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HTML

<!DOCTYPE HTML>
<html>
<!-- HEADER -->
<head>
<meta charset="UTF-8">
<title>{borders, life}</title>
<script type="text/bitsyGameData" id="exportedGameData">
{printTile "g"}borders, life{printTile "h"}
# BITSY VERSION 7.2
! ROOM_FORMAT 1
PAL 0
NAME blueprint
255,255,255
16,23,62
78,96,101
ROOM 0
a,0,0,0,b,0,0,0,b,0,0,a,0,0,b,0
b,a,0,0,a,0,0,b,a,0,c,0,a,b,a,0
0,0,a,0,0,a,b,0,b,0,0,0,b,a,0,0
b,a,0,a,0,0,a,0,a,0,0,b,0,0,0,0
0,0,a,0,a,0,0,0,0,a,0,a,b,0,b,a
0,0,b,0,0,a,0,0,0,0,0,b,0,0,a,0
0,b,0,0,0,b,0,0,0,b,0,0,0,0,b,0
b,a,0,0,b,0,0,a,b,0,0,0,a,0,0,b
0,0,a,0,0,0,b,0,a,0,0,0,b,a,b,0
0,0,b,0,0,b,0,0,b,a,b,0,0,0,a,0
0,b,0,0,0,0,0,0,0,0,a,0,0,0,0,0
0,a,0,0,a,b,0,0,0,0,0,a,0,a,b,0
0,0,0,0,0,0,0,a,c,0,0,0,a,b,0,0
0,a,b,a,0,0,0,b,a,0,0,0,0,a,0,b
0,b,0,0,a,0,b,a,0,a,b,0,0,0,a,0
0,a,0,0,0,b,0,0,0,0,0,0,a,0,b,a
NAME 1
EXT 10,1 1 10,1 DLG 3
PAL 0
ROOM 1
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,b
0,0,0,0,0,0,0,0,0,0,0,0,0,0,b,0
0,0,0,0,0,0,0,0,0,0,0,0,0,b,0,0
0,0,0,0,0,0,0,0,0,0,0,0,b,0,0,0
0,0,0,0,0,0,0,0,0,0,0,b,0,0,0,0
0,0,0,0,0,0,0,0,0,0,b,0,0,0,0,0
0,0,0,0,0,0,0,0,0,b,0,0,0,0,0,0
0,0,0,0,0,0,0,0,b,0,0,0,0,0,0,0
0,0,0,0,0,0,0,b,0,0,0,0,0,0,0,0
0,0,0,0,0,0,b,0,0,0,0,0,0,0,0,0
0,0,0,0,0,b,0,0,0,0,0,0,0,0,0,0
0,0,0,0,b,0,0,0,0,0,0,0,0,0,0,0
0,0,0,b,0,0,0,0,0,0,0,0,0,0,0,0
0,0,b,0,0,0,0,0,0,0,c,0,0,0,0,0
0,b,0,0,0,0,0,0,0,0,0,0,0,0,0,0
b,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
NAME 2
EXT 10,13 2 10,13
PAL 0
ROOM 2
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,d
0,0,0,0,0,0,0,0,0,0,0,0,0,0,d,0
0,0,0,0,0,0,0,0,0,0,0,0,0,d,0,0
0,0,0,0,0,0,0,0,0,0,0,0,d,0,0,0
0,0,0,0,0,c,0,0,0,0,0,d,0,0,0,0
0,0,0,0,0,0,0,0,0,0,d,0,0,0,0,0
0,0,0,0,0,0,0,0,0,d,0,0,0,0,0,0
0,0,0,0,0,0,0,0,d,0,0,0,0,0,0,0
0,0,0,0,0,0,0,d,0,0,0,0,0,0,0,0
0,0,0,0,0,0,d,0,0,0,0,0,0,0,0,0
0,0,0,0,0,d,0,0,0,0,0,0,0,0,0,0
0,0,0,0,d,0,0,0,0,0,0,0,0,0,0,0
0,0,0,d,0,0,0,0,0,0,0,0,0,0,0,0
0,0,d,0,0,0,0,0,0,0,0,0,0,0,0,0
0,d,0,0,0,0,0,0,0,0,0,0,0,0,0,0
d,0,0,0,0,0,0,0,0,0,0,0,0,0,0,f
NAME 3
EXT 10,13 1 10,13
EXT 15,15 3 13,15
PAL 0
ROOM 3
e,0,0,0,d,0,0,0,d,0,0,e,0,0,d,0
d,e,0,0,e,0,0,d,e,0,c,0,e,d,e,0
0,0,e,0,0,e,d,0,d,0,0,0,d,e,0,0
d,e,0,e,0,0,e,0,e,0,0,d,0,0,0,0
0,0,e,0,e,0,0,0,0,e,0,0,d,e,d,e
0,0,d,0,0,e,0,0,0,0,0,d,0,0,e,0
0,d,0,0,0,d,0,0,0,d,0,0,0,0,d,0
d,e,0,0,d,0,0,e,d,0,0,0,e,0,0,d
0,0,e,0,0,0,d,0,e,0,0,0,0,e,0,0
0,0,d,0,0,d,0,0,d,e,d,0,0,0,e,0
0,d,0,0,0,0,0,0,e,0,e,0,0,0,0,0
0,e,0,0,e,d,0,0,0,0,0,e,0,0,d,0
0,0,0,0,0,0,0,e,c,0,0,0,e,d,0,0
0,e,d,e,0,0,0,d,e,0,0,0,0,e,0,d
0,d,0,0,e,0,d,e,0,e,d,0,0,0,e,0
0,e,0,0,0,d,0,0,0,0,0,0,0,0,d,e
NAME 4
EXT 10,1 1 10,1
EXT 13,15 2 15,15
PAL 0
TIL a
10000000
01000000
00100000
00100000
00010000
00001000
00000100
00000011
NAME block
WAL false
TIL b
00000001
00000010
00000100
00001000
00010000
00100000
01000000
10000000
WAL false
TIL c
01001001
10000100
00100000
00000010
00010100
01000000
00000010
10010001
TIL d
00000001
00000010
00000100
00001000
00010000
00100000
01000000
10000000
WAL true
TIL e
10000000
01000000
00100000
00100000
00010000
00001000
00000100
00000011
WAL true
TIL f
10000000
00000000
00000000
00000000
00000000
00000000
00000000
00000000
TIL g
00011000
00100000
00100000
01100000
01100000
00100000
00100000
00011000
TIL h
00011000
00000100
00000100
00000110
00000110
00000100
00000100
00011000
SPR A
00000000
10000010
01000100
00111000
00111000
01000100
10000010
00000000
>
00000000
10000010
01000100
00101000
00101000
01000100
10000010
00000000
POS 0 13,14
SPR a
10000100
01001000
00110000
00010101
00010110
01011000
00110000
00010000
NAME cat
DLG 0
POS 0 8,12
SPR b
00111100
01000010
10000001
10000001
10000001
10000001
01000010
00111100
DLG 4
SPR c
10000100
01001000
00110000
00010101
00010110
01011000
00110000
00010000
DLG 5
POS 3 8,12
ITM 0
00000000
00000000
00000000
00111100
01100100
00100100
00011000
00000000
NAME tea
DLG 1
ITM 1
00000000
00111100
00100100
00111100
00010000
00011000
00010000
00011000
NAME key
DLG 2
DLG 0
"""
sometimes you feel there are no constrains
you feel you can move
you have space
even if it doesn't look like
you find yourself light-weight
"""
NAME cat dialog
DLG 3
it is easy to cross borders
NAME exit narration 1
DLG 4
but there is always the opposite too
NAME sprite b dialog
DLG 5
but there is always the opposite too
NAME sprite c dialog
VAR a
42
</script>
<style>
html {
margin:0px;
padding:0px;
}
body {
margin:0px;
margin-top: 145px;
padding:0px;
overflow:hidden;
background-image: url("fondo.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
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</script>
</script>
</script>
</script>
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