000000
|
||
|
000000
|
||
|
000000
|
||
|
000000
|
||
|
111111
|
||
|
CHAR 96
|
||
|
001100
|
||
|
001100
|
||
|
000100
|
||
|
000000
|
||
|
000000
|
||
|
000000
|
||
|
000000
|
||
|
000000
|
||
|
CHAR 97
|
||
|
000000
|
||
|
000000
|
||
|
001110
|
||
|
000001
|
||
|
001111
|
||
|
010001
|
||
|
001111
|
||
|
000000
|
||
|
CHAR 98
|
||
|
010000
|
||
|
010000
|
||
|
011110
|
||
|
010001
|
||
|
010001
|
||
|
010001
|
||
|
011110
|
||
|
000000
|
||
|
CHAR 99
|
||
|
000000
|
||
|
000000
|
||
|
001110
|
||
|
010001
|
||
|
010000
|
||
|
010001
|
||
|
001110
|
||
|
000000
|
||
|
CHAR 100
|
||
|
000001
|
||
|
000001
|
||
|
001111
|
||
|
010001
|
||
|
010001
|
||
|
010001
|
||
|
001111
|
||
|
000000
|
||
|
CHAR 101
|
||
|
000000
|
||
|
000000
|
||
|
001110
|
||
|
010001
|
||
|
011110
|
||
|
010000
|
||
|
001110
|
||
|
000000
|
||
|
CHAR 102
|
||
|
000110
|
||
|
001000
|
||
|
001000
|
||
|
011110
|
||
|
001000
|
||
|
001000
|
||
|
001000
|
||
|
000000
|
||
|
CHAR 103
|
||
|
000000
|
||
|
000000
|
||
|
001111
|
||
|
010001
|
||
|
010001
|
||
|
001111
|
||
|
000001
|
||
|
001110
|
||
|
CHAR 104
|
||
|
010000
|
||
|
010000
|
||
|
011100
|
||
|
010010
|
||
|
010010
|
||
|
010010
|
||
|
010010
|
||
|
000000
|
||
|
CHAR 105
|
||
|
000100
|
||
|
000000
|
||
|
000100
|
||
|
000100
|
||
|
000100
|
||
|
000100
|
||
|
000110
|
||
|
000000
|
||
|
CHAR 106
|
||
|
000010
|
||
|
000000
|
||
|
000110
|
||
|
000010
|
||
|
000010
|
||
|
000010
|
||
|
010010
|
||
|
001100
|
||
|
CHAR 107
|
||
|
010000
|
||
|
010000
|
||
|
010010
|
||
|
010100
|
||
|
011000
|
||
|
010100
|
||
|
010010
|
||
|
000000
|
||
|
CHAR 108
|
||
|
000100
|
||
|
000100
|
||
|
000100
|
||
|
000100
|
||
|
000100
|
||
|
000100
|
||
|
000110
|
||
|
000000
|
||
|
CHAR 109
|
||
|
000000
|
||
|
000000
|
||
|
011010
|
||
|
010101
|
||
|
010101
|
||
|
010001
|
||
|
010001
|
||
|
000000
|
||
|
CHAR 110
|
||
|
000000
|
||
|
000000
|
||
|
011100
|
||
|
010010
|
||
|
010010
|
||
|
010010
|
||
|
010010
|
||
|
000000
|
||
|
CHAR 111
|
||
|
000000
|
||
|
000000
|
||
|
001110
|
||
|
010001
|
||
|
010001
|
||
|
010001
|
||
|
001110
|
||
|
000000
|
||
|
CHAR 112
|
||
|
000000
|
||
|
000000
|
||
|
011110
|
||
|
010001
|
||
|
010001
|
||
|
010001
|
||
|
011110
|
||
|
010000
|
||
|
CHAR 113
|
||
|
000000
|
||
|
000000
|
||
|
001111
|
||
|
010001
|
||
|
010001
|
||
|
010001
|
||
|
001111
|
||
|
000001
|
||
|
CHAR 114
|
||
|
000000
|
||
|
000000
|
||
|
010110
|
||
|
001001
|
||
|
001000
|
||
|
001000
|
||
|
011100
|
||
|
000000
|
||
|
CHAR 115
|
||
|
000000
|
||
|
000000
|
||
|
001110
|
||
|
010000
|
||
|
001110
|
||
|
000001
|
||
|
001110
|
||
|
000000
|
||
|
CHAR 116
|
||
|
000000
|
||
|
001000
|
||
|
011110
|
||
|
001000
|
||
|
001000
|
||
|
001010
|
||
|
000100
|
||
|
000000
|
||
|
CHAR 117
|
||
|
000000
|
||
|
000000
|
||
|
010010
|
||
|
010010
|
||
|
010010
|
||
|
010110
|
||
|
001010
|
||
|
000000
|
||
|
CHAR 118
|
||
|
000000
|
||
|
000000
|
||
|
010001
|
||
|
010001
|
||
|
010001
|
||
|
001010
|
||
|
000100
|
||
|
000000
|
||
|
CHAR 119
|
||
|
000000
|
||
|
000000
|
||
|
010001
|
||
|
010001
|
||
|
010101
|
||
|
011111
|
||
|
001010
|
||
|
000000
|
||
|
CHAR 120
|
||
|
000000
|
||
|
000000
|
||
|
010010
|
||
|
010010
|
||
|
001100
|
||
|
010010
|
||
|
010010
|
||
|
000000
|
||
|
CHAR 121
|
||
|
000000
|
||
|
000000
|
||
|
010010
|
||
|
010010
|
||
|
010010
|
||
|
001110
|
||
|
000100
|
||
|
011000
|
||
|
CHAR 122
|
||
|
000000
|
||
|
000000
|
||
|
011110
|
||
|
000010
|
||
|
001100
|
||
|
010000
|
||
|
011110
|
||
|
000000
|
||
|
CHAR 123
|
||
|
000110
|
||
|
001000
|
||
|
001000
|
||
|
011000
|
||
|
001000
|
||
|
001000
|
||
|
000110
|
||
|
000000
|
||
|
CHAR 124
|
||
|
000100
|
||
|
000100
|
||
|
000100
|
||
|
000100
|
||
|
000100
|
||
|
000100
|
||
|
000100
|
||
|
000100
|
||
|
CHAR 125
|
||
|
001100
|
||
|
000010
|
||
|
000010
|
||
|
000011
|
||
|
000010
|
||
|
000010
|
||
|
001100
|
||
|
000000
|
||
|
CHAR 126
|
||
|
001010
|
||
|
010100
|
||
|
000000
|
||
|
000000
|
||
|
000000
|
||
|
000000
|
||
|
000000
|
||
|
000000
|
||
|
CHAR 127
|
||
|
000100
|
||
|
001110
|
||
|
011011
|
||
|
010001
|
||
|
010001
|
||
|
011111
|
||
|
000000
|
||
|
000000
|
||
|
CHAR 128
|
||
|
001110
|
||
|
010001
|
||
|
010000
|
||
|
010000
|
||
|
010001
|
||
|
001110
|
||
|
000100
|
||
|
001100
|
||
|
CHAR 129
|
||
|
010010
|
||
|
000000
|
||
|
010010
|
||
|
010010
|
||
|
010010
|
||
|
010110
|
||
|
001010
|
||
|
000000
|
||
|
CHAR 130
|
||
|
000011
|
||
|
000000
|
||
|
001110
|
||
|
010001
|
||
|
011110
|
||
|
010000
|
||
|
001110
|
||
|
000000
|
||
|
CHAR 131
|
||
|
001110
|
||
|
000000
|
||
|
001110
|
||
|
000001
|
||
|
001111
|
||
|
010001
|
||
|
001111
|
||
|
000000
|
||
|
CHAR 132
|
||
|
001010
|
||
|
000000
|
||
|
001110
|
||
|
000001
|
||
|
001111
|
||
|
010001
|
||
|
001111
|
||
|
000000
|
||
|
CHAR 133
|
||
|
001100
|
||
|
000000
|
||
|
001110
|
||
|
000001
|
||
|
001111
|
||
|
010001
|
||
|
001111
|
||
|
000000
|
||
|
CHAR 134
|
||
|
001110
|
||
|
001010
|
||
|
001110
|
||
|
000001
|
||
|
001111
|
||
|
010001
|
||
|
001111
|
||
|
000000
|
||
|
CHAR 135
|
||
|
000000
|
||
|
001110
|
||
|
010001
|
||
|
010000
|
||
|
010001
|
||
|
001110
|
||
|
000100
|
||
|
001100
|
||
|
CHAR 136
|
||
|
001110
|
||
|
000000
|
||
|
001110
|
||
|
010001
|
||
|
011110
|
||
|
010000
|
||
|
001110
|
||
|
000000
|
||
|
CHAR 137
|
||
|
001010
|
||
|
000000
|
||
|
001110
|
||
|
010001
|
||
|
011110
|
||
|
010000
|
||
|
001110
|
||
|
000000
|
||
|
CHAR 138
|
||
|
001100
|
||
|
000000
|
||
|
001110
|
||
|
010001
|
||
|
011110
|
||
|
010000
|
||
|
001110
|
||
|
000000
|
||
|
CHAR 139
|
||
|
001010
|
||
|
000000
|
||
|
000100
|
||
|
000100
|
||
|
000100
|
||
|
000100
|
||
|
000110
|
||
|
000000
|
||
|
CHAR 140
|
||
|
000100
|
||
|
001010
|
||
|
000000
|
||
|
000100
|
||
|
000100
|
||
|
000100
|
||
|
000110
|
||
|
000000
|
||
|
CHAR 141
|
||
|
001000
|
||
|
000000
|
||
|
000100
|
||
|
000100
|
||
|
000100
|
||
|
000100
|
||
|
000110
|
||
|
000000
|
||
|
CHAR 142
|
||
|
001010
|
||
|
000000
|
||
|
000100
|
||
|
001010
|
||
|
010001
|
||
|
011111
|
||
|
010001
|
||
|
000000
|
||
|
CHAR 143
|
||
|
001110
|
||
|
001010
|
||
|
001110
|
||
|
011011
|
||
|
010001
|
||
|
011111
|
||
|
010001
|
||
|
000000
|
||
|
CHAR 144
|
||
|
000011
|
||
|
000000
|
||
|
011111
|
||
|
010000
|
||
|
011110
|
||
|
010000
|
||
|
011111
|
||
|
000000
|
||
|
CHAR 145
|
||
|
000000
|
||
|
000000
|
||
|
011110
|
||
|
000101
|
||
|
011111
|
||
|
010100
|
||
|
001111
|
||
|
000000
|
||
|
CHAR 146
|
||
|
001111
|
||
|
010100
|
||
|
010100
|
||
|
011111
|
||
|
010100
|
||
|
010100
|
||
|
010111
|
||
|
000000
|
||
|
CHAR 147
|
||
|
001110
|
||
|
000000
|
||
|
001100
|
||
|
010010
|
||
|
010010
|
||
|
010010
|
||
|
001100
|
||
|
000000
|
||
|
CHAR 148
|
||
|
001010
|
||
|
000000
|
||
|
001100
|
||
|
010010
|
||
|
010010
|
||
|
010010
|
||
|
001100
|
||
|
000000
|
||
|
CHAR 149
|
||
|
011000
|
||
|
000000
|
||
|
001100
|
||
|
010010
|
||
|
010010
|
||
|
010010
|
||
|
001100
|
||
|
000000
|
||
|
CHAR 150
|
||
|
001110
|
||
|
000000
|
||
|
010010
|
||
|
010010
|
||
|
010010
|
||
|
010110
|
||
|
001010
|
||
|
000000
|
||
|
CHAR 151
|
||
|
011000
|
||
|
000000
|
||
|
010010
|
||
|
010010
|
||
|
010010
|
||
|
010110
|
||
|
001010
|
||
|
000000
|
||
|
CHAR 152
|
||
|
001010
|
||
|
000000
|
||
|
010010
|
||
|
010010
|
||
|
010010
|
||
|
001110
|
||
|
000100
|
||
|
011000
|
||
|
CHAR 153
|
||
|
010010
|
||
|
001100
|
||
|
010010
|
||
|
010010
|
||
|
010010
|
||
|
010010
|
||
|
001100
|
||
|
000000
|
||
|
CHAR 154
|
||
|
001010
|
||
|
000000
|
||
|
010010
|
||
|
010010
|
||
|
010010
|
||
|
010010
|
||
|
001100
|
||
|
000000
|
||
|
CHAR 155
|
||
|
000000
|
||
|
000100
|
||
|
001110
|
||
|
010000
|
||
|
010000
|
||
|
001110
|
||
|
000100
|
||
|
000000
|
||
|
CHAR 156
|
||
|
000110
|
||
|
001001
|
||
|
001000
|
||
|
011110
|
||
|
001000
|
||
|
001001
|
||
|
010111
|
||
|
000000
|
||
|
CHAR 157
|
||
|
010001
|
||
|
001010
|
||
|
000100
|
||
|
011111
|
||
|
000100
|
||
|
011111
|
||
|
000100
|
||
|
000000
|
||
|
CHAR 158
|
||
|
011000
|
||
|
010100
|
||
|
010100
|
||
|
011010
|
||
|
010111
|
||
|
010010
|
||
|
010010
|
||
|
000000
|
||
|
CHAR 159
|
||
|
000010
|
||
|
000101
|
||
|
000100
|
||
|
001110
|
||
|
000100
|
||
|
000100
|
||
|
010100
|
||
|
001000
|
||
|
CHAR 160
|
||
|
000110
|
||
|
000000
|
||
|
001110
|
||
|
000001
|
||
|
001111
|
||
|
010001
|
||
|
001111
|
||
|
000000
|
||
|
CHAR 161
|
||
|
000110
|
||
|
000000
|
||
|
000100
|
||
|
000100
|
||
|
000100
|
||
|
000100
|
||
|
000110
|
||
|
000000
|
||
|
CHAR 162
|
||
|
000110
|
||
|
000000
|
||
|
001100
|
||
|
010010
|
||
|
010010
|
||
|
010010
|
||
|
001100
|
||
|
000000
|
||
|
CHAR 163
|
||
|
000110
|
||
|
000000
|
||
|
010010
|
||
|
010010
|
||
|
010010
|
||
|
010110
|
||
|
001010
|
||
|
000000
|
||
|
CHAR 164
|
||
|
001010
|
||
|
010100
|
||
|
000000
|
||
|
011100
|
||
|
010010
|
||
|
010010
|
||
|
010010
|
||
|
000000
|
||
|
CHAR 165
|
||
|
001010
|
||
|
010100
|
||
|
000000
|
||
|
010010
|
||
|
011010
|
||
|
010110
|
||
|
010010
|
||
|
000000
|
||
|
CHAR 166
|
||
|
001110
|
||
|
000001
|
||
|
001111
|
||
|
010001
|
||
|
001111
|
||
|
000000
|
||
|
001111
|
||
|
000000
|
||
|
CHAR 167
|
||
|
001100
|
||
|
010010
|
||
|
010010
|
||
|
010010
|
||
|
001100
|
||
|
000000
|
||
|
011110
|
||
|
000000
|
||
|
CHAR 168
|
||
|
000100
|
||
|
000000
|
||
|
000100
|
||
|
001100
|
||
|
010000
|
||
|
010001
|
||
|
001110
|
||
|
000000
|
||
|
CHAR 169
|
||
|
000000
|
||
|
000000
|
||
|
011111
|
||
|
010000
|
||
|
010000
|
||
|
010000
|
||
|
000000
|
||
|
000000
|
||
|
CHAR 170
|
||
|
000000
|
||
|
000000
|
||
|
111111
|
||
|
000001
|
||
|
000001
|
||
|
000000
|
||
|
000000
|
||
|
000000
|
||
|
CHAR 171
|
||
|
010000
|
||
|
010010
|
||
|
010100
|
||
|
001110
|
||
|
010001
|
||
|
000010
|
||
|
000111
|
||
|
000000
|
||
|
CHAR 172
|
||
|
010000
|
||
|
010010
|
||
|
010100
|
||
|
001011
|
||
|
010101
|
||
|
000111
|
||
|
000001
|
||
|
000000
|
||
|
CHAR 173
|
||
|
000100
|
||
|
000000
|
||
|
000100
|
||
|
000100
|
||
|
001110
|
||
|
001110
|
||
|
000100
|
||
|
000000
|
||
|
CHAR 174
|
||
|
000000
|
||
|
000000
|
||
|
001001
|
||
|
010010
|
||
|
001001
|
||
|
000000
|
||
|
000000
|
||
|
000000
|
||
|
CHAR 175
|
||
|
000000
|
||
|
000000
|
||
|
010010
|
||
|
001001
|
||
|
010010
|
||
|
000000
|
||
|
000000
|
||
|
000000
|
||
|
CHAR 176
|
||
|
010101
|
||
|
000000
|
||
|
101010
|
||
|
000000
|
||
|
010101
|
||
|
000000
|
||
|
101010
|
||
|
000000
|
||
|
CHAR 177
|
||
|
010101
|
||
|
101010
|
||
|
010101
|
||
|
101010
|
||
|
010101
|
||
|
101010
|
||
|
010101
|
||
|
101010
|
||
|
CHAR 178
|
||
|
101010
|
||
|
111111
|
||
|
010101
|
||
|
111111
|
||
|
101010
|
||
|
111111
|
||
|
010101
|
||
|
111111
|
||
|
CHAR 179
|
||
|
000100
|
||
|
000100
|
||
|
000100
|
||
|
000100
|
||
|
000100
|
||
|
000100
|
||
|
000100
|
||
|
000100
|
||
|
CHAR 180
|
||
|
000100
|
||
|
000100
|
||
|
000100
|
||
|
111100
|
||
|
000100
|
||
|
000100
|
||
|
000100
|
||
|
000100
|
||
|
CHAR 181
|
||
|
000000
|
||
|
000000
|
||
|
010010
|
||
|
010010
|
||
|
010010
|
||
|
011100
|
||
|
010000
|
||
|
010000
|
||
|
CHAR 182
|
||
|
010100
|
||
|
010100
|
||
|
010100
|
||
|
110100
|
||
|
010100
|
||
|
010100
|
||
|
010100
|
||
|
010100
|
||
|
CHAR 183
|
||
|
000000
|
||
|
000000
|
||
|
000000
|
||
|
111100
|
||
|
010100
|
||
|
010100
|
||
|
010100
|
||
|
010100
|
||
|
CHAR 184
|
||
|
000000
|
||
|
111100
|
||
|
000100
|
||
|
111100
|
||
|
000100
|
||
|
000100
|
||
|
000100
|
||
|
000100
|
||
|
CHAR 185
|
||
|
010100
|
||
|
110100
|
||
|
000100
|
||
|
110100
|
||
|
010100
|
||
|
010100
|
||
|
010100
|
||
|
010100
|
||
|
CHAR 186
|
||
|
010100
|
||
|
010100
|
||
|
010100
|
||
|
010100
|
||
|
010100
|
||
|
010100
|
||
|
010100
|
||
|
010100
|
||
|
CHAR 187
|
||
|
000000
|
||
|
111100
|
||
|
000100
|
||
|
110100
|
||
|
010100
|
||
|
010100
|
||
|
010100
|
||
|
010100
|
||
|
CHAR 188
|
||
|
010100
|
||
|
110100
|
||
|
000100
|
||
|
111100
|
||
|
000000
|
||
|
000000
|
||
|
000000
|
||
|
000000
|
||
|
CHAR 189
|
||
|
010100
|
||
|
010100
|
||
|
010100
|
||
|
111100
|
||
|
000000
|
||
|
000000
|
||
|
000000
|
||
|
000000
|
||
|
CHAR 190
|
||
|
000100
|
||
|
111100
|
||
|
000100
|
||
|
111100
|
||
|
000000
|
||
|
000000
|
||
|
000000
|
||
|
000000
|
||
|
CHAR 191
|
||
|
000000
|
||
|
000000
|
||
|
000000
|
||
|
111100
|
||
|
000100
|
||
|
000100
|
||
|
000100
|
||
|
000100
|
||
|
CHAR 192
|
||
|
000100
|
||
|
000100
|
||
|
000100
|
||
|
000111
|
||
|
000000
|
||
|
000000
|
||
|
000000
|
||
|
000000
|
||
|
CHAR 193
|
||
|
000100
|
||
|
000100
|
||
|
000100
|
||
|
111111
|
||
|
000000
|
||
|
000000
|
||
|
000000
|
||
|
000000
|
||
|
CHAR 194
|
||
|
000000
|
||
|
000000
|
||
|
000000
|
||
|
111111
|
||
|
000100
|
||
|
000100
|
||
|
000100
|
||
|
000100
|
||
|
CHAR 195
|
||
|
000100
|
||
|
000100
|
||
|
000100
|
||
|
000111
|
||
|
000100
|
||
|
000100
|
||
|
000100
|
||
|
000100
|
||
|
CHAR 196
|
||
|
000000
|
||
|
000000
|
||
|
000000
|
||
|
111111
|
||
|
000000
|
||
|
000000
|
||
|
000000
|
||
|
000000
|
||
|
CHAR 197
|
||
|
000100
|
||
|
000100
|
||
|
000100
|
||
|
111111
|
||
|
000100
|
||
|
000100
|
||
|
000100
|
||
|
000100
|
||
|
CHAR 198
|
||
|
000100
|
||
|
000111
|
||
|
000100
|
||
|
000111
|
||
|
000100
|
||
|
000100
|
||
|
000100
|
||
|
000100
|
||
|
CHAR 199
|
||
|
010100
|
||
|
010100
|
||
|
010100
|
||
|
010111
|
||
|
010100
|
||
|
010100
|
||
|
010100
|
||
|
010100
|
||
|
CHAR 200
|
||
|
010100
|
||
|
010111
|
||
|
010000
|
||
|
011111
|
||
|
000000
|
||
|
000000
|
||
|
000000
|
||
|
000000
|
||
|
CHAR 201
|
||
|
000000
|
||
|
011111
|
||
|
010000
|
||
|
010111
|
||
|
010100
|
||
|
010100
|
||
|
010100
|
||
|
010100
|
||
|
CHAR 202
|
||
|
010100
|
||
|
110111
|
||
|
000000
|
||
|
111111
|
||
|
000000
|
||
|
000000
|
||
|
000000
|
||
|
000000
|
||
|
CHAR 203
|
||
|
000000
|
||
|
111111
|
||
|
000000
|
||
|
110111
|
||
|
010100
|
||
|
010100
|
||
|
010100
|
||
|
010100
|
||
|
CHAR 204
|
||
|
010100
|
||
|
010111
|
||
|
010000
|
||
|
010111
|
||
|
010100
|
||
|
010100
|
||
|
010100
|
||
|
010100
|
||
|
CHAR 205
|
||
|
000000
|
||
|
111111
|
||
|
000000
|
||
|
111111
|
||
|
000000
|
||
|
000000
|
||
|
000000
|
||
|
000000
|
||
|
CHAR 206
|
||
|
010100
|
||
|
110111
|
||
|
000000
|
||
|
110111
|
||
|
010100
|
||
|
010100
|
||
|
010100
|
||
|
010100
|
||
|
CHAR 207
|
||
|
000100
|
||
|
111111
|
||
|
000000
|
||
|
111111
|
||
|
000000
|
||
|
000000
|
||
|
000000
|
||
|
000000
|
||
|
CHAR 208
|
||
|
010100
|
||
|
010100
|
||
|
010100
|
||
|
111111
|
||
|
000000
|
||
|
000000
|
||
|
000000
|
||
|
000000
|
||
|
CHAR 209
|
||
|
000000
|
||
|
111111
|
||
|
000000
|
||
|
111111
|
||
|
000100
|
||
|
000100
|
||
|
000100
|
||
|
000100
|
||
|
CHAR 210
|
||
|
000000
|
||
|
000000
|
||
|
000000
|
||
|
111111
|
||
|
010100
|
||
|
010100
|
||
|
010100
|
||
|
010100
|
||
|
CHAR 211
|
||
|
010100
|
||
|
010100
|
||
|
010100
|
||
|
011111
|
||
|
000000
|
||
|
000000
|
||
|
000000
|
||
|
000000
|
||
|
CHAR 212
|
||
|
000000
|
||
|
000000
|
||
|
000000
|
||
|
000000
|
||
|
000000
|
||
|
000000
|
||
|
000000
|
||
|
111111
|
||
|
CHAR 213
|
||
|
000000
|
||
|
000000
|
||
|
000000
|
||
|
000000
|
||
|
000000
|
||
|
000000
|
||
|
111111
|
||
|
111111
|
||
|
CHAR 214
|
||
|
000000
|
||
|
000000
|
||
|
000000
|
||
|
000000
|
||
|
000000
|
||
|
111111
|
||
|
111111
|
||
|
111111
|
||
|
CHAR 215
|
||
|
000000
|
||
|
000000
|
||
|
000000
|
||
|
000000
|
||
|
111111
|
||
|
111111
|
||
|
111111
|
||
|
111111
|
||
|
CHAR 216
|
||
|
000000
|
||
|
000000
|
||
|
000000
|
||
|
111111
|
||
|
111111
|
||
|
111111
|
||
|
111111
|
||
|
111111
|
||
|
CHAR 217
|
||
|
000000
|
||
|
000000
|
||
|
111111
|
||
|
111111
|
||
|
111111
|
||
|
111111
|
||
|
111111
|
||
|
111111
|
||
|
CHAR 218
|
||
|
000000
|
||
|
111111
|
||
|
111111
|
||
|
111111
|
||
|
111111
|
||
|
111111
|
||
|
111111
|
||
|
111111
|
||
|
CHAR 219
|
||
|
111111
|
||
|
111111
|
||
|
111111
|
||
|
111111
|
||
|
111111
|
||
|
111111
|
||
|
111111
|
||
|
111111
|
||
|
CHAR 220
|
||
|
100000
|
||
|
100000
|
||
|
100000
|
||
|
100000
|
||
|
100000
|
||
|
100000
|
||
|
100000
|
||
|
100000
|
||
|
CHAR 221
|
||
|
110000
|
||
|
110000
|
||
|
110000
|
||
|
110000
|
||
|
110000
|
||
|
110000
|
||
|
110000
|
||
|
110000
|
||
|
CHAR 222
|
||
|
111000
|
||
|
111000
|
||
|
111000
|
||
|
111000
|
||
|
111000
|
||
|
111000
|
||
|
111000
|
||
|
111000
|
||
|
CHAR 223
|
||
|
111100
|
||
|
111100
|
||
|
111100
|
||
|
111100
|
||
|
111100
|
||
|
111100
|
||
|
111100
|
||
|
111100
|
||
|
CHAR 224
|
||
|
111110
|
||
|
111110
|
||
|
111110
|
||
|
111110
|
||
|
111110
|
||
|
111110
|
||
|
111110
|
||
|
111110
|
||
|
CHAR 225
|
||
|
000000
|
||
|
011100
|
||
|
010010
|
||
|
011100
|
||
|
010010
|
||
|
010010
|
||
|
011100
|
||
|
010000
|
||
|
CHAR 226
|
||
|
011110
|
||
|
010010
|
||
|
010000
|
||
|
010000
|
||
|
010000
|
||
|
010000
|
||
|
010000
|
||
|
000000
|
||
|
CHAR 227
|
||
|
000000
|
||
|
011111
|
||
|
001010
|
||
|
001010
|
||
|
001010
|
||
|
001010
|
||
|
001010
|
||
|
000000
|
||
|
CHAR 228
|
||
|
001010
|
||
|
000000
|
||
|
001110
|
||
|
000001
|
||
|
001111
|
||
|
010001
|
||
|
001111
|
||
|
000000
|
||
|
CHAR 229
|
||
|
000000
|
||
|
000000
|
||
|
001111
|
||
|
010010
|
||
|
010010
|
||
|
001100
|
||
|
000000
|
||
|
000000
|
||
|
CHAR 230
|
||
|
000000
|
||
|
000000
|
||
|
010010
|
||
|
010010
|
||
|
010010
|
||
|
011100
|
||
|
010000
|
||
|
010000
|
||
|
CHAR 231
|
||
|
000000
|
||
|
000000
|
||
|
001010
|
||
|
010100
|
||
|
000100
|
||
|
000100
|
||
|
000100
|
||
|
000000
|
||
|
CHAR 232
|
||
|
001110
|
||
|
000100
|
||
|
001110
|
||
|
010001
|
||
|
001110
|
||
|
000100
|
||
|
001110
|
||
|
000000
|
||
|
CHAR 233
|
||
|
001100
|
||
|
010010
|
||
|
010010
|
||
|
011110
|
||
|
010010
|
||
|
010010
|
||
|
001100
|
||
|
000000
|
||
|
CHAR 234
|
||
|
000000
|
||
|
001110
|
||
|
010001
|
||
|
010001
|
||
|
001010
|
||
|
001010
|
||
|
011011
|
||
|
000000
|
||
|
CHAR 235
|
||
|
001100
|
||
|
010000
|
||
|
001000
|
||
|
000100
|
||
|
001110
|
||
|
010010
|
||
|
001100
|
||
|
000000
|
||
|
CHAR 236
|
||
|
000000
|
||
|
000000
|
||
|
001010
|
||
|
010101
|
||
|
010101
|
||
|
001010
|
||
|
000000
|
||
|
000000
|
||
|
CHAR 237
|
||
|
000000
|
||
|
000100
|
||
|
001110
|
||
|
010101
|
||
|
010101
|
||
|
001110
|
||
|
000100
|
||
|
000000
|
||
|
CHAR 238
|
||
|
000000
|
||
|
001110
|
||
|
010000
|
||
|
011110
|
||
|
010000
|
||
|
001110
|
||
|
000000
|
||
|
000000
|
||
|
CHAR 239
|
||
|
000000
|
||
|
001100
|
||
|
010010
|
||
|
010010
|
||
|
010010
|
||
|
010010
|
||
|
000000
|
||
|
000000
|
||
|
CHAR 240
|
||
|
000000
|
||
|
011110
|
||
|
000000
|
||
|
011110
|
||
|
000000
|
||
|
011110
|
||
|
000000
|
||
|
000000
|
||
|
CHAR 241
|
||
|
000000
|
||
|
000100
|
||
|
001110
|
||
|
000100
|
||
|
000000
|
||
|
001110
|
||
|
000000
|
||
|
000000
|
||
|
CHAR 242
|
||
|
010000
|
||
|
001100
|
||
|
000010
|
||
|
001100
|
||
|
010000
|
||
|
000000
|
||
|
011110
|
||
|
000000
|
||
|
CHAR 243
|
||
|
000000
|
||
|
000000
|
||
|
111111
|
||
|
111000
|
||
|
100110
|
||
|
100001
|
||
|
100000
|
||
|
111111
|
||
|
CHAR 244
|
||
|
000000
|
||
|
000000
|
||
|
111111
|
||
|
000111
|
||
|
011001
|
||
|
100001
|
||
|
000001
|
||
|
111111
|
||
|
CHAR 245
|
||
|
000100
|
||
|
000100
|
||
|
000100
|
||
|
000100
|
||
|
000100
|
||
|
010100
|
||
|
001000
|
||
|
000000
|
||
|
CHAR 246
|
||
|
001010
|
||
|
000000
|
||
|
001110
|
||
|
010001
|
||
|
010001
|
||
|
010001
|
||
|
001110
|
||
|
000000
|
||
|
CHAR 247
|
||
|
111110
|
||
|
111110
|
||
|
111110
|
||
|
111110
|
||
|
111110
|
||
|
111110
|
||
|
111110
|
||
|
111110
|
||
|
CHAR 248
|
||
|
111100
|
||
|
111100
|
||
|
111100
|
||
|
111100
|
||
|
111100
|
||
|
111100
|
||
|
111100
|
||
|
111100
|
||
|
CHAR 249
|
||
|
111000
|
||
|
111000
|
||
|
111000
|
||
|
111000
|
||
|
111000
|
||
|
111000
|
||
|
111000
|
||
|
111000
|
||
|
CHAR 250
|
||
|
110000
|
||
|
110000
|
||
|
110000
|
||
|
110000
|
||
|
110000
|
||
|
110000
|
||
|
110000
|
||
|
110000
|
||
|
CHAR 251
|
||
|
100000
|
||
|
100000
|
||
|
100000
|
||
|
100000
|
||
|
100000
|
||
|
100000
|
||
|
100000
|
||
|
100000
|
||
|
CHAR 252
|
||
|
001010
|
||
|
000000
|
||
|
010010
|
||
|
010010
|
||
|
010010
|
||
|
010110
|
||
|
001010
|
||
|
000000
|
||
|
CHAR 253
|
||
|
011000
|
||
|
000100
|
||
|
001000
|
||
|
011100
|
||
|
000000
|
||
|
000000
|
||
|
000000
|
||
|
000000
|
||
|
CHAR 254
|
||
|
000000
|
||
|
000000
|
||
|
000000
|
||
|
011110
|
||
|
110010
|
||
|
110011
|
||
|
111110
|
||
|
001111
|
||
|
CHAR 255
|
||
|
010010
|
||
|
111111
|
||
|
010010
|
||
|
010010
|
||
|
111111
|
||
|
010010
|
||
|
000000
|
||
|
000000
|
||
|
</script>
|
||
|
</script>
|
||
|
|
||
|
</head>
|
||
|
|
||
|
|
||
|
<!-- DOCUMENT BODY -->
|
||
|
<body style='background-image: url("S4.png");' onload='startExportedGame()'>
|
||
|
<!-- GAME CANVAS -->
|
||
|
<canvas id='game'></canvas>
|
||
|
</body>
|
||
|
|
||
|
|
||
|
</html>
|