<!DOCTYPE HTML> <html> <!-- HEADER --> <head> <meta charset="UTF-8"> <title>You are a download button. {printSprite "1d"}{pg}Imagine you never know if people are excited for or afraid of you.</title> <script type="text/bitsyGameData" id="exportedGameData"> You are a download button. {printSprite "1d"}{pg}Imagine you never know if people are excited for or afraid of you. # BITSY VERSION 7.12 ! ROOM_FORMAT 1 PAL 0 NAME palette 0,0,0 57,255,20 57,255,20 PAL 1 0,0,0 57,255,20 57,255,20 ROOM 1e ao,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 0,0,0,0,0,8c,p,m,m,o,q,0,0,0,0,0 0,0,9e,m,i,w,0,h,9g,8e,9e,q,w,dh,0,0 0,0,9w,9s,9t,9w,9s,9t,9w,9s,9t,9w,9s,9t,0,0 0,0,9v,0,9u,9v,0,9u,9v,0,9u,9v,0,9u,0,0 0,0,9z,9y,9x,9z,9y,9x,9z,9y,9x,9z,9y,9x,0,0 0,0,0,8e,0,0,f,0,0,8c,0,0,9d,0,0,0 0,0,9w,9s,9t,9w,9s,9t,9w,9s,9t,9w,9s,9t,0,0 0,0,9v,0,9u,9v,0,9u,9v,0,9u,9v,0,9u,0,0 0,0,9z,9p,9x,9z,9p,9x,9z,9p,9x,9z,9p,9x,0,0 0,0,0,q,0,0,9b,0,0,a0,0,0,p,0,0,0 0,0,9w,9s,9t,9w,fp,9t,9n,9s,9k,9n,9s,9k,0,0 0,0,9v,0,9u,9v,0,9u,9v,0,9m,9v,l,9u,0,0 0,0,9z,9p,9x,9z,9p,9x,9q,9p,9o,9q,9p,9o,0,0 0,0,0,x,0,0,a1,0,0,9c,0,0,l,0,0,0 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 NAME choose your p(l)ayer END r 0,0 END s 3,4 END t 6,4 END u 9,4 END v 12,4 END v 3,8 END v 6,8 END v 9,8 END v 12,8 END v 3,12 END v 6,12 END v 9,12 END v 12,12 PAL 0 ROOM 1f ao,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 NAME cursor END w 0,0 PAL 0 ROOM 1g ao,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 NAME exit button END w 0,0 PAL 0 ROOM 1h ao,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 NAME inbox notification END w 0,0 PAL 0 ROOM 1i ao,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 NAME checkmark END w 0,0 PAL 0 ROOM 1k ao,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 NAME download END w 0,0 PAL 0 TIL 10 01000000 01000000 00100000 00010000 00010000 00010000 00010000 00010000 TIL 11 00001000 00001000 00001000 00001000 00001000 00001000 00001000 00001000 TIL 12 00000000 00000000 00001000 00000000 00000000 00000000 00000100 11100101 > 11111111 01100110 00011000 00111100 00111100 00011000 01100110 11111111 TIL 13 00000000 00000000 11111111 11100111 11100111 11111111 00000000 11111111 > 11111111 01100110 00011000 00111100 00111100 00011000 01100110 11111111 TIL 14 00000011 00000100 00001000 00010000 00100000 00100000 00100000 00100000 TIL 15 10000001 10011001 11100111 11011011 11011011 11100111 10011001 10000001 > 10000001 10011001 11100111 11000011 11000011 11100111 10011001 10000001 TIL 16 10101010 01111111 11000000 01000000 11000000 01000000 11000000 01000000 TIL 17 01000000 01000000 01000000 01000000 01000000 01000000 01000000 01000000 TIL 18 01000001 11111110 10000010 10000010 10000010 10000010 10000011 01111110 TIL 19 00000010 00000010 00000010 00000010 00000010 00000010 00000010 00000010 TIL 20 11111111 01100110 00011000 00100100 00100100 00011000 01100110 11111111 > 11111111 01100110 00011000 00111100 00111100 00011000 01100110 11111111 TIL 21 10101010 00000000 10101010 00000000 10101010 00000000 10101010 00000000 > 01010101 11111111 01010101 11111111 01010101 11111111 01010101 11111111 TIL 22 11111111 10000000 10000000 10000000 10000000 10000000 10000000 10000000 TIL 23 10000000 10000000 10000000 10000000 10000000 10000000 10000000 11111111 TIL 24 11111111 00000001 00000001 00000001 00000001 00000001 00000001 00000001 TIL 25 00000001 00000001 00000001 00000001 00000001 00000001 00000001 11111111 TIL 26 00000001 00000010 00000100 00001000 00010000 00100000 01000000 10000000 TIL 27 00000001 00000001 00000001 00000001 00000001 00000001 00000001 00000001 TIL 28 00000000 00000000 00000000 00000000 00000000 00000000 00000000 10000000 TIL 29 00000000 00000000 00000000 00000000 00000000 00000000 00000000 11111111 TIL 31 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 TIL 32 11111111 11111111 11111111 11111111 11111111 11111111 11111111 11111111 TIL 33 00100010 00000000 10101010 00000000 00100010 00000000 10001000 00000000 > 10001000 00000000 00100010 00000000 10101010 00000000 00100010 00000000 TIL 34 00000000 10100110 11101111 11101111 01000110 01000110 01000110 00000000 TIL 35 00001000 00011100 00001000 00000000 00000000 00000000 01111111 10000000 > 00001000 00010100 00001000 00000000 00000000 00000000 01111111 10000000 TIL 36 00000010 00000010 00000010 00000010 00000010 00000010 00000010 00000010 TIL 37 00000001 00000010 00100010 00100010 01110010 00100010 00100010 00000010 > 00000001 00000010 00100010 00100010 01010010 00100010 00100010 00000010 TIL 38 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 TIL 39 00000000 11111111 00000000 00000000 00000000 00000000 00000000 00000000 TIL 40 00010000 00010000 00010000 00010000 00010000 00010000 00010000 00010000 > 00000010 00010011 00101000 00010000 00000000 00000000 00000000 00000000 TIL 42 00000000 11111111 11111111 11111111 11111111 11111111 00000000 00000000 > 00000010 00010011 00101000 00010000 00000000 00000000 00000000 00000000 TIL 43 00000000 01100110 01100110 01111110 00111100 00011000 00011000 00000000 TIL 44 00000000 00000000 00000000 00000000 00000001 00000011 00000011 00000010 > 00000000 00000000 00000000 00000000 00100001 00100011 01110011 00100010 TIL 45 00000010 00000010 00000010 00000010 00000010 00000010 00000010 00000010 TIL 46 00000010 00000011 00000000 00000000 00000000 00000000 00000000 00000000 > 00000010 00010011 00101000 00010000 00000000 00000000 00000000 00000000 TIL 47 00000000 00000000 00000000 11111000 11101000 11011000 10111000 01111000 > 00000010 00000111 00000010 11111000 11101000 11011000 10111000 01111000 TIL 48 10100000 01000000 10100010 00000010 00000101 00000010 00000010 00000000 > 00100000 00100000 11011000 00100000 00100000 00000101 00000010 00000101 TIL 49 00000000 00000000 00010000 00101000 00010000 00000000 00000000 00000000 > 00000000 00000000 00000000 00000000 00001010 00000100 00001010 00000000 TIL 50 00001111 00101111 00001111 00101111 00000000 00101010 01000000 10000000 > 00101111 00001111 00101111 00001111 00100000 00010101 01000000 10000000 TIL 51 00000001 00000010 00000100 00001000 00010000 00100000 01000000 10000000 TIL 52 00001111 00101111 00001111 00101111 00001111 00101111 00001111 00101111 > 00101111 00001111 00101111 00001111 00101111 00001111 00101111 00001111 TIL 53 10000000 01000000 00010101 00100000 00001111 00101111 00001111 00101111 > 10000000 01000000 00101010 00000000 00101111 00001111 00101111 00001111 TIL 54 10000000 01000000 00100000 00010000 00001000 00000100 00000010 00000001 TIL 55 00000000 00000000 01010101 00000000 11111111 11111111 11111111 11111111 > 00000000 00000000 10101010 00000000 11111111 11111111 11111111 11111111 TIL 56 00000001 00000010 01010100 00000000 11110100 11110000 11110100 11110000 > 00000001 00000010 10101000 00000100 11110000 11110100 11110000 11110100 TIL 57 00000001 00000010 00000100 00001000 00010000 00100000 01000000 10000000 TIL 58 11110100 11110000 11110100 11110000 11110100 11110000 11110100 11110000 > 11110000 11110100 11110000 11110100 11110000 11110100 11110000 11110100 TIL 59 11110100 11110000 11110100 11110000 00000100 10101000 00000010 00000001 > 11110000 11110100 11110000 11110100 00000000 01010100 00000010 00000001 TIL 60 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 > 00000000 00111100 01111110 01110010 01110010 01111110 00111100 00000000 TIL 61 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 > 00000000 00111100 01111110 01111110 01000010 01010010 00110100 00000000 TIL 62 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 > 00000000 01111110 00011110 00111110 01111100 01111000 01111110 00000000 TIL 63 00000000 00111100 01000010 00000010 00011100 00000000 00011000 00000000 > 00000000 00011110 00100001 00000001 00001110 00000000 00001100 00000000 TIL 64 00000000 00111100 01000010 00000010 00011100 00000000 00011000 00000000 > 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 TIL 65 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 > 00000000 00110000 01001000 01001010 01001010 01000000 00100000 00000000 TIL 66 00000000 00111100 01000010 00000010 00011100 00000000 00011000 00000000 > 00000000 00110000 01001010 01001010 01001000 01000000 00100000 00000000 TIL 67 00000000 00011000 00000000 00111000 01000000 01000010 00111100 00000000 > 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 TIL 68 00000000 00011000 00000000 00111000 01000000 01000010 00111100 00000000 > 00000000 00110000 01001000 01001010 01001010 01000000 00100000 00000000 TIL 69 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 > 00000000 00000100 00000010 01010010 01010010 00010010 00001100 00000000 TIL 70 10111111 10111111 10111111 10111111 10111111 10111111 10000000 11111111 TIL 71 11111111 11111111 11111111 11111111 11111111 11111111 00000000 11111111 TIL 72 11111101 11111101 11111101 11111101 11111101 11111101 00000001 11111110 TIL 73 10111111 10111111 10111111 10111111 10111111 10111111 10000000 01111111 TIL 74 11111111 00000000 11111111 11111111 11111111 11111111 11111111 11111111 TIL 75 11111110 00000001 11111101 11111101 11111101 11111101 11111101 11111101 TIL 76 11111101 11111101 11111101 11111101 11111101 11111101 11111101 11111101 TIL 77 11111101 11111101 11111101 11111101 11111101 11111101 00000001 11111110 TIL 78 11111111 10011001 10000001 10000001 10000001 10000001 11000011 11111111 > 11111111 11000011 10111101 11111101 11100011 11111111 11100111 11111111 TIL 79 11111111 10001101 10000101 10000001 10000001 10100001 10110001 11111111 > 11111111 11111111 11111111 11111111 11111111 11111111 11111111 11111111 TIL 80 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 TIL 81 11000000 11100000 11110000 11111000 11111100 11101111 01001111 01000111 TIL 82 00000000 10000000 11000000 11100000 11110000 11111000 11111100 11111110 > 11111111 00000000 11111111 00000000 11111111 00000000 11111111 00000000 TIL 83 10101010 10101010 10101010 00000000 00000000 10101010 10101010 10101010 > 01010101 01010101 01010101 01010101 01010101 01010101 01010101 01010101 TIL 84 01010101 01010101 01010101 01010101 00010101 00000101 00000101 00000001 > 10101010 10101010 10101010 00101010 00001010 00000010 00000000 00000000 TIL 85 01010101 01010101 01010101 01010101 01010101 01010101 01010101 01010101 TIL 86 01010101 00010101 00010101 00000101 00000101 00000001 00000001 00000000 > 10101010 00101010 00101010 00001010 00001010 00000010 00000010 00000000 TIL 88 00000000 00000001 00000001 00000101 00000101 00010101 00010101 01010101 > 00000000 00000010 00000010 00001010 00001010 00101010 00101010 10101010 TIL 89 11111110 00000000 11111000 00000000 11100000 00000000 10000000 00000000 > 00000000 11111110 00000000 11111000 00000000 11100000 00000000 10000000 TIL 90 00000000 00000000 00000000 00010111 00000000 00010111 00000000 00010111 TIL 91 00000000 00000000 00000000 00010111 00000000 00000111 00000000 00010111 TIL 92 00000000 00000000 00000000 00010110 00011001 00000001 00010001 00001110 TIL 93 00000000 00000000 00000000 00001101 00010011 00010000 00010000 00001110 TIL 94 00000000 00000000 00000000 11111111 11111111 11111111 11111111 11111111 NAME etherpad bar TIL 95 00000000 00000000 00000000 01100000 01100100 00000100 11110000 11110000 TIL 96 00001000 00001000 00001000 00001000 00001000 00001000 00001000 00001000 TIL 97 00001000 00001000 00001111 11111111 11111111 11111111 11111111 11111111 TIL 98 00000000 00000000 11111111 11111111 11111111 11111111 11111111 11111111 TIL 99 00000000 01100000 01100000 01100000 01100000 01100000 01100000 00000000 TIL c 11111111 00000000 00000000 00000000 00000000 00000000 00000000 00000000 TIL d 10000000 10000000 10000000 10000000 10000000 10000000 10000000 10000000 TIL e 00000001 00000001 00000001 00000001 00000001 00000001 00000001 00000001 TIL f 00000000 01111100 01100110 01100110 01111100 01100110 01111100 00000000 NAME letter - b TIL g 00000000 01100110 01111110 00111100 00111100 01111110 01100110 00000000 NAME letter - x TIL h 00000000 01111100 01100110 01100110 01111110 01111100 01100000 00000000 NAME letter - p TIL i 00000000 01100110 01100110 01111110 01111110 01111110 00111100 00000000 NAME letter - u TIL k 00000000 00111100 01111100 00011100 00011100 01111110 01111110 00000000 TIL l 00000000 01111000 01111000 01111110 01111110 01111110 01111110 00000000 NAME letter - l TIL m 00000000 00111100 01100110 01100110 01111110 01111110 00111100 00000000 NAME letter - o TIL n 00000000 01111110 01111110 00111100 00111100 00111100 00111100 00000000 NAME letter - t TIL o 00000000 00111110 01111000 01111000 00111110 00011110 01111100 00000000 NAME letter - s TIL p 00000000 01100110 01111110 01111110 01111110 01111110 01100110 00000000 NAME letter - h TIL q 00000000 01111110 01111000 01111000 01111110 01111000 01111110 00000000 NAME letter - e TIL r 00000000 11111111 00000000 00000000 00000000 00000000 00000000 00000000 TIL s 01010101 10101010 00000000 00000000 00000000 00000000 00000000 00000000 > 10101010 01010101 00000000 00000000 00000000 00000000 00000000 00000000 TIL t 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 > 00000000 00000000 00000000 00000000 00000000 00000000 01010101 10101010 TIL v 11111111 10101010 11111111 10101010 11111111 10101010 11111111 10101010 TIL w 00000000 01111100 01100110 01100110 01111100 01111110 01100110 00000000 NAME letter - r TIL x 00000000 01111110 01111110 00111100 00111100 01111110 01111110 00000000 NAME letter - i TIL y 10101010 00000000 10101010 00000000 10101010 00000000 10101010 00000000 TIL z 11111111 01100110 00011000 00100100 00100100 00011000 01100110 11111111 > 11111111 01100110 00011000 00111100 00111100 00011000 01100110 11111111 TIL 1a 00000000 11111111 00000000 11111111 00000000 00000000 00000000 00000000 TIL 1b 10111111 10111111 10111111 10111111 10111111 10111111 10000000 11111111 > 10111111 10111111 10111111 10111111 10111111 10111111 11000000 11111111 TIL 1c 10000001 01111110 00100100 00011000 00000000 00000000 00000000 00000000 TIL 1d 10000000 01111111 00000000 00000000 00000000 00000000 00000000 00000000 TIL 1e 00000001 11111110 10000000 01000000 01000000 01000000 01000000 01000000 TIL 1f 10000000 01111111 00000001 00000010 00000010 00000010 00000010 00000010 TIL 1g 11111111 01100110 00011000 00111100 00111100 00011000 01100110 11111111 > 11111111 01100110 00011000 00100100 00100100 00011000 01100110 11111111 TIL 1k 00001000 00001000 00001000 00001000 00001000 00001000 00001000 00001000 TIL 1l 01000001 11111110 10000010 10000010 10000010 10000010 10000011 01111110 > 01000001 11111110 11111110 11111110 11111110 11111110 11111111 01111110 TIL 1m 00000000 00000000 00000000 00000000 00000000 00000000 00000000 01111111 TIL 1n 00000000 10000000 10000000 10000000 10000000 10000000 10000000 00000000 TIL 1o 10000000 10000000 10000000 10000000 10000000 10000000 10000000 11111111 TIL 1p 00000000 10000000 10000000 10000000 10000000 10000000 10000000 00000000 TIL 1q 11111111 11111111 10000000 10000000 10000000 10000000 10000000 10000000 TIL 1r 11111111 11111111 11111111 11111111 11111111 11111111 11111111 11111111 NAME green bg TIL 1s 00000001 00000000 00000000 00000000 00000000 00000000 00000000 11111111 TIL 1t 00000000 01111110 01111110 01111110 01111110 01111110 01111110 00000000 TIL 1u 10000000 11111111 10000000 10000000 10000000 10000000 10000000 10000000 TIL 1v 10000000 10000000 10000000 10000000 10000000 10000000 10000000 10000000 TIL 1w 10000000 11111111 00000000 00000000 00000000 00000000 00000000 00000000 TIL 1y 00000000 10000000 10000000 10000000 10000000 10000000 10000000 01111111 TIL 1z 11111111 11111111 11111111 11001111 11110011 11111111 11111111 11111111 TIL 2a 10000000 10000000 10000000 10000000 10000000 10000000 10000000 10000000 TIL 2c 11111111 00000000 00000000 00000000 00000000 00000000 00000000 00000000 TIL 2d 11111110 00000010 00000110 00001010 00010010 00100010 01000010 10000010 TIL 2e 00000010 00000010 00000010 00000010 00000010 00000010 00000010 00000010 TIL 2f 11111111 00000000 00000000 00000000 00000000 00000000 00000000 00000000 TIL 2g 11111111 00000001 00000001 00000001 00000001 00000001 00000001 00000001 TIL 2h 00000001 00000001 00000001 00000001 00000001 00000001 00000001 00000001 TIL 2i 00000010 00000010 00000010 00000010 00000010 00000010 00000010 00000010 TIL 2j 10000000 10000000 10000000 10000000 10000000 10000000 10000000 10000000 TIL 2k 00000000 00000000 00000000 00000000 00000000 00000001 00000010 00000100 TIL 2l 00010000 00100000 01000000 10000000 00000000 00000000 00000000 00000000 TIL 2m 11111111 10000001 01000010 01000010 01000010 01000010 10000001 11111111 > 11111111 01100110 00011000 00100100 00100100 00011000 01100110 11111111 TIL 2n 11111111 11111111 11111111 11111111 11111111 11111111 11111111 11111111 TIL 2o 00000000 00011111 00100000 01000000 01000000 01000000 01000000 01000000 TIL 2p 01000000 01000000 01000000 01000000 01000000 01000000 01000000 01000000 TIL 2q 00000010 00000010 00000010 00000010 00000010 00000010 00000010 00000010 TIL 2r 00000000 11111000 00000100 00000010 00000010 00000010 00000010 00000010 TIL 2s 00000000 11111111 00000000 00000000 00000000 00000000 00000000 00000000 TIL 2t 11111111 00000000 00000000 00000000 00000000 00000000 00000000 00000000 TIL 2u 00000000 00000000 00000000 00000000 00000000 00000000 00000000 11111111 TIL 2v 00000000 01110010 01111010 01111110 01111110 01101110 01100110 00000000 TIL 2w 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 TIL 3a 00000010 00000011 00000000 00000000 00000000 00000000 00000000 00000000 TIL 3b 00110000 11100000 00000100 00001010 00000100 00000100 00000000 00000000 > 00110000 11100000 00000100 00001110 00000100 00000100 00000000 00000000 TIL 3c 00000000 00000000 01000000 01000000 01000000 01000000 01000000 01000000 TIL 3d 00000000 00000000 00000000 00000000 00000000 00000000 11111100 00010100 TIL 3e 00100100 00100100 00100100 00100100 00100100 00100100 00100100 00101000 TIL 3f 00000000 00111100 01000010 00000010 00011100 00000000 00011000 00000000 > 00000000 00011110 00100001 00000001 00001110 00000000 00001100 00000000 NAME ? - 1 TIL 3g 00000000 00010000 00001000 00000100 00000100 00001000 00010000 00000000 TIL 3h 00000000 00000000 00000000 00000000 00000000 00000000 01111110 00000000 TIL 3i 10101010 01010101 10101010 01010101 10101010 01010101 10101010 01010101 TIL 3k 00100010 00000010 00000010 00000010 00000010 00000010 00000010 00000010 TIL 3l 00000000 11111111 00000000 00000000 00000000 00000000 00000000 00000000 TIL 3m 01111000 01111000 01111000 01111000 01111000 01111000 01111000 01110000 TIL 3n 00000000 00000000 00000000 00000000 00100001 00100011 01010011 00100010 > 00000000 00000000 00000000 00000000 00100001 00100011 01110011 00100010 TIL 3o 01100000 11000000 00000000 00000000 00000000 00000000 00000000 00000000 TIL 3p 00000010 00010011 00111000 00010000 00000000 00000000 00000000 00000000 > 00000010 00010011 00101000 00010000 00000000 00000000 00000000 00000000 TIL 3q 00000010 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00000000 00000000 > 00000010 00100111 01010010 00100000 00000000 00000000 00000000 00000000 TIL 4u 00000000 00000000 00000000 00000000 00000100 01001110 10100100 01000000 > 00000000 00000000 00000000 00000000 00000100 01001010 11100100 01000000 TIL 4v 00000000 00000000 00000000 00000000 00000010 00100111 01010010 00100000 > 00000000 00000000 00000000 00000000 00000010 00100101 01110010 00100000 TIL 4w 01100000 11000000 00000000 00000000 00000000 00000000 00000000 00000000 TIL 4x 00000000 01100110 01100110 01111110 01111110 00000000 00000000 00000000 TIL 4y 00000000 00111100 01111110 01110000 01110110 01110010 00111110 00000000 TIL 4z 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 TIL 5a 10000000 01000000 00100000 00010000 00001000 00000100 00000010 00000001 TIL 5b 11111111 11111111 11111111 11111111 00000000 10101010 00000000 00000000 > 11111111 11111111 11111111 11111111 00000000 01010101 00000000 00000000 TIL 5c 00000000 01100110 01100110 01111110 01111110 01111110 00111100 00000000 > 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 TIL 5d 00000000 01110010 01111010 01111110 01111110 01011110 01001110 00000000 > 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 TIL 5e 00000000 01111100 01110010 01110010 01111110 01110010 01111100 00000000 > 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 TIL 5f 00000000 00111100 01100110 01100110 01111110 01111110 00111100 00000000 > 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 TIL 5g 00000000 01100110 01111110 00111100 00111100 01111110 01100110 00000000 > 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 TIL 5h 00000000 01111110 01111110 00111100 00111100 01111110 01111110 00000000 > 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 TIL 5i 00000000 00111100 01110010 01110000 01110110 01110010 00111100 00000000 > 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 TIL 5k 00000000 00111100 01111110 01111110 01111110 01100110 01100110 00000000 > 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 TIL 5l 00000000 01110010 01111010 01111110 01111110 01011110 01001110 00000000 > 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 TIL 5m 00000000 00111110 01001110 01111110 01001110 01001110 00111110 00000000 > 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 TIL 5n 00000000 00111100 01111110 01111110 01100110 01100110 00111100 00000000 > 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 TIL 5o 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 TIL 5p 00000000 00111100 01001110 01101110 00001110 01001110 00111100 00000000 > 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 TIL 5q 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 > 00000000 01111100 01111110 00011110 00011110 01111110 01111100 00000000 TIL 5r 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 > 00000000 01111110 00011110 00111110 01111100 01111000 01111110 00000000 TIL 5s 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 > 00000000 00111100 01001010 01001010 01111110 01111110 01111110 00000000 TIL 5t 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 > 00000000 00111100 01111110 01001110 01001110 01111110 00111100 00000000 TIL 5u 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 > 00000000 01100110 01111110 00111100 00111100 01111110 01100110 00000000 TIL 5v 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 > 00000000 01100110 01111110 01111110 01111110 01111110 01100110 00000000 TIL 5w 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 > 00000000 00101100 01001010 01000010 01111110 01111110 00111100 00000000 TIL 5x 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 > 00000000 00111110 01111110 01111000 01111000 01111110 00111110 00000000 TIL 5y 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 > 00000000 01111110 00011110 00111110 01111100 01111000 01111110 00000000 TIL 5z 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 > 00000000 01111110 01111110 01010010 01010010 01111110 00111100 00000000 TIL 6a 00000000 00011000 00000000 00111000 01000000 01000010 00111100 00000000 > 00000000 00000100 00000010 01010010 01010010 00010010 00011100 00000000 TIL 6b 00000000 00111100 01000010 00000010 00011100 00000000 00011000 00000000 > 00000000 00000100 00000010 01010010 01010010 00010010 00001100 00000000 TIL 6c 01010101 11111111 01111111 11111111 01111111 11111111 01111111 11111111 TIL 6d 01010101 11111111 11111111 11111111 11111111 11111111 11111111 11111111 > 10101010 11111111 11111111 11111111 11111111 11111111 11111111 11111111 TIL 6e 00000000 11111110 11111110 11111110 11111110 11111110 11111110 11111110 TIL 6f 11111111 11111111 11111111 11111111 11111111 11111111 11111111 11111111 TIL 6g 01111111 01111111 01111111 01111111 01111111 01111111 01111111 01111111 TIL 6h 01111111 01111111 01111111 01111111 01111111 01111111 01111111 00000000 TIL 6i 11110100 11110000 11110100 11110000 11110100 11110001 11110100 11110000 > 11110000 11110100 11110000 11110100 11110000 11110100 11110000 11110100 TIL 6j 11111110 11111101 11111011 11110111 11101111 11011111 10111111 01111111 TIL 6k 01111111 11111111 11111111 11111111 11111111 11111111 11111111 11111111 TIL 6l 11111111 11111111 11111111 11111111 00000000 10101010 00000000 11111111 > 11111111 11111111 11111111 11111111 00000000 01010101 00000000 00000000 TIL 6m 00001111 00101111 00001111 00101111 00000000 00101010 01000000 10111111 > 00101111 00001111 00101111 00001111 00100000 00010101 01000000 10000000 TIL 6n 01111111 10111111 11011111 11101111 11110111 11111011 11111101 11111110 TIL 6o 11111110 11111111 11111111 11111111 11111111 11111111 11111111 11111111 TIL 6p 11111111 11111111 11111111 11111111 11111111 11111111 11111111 01111111 TIL 6r 11111111 11111111 11111111 11111111 11111111 11111111 11111111 11111110 TIL 6t 11110101 11110001 11110101 11110001 00000101 10101001 00000001 11111110 > 11110000 11110100 11110000 11110100 00000000 01010100 00000010 00000001 TIL 6u 10001111 10101111 10001111 10101111 10000000 10101010 01000000 10111111 > 00101111 00001111 00101111 00001111 00100000 00010101 01000000 10000000 TIL 6v 11111110 11111101 11111011 11110111 11100111 11010111 10110111 01110111 TIL 6w 01111111 10111111 11011111 11101111 11110111 11111011 11111101 11111110 TIL 6x 01111111 10000000 10111111 10111111 10111111 10111111 10111111 10111111 TIL 6y 10111111 10111111 10111111 10111111 10111111 10111111 10111111 10111111 TIL 6z 11111111 11111111 11111111 11111111 00000000 10101010 00000000 11111111 > 11111111 11111111 11111111 11111111 00000000 01010101 00000000 00000000 TIL 7a 11111111 10000011 10011001 10000001 10000011 10011001 10000011 11111111 > 11111111 11111111 11111111 11111111 11111111 11111111 11111111 11111111 TIL 7b 11111111 11000011 10011001 10000001 10000001 10000001 11000011 11111111 > 11111111 11111111 11111111 11111111 11111111 11111111 11111111 11111111 TIL 7c 11111111 10011001 10000001 11000011 11000011 10000001 10011001 11111111 > 11111111 11111111 11111111 11111111 11111111 11111111 11111111 11111111 TIL 7d 11111111 10000001 10000001 11000011 11000011 10000001 10000001 11111111 > 11111111 11111111 11111111 11111111 11111111 11111111 11111111 11111111 TIL 7e 11111111 11000011 10001101 10001111 10001001 10001101 11000011 11111111 > 11111111 11111111 11111111 11111111 11111111 11111111 11111111 11111111 TIL 7f 11111111 11000011 10000001 10000001 10000001 10000001 10011001 11111111 > 11111111 11111111 11111111 11111111 11111111 11111111 11111111 11111111 TIL 7g 11111111 11000001 10011001 11000001 10000001 10011001 11000001 11111111 > 11111111 11111111 11111111 11111111 11111111 11111111 11111111 11111111 TIL 7h 11111111 11000011 10000001 10000001 10000001 10011001 11000011 11111111 > 11111111 11111111 11111111 11111111 11111111 11111111 11111111 11111111 TIL 7i 11111111 11000011 10110001 10010001 11110001 10110001 11000011 11111111 > 11111111 11111111 11111111 11111111 11111111 11111111 11111111 11111111 TIL 7j 11111111 11111111 11111111 11111111 11111111 11111111 11111111 11111111 TIL 7k 01111111 10000000 10111111 10111111 10111111 10111111 10111111 10111111 > 00000001 00000010 10101000 00000100 11110000 11110100 11110000 11110100 TIL 7l 11111110 11111101 11111011 11110111 11101111 11011111 10111111 01111111 TIL 7m 10000001 10000001 10000001 10000001 10000001 10000001 10000001 10000001 > 11000011 11000011 11000011 11000011 11000011 11000011 11000011 11000011 TIL 7n 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 TIL 7o 11101111 11101111 11101111 11101111 11101111 11101111 11101111 11101111 TIL 7p 11111111 11111111 11111111 11111111 11111111 00000000 11111111 11111111 TIL 7q 00000000 01111111 01000000 01011111 01010000 01010111 01010100 01010101 > 11111111 10000000 10111111 10100000 10101111 10101000 10101011 10101010 TIL 7t 00000000 11111110 00000010 11111010 00001010 11101010 00101010 10101010 > 11111111 00000001 11111101 00000101 11110101 00010101 11010101 01010101 TIL 7u 01010101 01010100 01010111 01010000 01011111 01000000 01111111 00000000 > 10101010 10101011 10101000 10101111 10100000 10111111 10000000 11111111 TIL 7v 10101010 00101010 11101010 00001010 11111010 00000010 11111110 00000000 > 01010101 11010101 00010101 11110101 00000101 11111101 00000001 11111111 TIL 7w 00000000 11111111 00000000 11111111 00000000 11111111 00000000 11111111 > 11111111 00000000 11111111 00000000 11111111 00000000 11111111 00000000 TIL 7x 01010101 01010101 01010101 01010101 01010101 01010101 01010101 01010101 > 10101010 10101010 10101010 10101010 10101010 10101010 10101010 10101010 TIL 7y 10101010 10101010 10101010 10101010 10101010 10101010 10101010 10101010 > 01010101 01010101 01010101 01010101 01010101 01010101 01010101 01010101 TIL 7z 11111111 00000000 11111111 00000000 11111111 00000000 11111111 00000000 > 00000000 11111111 00000000 11111111 00000000 11111111 00000000 11111111 TIL 8a 01111111 00000000 00011111 00000000 00000111 00000000 00000001 00000000 > 00000000 01111111 00000000 00011111 00000000 00000111 00000000 00000001 TIL 8b 00000000 01111100 01100110 01100110 01111110 01111110 01111100 00000000 TIL 8c 00000000 00111100 01110010 01110000 01110000 01110010 00111100 00000000 NAME letter - c TIL 8d 00000000 01100110 01100110 01111110 01111110 00111100 00011000 00000000 NAME letter - v TIL 8e 00000000 00111100 01100110 01100110 01111110 01111110 01100110 00000000 NAME letter - a TIL 8f 00000000 01000000 00100100 00011000 00000000 00000000 00000000 00000000 TIL 8g 00000000 01111100 01100110 01100110 01111110 01111100 01100000 00000000 > 00000000 01011010 01011010 01111110 01111110 01111110 01111110 00000000 TIL 8h 00000000 01111000 01111000 01111110 01111110 01111110 01111110 00000000 > 00000000 00111100 01100110 01100110 01111110 01111110 00111100 00000000 TIL 8i 00000000 00111100 01100110 01100110 01111110 01111110 01100110 00000000 > 00000000 01111100 01100110 01100110 01111100 01111110 01100110 00000000 TIL 8j 00000000 01100110 01100110 01111110 00111100 00011000 00011000 00000000 > 00000000 01100110 01111110 01111110 01111100 01111110 01100110 00000000 TIL 8k 00000000 01011010 01011010 01111110 01111110 01111110 01111110 00000000 > 00000000 01111100 01100110 01100110 01111110 01111100 01100000 00000000 TIL 8l 00000000 00111100 01100110 01100110 01111110 01111110 00111100 00000000 > 00000000 01111000 01111000 01111110 01111110 01111110 01111110 00000000 TIL 8m 00000000 01111110 01100110 01100110 01111100 01111100 01100110 00000000 > 00000000 00111100 01100110 01100110 01111110 01111110 01100110 00000000 TIL 8n 00000000 01100110 01111110 01111110 01111100 01111110 01100110 00000000 > 00000000 01100110 01100110 01111110 00111100 00011000 00011000 00000000 TIL 8o 00000000 01111110 01111110 00001110 00011100 00111000 01110000 00000000 TIL 8p 00000000 01111111 01111111 01111111 01111111 01111111 01111111 01111111 > 11111111 11111111 11111111 11111111 11111111 11111111 11111111 11111111 TIL 8q 00000000 11111110 11111110 11111110 11111110 11111110 11111110 11111110 > 11111111 11111111 11111111 11111111 11111111 11111111 11111111 11111111 TIL 8r 01111111 01111111 01111111 01111111 01111111 01111111 01111111 00000000 > 11111111 11111111 11111111 11111111 11111111 11111111 11111111 11111111 TIL 8s 11110010 11110010 11111110 11111110 11111110 11111110 11111110 00000000 > 11110011 11110011 11111111 11111111 11111111 11111111 11111111 11111111 TIL 8t 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 NAME black bg TIL 8u 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 TIL 8v 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 TIL 8w 00000000 00000000 00000000 00001110 00000100 00001000 00010000 00111000 TIL 8x 00000000 00000000 00000000 00011100 00011010 00011100 00011010 00011100 TIL 8y 00000000 00000000 00000000 00010010 00010010 00001100 00000000 00011110 TIL 8z 00000000 00000000 00000000 00000110 00001000 00011111 00000110 00001100 TIL 9a 00000000 00010000 00011000 00011100 00011100 00011000 00010000 00000000 > 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 NAME symbol - arrow TIL 9b 00000000 01111110 01111000 01111000 01111110 01111000 01111000 00000000 NAME letter - f TIL 9c 00000000 01100110 01111110 01111100 01111100 01111110 01100110 00000000 NAME letter - k TIL 9d 00000000 01111100 01100110 01100110 01111110 01111110 01111100 00000000 NAME letter - d TIL 9e 00000000 01100110 01100110 01111110 00111100 00011000 00011000 00000000 NAME letter - y TIL 9g 00000000 01111000 01111000 01111110 01111110 01111110 01111110 00000000 > 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 TIL 9h 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 TIL 9i 00000000 00000000 00000000 00000000 00000000 00000000 11111111 00000000 TIL 9k 00000000 00000000 00000000 00000000 00000000 00000000 10000000 01000000 TIL 9l 00000010 00000010 00000010 00000010 00000010 00000010 00000010 00000010 TIL 9m 01000000 01000000 01000000 01000000 01000000 01000000 01000000 01000000 TIL 9n 00000000 00000000 00000000 00000000 00000000 00000000 00000001 00000010 TIL 9o 01000000 10000000 00000000 00000000 00000000 00000000 00000000 00000000 TIL 9p 00000000 11111111 00000000 00000000 00000000 00000000 00000000 00000000 TIL 9q 00000010 00000001 00000000 00000000 00000000 00000000 00000000 00000000 TIL 9s 00000000 00000000 00000000 00000000 00000000 00000000 11111111 00000000 TIL 9t 00000000 00000000 00000000 00000000 00000000 00000000 10000000 01000000 TIL 9u 01000000 01000000 01000000 01000000 01000000 01000000 01000000 01000000 TIL 9v 00000010 00000010 00000010 00000010 00000010 00000010 00000010 00000010 TIL 9w 00000000 00000000 00000000 00000000 00000000 00000000 00000001 00000010 TIL 9x 01000000 10000000 00000000 00000000 00000000 00000000 00000000 00000000 TIL 9y 00000000 11111111 00000000 00000000 00000000 00000000 00000000 00000000 > 00000000 11111111 00000000 00000000 00000000 00000000 00000000 00000000 TIL 9z 00000010 00000001 00000000 00000000 00000000 00000000 00000000 00000000 TIL a0 00000000 00111100 01110010 01110000 01110110 01110010 00111100 00000000 NAME letter - g TIL a1 00000000 01111110 01111110 00011100 00011100 01011100 00111000 00000000 NAME letter - j TIL a2 00000000 01100110 01111110 01111110 01111110 01011010 01011010 00000000 NAME letter - m TIL a3 00000000 11111111 00000000 00000000 00000000 00000000 00000001 00000010 TIL a4 00000000 11111111 00000000 00000000 00000000 00000000 10000000 01000000 TIL a5 00000000 11111111 00000000 00000000 00000000 00000000 11111111 00000000 TIL a6 11111111 11111111 11000000 11000000 11000000 11000101 11000010 11000101 TIL a7 11000000 11000000 11000000 11000000 11000000 11000000 11000001 11000010 TIL a8 11111111 11111111 00000000 00000000 00000000 00000000 00000000 00000000 TIL a9 11111111 11111111 00000011 00000011 00000011 00000011 00000011 00000011 TIL aa 00000001 00000000 00000001 00000000 00000001 00000000 00000001 00000000 > 00000000 00000001 00000000 00000001 00000000 00000001 00000000 00000001 TIL ab 11000000 11000000 11000000 11000000 11000000 11000000 11000000 11000000 TIL ac 11000000 11000000 11000000 11000000 11000000 11000000 11111111 11111111 TIL ad 00000000 00000000 00000000 00000000 00000000 00000000 11111111 11111111 TIL ae 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 > 00000011 00000011 00000011 00000011 00000011 00000011 11111111 11111111 TIL af 11000010 11000010 11000010 11000010 11000010 11000010 11000010 11000010 TIL ag 01000011 10000011 00000011 00000011 00000011 00000011 00000011 00000011 TIL ah 01000011 01000011 01000011 01000011 01000011 01000011 01000011 01000011 TIL ai 11000010 11000001 11000000 11000000 11000000 11000000 11000000 11000000 TIL aj 00000011 00000011 00000011 00000011 00000011 00000011 10000011 01000011 TIL ak 10000000 00000000 10000000 00000000 10000000 00000000 10000000 00000000 > 00000000 10000000 00000000 10000000 00000000 10000000 00000000 10000000 TIL al 10000000 00000000 10000000 00000000 10000000 00000000 10000000 01010101 > 00000000 10000000 00000000 10000000 00000000 10000000 00000000 10101010 TIL am 00000000 00000000 00000000 00000000 00000000 00000000 00000000 01010101 > 00000000 00000000 00000000 00000000 00000000 00000000 00000000 10101010 TIL an 00000000 00000001 00000000 00000001 00000000 00000001 00000000 01010101 > 00000001 00000000 00000001 00000000 00000001 00000000 00000001 10101010 TIL ao 00000000 00000000 00000000 00000000 00000000 00000101 00000010 00000101 TIL ap 00000000 00000000 00000000 00100010 00010100 00001000 00010100 00100010 TIL aq 01111000 01111000 01111000 01111000 01111000 01111000 01111000 01110000 NAME try your luck-side TIL ar 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 > 11111111 11111111 11111111 11111111 11111111 11111111 11111111 11111111 NAME green black background TIL as 11111111 10100101 10100101 10000001 10000001 10000001 10000001 11111111 NAME letter - w TIL at 11111111 11000011 10011001 10000001 10000001 10000001 11000011 11111111 NAME letter - o TIL au 11111111 10011001 10000001 10000001 10000001 10100101 10100101 11111111 NAME letter - m TIL av 11111111 10000011 10011001 10011001 10000001 10000011 10001111 11111111 NAME letter - p TIL aw 11111111 10000000 10111111 10111111 10111111 10111010 10111101 10111010 TIL ax 01111110 00000010 00000010 00000010 00000000 00000000 00000000 00000000 TIL ay 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00010000 TIL az 00000010 00000100 00001000 00010000 00100000 00111111 00100000 00100000 TIL b0 00000000 00000000 00000000 00000000 00000000 11111111 00000000 00000000 TIL b1 00000001 00000001 00000001 00000001 00000001 00000001 00000001 00000001 TIL b2 00000000 00000000 00000000 00000000 00000000 11111111 00000001 00000001 TIL b3 00000010 00000100 00001000 00010000 00100000 01000000 10000000 00000000 TIL b4 00000000 01110010 01111010 01111110 01111110 01011110 01001110 00000000 NAME letter - n TIL b5 00000000 01011010 01011010 01111110 01111110 01111110 00111100 00000000 NAME letter - w TIL b6 00000000 00000000 00000000 00000000 00000000 00000000 01010101 00000000 > 00000000 00000000 00000000 00000000 00000000 00000000 10101010 00000000 TIL b7 00000000 00000000 00000000 00000000 00000000 00000000 10101010 00000000 > 00000000 00000000 00000000 00000000 00000000 00000000 01010101 00000000 TIL bp 00000000 00111100 01100110 01100110 01111110 01111100 00111110 00000000 NAME letter - q TIL br 00000000 01111100 01100110 01111110 01111100 01111110 01100110 00000000 TIL bx 00000000 01011010 01011010 01111110 01111110 01111110 01111110 00000000 TIL c1 00000000 01111110 00011110 00111110 01111100 01111000 01111110 00000000 NAME letter - z TIL c3 00000000 01110110 01111110 01111100 01111110 01111110 01110110 00000000 TIL cy 00000000 01011010 01011010 01111110 01111110 01111110 00111100 00000000 NAME letter - w4 TIL d2 00000000 00111100 01111100 00111100 00111100 00111100 01111110 00000000 NAME letter - 1 TIL d4 00000000 01111100 00011110 00111110 01111100 01111000 01111110 00000000 NAME letter - 2 TIL d5 00000000 01111100 00011110 01111110 01111110 00011110 01111100 00000000 NAME letter - 3 TIL d7 00000000 00111100 01011100 01011100 01111110 01111110 00011100 00000000 NAME letter - 4 TIL d9 00000000 01111110 01111000 01111100 01111110 00011110 01111100 00000000 NAME letter - 5 TIL da 00000000 00111110 01111000 01111110 01111010 01111010 00111100 00000000 NAME letter - 6 TIL dc 00000000 01111110 00011110 00111110 01111110 01111100 01111000 00000000 NAME letter - 7 TIL dd 00000000 00111100 01100110 01111110 01111110 01100110 00111100 00000000 NAME letter - 8 TIL de 00000000 00111100 01100110 01111110 01111110 00011110 01111100 00000000 NAME letter - 9 TIL df 00000000 00111100 01101110 01101110 01111110 01111110 00111100 00000000 NAME letter - 0 TIL dg 00000000 00000000 00000000 00000000 00000000 01100000 01100000 00000000 NAME letter - . TIL dh 00000000 01111110 01111110 00111100 00011000 00000000 00011000 00000000 NAME letter - ! TIL dj 00000000 01111100 00001110 01111110 01111100 00000000 01110000 00000000 NAME letter - ? TIL dk 00000000 01111110 01111110 00111100 00000000 00111100 00111100 00000000 TIL dl 00000000 01100000 01100000 00000000 00000000 01100000 01100000 00000000 NAME letter - : TIL do 00000000 00000000 00000000 01111110 01111110 00000000 00000000 00000000 NAME letter - em TIL dp 00000000 00000000 00000000 00111100 00111100 00000000 00000000 00000000 NAME letter - en TIL dq 00000000 00111100 01000010 00000010 00111100 00000000 00111000 00000000 > 00000000 00011110 00100001 00000001 00001110 00000000 00001100 00000000 TIL ds 00000000 00011100 00111000 00111000 00111000 00111000 00011100 00000000 NAME letter - ( left TIL dt 00000000 00111000 00011100 00011100 00011100 00011100 00111000 00000000 NAME letter - ) right TIL du 00000000 01011010 01011010 01111110 01111110 01111110 00111100 00000000 TIL dw 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 TIL dx 00000000 00000000 00000000 00000000 00000000 01100000 01100000 00100000 NAME letter - comma, top TIL dy 00000000 00000000 00000000 00000000 11100000 11100000 00100000 01000000 TIL dz 00000000 00000000 00000000 00000000 01100000 01100000 00100000 01000000 TIL e0 01000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 NAME letter - comma, bottom TIL e1 00000000 00000000 00000000 00000000 01100000 01100000 00100000 01000000 TIL e2 00000000 00000000 00000000 00000000 00000000 01100000 01100000 00000000 TIL e3 00000000 00000000 00000000 00000000 00000000 01100000 01100000 00100000 TIL e6 00000000 01111110 00011110 00111100 01111000 01110000 01100000 00000000 TIL e7 00000000 00100100 01111110 00101100 01101110 01111110 00101100 00000000 NAME letter - hash TIL ea 00000000 00101100 01111110 00101100 00101100 01111110 00101100 00000000 TIL eb 00000000 00100100 01111110 00101100 01111110 01111110 00100100 00000000 TIL ec 00000000 00100100 01111110 01101110 00101100 01111110 00101100 00000000 TIL ed 00000000 01100000 01100000 00000000 00000000 01100000 01100000 00100000 NAME letter - semicolon TIL ee 00000000 01100010 01100100 00001000 00010000 00100110 01000110 00000000 NAME letter - % TIL ef 00000000 00011000 00011000 01111110 01111110 00011000 00011000 00000000 NAME letter - + TIL eg 00000000 00000010 00000100 00001000 00010000 00100000 01000000 00000000 NAME letter - / TIL eh 00000000 00111100 01000010 01011010 01011100 01000000 00111000 00000000 NAME letter - @ TIL ei 00000000 00011110 00110000 01111110 01111110 00110000 00011110 00000000 NAME letter - euro TIL ej 00000000 00111100 01101110 00111100 01101100 01101100 00111110 00000000 TIL ek 00000000 01111100 01100110 01100110 01111100 01111110 01100110 00000000 > 00000000 00111100 01100110 01100110 01111110 01111110 01100110 00000000 NAME letter - ra TIL el 00000000 01100110 01111110 01111100 01111100 01111110 01100110 00000000 > 00000000 01100110 01100110 01111110 00111100 00011000 00011000 00000000 NAME letter - ky TIL em 00000000 01011010 01011010 01111110 01111110 01111110 00111100 00000000 > 00000000 01111100 01100110 01100110 01111110 01111100 01100000 00000000 NAME letter - wp TIL en 00000000 01111100 01100110 01100110 01111110 01111100 01100000 00000000 > 00000000 01011010 01011010 01111110 01111110 01111110 00111100 00000000 NAME letter - pw TIL ep 00000000 01100110 01100110 01111110 00111100 00011000 00011000 00000000 > 00000000 01100110 01111110 01111100 01111100 01111110 01100110 00000000 NAME letter - yk TIL eq 00000000 00111100 01100110 01100110 01111110 01111110 01100110 00000000 > 00000000 01111100 01100110 01100110 01111100 01111110 01100110 00000000 NAME letter - ar TIL er 11111100 00000000 11111111 00000000 11111111 00000000 11111111 00000000 > 00000000 11111111 00000000 11111111 00000000 11111111 00000000 11111111 TIL es 00000000 00111100 01000010 00000010 00011100 00000000 00011000 00000000 > 11111111 11000011 10111101 11111101 11100011 11111111 11100111 11111111 NAME ? - 2 TIL et 00000000 00100000 01010100 00001000 00000000 00000000 00000000 00000000 > 00000000 00010000 00101010 00000100 00000000 00000000 00000000 00000000 TIL eu 00000000 00000000 00000000 00000000 00000000 00110000 01001000 10000100 TIL ev 11111111 11111111 11111111 11001111 10110110 11111001 11111111 11111111 > 11111111 11111111 11111111 10011111 01101101 11110011 11111111 11111111 TIL ew 11111111 11111111 11111111 10011111 01101101 11110011 11111111 11111111 > 11111111 11111111 11111111 11001111 10110110 11111001 11111111 11111111 TIL ex 11001111 10110110 11111001 11001111 10110110 11111001 11111111 11111111 > 11111111 11111111 11111111 10011111 01101101 11110011 11111111 11111111 TIL ey 00000000 00111100 01111010 01111000 01111000 01111010 00111100 00000000 NAME letter c - alt TIL ez 00000000 00111110 01111110 01111000 01111000 01111110 00111110 00000000 TIL f0 00000000 00111110 01111110 01100000 01100110 01111110 00111110 00000000 TIL f1 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 TIL f2 00000000 00111100 01110110 01110000 01110000 01110110 00111100 00000000 TIL f3 00000000 00111100 01100110 01100000 01101110 01111110 00111110 00000000 TIL f4 00000000 01111110 01111110 00011100 00011100 01111100 00111000 00000000 TIL f5 00000000 01111110 01111110 00011100 00011100 00011100 01111000 00000000 TIL f6 00000000 01111110 01111110 00011100 00011100 01011100 01111000 00000000 TIL f7 00000000 00111110 01110000 01110000 01110110 01110010 00111110 00000000 TIL f8 00000000 00111110 01110000 01110110 01110010 01111110 00111110 00000000 TIL f9 00000000 00111110 01110000 01110110 01110010 01111110 00111100 00000000 TIL fa 00000000 00111100 01111110 01111000 01111000 01111110 00111100 00000000 TIL fb 00000000 00111100 01110110 01110000 01110000 01110110 00111100 00000000 TIL fc 00000000 00111110 01110010 01110000 01110110 01110010 00111110 00000000 TIL fd 00000000 00111110 01111110 01110000 01110110 01110010 00111110 00000000 TIL fe 00000000 00111100 01110010 01110000 01110110 01110010 00111100 00000000 TIL ff 00000000 00111110 01100000 01101110 01100010 01111110 00111110 00000000 TIL fg 00000000 01111110 01111110 00011100 00011100 01111100 01111000 00000000 TIL fh 00000000 01111110 01111110 00011100 00011100 01111100 01111000 00000000 TIL fi 00000000 00111110 01110000 01100110 01110110 01111110 01111100 00000000 TIL fj 00000000 01111110 01111110 00011100 00011100 01011100 01111100 00000000 TIL fk 00000000 00111110 01111110 01111000 01111000 01111110 00111110 00000000 TIL fl 00000000 00111110 01111110 01110000 01110000 01111110 00111110 00000000 TIL fm 00111100 01111110 01100110 01111110 01111110 01100110 01100110 01100110 TIL fn 00000000 00000000 01111110 00000000 01111000 00000000 01110000 00000000 NAME logo_etherpad TIL fo 00000000 01111000 01111000 01111110 01111110 01111110 01111110 00000000 > 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 NAME letter - l blink TIL fp 00000000 00000000 00000000 00000000 00000000 00000000 11111111 00000000 SPR 12 01000000 01100000 01110000 01111000 01111100 01110000 01011000 00001000 > 10111111 10011111 10001111 10000111 10000011 10001111 10100111 11110111 NAME cursor SPR 14 00111000 01000100 10000010 10000010 01000100 00111000 00000100 00000010 > 11000111 10111011 01111101 01111101 10111011 11000111 11110011 11111001 NAME magnifying glass POS 1e 12,12 SPR 15 00000000 00000000 00111100 01011010 01100110 01111110 00000000 00000000 > 11111111 11111111 11000011 10100101 10011001 10000001 11111111 11111111 NAME email POS 1e 9,4 SPR 16 00000000 00000011 00000110 00001100 11011000 01110000 00000000 00000000 > 11111111 11111100 11111001 11110011 00100111 10001111 11111111 11111111 NAME check mark POS 1e 12,4 SPR 17 00111100 01000010 10010001 10011101 10000001 10000001 01000010 00111100 > 11111111 11000011 10010001 10011101 10000001 10000001 11000011 11111111 NAME clock POS 1e 9,8 SPR 19 00011000 00101100 01011110 01011110 01011010 11111111 00000000 00011000 > 11100111 11010011 10100001 10100001 10100101 00000000 11111111 11100111 NAME alarm POS 1e 3,12 SPR A 00011000 00011000 00011000 01011010 00111100 00011000 01000010 01111110 POS 1k 8,8 SPR a 00000000 00011000 00011000 00011000 00011000 00011000 00011000 00000000 > 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 NAME etherpad ibeam DLG 0 SPR c 00000000 00010000 00011000 00011100 00011100 00011000 00010000 00000000 > 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 NAME etherpad - halfbaked - info DLG 3 SPR d 11111111 11011011 11000011 10101001 10000001 10111001 11000011 11111111 > 00000000 00100100 01011010 01000010 01000010 01000010 00111100 00000000 NAME chae DLG 4 SPR e 11111111 11011011 11000011 10101001 10000001 10111001 11000011 11111111 > 00000000 00100100 01011010 01000010 01000010 01000010 00111100 00000000 NAME gersande DLG 5 SPR f 11111111 11011011 11000011 10101001 10000001 10111001 11000011 11111111 > 00000000 00100100 01011010 01000010 01000010 01000010 00111100 00000000 NAME jian DLG 6 SPR g 11111111 11011011 11000011 10101001 10000001 10111001 11000011 11111111 > 00000000 00100100 01011010 01000010 01000010 01000010 00111100 00000000 NAME al DLG 7 SPR h 11111111 11011011 11000011 10101001 10000001 10111001 11000011 11111111 > 00000000 00100100 01011010 01000010 01000010 01000010 00111100 00000000 NAME supi DLG 8 SPR i 11111111 11011011 11000011 10101001 10000001 10111001 11000011 11111111 > 00000000 00100100 01011010 01000010 01000010 01000010 00111100 00000000 NAME em DLG 9 SPR j 11111111 11011011 11000011 10101001 10000001 10111001 11000011 11111111 > 00000000 00100100 01011010 01000010 01000010 01000010 00111100 00000000 NAME carmen DLG a SPR k 11111111 11011011 11000011 10101001 10000001 10111001 11000011 11111111 > 00000000 00100100 01011010 01000010 01000010 01000010 00111100 00000000 NAME erica DLG b SPR l 11111111 11011011 11000011 10101001 10000001 10111001 11000011 11111111 > 00000000 00100100 01011010 01000010 01000010 01000010 00111100 00000000 NAME kamo DLG c SPR m 11111111 11011011 11000011 10101001 10000001 10111001 11000011 11111111 > 00000000 00100100 01011010 01000010 01000010 01000010 00111100 00000000 NAME miriam DLG d SPR n 11111111 11011011 11000011 10101001 10000001 10111001 11000011 11111111 > 00000000 00100100 01011010 01000010 01000010 01000010 00111100 00000000 NAME mitsa DLG e SPR o 11111111 11011011 11000011 10101001 10000001 10111001 11000011 11111111 > 00000000 00100100 01011010 01000010 01000010 01000010 00111100 00000000 NAME kimberley DLG f SPR p 00000000 00111100 01100010 01100000 01101110 01100110 00111110 00000000 DLG g POS 1j 4,6 SPR q 00000000 01111100 01110010 01110010 01110010 01110010 01111100 00000000 DLG h POS 1j 11,7 SPR r 00000000 01011010 01011010 01111110 01111110 01111110 01111110 00000000 DLG i POS 1j 8,8 SPR s 00000000 01111110 01111110 00111100 00111100 01111110 01111110 00000000 DLG j POS 1j 7,10 SPR t 00000000 01111110 01111110 00011000 00011000 00011000 00011000 00000000 DLG k POS 1j 8,11 SPR u 00000000 00111100 01100010 01010110 01000010 01000010 01111110 00000000 > 00000000 01111000 10000100 10101100 10000100 10000100 11111100 00000000 DLG l POS 1j 6,13 SPR v 00111100 01000010 10011001 10000001 10011001 10011001 01000010 00111100 DLG m POS 1j 12,3 SPR w 00000000 00000110 00001110 00011110 00111110 01111110 01111110 00000000 SPR x 00000000 00000000 00011000 00111100 00111100 00011000 00000000 00000000 SPR y 00000000 00011000 00111100 01111110 00011000 00011000 00011000 00000000 SPR z 11111111 01000010 00100100 00011000 00100100 01000010 01000010 11111111 > 11111111 10000001 11000011 11100111 11000011 10000001 10000001 11111111 POS 1e 12,8 SPR 1a 01111100 01001010 01001110 01000010 01000010 01000010 01111110 00000000 > 10000011 10110101 10110001 10111101 10111101 10111101 10000001 11111111 NAME file POS 1e 6,12 SPR 1b 11111111 11000011 10100101 10011001 10000001 10000001 11111111 00000000 SPR 1c 00111100 01000010 10000001 10000001 10000001 10000001 01000010 00111100 SPR 1d 00011000 00011000 00011000 01011010 00111100 00011000 01000010 01111110 > 11100111 11100111 11100111 10100101 11000011 11100111 10111101 10000001 NAME download button POS 1e 3,8 SPR 1f 00000000 00001100 01111110 00001100 00000000 00011000 01111110 00011000 > 11111111 11110011 10000001 11110011 11111111 11100111 10000001 11100111 NAME control panel POS 1e 6,8 SPR 1g 00000000 00111000 00010000 00010000 00010000 00010000 00111000 00000000 > 11111111 11000111 11101111 11101111 11101111 11101111 11000111 11111111 NAME text cursor POS 1e 9,12 SPR 1h 00000000 01000010 00100100 00011000 00011000 00100100 01000010 00000000 > 11111111 10111101 11011011 11100111 11100111 11011011 10111101 11111111 NAME exit button POS 1e 6,4 SPR 1i 00000000 01111110 00000000 01111110 00000000 01111110 00000000 00000000 SPR 1j 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 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 """ Welcome to Etherpad! This pad text is synchronized as you type, so that everyone viewing this page sees the same text. This allows you to collaborate seamlessly on documents! Get involved with Etherpad at https://etherpad.org """ NAME cat dialog DLG 1 You found a nice warm cup of tea NAME tea dialog DLG 2 A key! {wvy}What does it open?{wvy} NAME key dialog DLG 3 """ 24/02/22 ghosts ghost-files orphan-files artifacts relics something repeated so often it loses its meaning empty phrases sprites approach bread crumbs (when you delete files) energy is residual trace remnants of the past echoes records souvenir pastiche archeology fossils mark """ NAME etherpad - halfbaked - info dialog DLG 4 Add character tagline here NAME sprite d dialog DLG 5 Add character tagline here NAME gersande dialog DLG 6 Add character tagline here NAME jian dialog DLG 7 Add character tagline here NAME al dialog DLG 8 Add character tagline here NAME supi dialog DLG 9 Add character tagline here NAME em dialog DLG a Add character tagline here NAME carmen dialog DLG b Add character tagline here NAME erica dialog DLG c Add character tagline here NAME kamo dialog DLG d Add character tagline here NAME miriam dialog DLG e Add character tagline here NAME mitsa dialog DLG f Add character tagline here NAME kimberley dialog DLG g """ ghosts ghost-files orphan-files artifacts relics something repeated so often it loses its meaning - empty phrases - sprites approach bread crumbs (when you delete files) energy is residual trace remnants of the past echoes records souvenir pastiche archeology fossils mark """ NAME sprite p dialog DLG h """ disruptive play [shira] call to action: play like a feminist meaning mod a game, play it differently or make new games [shira] chain reaction - self work/care - investment - short-term long-term what do we consider productive? productive for who? [shira] video games are a kind of text? [shira] a networked narrative """ NAME sprite q dialog DLG i """ walk through the fog Collect your thoughts See how the sky clears up """ NAME sprite r dialog DLG j """ "in Search of a Random Exit " exit strategies safe word "reflect and shape capitalism’s development." cog in the machine "reproduce...transform...sustain" sustain-release "resistance" embedded media trace/ footprint muscle memory clay. you cannot make muscle memory happen typography you cannot learn it, you have to train it (eye) - eye training train your intuition spotting something off / weird """ NAME sprite s dialog DLG k "this is a placeholder thought" NAME sprite t dialog DLG l ghost-file placeholder NAME sprite u dialog DLG m A bitsy jam pad on 24/02/22 by Jian & Supi NAME sprite v dialog DLG n Unfinished thoughts NAME exit narration 1 DLG o Unfinished thoughts NAME exit narration 2 DLG p Unfinished thoughts NAME exit narration 3 DLG q Unfinished thoughts NAME exit narration 4 DLG r lootboxes NAME ending 1 DLG s cursor NAME ending 2 DLG t exitbutton NAME ending 3 DLG u inbox NAME ending 4 DLG v searchbar NAME ending 5 DLG w NAME ending 6 VAR a 42 </script> <style> html { margin:0px; padding:0px; } body { margin:0px; padding:0px; overflow:hidden; background:#000000; } #game { background:black; width:100vw; max-width:100vh; margin:auto; display:block; } </style> <!-- SCRIPTS --> <script> function startExportedGame() { var gameCanvas = document.getElementById("game"); var gameData = document.getElementById("exportedGameData").text.slice(1); var defaultFontData = document.getElementById(defaultFontName).text.slice(1) attachCanvas(gameCanvas); loadGame(gameData, defaultFontData); } </script> <script> /* logging */ var DebugLogCategory = { system: false, bitsy : false, editor : false, }; var isLoggingVerbose = false; /* input */ 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 InputManager = function() { var self = this; var pressed; var ignored; var touchState; var isRestartComboPressed = false; var SwipeDir = { None : -1, Up : 0, Down : 1, Left : 2, Right : 3, }; function resetAll() { isRestartComboPressed = false; pressed = {}; ignored = {}; touchState = { isDown : false, startX : 0, startY : 0, curX : 0, curY : 0, swipeDistance : 30, swipeDirection : SwipeDir.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 isRestartCombo(e) { return (e.keyCode === key.r && (e.getModifierState("Control")|| e.getModifierState("Meta"))); } 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; // bitsyLog("IGNORE -- " + key, "system"); } } } this.onkeydown = function(event) { // bitsyLog("KEYDOWN -- " + event.keyCode, "system"); stopWindowScrolling(event); isRestartComboPressed = isRestartCombo(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; } pressed[event.keyCode] = true; ignored[event.keyCode] = false; } this.onkeyup = function(event) { // bitsyLog("KEYUP -- " + event.keyCode, "system"); 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 = SwipeDir.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 = SwipeDir.Left; } else if( touchState.curX - touchState.startX >= touchState.swipeDistance ) { touchState.swipeDirection = SwipeDir.Right; } else if( touchState.curY - touchState.startY <= -touchState.swipeDistance ) { touchState.swipeDirection = SwipeDir.Up; } else if( touchState.curY - touchState.startY >= touchState.swipeDistance ) { touchState.swipeDirection = SwipeDir.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 == SwipeDir.None ) { // tap! touchState.tapReleased = true; } touchState.swipeDirection = SwipeDir.None; } this.isKeyDown = function(keyCode) { return pressed[keyCode] != null && pressed[keyCode] == true && (ignored[keyCode] == null || ignored[keyCode] == false); } this.anyKeyDown = function() { var anyKey = false; for (var key in pressed) { if (pressed[key] && (ignored[key] == null || ignored[key] == false) && !(key === key.up || key === key.down || key === key.left || key === key.right) && !(key === key.w || key === key.s || key === key.a || key === key.d)) { // detected that a key other than the d-pad keys are down! anyKey = true; } } return anyKey; } this.isRestartComboPressed = function() { return isRestartComboPressed; } this.swipeLeft = function() { return touchState.swipeDirection == SwipeDir.Left; } this.swipeRight = function() { return touchState.swipeDirection == SwipeDir.Right; } this.swipeUp = function() { return touchState.swipeDirection == SwipeDir.Up; } this.swipeDown = function() { return touchState.swipeDirection == SwipeDir.Down; } this.isTapReleased = function() { return touchState.tapReleased; } this.resetTapReleased = function() { touchState.tapReleased = false; } this.onblur = function() { // bitsyLog("~~~ BLUR ~~", "system"); resetAll(); } this.resetAll = resetAll; } var input = new InputManager(); /* events */ var onLoadFunction = null; var onQuitFunction = null; var onUpdateFunction = null; var updateInterval = null; function initSystem() { // temp hack for the editor? unless?? drawingBuffers[screenBufferId] = createDrawingBuffer(width, height, scale); drawingBuffers[textboxBufferId] = createDrawingBuffer(0, 0, textScale); } function loadGame(gameData, defaultFontData) { drawingBuffers[screenBufferId] = createDrawingBuffer(width, height, scale); drawingBuffers[textboxBufferId] = createDrawingBuffer(0, 0, textScale); 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; if (onLoadFunction) { // todo : is this the right place to supply default font data? onLoadFunction(gameData, defaultFontData); } updateInterval = setInterval( function() { if (onUpdateFunction) { onUpdateFunction(); } renderGame(); input.resetTapReleased(); if (bitsyGetButton(5)) { if (confirm("Restart the game?")) { input.resetAll(); reset_cur_game(); } return; } }, 16); } function renderGame() { // bitsyLog("render game mode=" + curGraphicsMode, "system"); bitsyLog(systemPalette.length, "system"); var startIndex = curGraphicsMode === 0 ? screenBufferId : (drawingBuffers.length - 1); for (var i = startIndex; i >= 0; i--) { var buffer = drawingBuffers[i]; if (buffer && buffer.canvas === null) { bitsyLog("render buffer " + i, "system"); renderDrawingBuffer(i, buffer); } } // show screen buffer var screenBuffer = drawingBuffers[screenBufferId]; ctx.drawImage( screenBuffer.canvas, 0, 0, screenBuffer.width * screenBuffer.scale, screenBuffer.height * screenBuffer.scale); } function quitGame() { 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; if (onQuitFunction) { onQuitFunction(); } clearInterval(updateInterval); } /* graphics */ var canvas; var ctx; var textScale = 2; // todo : move tile scale into here too? var curGraphicsMode = 0; var systemPalette = [[0, 0, 0]]; var curBufferId = -1; // note: -1 is invalid var drawingBuffers = []; var screenBufferId = 0; var textboxBufferId = 1; var tileStartBufferId = 2; var nextBufferId = tileStartBufferId; var DrawingInstruction = { Pixel : 0, Tile : 1, Clear : 2, Textbox : 3, PixelIndex : 4, }; function attachCanvas(c) { canvas = c; canvas.width = width * scale; canvas.height = width * scale; ctx = canvas.getContext("2d"); } function createDrawingBuffer(width, height, scale) { var buffer = { width : width, height : height, scale : scale, // logical-pixel to display-pixel scale instructions : [], // drawing instructions canvas : null, } return buffer; } function renderPixelInstruction(bufferId, buffer, paletteIndex, x, y) { if (bufferId === screenBufferId && curGraphicsMode != 0) { return; } if (!systemPalette[paletteIndex]) { // bitsyLog("invalid index " + paletteIndex + " @ " + x + "," + y, "system"); return; } var color = systemPalette[paletteIndex]; if (buffer.imageData) { for (var sy = 0; sy < buffer.scale; sy++) { for (var sx = 0; sx < buffer.scale; sx++) { var pixelIndex = (((y * buffer.scale) + sy) * buffer.width * buffer.scale * 4) + (((x * buffer.scale) + sx) * 4); buffer.imageData.data[pixelIndex + 0] = color[0]; buffer.imageData.data[pixelIndex + 1] = color[1]; buffer.imageData.data[pixelIndex + 2] = color[2]; buffer.imageData.data[pixelIndex + 3] = 255; } } } else { var bufferContext = buffer.canvas.getContext("2d"); bufferContext.fillStyle = "rgb(" + color[0] + "," + color[1] + "," + color[2] + ")"; bufferContext.fillRect(x * buffer.scale, y * buffer.scale, buffer.scale, buffer.scale); } } function renderPixelAtIndexInstruction(bufferId, buffer, paletteIndex, index) { if (bufferId === screenBufferId && curGraphicsMode != 0) { return; } if (!systemPalette[paletteIndex]) { // bitsyLog("invalid index " + paletteIndex + " @ " + x + "," + y, "system"); return; } var color = systemPalette[paletteIndex]; if (buffer.imageData) { for (var sy = 0; sy < buffer.scale; sy++) { for (var sx = 0; sx < buffer.scale; sx++) { var pixelIndex = index * 4; buffer.imageData.data[pixelIndex + 0] = color[0]; buffer.imageData.data[pixelIndex + 1] = color[1]; buffer.imageData.data[pixelIndex + 2] = color[2]; buffer.imageData.data[pixelIndex + 3] = 255; } } } else { var y = Math.floor(index / buffer.width); var x = index - (y * buffer.width); var bufferContext = buffer.canvas.getContext("2d"); bufferContext.fillStyle = "rgb(" + color[0] + "," + color[1] + "," + color[2] + ")"; bufferContext.fillRect(x * buffer.scale, y * buffer.scale, buffer.scale, buffer.scale); } } function renderTileInstruction(bufferId, buffer, tileId, x, y) { if (bufferId != screenBufferId || curGraphicsMode != 1) { return; } if (!drawingBuffers[tileId]) { return; } var tileBuffer = drawingBuffers[tileId]; var bufferContext = buffer.canvas.getContext("2d"); bufferContext.drawImage( tileBuffer.canvas, x * tilesize * buffer.scale, y * tilesize * buffer.scale, tilesize * buffer.scale, tilesize * buffer.scale); } function renderClearInstruction(bufferId, buffer, paletteIndex) { var color = systemPalette[paletteIndex]; var bufferContext = buffer.canvas.getContext("2d"); bufferContext.fillStyle = "rgb(" + color[0] + "," + color[1] + "," + color[2] + ")"; bufferContext.fillRect(0, 0, buffer.canvas.width, buffer.canvas.height); } function renderTextboxInstruction(bufferId, buffer, x, y) { if (bufferId != screenBufferId || curGraphicsMode != 1) { return; } if (!drawingBuffers[textboxBufferId]) { return; } var textboxBuffer = drawingBuffers[textboxBufferId]; var bufferContext = buffer.canvas.getContext("2d"); bufferContext.drawImage( textboxBuffer.canvas, x * buffer.scale, y * buffer.scale, textboxBuffer.canvas.width, textboxBuffer.canvas.height); } function renderDrawingBuffer(bufferId, buffer) { // bitsyLog("render buffer " + bufferId, "system"); // if (bufferId === 0) { // bitsyLog("instructions " + buffer.instructions.length, "system"); // } buffer.canvas = document.createElement("canvas"); buffer.canvas.width = buffer.width * buffer.scale; buffer.canvas.height = buffer.height * buffer.scale; for (var i = 0; i < buffer.instructions.length; i++) { var instruction = buffer.instructions[i]; switch (instruction.type) { case DrawingInstruction.Pixel: renderPixelInstruction(bufferId, buffer, instruction.id, instruction.x, instruction.y); break; case DrawingInstruction.Tile: renderTileInstruction(bufferId, buffer, instruction.id, instruction.x, instruction.y); break; case DrawingInstruction.Clear: renderClearInstruction(bufferId, buffer, instruction.id); break; case DrawingInstruction.Textbox: renderTextboxInstruction(bufferId, buffer, instruction.x, instruction.y); break; case DrawingInstruction.PixelIndex: renderPixelAtIndexInstruction(bufferId, buffer, instruction.id, instruction.index); } } if (buffer.imageData) { var bufferContext = buffer.canvas.getContext("2d"); bufferContext.putImageData(buffer.imageData, 0, 0); } } function invalidateDrawingBuffer(buffer) { buffer.canvas = null; } function hackForEditor_GetImageFromTileId(tileId) { if (tileId === undefined || !drawingBuffers[tileId]) { bitsyLog("editor hack::invalid tile id!", "system"); return null; } // force render the buffer if it hasn't been if (drawingBuffers[tileId].canvas === null) { renderDrawingBuffer(tileId, drawingBuffers[tileId]); } return drawingBuffers[tileId].canvas; } /* ==== */ function bitsyLog(message, category) { if (!category) { category = "bitsy"; } var summary = category + "::" + message; if (DebugLogCategory[category] === true) { if (isLoggingVerbose) { console.group(summary); console.dir(message); console.group("stack") console.trace(); console.groupEnd(); console.groupEnd(); } else { console.log(summary); } } } function bitsyGetButton(buttonCode) { switch (buttonCode) { case 0: // UP return (input.isKeyDown(key.up) || input.isKeyDown(key.w) || input.swipeUp()); case 1: // DOWN return (input.isKeyDown(key.down) || input.isKeyDown(key.s) || input.swipeDown()); case 2: // LEFT return (input.isKeyDown(key.left) || input.isKeyDown(key.a) || input.swipeLeft()); case 3: // RIGHT return ((input.isKeyDown(key.right) || input.isKeyDown(key.d) || input.swipeRight())); case 4: // OK (equivalent to "any key" on the keyboard or "tap" on touch screen) return (input.anyKeyDown() || input.isTapReleased()); case 5: // MENU / RESTART (restart the game: "ctrl+r" on keyboard, no touch control yet) return input.isRestartComboPressed(); } return false; } // two modes (0 == pixel mode, 1 == tile mode) function bitsySetGraphicsMode(mode) { curGraphicsMode = mode; var screenBuffer = drawingBuffers[screenBufferId]; if (curGraphicsMode === 0) { screenBuffer.imageData = ctx.createImageData(screenBuffer.width * screenBuffer.scale, screenBuffer.height * screenBuffer.scale); } else { screenBuffer.imageData = undefined; } } function bitsySetColor(paletteIndex, r, g, b) { systemPalette[paletteIndex] = [r, g, b]; // invalidate all drawing buffers for (var i = 0; i < drawingBuffers.length; i++) { if (drawingBuffers[i]) { invalidateDrawingBuffer(drawingBuffers[i]); } } } function bitsyResetColors() { systemPalette = [[0, 0, 0]]; // invalidate all drawing buffers for (var i = 0; i < drawingBuffers.length; i++) { if (drawingBuffers[i]) { invalidateDrawingBuffer(drawingBuffers[i]); } } } function bitsyDrawBegin(bufferId) { curBufferId = bufferId; var buffer = drawingBuffers[curBufferId]; invalidateDrawingBuffer(buffer); } function bitsyDrawEnd() { curBufferId = -1; } function bitsyDrawPixel(paletteIndex, x, y) { if (curBufferId === screenBufferId && curGraphicsMode != 0) { return; } // avoid trying to render out-of-bounds colors if (paletteIndex >= systemPalette.length) { bitsyLog("invalid color! " + paletteIndex, "system"); paletteIndex = systemPalette.length - 1; } var buffer = drawingBuffers[curBufferId]; buffer.instructions.push({ type: DrawingInstruction.Pixel, id: paletteIndex, x: x, y: y, }); } // todo : name is too long :( // todo : merge with function above? function bitsySetPixelAtIndex(paletteIndex, pixelIndex) { if (curBufferId === screenBufferId && curGraphicsMode != 0) { return; } // avoid trying to render out-of-bounds colors if (paletteIndex >= systemPalette.length) { bitsyLog("invalid color! " + paletteIndex, "system"); paletteIndex = systemPalette.length - 1; } var buffer = drawingBuffers[curBufferId]; buffer.instructions.push({ type: DrawingInstruction.PixelIndex, id: paletteIndex, index: pixelIndex, }); } function bitsyDrawTile(tileId, x, y) { if (curBufferId != screenBufferId || curGraphicsMode != 1) { return; } var buffer = drawingBuffers[curBufferId]; buffer.instructions.push({ type: DrawingInstruction.Tile, id: tileId, x: x, y: y, }); } function bitsyDrawTextbox(x, y) { if (curBufferId != screenBufferId || curGraphicsMode != 1) { return; } var buffer = drawingBuffers[curBufferId]; buffer.instructions.push({ type: DrawingInstruction.Textbox, x: x, y: y, }); } function bitsyClear(paletteIndex) { // avoid trying to render out-of-bounds colors if (paletteIndex >= systemPalette.length) { paletteIndex = systemPalette.length - 1; } drawingBuffers[curBufferId].instructions = []; // reset instructions drawingBuffers[curBufferId].instructions.push({ type: DrawingInstruction.Clear, id: paletteIndex, }); } // allocates a tile buffer and returns the ID function bitsyAddTile() { var tileBufferId = nextBufferId; nextBufferId++; drawingBuffers[tileBufferId] = createDrawingBuffer(tilesize, tilesize, scale); return tileBufferId; } // clears all tile buffers function bitsyResetTiles() { bitsyLog("RESET TILES", "system"); // bitsyLog(drawingBuffers, "system"); // bitsyLog(tileStartBufferId, "system"); // bitsyLog(drawingBuffers.slice(tileStartBufferId), "system"); drawingBuffers = drawingBuffers.slice(0, tileStartBufferId); } // note: width and height are in text scale pixels function bitsySetTextboxSize(w, h) { drawingBuffers[textboxBufferId] = createDrawingBuffer(w, h, textScale); } function bitsyOnLoad(fn) { onLoadFunction = fn; } function bitsyOnQuit(fn) { onQuitFunction = fn; } function bitsyOnUpdate(fn) { onUpdateFunction = fn; } </script> <script> var TransitionManager = function() { var transitionStart = null; var transitionEnd = null; var isTransitioning = false; var transitionTime = 0; // milliseconds var minStepTime = 125; // cap the frame rate var curStep = 0; this.BeginTransition = function(startRoom, startX, startY, endRoom, endX, endY, effectName) { bitsyLog("--- 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!! } var startRoomPixels = createRoomPixelBuffer(room[startRoom]); var startPalette = getPal(room[startRoom].pal); var startImage = new PostProcessImage(startRoomPixels); 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"; } var endRoomPixels = createRoomPixelBuffer(room[endRoom]); var endPalette = getPal(room[endRoom].pal); var endImage = new PostProcessImage(endRoomPixels); transitionEnd = new TransitionInfo(endImage, endPalette, endX, endY); isTransitioning = true; transitionTime = 0; curStep = 0; player().room = tmpRoom; player().x = tmpX; player().y = tmpY; } this.UpdateTransition = function(dt) { if (!isTransitioning) { return; } // todo : shouldn't need to set this every frame! bitsySetGraphicsMode(0); transitionTime += dt; var maxStep = transitionEffects[curEffect].stepCount; if (transitionTime >= minStepTime) { curStep++; var step = curStep; bitsyLog("transition step " + step); if (transitionEffects[curEffect].paletteEffectFunc) { var colors = transitionEffects[curEffect].paletteEffectFunc(transitionStart, transitionEnd, (step / maxStep)); updatePaletteWithTileColors(colors); } bitsyDrawBegin(0); for (var y = 0; y < height; y++) { for (var x = 0; x < width; x++) { var color = transitionEffects[curEffect].pixelEffectFunc(transitionStart, transitionEnd, x, y, (step / maxStep)); bitsyDrawPixel(color, x, y); } } bitsyDrawEnd(); transitionTime = 0; } if (curStep >= (maxStep - 1)) { isTransitioning = false; transitionTime = 0; transitionStart = null; transitionEnd = null; curStep = 0; 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, paletteEffectFunc : function() {}, pixelEffectFunc : function() {}, }); this.RegisterTransitionEffect("fade_w", { // TODO : have it linger on full white briefly? showPlayerStart : false, showPlayerEnd : true, stepCount : 6, pixelEffectFunc : function(start, end, pixelX, pixelY, delta) { return delta < 0.5 ? start.Image.GetPixel(pixelX, pixelY) : end.Image.GetPixel(pixelX, pixelY); }, paletteEffectFunc : function(start, end, delta) { var colors = []; if (delta < 0.5) { delta = delta / 0.5; for (var i = 0; i < start.Palette.length; i++) { colors.push(lerpColor(start.Palette[i], [255, 255, 255], delta)); } } else { delta = ((delta - 0.5) / 0.5); for (var i = 0; i < end.Palette.length; i++) { colors.push(lerpColor([255, 255, 255], end.Palette[i], delta)); } } return colors; }, }); this.RegisterTransitionEffect("fade_b", { showPlayerStart : false, showPlayerEnd : true, stepCount : 6, pixelEffectFunc : function(start, end, pixelX, pixelY, delta) { return delta < 0.5 ? start.Image.GetPixel(pixelX, pixelY) : end.Image.GetPixel(pixelX, pixelY); }, paletteEffectFunc : function(start, end, delta) { var colors = []; if (delta < 0.5) { delta = delta / 0.5; for (var i = 0; i < start.Palette.length; i++) { colors.push(lerpColor(start.Palette[i], [0, 0, 0], delta)); } } else { delta = ((delta - 0.5) / 0.5); for (var i = 0; i < end.Palette.length; i++) { colors.push(lerpColor([0, 0, 0], end.Palette[i], delta)); } } return colors; }, }); this.RegisterTransitionEffect("wave", { showPlayerStart : true, showPlayerEnd : true, stepCount : 12, 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); }, paletteEffectFunc : function(start, end, delta) { return delta < 0.5 ? start.Palette : end.Palette; }, }); this.RegisterTransitionEffect("tunnel", { showPlayerStart : true, showPlayerEnd : true, stepCount : 12, 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 0; } else { return start.Image.GetPixel(pixelX, pixelY); } } else if (delta <= 0.6) { return 0; } 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 0; } else { return end.Image.GetPixel(pixelX, pixelY); } } }, paletteEffectFunc : function(start, end, delta) { return delta < 0.5 ? start.Palette : end.Palette; }, }); function lerpPalettes(start, end, delta) { var colors = []; var maxLength = (start.Palette.length > end.Palette.length) ? start.Palette.length : end.Palette.length; for (var i = 0; i < maxLength; i++) { if (i < start.Palette.length && i < end.Palette.length) { colors.push(lerpColor(start.Palette[i], end.Palette[i], delta)); } else if (i < start.Palette.length) { colors.push(lerpColor( start.Palette[i], end.Palette[end.Palette.length - 1], delta)); } else if (i < end.Palette.length) { colors.push(lerpColor( start.Palette[start.Palette.length - 1], end.Palette[i], delta)); } } return colors; } this.RegisterTransitionEffect("slide_u", { showPlayerStart : false, showPlayerEnd : true, stepCount : 8, pixelEffectFunc : function(start, end, pixelX, pixelY, delta) { var pixelOffset = -1 * Math.floor(start.Image.Height * delta); var slidePixelY = pixelY + pixelOffset; if (slidePixelY >= 0) { return start.Image.GetPixel(pixelX, slidePixelY); } else { slidePixelY += start.Image.Height; return end.Image.GetPixel(pixelX, slidePixelY); } }, paletteEffectFunc : lerpPalettes, }); this.RegisterTransitionEffect("slide_d", { showPlayerStart : false, showPlayerEnd : true, stepCount : 8, pixelEffectFunc : function(start, end, pixelX, pixelY, delta) { var pixelOffset = Math.floor(start.Image.Height * delta); var slidePixelY = pixelY + pixelOffset; if (slidePixelY < start.Image.Height) { return start.Image.GetPixel(pixelX, slidePixelY); } else { slidePixelY -= start.Image.Height; return end.Image.GetPixel(pixelX, slidePixelY); } }, paletteEffectFunc : lerpPalettes, }); this.RegisterTransitionEffect("slide_l", { showPlayerStart : false, showPlayerEnd : true, stepCount : 8, pixelEffectFunc : function(start, end, pixelX, pixelY, delta) { var pixelOffset = -1 * Math.floor(start.Image.Width * delta); var slidePixelX = pixelX + pixelOffset; if (slidePixelX >= 0) { return start.Image.GetPixel(slidePixelX, pixelY); } else { slidePixelX += start.Image.Width; return end.Image.GetPixel(slidePixelX, pixelY); } }, paletteEffectFunc : lerpPalettes, }); this.RegisterTransitionEffect("slide_r", { showPlayerStart : false, showPlayerEnd : true, stepCount : 8, pixelEffectFunc : function(start, end, pixelX, pixelY, delta) { var pixelOffset = Math.floor(start.Image.Width * delta); var slidePixelX = pixelX + pixelOffset; if (slidePixelX < start.Image.Width) { return start.Image.GetPixel(slidePixelX, pixelY); } else { slidePixelX -= start.Image.Width; return end.Image.GetPixel(slidePixelX, pixelY); } }, paletteEffectFunc : lerpPalettes, }); // todo : move to Renderer()? function createRoomPixelBuffer(room) { var pixelBuffer = []; for (var i = 0; i < width * height; i++) { pixelBuffer.push(tileColorStartIndex); } var drawTileInPixelBuffer = function(sourceData, frameIndex, colorIndex, tx, ty, pixelBuffer) { var frameData = sourceData[frameIndex]; for (var y = 0; y < tilesize; y++) { for (var x = 0; x < tilesize; x++) { var color = tileColorStartIndex + (frameData[y][x] === 1 ? colorIndex : 0); pixelBuffer[(((ty * tilesize) + y) * width) + ((tx * tilesize) + x)] = color; } } } //draw tiles for (i in room.tilemap) { for (j in room.tilemap[i]) { var id = room.tilemap[i][j]; var x = parseInt(j); var y = parseInt(i); if (id != "0" && tile[id] != null) { drawTileInPixelBuffer( renderer.GetDrawingSource(tile[id].drw), tile[id].animation.frameIndex, tile[id].col, x, y, pixelBuffer); } } } //draw items for (var i = 0; i < room.items.length; i++) { var itm = room.items[i]; drawTileInPixelBuffer( renderer.GetDrawingSource(item[itm.id].drw), item[itm.id].animation.frameIndex, item[itm.id].col, itm.x, itm.y, pixelBuffer); } //draw sprites for (id in sprite) { var spr = sprite[id]; if (spr.room === room.id) { drawTileInPixelBuffer( renderer.GetDrawingSource(spr.drw), spr.animation.frameIndex, spr.col, spr.x, spr.y, pixelBuffer); } } return pixelBuffer; } function lerpColor(colorA, colorB, t) { return [ colorA[0] + ((colorB[0] - colorA[0]) * t), colorA[1] + ((colorB[1] - colorA[1]) * t), colorA[2] + ((colorB[2] - colorA[2]) * t), ]; }; }; // TransitionManager() // todo : is this wrapper still useful? var PostProcessImage = function(imageData) { this.Width = width; this.Height = height; this.GetPixel = function(x, y) { return imageData[(y * width) + x]; }; 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) { // bitsyLog("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 // bitsyLog("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) { bitsyLog("-".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) { bitsyLog("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) { // bitsyLog("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[spriteId] != undefined) spriteId = names.sprite[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[tileId] != undefined) tileId = names.tile[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[itemId] != undefined) itemId = names.item[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[itemId] != undefined) { // id is actually a name itemId = names.item[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); } } bitsyLog("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[destRoom] != undefined) { // it's a name, not an id! (note: these could cause trouble if people names things weird) destRoom = names.room[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); } var movePlayerAndResumeScript = function() { // update world state player().room = destRoom; player().x = destX; player().y = destY; curRoom = destRoom; // update game state initRoom(curRoom); // resume dialog script onReturn(null); }; // TODO : this doesn't play nice with pagebreak because it thinks the dialog is finished! if (transition.IsTransitionActive()) { transition.OnTransitionComplete(movePlayerAndResumeScript); } else { movePlayerAndResumeScript(); } } /* BUILT-IN OPERATORS */ function setExp(environment,left,right,onReturn) { // bitsyLog("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 ); // bitsyLog("VAL " + environment.GetVariable( left.name ) ); left.Eval(environment,function(lVal) { onReturn( lVal ); }); }); } function equalExp(environment,left,right,onReturn) { // bitsyLog("EVAL EQUAL"); // bitsyLog(left); // bitsyLog(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 = {}; functionMap["print"] = printFunc; functionMap["say"] = printFunc; functionMap["br"] = linebreakFunc; functionMap["item"] = itemFunc; functionMap["rbw"] = rainbowFunc; functionMap["clr1"] = color1Func; functionMap["clr2"] = color2Func; functionMap["clr3"] = color3Func; functionMap["wvy"] = wavyFunc; functionMap["shk"] = shakyFunc; functionMap["printSprite"] = printSpriteFunc; functionMap["printTile"] = printTileFunc; functionMap["printItem"] = printItemFunc; functionMap["debugOnlyPrintFont"] = printFontFunc; // DEBUG ONLY functionMap["end"] = endFunc; functionMap["exit"] = exitFunc; functionMap["pg"] = pagebreakFunc; functionMap["property"] = propertyFunc; this.HasFunction = function(name) { return functionMap[name] != undefined; }; this.EvalFunction = function(name,parameters,onReturn,env) { if (env == undefined || env == null) { env = this; } functionMap[name](env, parameters, onReturn); } var variableMap = {}; this.HasVariable = function(name) { return variableMap[name] != undefined; }; this.GetVariable = function(name) { return variableMap[name]; }; this.SetVariable = function(name,value,useHandler) { // bitsyLog("SET VARIABLE " + name + " = " + value); if(useHandler === undefined) useHandler = true; variableMap[name] = value; if(onVariableChangeHandler != null && useHandler){ onVariableChangeHandler(name); } }; this.DeleteVariable = function(name,useHandler) { if(useHandler === undefined) useHandler = true; if(variableMap[name] != undefined) { variableMap.delete(name); if(onVariableChangeHandler != null && useHandler) { onVariableChangeHandler(name); } } }; var operatorMap = {}; operatorMap["="] = setExp; operatorMap["=="] = equalExp; operatorMap[">"] = greaterExp; operatorMap["<"] = lessExp; operatorMap[">="] = greaterEqExp; operatorMap["<="] = lessEqExp; operatorMap["*"] = multExp; operatorMap["/"] = divExp; operatorMap["+"] = addExp; operatorMap["-"] = subExp; this.HasOperator = function(sym) { return operatorMap[sym] != undefined; }; this.EvalOperator = function(sym,left,right,onReturn) { operatorMap[ sym ]( this, left, right, onReturn ); } var scriptMap = {}; this.HasScript = function(name) { return scriptMap[name] != undefined; }; this.GetScript = function(name) { return scriptMap[name]; }; this.SetScript = function(name,script) { scriptMap[name] = script; }; var onVariableChangeHandler = null; this.SetOnVariableChangeHandler = function(onVariableChange) { onVariableChangeHandler = onVariableChange; } this.GetVariableNames = function() { var variableNames = []; for (var key in variableMap) { variableNames.push(key); } return variableNames; } } // 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 } // bitsyLog("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() { // bitsyLog(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) { // bitsyLog("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) { // bitsyLog(">> CHILD " + i); children[i].Eval(environment, function(val) { // bitsyLog("<< 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 shouldIndentFirstLine = (i == 0 && doIndentFirstLine); var shouldIndentAfterLinebreak = (lastNode && lastNode.type === "function" && lastNode.name === "br"); if (shouldIndentFirstLine || shouldIndentAfterLinebreak) { str += leadingWhitespace(depth); } str += curNode.Serialize(depth); 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) { // bitsyLog("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) { // bitsyLog(">> CHILD " + i); children[i].Eval(environment, function(val) { // bitsyLog("<< 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; } // bitsyLog("SERIALIZE BLOCK!!!"); // bitsyLog(depth); // bitsyLog(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) { // bitsyLog("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) { // bitsyLog("EVAL " + this.operator); var self = this; // hack to deal with scope environment.EvalOperator( this.operator, this.left, this.right, function(val){ // bitsyLog("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) { // bitsyLog("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) { // bitsyLog("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) { // bitsyLog("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); bitsyLog(scriptStr); bitsyLog(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) { // bitsyLog(str); str = "" + str; // hack to turn single chars into strings // bitsyLog(str); // bitsyLog(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; // bitsyLog(j); while (j < sourceStr.length && end.indexOf(sourceStr[j]) == -1) { str += sourceStr[j]; j++; } // bitsyLog("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() { bitsyLog(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) { // bitsyLog("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) { bitsyLog("~~~ PARSE FUNCTION " + funcName); var args = []; var curSymbol = ""; function OnSymbolEnd() { curSymbol = curSymbol.trim(); // bitsyLog("PARAMTER " + curSymbol); args.push( StringToValue(curSymbol) ); // bitsyLog(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); // bitsyLog("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); // bitsyLog("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!! // bitsyLog("STRING"); var str = ""; var i = 1; while (i < valStr.length && valStr[i] != Sym.String) { str += valStr[i]; i++; } // bitsyLog(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!! // bitsyLog("NUMBER!!! " + valStr); return new LiteralNode( parseFloat(valStr) ); } else if(IsValidVariableName(valStr)) { // VARIABLE!! // bitsyLog("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 // bitsyLog("EXPRESSION " + line); var exp = CreateExpression(line); // bitsyLog(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 = { 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; // todo : clean up all the scale stuff var textboxScaleW = textboxInfo.width / textboxInfo.font_scale; var textboxScaleH = textboxInfo.height / textboxInfo.font_scale; bitsySetTextboxSize(textboxScaleW, textboxScaleH); } 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 ); } this.ClearTextbox = function() { bitsyDrawBegin(1); bitsyClear(textBackgroundIndex); bitsyDrawEnd(); }; var isCentered = false; this.SetCentered = function(centered) { isCentered = centered; }; this.DrawTextbox = function() { bitsyDrawBegin(0); if (isCentered) { // todo : will the height calculations always work? bitsyDrawTextbox(textboxInfo.left, ((height / 2) - (textboxInfo.height / 2))); } else if (player().y < (mapsize / 2)) { // bottom bitsyDrawTextbox(textboxInfo.left, (height - textboxInfo.bottom - textboxInfo.height)); } else { // top bitsyDrawTextbox(textboxInfo.left, textboxInfo.top); } bitsyDrawEnd(); }; var arrowdata = [ 1,1,1,1,1, 0,1,1,1,0, 0,0,1,0,0 ]; this.DrawNextArrow = function() { // bitsyLog("draw arrow!"); bitsyDrawBegin(1); var top = (textboxInfo.height - 5) * text_scale; var left = (textboxInfo.width - (5 + 4)) * text_scale; if (textDirection === TextDirection.RightToLeft) { // RTL hack left = 4 * text_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 < text_scale; sy++) { for (var sx = 0; sx < text_scale; sx++) { bitsyDrawPixel(textArrowIndex, left + (x * text_scale) + sx, top + (y * text_scale) + sy); } } } } } bitsyDrawEnd(); }; 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) { bitsyDrawBegin(1); 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 * text_scale) + (row * 2 * text_scale) + (row * font.getHeight()) + Math.floor(char.offset.y); var left = (4 * text_scale) + leftPos + Math.floor(char.offset.x); 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) { // todo : other colors bitsySetPixelAtIndex(char.color, ((top + y) * (textboxInfo.width * text_scale)) + (left + x)); } } } bitsyDrawEnd(); // 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; // bitsyLog(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; } // bitsyLog(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() { bitsyLog("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() { bitsyLog("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()) { bitsyLog("FLIP PAGE!"); //start next page this.FlipPage(); return true; /* hasMoreDialog */ } else { bitsyLog("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 = textColorIndex; // white this.offset = { x:0, y:0 }; // in pixels (screen pixels?) this.col = 0; this.row = 0; this.SetPosition = function(row,col) { // bitsyLog("SET POS"); // bitsyLog(this); this.row = row; this.col = col; } this.ApplyEffects = function(time) { // bitsyLog("APPLY EFFECTS! " + time); for(var i = 0; i < this.effectList.length; i++) { var effectName = this.effectList[i]; // bitsyLog("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) { // bitsyLog("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)); // get the first frame of the drawing and flatten it var drawingData = renderer.GetDrawingSource(drawingId)[0]; var drawingDataFlat = []; for (var i = 0; i < drawingData.length; i++) { drawingDataFlat = drawingDataFlat.concat(drawingData[i]); } this.bitmap = drawingDataFlat; 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) { // bitsyLog("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) { bitsyLog("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]; } // bitsyLog(buffer); isActive = true; }; this.AddLinebreak = function() { var lastPage = buffer[buffer.length-1]; if (lastPage.length <= 1) { // bitsyLog("LINEBREAK - NEW ROW "); // add new row lastPage.push([]); } else { // add new page buffer.push([[]]); } // bitsyLog(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 = {}; function positiveModulo(number, divisor) { return ((number % divisor) + divisor) % divisor; } var RainbowEffect = function() { this.DoEffect = function(char, time) { char.color = rainbowColorStartIndex + Math.floor(positiveModulo((time / 100) - char.col * 0.5, rainbowColorCount)); } }; TextEffects["rbw"] = new RainbowEffect(); var ColorEffect = function(index) { this.DoEffect = function(char) { char.color = tileColorStartIndex + index; } }; 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)) * 2; } }; 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 += 1.5 * 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 += 1.5 * 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 = tileColorStartIndex; } } TextEffects["_debug_highlight"] = new DebugHighlightEffect(); } // Dialog() </script> <script> function TileRenderer(tilesize) { // todo : do I need to pass in tilesize? or can I use the global value? bitsyLog("!!!!! NEW TILE RENDERER"); var drawingCache = { source: {}, render: {}, }; // var debugRenderCount = 0; function createRenderCacheId(drawingId, colorIndex) { return drawingId + "_" + colorIndex; } function renderDrawing(drawing) { // debugRenderCount++; // bitsyLog("RENDER COUNT " + debugRenderCount); var col = drawing.col; var drwId = drawing.drw; var drawingFrames = drawingCache.source[drwId]; // initialize render cache entry var cacheId = createRenderCacheId(drwId, col); if (drawingCache.render[cacheId] === undefined) { // initialize array of frames for drawing drawingCache.render[cacheId] = []; } for (var i = 0; i < drawingFrames.length; i++) { var frameData = drawingFrames[i]; var frameTileId = renderTileFromDrawingData(frameData, col); drawingCache.render[cacheId].push(frameTileId); } } function renderTileFromDrawingData(drawingData, col) { var tileId = bitsyAddTile(); var backgroundColor = tileColorStartIndex + 0; var foregroundColor = tileColorStartIndex + col; bitsyDrawBegin(tileId); for (var y = 0; y < tilesize; y++) { for (var x = 0; x < tilesize; x++) { var px = drawingData[y][x]; if (px === 1) { bitsyDrawPixel(foregroundColor, x, y); } else { bitsyDrawPixel(backgroundColor, x, y); } } } bitsyDrawEnd(); return tileId; } // TODO : move into core function undefinedOrNull(x) { return x === undefined || x === null; } function isDrawingRendered(drawing) { var cacheId = createRenderCacheId(drawing.drw, drawing.col); return drawingCache.render[cacheId] != undefined; } function getRenderedDrawingFrames(drawing) { var cacheId = createRenderCacheId(drawing.drw, drawing.col); return drawingCache.render[cacheId]; } function getDrawingFrameTileId(drawing, frameOverride) { var frameIndex = 0; if (drawing != null && drawing.animation.isAnimated) { if (frameOverride != undefined && frameOverride != null) { frameIndex = frameOverride; } else { frameIndex = drawing.animation.frameIndex; } } return getRenderedDrawingFrames(drawing)[frameIndex]; } function getOrRenderDrawingFrame(drawing, frameOverride) { // bitsyLog("frame render: " + drawing.type + " " + drawing.id + " f:" + frameOverride); if (!isDrawingRendered(drawing)) { // bitsyLog("frame render: doesn't exist"); renderDrawing(drawing); } return getDrawingFrameTileId(drawing, frameOverride); } /* PUBLIC INTERFACE */ this.GetDrawingFrame = getOrRenderDrawingFrame; this.SetDrawingSource = function(drawingId, drawingData) { drawingCache.source[drawingId] = drawingData; // TODO : reset render cache for this image } this.GetDrawingSource = function(drawingId) { return drawingCache.source[drawingId]; } this.GetFrameCount = function(drawingId) { return drawingCache.source[drawingId].length; } this.ClearCache = function() { bitsyResetTiles(); drawingCache.render = {}; } } // Renderer() </script> <script> 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; /* NAME-TO-ID MAPS */ var names = { room : {}, tile : {}, sprite : {}, item : {}, dialog : {}, }; function updateNamesFromCurData() { function createNameMap(objectStore) { var map = {}; for (id in objectStore) { if (objectStore[id].name != undefined && objectStore[id].name != null) { map[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: 12, // 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 = {}; updateNamesFromCurData(); fontName = defaultFontName; // TODO : reset font manager too? textDirection = TextDirection.LeftToRight; } var scale = 4; //this is stupid but necessary var tilesize = 8; var mapsize = 16; var width = mapsize * tilesize; var height = mapsize * tilesize; var curRoom = "0"; var prevTime = 0; var deltaTime = 0; // engine event hooks for the editor var onInventoryChanged = null; var onVariableChanged = null; var onGameReset = null; var onInitRoom = null; var isPlayerEmbeddedInEditor = false; var renderer = new TileRenderer(tilesize); var curGameData = null; var curDefaultFontData = null; function load_game(gameData, defaultFontData, startWithTitle) { curGameData = gameData; //remember the current game (used to reset the game) dialogBuffer.Reset(); scriptInterpreter.ResetEnvironment(); // ensures variables are reset -- is this the best way? parseWorld(gameData); if (!isPlayerEmbeddedInEditor && defaultFontData) { curDefaultFontData = defaultFontData; // store for resetting game // todo : consider replacing this with a more general system for requesting resources from the system? // hack to ensure default font is available fontManager.AddResource(defaultFontName + fontManager.GetExtension(), defaultFontData); } var font = fontManager.Get( fontName ); dialogBuffer.SetFont(font); dialogRenderer.SetFont(font); setInitialVariables(); 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, curDefaultFontData); if (isPlayerEmbeddedInEditor && onGameReset != null) { onGameReset(); } } function onready(startWithTitle) { if (startWithTitle === undefined || startWithTitle === null) { startWithTitle = true; } 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() { bitsyLog("stop GAME!"); } 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 { bitsySetGraphicsMode(1); if (!isNarrating && !isEnding) { updateAnimation(); drawRoom(room[curRoom]); // draw world if game has begun } else { clearRoom(); } // 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; } var isAnyButtonHeld = false; var isIgnoringInput = false; function isAnyButtonDown() { return bitsyGetButton(0) || bitsyGetButton(1) || bitsyGetButton(2) || bitsyGetButton(3) || bitsyGetButton(4); } function updateInput() { if (dialogBuffer.IsActive()) { if (!isAnyButtonHeld && isAnyButtonDown()) { /* CONTINUE DIALOG */ if (dialogBuffer.CanContinue()) { var hasMoreDialog = dialogBuffer.Continue(); if (!hasMoreDialog) { // ignore currently held keys UNTIL they are released (stops player from insta-moving) isIgnoringInput = true; curPlayerDirection = Direction.None; } } else { dialogBuffer.Skip(); } } } else if ( isEnding ) { /* BITSY MUSEUM HACK: instead of reseting on ending it takes player back to the museum also removes need to click button to reset */ if (!redirectBitsy){ redirectBitsy = true; window.location.href = "avatars.html"; } } else if (!isIgnoringInput) { /* WALK */ var prevPlayerDirection = curPlayerDirection; if (bitsyGetButton(0)) { curPlayerDirection = Direction.Up; } else if (bitsyGetButton(1)) { curPlayerDirection = Direction.Down; } else if (bitsyGetButton(2)) { curPlayerDirection = Direction.Left; } else if (bitsyGetButton(3)) { curPlayerDirection = Direction.Right; } else { curPlayerDirection = Direction.None; } if (curPlayerDirection != Direction.None && curPlayerDirection != prevPlayerDirection) { movePlayer(curPlayerDirection); playerHoldToMoveTimer = 500; } } if (!isAnyButtonDown()) { isIgnoringInput = false; } isAnyButtonHeld = isAnyButtonDown(); } 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; function movePlayer(direction) { var roomIds = Object.keys(room); if (player().room == null || roomIds.indexOf(player().room) < 0) { 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); transition.OnTransitionComplete(function() { player().room = ext.dest.room; player().x = ext.dest.x; player().y = ext.dest.y; curRoom = ext.dest.room; initRoom(curRoom); }); } else { 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(); } } /* PALETTE INDICES */ var textBackgroundIndex = 0; var textArrowIndex = 1; var textColorIndex = 2; // precalculated rainbow colors var rainbowColorStartIndex = 3; var rainbowColorCount = 10; var rainbowColors = [ [255,0,0], [255,217,0], [78,255,0], [0,255,125], [0,192,255], [0,18,255], [136,0,255], [255,0,242], [255,0,138], [255,0,61], ]; // todo : where should this be stored? var tileColorStartIndex = 16; function updatePaletteWithTileColors(tileColors) { // clear existing colors bitsyResetColors(); // textbox colors bitsySetColor(textBackgroundIndex, 0, 0, 0); // black bitsySetColor(textArrowIndex, 255, 255, 255); // white bitsySetColor(textColorIndex, 255, 255, 255); // white // todo : move this to game init? // rainbow colors for (var i = 0; i < rainbowColorCount; i++) { var color = rainbowColors[i]; bitsySetColor(rainbowColorStartIndex + i, color[0], color[1], color[2]); } // tile colors for (var i = 0; i < tileColors.length; i++) { var color = tileColors[i]; bitsySetColor(tileColorStartIndex + i, color[0], color[1], color[2]); } } function updatePalette(palId) { var pal = palette[palId]; bitsyLog(pal.colors.length, "editor"); updatePaletteWithTileColors(pal.colors); } function initRoom(roomId) { bitsyLog("init room " + roomId); updatePalette(curPal()); renderer.ClearCache(); // 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 }; } if (onInitRoom) { onInitRoom(roomId); } } 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 >= mapsize) || 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 >= mapsize) || 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) { // bitsyLog(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]; // bitsyLog(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.indexOf(player().room) != -1) { // 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); } scriptCompatibility(compatibilityFlags); return versionNumber; } function scriptCompatibility(compatibilityFlags) { if (compatibilityFlags.convertSayToPrint) { bitsyLog("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 drawingData = renderer.GetDrawingSource(drwId); var drwStr = ""; for (f in drawingData) { for (y in drawingData[f]) { var rowStr = ""; for (x in drawingData[f][y]) { rowStr += drawingData[f][y][x]; } drwStr += rowStr + "\n"; } if (f < (drawingData.length-1)) drwStr += ">\n"; } return drwStr; } function isExitValid(e) { var hasValidStartPos = e.x >= 0 && e.x < mapsize && e.y >= 0 && e.y < mapsize; var hasDest = e.dest != null; var hasValidRoomDest = (e.dest.room != null && e.dest.x >= 0 && e.dest.x < mapsize && e.dest.y >= 0 && e.dest.y < mapsize); return hasValidStartPos && hasDest && hasValidRoomDest; } function placeSprites() { for (id in spriteStartLocations) { //bitsyLog(id); //bitsyLog( spriteStartLocations[id] ); //bitsyLog(sprite[id]); sprite[id].room = spriteStartLocations[id].room; sprite[id].x = spriteStartLocations[id].x; sprite[id].y = spriteStartLocations[id].y; //bitsyLog(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 // bitsyLog(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[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 tileData = createDrawingData("TIL", id); i++; // read & store tile image source i = parseDrawingCore(lines, i, tileData.drw); // update animation info tileData.animation.frameCount = renderer.GetFrameCount(tileData.drw); tileData.animation.isAnimated = tileData.animation.frameCount > 1; // read other properties while (i < lines.length && lines[i].length > 0) { // look for empty line if (getType(lines[i]) === "COL") { tileData.col = parseInt(getId(lines[i])); } else if (getType(lines[i]) === "NAME") { /* NAME */ tileData.name = lines[i].split(/\s(.+)/)[1]; names.tile[tileData.name] = id; } else if (getType(lines[i]) === "WAL") { var wallArg = getArg(lines[i], 1); if (wallArg === "true") { tileData.isWall = true; } else if (wallArg === "false") { tileData.isWall = false; } } i++; } // store tile data tile[id] = tileData; return i; } function parseSprite(lines, i) { var id = getId(lines[i]); var type = (id === "A") ? "AVA" : "SPR"; var spriteData = createDrawingData(type, id); bitsyLog(spriteData); i++; // read & store sprite image source i = parseDrawingCore(lines, i, spriteData.drw); // update animation info spriteData.animation.frameCount = renderer.GetFrameCount(spriteData.drw); spriteData.animation.isAnimated = spriteData.animation.frameCount > 1; // read other properties while (i < lines.length && lines[i].length > 0) { // look for empty line if (getType(lines[i]) === "COL") { /* COLOR OFFSET INDEX */ spriteData.col = 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") { spriteData.dlg = getId(lines[i]); } else if (getType(lines[i]) === "NAME") { /* NAME */ spriteData.name = lines[i].split(/\s(.+)/)[1]; names.sprite[spriteData.name] = id; } else if (getType(lines[i]) === "ITM") { /* ITEM STARTING INVENTORY */ var itemId = getId(lines[i]); var itemCount = parseFloat(getArg(lines[i], 2)); spriteData.inventory[itemId] = itemCount; } i++; } // store sprite data sprite[id] = spriteData; return i; } function parseItem(lines, i) { var id = getId(lines[i]); var itemData = createDrawingData("ITM", id); i++; // read & store item image source i = parseDrawingCore(lines, i, itemData.drw); // update animation info itemData.animation.frameCount = renderer.GetFrameCount(itemData.drw); itemData.animation.isAnimated = itemData.animation.frameCount > 1; // read other properties while (i < lines.length && lines[i].length > 0) { // look for empty line if (getType(lines[i]) === "COL") { /* COLOR OFFSET INDEX */ itemData.col = parseInt(getArg(lines[i], 1)); } else if (getType(lines[i]) === "DLG") { itemData.dlg = getId(lines[i]); } else if (getType(lines[i]) === "NAME") { /* NAME */ itemData.name = lines[i].split(/\s(.+)/)[1]; names.item[itemData.name] = id; } i++; } // store item data item[id] = itemData; 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.SetDrawingSource(drwId, frameList); return i; } // creates a drawing data structure with default property values for the type function createDrawingData(type, id) { // the avatar's drawing id still uses the sprite prefix (for back compat) var drwId = (type === "AVA" ? "SPR" : type) + "_" + id; var drawingData = { type : type, id : id, name : null, drw : drwId, col : (type === "TIL") ? 1 : 2, animation : { isAnimated : false, frameIndex : 0, frameCount : 1, }, }; // add type specific properties if (type === "TIL") { // default null value indicates it can vary from room to room (original version) drawingData.isWall = null; } if (type === "AVA" || type === "SPR") { // default sprite location is "offstage" drawingData.room = null; drawingData.x = -1; drawingData.y = -1; drawingData.inventory = {}; } if (type === "AVA" || type === "SPR" || type === "ITM") { drawingData.dlg = null; } return drawingData; } 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, id: id, }; 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[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(tileId, x, y) { bitsyDrawBegin(0); bitsyDrawTile(tileId, x, y); bitsyDrawEnd(); } function drawSprite(tileId, x, y) { drawTile(tileId, x, y); } function drawItem(tileId, x, y) { drawTile(tileId, x, y); } // var debugLastRoomDrawn = "0"; function clearRoom() { var paletteId = "default"; if (room === undefined) { // protect against invalid rooms return; } if (room.pal != null && palette[paletteId] != undefined) { paletteId = room.pal; } bitsyDrawBegin(0); bitsyClear(tileColorStartIndex); bitsyDrawEnd(); } function drawRoom(room, frameIndex) { // frameIndex is optional // if (room.id != debugLastRoomDrawn) { // debugLastRoomDrawn = room.id; // bitsyLog("DRAW ROOM " + debugLastRoomDrawn); // } if (room === undefined) { // protect against invalid rooms return; } // clear the screen buffer bitsyDrawBegin(0); bitsyClear(tileColorStartIndex); bitsyDrawEnd(); //draw tiles for (i in room.tilemap) { for (j in room.tilemap[i]) { var id = room.tilemap[i][j]; var x = parseInt(j); var y = parseInt(i); if (id != "0") { //bitsyLog(id); if (tile[id] == null) { // hack-around to avoid corrupting files (not a solution though!) id = "0"; room.tilemap[i][j] = id; } else { // bitsyLog(id); drawTile(getTileFrame(tile[id], frameIndex), x, y); } } } } //draw items for (var i = 0; i < room.items.length; i++) { var itm = room.items[i]; drawItem(getItemFrame(item[itm.id], frameIndex), itm.x, itm.y); } //draw sprites for (id in sprite) { var spr = sprite[id]; if (spr.room === room.id) { drawSprite(getSpriteFrame(spr, frameIndex), spr.x, spr.y); } } } // TODO : remove these get*Image methods function getTileFrame(t, frameIndex) { return renderer.GetDrawingFrame(t, frameIndex); } function getSpriteFrame(s, frameIndex) { return renderer.GetDrawingFrame(s, frameIndex); } function getItemFrame(itm, frameIndex) { return renderer.GetDrawingFrame(itm, 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 redirectBitsy = 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) { bitsyLog("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) { bitsyLog("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; // bitsyLog("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; // bitsyLog("START SPRITE DIALOG " + dialogId); if (dialog[dialogId]){ var dialogStr = dialog[dialogId].src; startDialog(dialogStr,dialogId); } } function startDialog(dialogStr, scriptId, dialogCallback, objectContext) { // bitsyLog("START DIALOG "); if (dialogStr.length <= 0) { // bitsyLog("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 ); /* EVENTS */ bitsyOnUpdate(update); bitsyOnQuit(stopGame); bitsyOnLoad(load_game); </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 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