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# BITSY VERSION 7.12
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NAME loot box storefront
END z 12,15
PAL 0
ROOM 10
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NAME intro backup 3
PAL 0
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NAME intro backup 2
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7u,7z,7z,7z,7z,7z,7z,7z,7z,7z,7z,7z,7z,7z,7z,7v
NAME intro - 1
PAL 0
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7u,7z,7z,7z,7z,7z,7z,7z,7z,7z,7z,7z,7z,7z,7z,7v
NAME intro backup 1
PAL 0
ROOM 18
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NAME etherpad - directory
EXT 2,5 19 13,3
EXT 2,3 1i 13,3
PAL 0
ROOM 19
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1r,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1r
NAME etherpad - archive
EXT 13,0 18 13,3
EXT 2,3 1j 13,3
PAL 0
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NAME loottery
EXT 3,4 r 13,13 FX wave
PAL 0
ROOM m
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
NAME intro 2 - try your luck
END r 3,7
END s 6,7
END t 9,7
END u 12,7
END v 3,11
END w 6,11
END x 9,11
END y 12,11
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PAL 0
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0,48,0,4m,0,o,p,m,h,h,q,0,4k,0,4a,0
0,4a,0,4o,4n,4n,4n,4n,4n,4n,4n,4n,4p,0,48,0
0,49,0,0,44,3t,47,44,3t,47,44,3t,47,0,49,0
0,48,0,0,45,3f,3m,45,3f,3m,45,3f,3m,0,4a,0
0,4a,0,0,46,3l,3o,46,3l,3o,46,3l,3o,0,48,0
0,49,44,3t,47,44,3t,47,44,3t,47,44,3t,47,49,0
0,48,45,3f,3m,45,3f,3m,45,3f,3m,45,3f,3m,4a,0
0,4a,46,3l,3o,46,3l,3o,46,3l,3o,46,3l,3o,48,0
0,49,4b,4u,4v,4u,4v,4u,4v,4u,4v,4u,4v,4q,49,0
0,48,4a,49,48,4a,49,48,4a,49,48,4a,49,48,4a,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
PAL 0
ROOM r
ao,0,0,0,0,0,0,0,0,0,0,0,0,0,0,57
0,54,0,0,5c,5d,5e,5f,5g,5h,5d,5i,0,0,51,0
0,0,54,0,0,0,0,0,0,0,0,0,0,51,0,0
0,0,0,53,55,55,55,55,55,55,55,55,56,0,0,0
0,5w,0,52,66,64,64,64,64,64,64,6b,58,0,5x,0
0,5r,0,52,65,0,ar,ar,ar,ar,0,69,58,0,5y,0
0,5v,0,52,65,ar,0,0,0,0,ar,69,58,0,5z,0
0,5u,0,52,65,0,0,0,0,0,ar,69,58,0,60,0
0,5t,0,52,65,0,0,ar,ar,ar,0,69,58,0,5v,0
0,5s,0,52,65,0,0,0,0,0,0,69,58,0,62,0
0,5r,0,52,65,0,0,ar,ar,0,0,69,58,0,61,0
0,5q,0,52,68,67,67,67,67,67,67,6a,58,0,0,0
0,0,0,50,5b,5b,5b,5b,5b,5b,5b,5b,59,0,0,0
0,0,57,0,0,0,0,0,0,0,0,0,0,54,0,0
0,57,0,0,5p,5l,5h,5g,5n,5m,5l,5k,0,0,54,0
51,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5a
NAME endless unboxing
EXT 0,0 l 3,4 FX fade_w
PAL 0
ROOM t
6w,6f,6f,6f,6f,6f,6f,6f,6f,6f,6f,6f,6f,6f,6f,6v
6f,6w,6f,6f,78,79,7a,7b,7c,7d,79,7e,6f,6f,6v,6f
6f,6f,6w,6f,6f,6f,6f,6f,6f,6f,6f,6f,6f,6v,6f,6f
6f,6f,6f,6x,74,74,74,74,74,74,74,74,75,6f,6f,6f
6f,5w,6f,6y,6f,2n,2n,2n,2n,2n,2n,6f,76,6f,5x,6f
6f,5r,6f,6y,6f,2n,0,0,0,0,2n,2n,76,6f,5y,6f
6f,5v,6f,6y,6f,0,6f,6f,6f,6f,0,2n,76,6f,5z,6f
6f,5u,6f,6y,6f,6f,6f,2n,2n,2n,0,2n,76,6f,60,6f
6f,5t,6f,6y,6f,6f,6f,0,8t,0,2n,2n,76,6f,5v,6f
6f,5s,6f,6y,6f,6f,6f,2n,6f,6f,6f,6f,76,6f,62,6f
6f,5r,6f,6y,6f,6f,6f,0,0,6f,6f,6f,76,6f,61,6f
6f,5q,6f,6y,6f,6f,6f,6f,6f,6f,6f,6f,76,6f,6f,6f
6f,6f,6f,73,71,71,71,71,71,71,71,71,77,6f,6f,6f
6f,6f,6j,6f,6f,6f,6f,6f,6f,6f,6f,6f,6f,6n,6f,6f
6f,6j,6f,6f,7i,79,7d,7c,7h,7g,79,7f,6f,6f,6n,6f
6j,6f,6f,6f,6f,6f,6f,6f,6f,6f,6f,6f,6f,6f,6f,6n
PAL 0
ROOM u
6w,6f,6f,6f,6f,6f,6f,6f,6f,6f,6f,6f,6f,6f,6f,6v
6f,6w,6f,6f,7j,7j,7j,7j,7j,7j,7j,7j,6f,6f,6v,6f
6f,6f,6w,6f,6f,6f,6f,6f,6f,6f,6f,6f,6f,6v,6f,6f
6f,6f,6f,6n,1r,1r,1r,2n,1r,1r,1r,74,6j,6f,6f,6f
6f,7j,6f,7j,6n,6f,6f,6f,6f,6f,6f,6j,76,6f,7j,6f
6f,7j,6f,7j,6f,7k,74,74,74,74,75,7j,1r,6f,7j,6f
6f,7j,6f,7j,6f,6y,6f,6f,6f,6f,76,6f,1r,6f,7j,6f
6f,7j,6f,7j,6f,6y,6f,7j,7j,6f,76,6f,0,6f,7j,6f
6f,7j,6f,7j,6f,6y,6f,7j,7j,6f,76,6f,0,1r,7j,6f
6f,7j,6f,7j,6f,6y,6f,6f,7j,6f,76,6f,76,6f,7j,6f
6f,7j,6f,7j,6f,73,71,71,71,71,72,6f,76,6f,7j,6f
6f,7j,6f,7j,6v,6f,6f,6f,6f,6f,6f,6n,76,6f,6f,6f
6f,7j,6f,6v,7j,7j,7j,7j,7j,7j,7j,7j,6n,6f,6f,6f
6f,6f,6j,6f,7j,7j,7j,6f,6f,6f,6f,6f,6f,6n,6f,6f
6f,6j,6f,6f,7j,7j,7j,7j,7j,7j,7j,7j,6f,6f,6n,6f
6j,6f,6f,6f,6f,6f,6f,6f,6f,6f,6f,6f,6f,6f,6f,6n
PAL 0
ROOM w
7q,7w,7w,7w,7w,7w,7w,7w,7w,7w,7w,7w,7w,7w,7w,7t
7x,7q,7w,7w,7w,7w,7w,7w,7w,7w,7w,7w,7w,7w,7t,7y
7x,7x,7q,7w,7w,7w,7w,7w,7w,7w,7w,7w,7w,7t,7y,7y
7x,7x,7x,7q,7w,7w,7w,7w,7w,7w,7w,7w,7t,7y,7y,7y
7x,7x,7x,7x,7q,7w,7w,7w,7w,7w,7w,7t,7y,7y,7y,7y
7x,7x,7x,7x,7x,7q,7w,7w,7w,7w,7t,7y,7y,7y,7y,7y
7x,7x,7x,7x,7x,7x,7q,7w,7w,7t,7y,7y,7y,7y,7y,7y
7x,7x,7x,7x,7x,7x,7x,7q,7t,7y,7y,7y,7y,7y,7y,7y
7x,7x,7x,7x,7x,7x,7x,7u,7v,7y,7y,7y,7y,7y,7y,7y
7x,7x,7x,7x,7x,7x,7u,7z,7z,7v,7y,7y,7y,7y,7y,7y
7x,7x,7x,7x,7x,7u,7z,7z,7z,7z,7v,7y,7y,7y,7y,7y
7x,7x,7x,7x,7u,7z,7z,7z,7z,7z,7z,7v,7y,7y,7y,7y
7x,7x,7x,7u,7z,7z,7z,7z,7z,7z,7z,7z,7v,7y,7y,7y
7x,7x,7u,7z,7z,7z,7z,7z,7z,7z,7z,7z,7z,7v,7y,7y
7x,7u,7z,7z,7z,7z,7z,7z,7z,7z,7z,7z,7z,7z,7v,7y
7u,7z,7z,7z,7z,7z,7z,7z,7z,7z,7z,7z,7z,7z,7z,7v
NAME template title room
PAL 0
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,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,9y,9x,9z,9y,9x,9z,9y,9x,9z,9y,9x,0,0
0,0,0,8c,0,0,a0,0,0,a1,0,0,8e,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,o,0,0,q,0,0,8c,0,0,q,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
0,0,0,9c,0,0,a2,0,0,a2,0,0,9c,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
PAL 0
ROOM 1f
6w,6f,6f,6f,6f,6f,6f,6f,6f,6f,6f,6f,6f,6f,6f,6j
6f,6w,6f,6f,1r,1r,1r,1r,1r,1r,1r,1r,6f,6f,6j,1r
6f,6f,6w,6f,6f,6f,6f,6f,6f,6f,6f,6f,6f,6j,6f,6f
6f,6f,6f,aw,74,74,74,74,74,74,74,74,75,6f,6f,6f
6f,1r,6f,6y,6f,2n,2n,2n,2n,2n,2n,6f,76,6f,1r,6f
6f,1r,1r,6y,1r,1r,1r,1r,1r,1r,1r,1r,76,6f,1r,6f
6f,1r,6f,6y,6f,1r,1r,1r,1r,1r,1r,2n,76,6f,1r,6f
6f,1r,6f,6y,6f,6f,as,at,au,av,1r,2n,76,6f,1r,6f
6f,1r,6f,6y,6f,6f,as,at,au,av,1r,2n,76,6f,1r,6f
6f,1r,6f,6y,6f,6f,6f,1r,1r,6f,6f,6f,76,6f,1r,6f
6f,1r,6f,6y,6f,6f,6f,1r,1r,6f,6f,6f,76,6f,1r,6f
6f,1r,6f,6y,6f,6f,6f,6f,6f,6f,6f,6f,76,6f,6f,6f
6f,6f,6f,73,71,71,71,71,71,71,71,71,77,6f,6f,6f
6f,6f,6j,6f,6f,6f,6f,6f,6f,6f,1r,6f,6f,6n,6f,6f
6f,6j,6f,6f,1r,1r,1r,1r,1r,1r,1r,1r,1r,6f,6n,6f
6j,6f,6f,6f,6f,1r,6f,6f,6f,6f,6f,6f,6f,6f,6f,6n
NAME empty box
PAL 0
ROOM 1g
6w,6f,6f,6f,6f,6f,6f,6f,6f,6f,6f,6f,6f,6f,6f,6j
6f,6w,6f,6f,1r,1r,1r,1r,1r,1r,1r,1r,6f,6f,6j,1r
6f,6f,6w,6f,6f,6f,6f,6f,6f,6f,6f,6f,6f,6j,6f,6f
6f,6f,6f,aw,74,74,74,74,74,74,74,74,75,6f,6f,6f
6f,1r,6f,6y,6f,2n,2n,2n,2n,2n,2n,6f,76,6f,1r,6f
6f,1r,1r,6y,1r,1r,1r,1r,1r,1r,1r,1r,76,6f,1r,6f
6f,1r,6f,6y,6f,1r,1r,1r,1r,1r,1r,2n,76,6f,1r,6f
6f,1r,6f,6y,6f,6f,1r,0,0,1r,1r,2n,76,6f,1r,6f
6f,1r,6f,6y,6f,6f,1r,0,0,1r,1r,2n,76,6f,1r,6f
6f,1r,6f,6y,6f,6f,6f,1r,1r,6f,6f,6f,76,6f,1r,6f
6f,1r,6f,6y,6f,6f,6f,1r,1r,6f,6f,6f,76,6f,1r,6f
6f,1r,6f,6y,6j,6f,6f,6f,6f,6f,6f,6f,76,6f,6f,6f
6f,6f,6f,6j,6j,71,71,71,71,71,71,71,77,6f,6f,6f
6f,6f,6j,6f,6f,6f,6f,6f,6f,6f,1r,6f,6f,6n,6f,6f
6f,6j,6f,6f,1r,1r,1r,1r,1r,1r,1r,1r,1r,6f,6n,6f
6j,6f,6f,6f,6f,1r,6f,6f,6f,6f,6f,6f,6f,6f,6f,6n
PAL 0
ROOM 1h
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,b3,0,0,0,0,0,0,0,0,0
0,0,0,0,0,az,b0,b0,b0,b0,b2,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,b1,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,b1,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,b1,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
PAL 0
ROOM 1i
8x,8w,8y,8z,0,90,90,91,91,0,92,93,0,ap,96,95
94,94,94,94,94,94,94,94,94,94,94,94,94,94,97,98
1r,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1r
1r,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1r
1r,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1r
1r,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1r
1r,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1r
1r,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1r
1r,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1r
1r,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1r
1r,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1r
1r,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1r
1r,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1r
1r,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1r
1r,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1r
1r,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1r
NAME etherpad - template
PAL 0
ROOM 1j
8x,8w,8y,8z,0,90,90,91,91,0,92,93,0,ap,96,95
94,94,94,94,94,94,94,94,94,94,94,94,94,94,97,98
1r,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1r
1r,0,0,p,8e,l,9b,0,0,0,0,0,0,0,0,1r
1r,0,0,f,8e,9c,q,9d,0,0,0,0,0,0,0,1r
1r,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1r
1r,0,0,0,b6,b6,b6,b6,b6,b6,b6,b6,b6,0,0,1r
1r,0,0,b6,b6,b6,b6,b6,b6,b6,b6,b6,b6,0,0,1r
1r,0,0,b6,b6,b6,b6,b6,0,b6,b6,b6,b6,0,0,1r
1r,0,0,b6,b6,b6,b6,b6,b6,b6,b6,b6,b6,0,0,1r
1r,0,0,b6,b6,b6,b6,b6,b6,b6,b6,b6,b6,0,0,1r
1r,0,0,b6,b6,b6,b6,b6,b6,b6,b6,b6,b6,0,0,1r
1r,0,0,b6,b6,b6,b6,b6,b6,b6,b6,b6,b6,0,0,1r
1r,0,0,b6,b6,b6,b6,b6,b6,b6,b6,b6,b6,0,0,1r
1r,0,0,b6,b6,b6,b6,b6,b6,b6,b6,b6,b6,0,0,1r
1r,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1r
NAME etherpad - half baked
EXT 13,0 18 13,3
PAL 0
ROOM 1l
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,8e,0,f,0,8c,0,9d,0,q,0,9b,0,a0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,p,0,x,0,a1,0,9c,0,l,0,a2,0,b4,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,m,0,h,0,bp,0,w,0,o,0,n,0,i,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,8d,0,b5,0,g,0,9e,0,c1,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,d2,0,d4,0,d5,0,d7,0,d9,0,da,0,dc,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,dd,0,de,0,df,0,dg,0,dx,0,dl,0,e7,0,0
0,0,0,0,0,0,0,0,0,e0,0,0,0,0,0,0
0,dh,0,dj,0,ds,0,dt,0,do,0,dp,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
NAME type specimen sheet
PAL 0
ROOM 1m
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,o,h,q,8c,x,8e,l,0,x,o,o,i,q,0,0
0,n,p,x,o,0,x,o,0,8e,0,n,q,o,n,0
0,9d,m,0,9e,m,i,0,w,q,8e,9d,0,a2,q,dj
o,h,q,8c,x,8e,l,0,x,o,o,i,q,0,d2,dc
o,h,q,8c,x,8e,l,0,x,o,o,i,q,e7,d2,dc
o,h,q,8c,x,8e,l,0,x,o,o,i,q,ec,d2,dc
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
h,8e,a0,q,0,b4,m,n,0,9b,m,i,b4,9d,dh,dh
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
8e,w,q,0,9e,m,i,0,p,i,b4,ej,w,9e,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
q,g,h,q,w,x,0,q,b4,n,8e,l,0,0,0,0
h,i,f,l,x,o,p,x,b4,a0,0,0,0,0,0,0
NAME type specimen sheet example
PAL 0
ROOM 1n
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,ed,0,ee,0,ef,0,eg,0,eh,0,ei,0,ej,0,0
0,e0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
NAME type specimen sheet - additional characters
PAL 0
ROOM 1o
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,a2,8e,x,b4,0,0,0,0,0,0
0,0,0,0,0,o,n,w,q,8e,a2,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,et,0,0,0
0,0,et,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,et,0,0,0,0,0,0,0,0,et,et,et,0,0
0,0,0,et,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,et,0,0,0,0,0,0,et,et,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,et,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,et,0,0,0,m,9b,9b,dp,0,0,0,et,0,0
0,0,0,0,0,o,n,w,q,8e,a2,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
NAME stream
PAL 0
ROOM 1p
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,cy,p,8e,n,0,x,o,0,9e,m,i,w,0,0,0
0,a2,8e,x,b4,0,a0,m,8e,l,0,0,0,0,0,0
0,n,m,9d,8e,9e,dj,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,9a,0,o,q,l,9b,0,8c,8e,w,q,0,0,0
0,0,9a,0,o,q,l,9b,0,b5,m,w,9c,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
NAME no boundary room
PAL 0
ROOM 1q
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,a2,8e,x,b4,0,0,0,0,0,0
0,0,0,0,0,o,n,w,q,8e,a2,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,et,0,0,0
0,0,ew,ev,ew,ev,0,0,ex,ex,0,0,0,0,0,0
0,0,ev,ew,ev,ew,0,0,ex,ex,0,et,et,et,0,0
0,0,ew,ev,ew,ev,0,0,0,0,0,0,0,0,0,0
0,0,ev,ew,ev,ew,0,0,0,0,0,0,0,0,0,0
0,0,ew,ev,ew,ev,0,0,0,0,0,0,0,0,0,0
0,0,ev,ew,ev,ew,0,0,0,0,0,0,et,et,0,0
0,0,ew,ev,ew,ev,0,0,0,0,0,0,0,0,0,0
0,0,ev,ew,ev,ew,0,0,0,0,0,0,et,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,et,0,0,0,m,9b,9b,dp,0,0,0,et,0,0
0,0,0,0,0,o,n,w,q,8e,a2,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
PAL 0
ROOM 1r
7q,7w,7w,7w,7w,7w,7w,7w,7w,7w,7w,7w,7w,7w,7w,7t
o,h,q,8c,x,8e,l,4a,x,o,o,i,q,e7,d2,dc
7x,7x,7q,7w,7w,7w,7w,7w,7w,7w,7w,7w,7w,7t,7y,7y
7x,7x,7x,h,w,m,9d,i,8c,n,x,8d,q,7y,7y,7y
7x,7x,7x,7x,7q,7w,7w,7w,7w,7w,7w,7t,7y,7y,7y,7y
7x,7x,7x,7x,7x,7q,en,8h,eq,ep,7t,7y,7y,7y,7y,7y
7x,7x,7x,7x,7x,7x,7q,7w,7w,7t,7y,7y,7y,7y,7y,7y
7x,7x,7x,7x,7x,7x,7x,7q,7t,7y,7y,7y,7y,7y,7y,7y
7x,7x,7x,7x,7x,7x,7x,7u,7v,7y,7y,7y,7y,7y,7y,7y
7x,7x,7x,7x,7x,7x,7u,7z,7z,7v,7y,7y,7y,7y,7y,7y
7x,7x,7x,7x,7x,7u,em,8l,ek,el,7v,7y,7y,7y,7y,7y
7x,7x,7x,7x,7u,7z,7z,7z,7z,7z,7z,7v,7y,7y,7y,7y
7x,7x,7x,h,w,m,9d,i,8c,n,x,8d,q,7y,7y,7y
7x,7x,7u,7z,7z,7z,7z,7z,7z,7z,7z,7z,7z,7v,7y,7y
o,h,q,8c,x,8e,l,48,x,o,o,i,q,e7,d2,dc
7u,7z,7z,7z,7z,7z,7z,7z,7z,7z,7z,7z,7z,7z,7z,7v
NAME new intro
END r 7,7
END s 8,7
END s 8,8
END s 7,8
PAL 0
ROOM 1s
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,fb,0,fl,0,ez,0,f2,0,fa,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,fc,0,fd,0,ff,0,f7,0,f8,0,f9,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,fg,0,f4,0,f5,0,f6,0,fj,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
NAME giveaway letters
PAL 0
ROOM 1t
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,16,16,16,16,16,16,16,16,16,16,16,16,0,0
0,0,16,33,33,33,33,33,33,33,33,33,33,33,0,0
0,v,16,0,0,0,0,0,0,0,0,0,0,33,v,0
0,v,16,0,fm,fn,fp,fq,fs,fr,ft,fu,0,33,v,0
0,v,16,0,0,0,0,0,0,0,0,0,0,33,v,0
0,v,16,fz,fz,fz,fz,fz,fz,fz,fz,fz,fz,fz,v,0
0,v,16,y,y,y,y,y,y,y,y,y,y,y,v,0
0,v,16,v,v,v,v,v,v,v,v,v,v,v,v,0
0,v,v,v,v,v,v,v,v,v,v,v,v,v,v,0
0,v,v,v,v,v,v,v,v,v,v,v,v,v,v,0
0,v,v,v,v,v,v,v,v,v,v,v,v,v,v,0
0,v,v,v,v,v,v,v,v,v,v,v,v,v,v,0
0,v,v,v,v,v,v,v,v,v,y,y,y,v,v,0
0,v,v,v,v,v,v,v,v,v,y,0,0,v,v,0
END z 12,15
PAL 0
ROOM 1u
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,16,16,16,16,16,16,16,16,16,16,16,16,0,0
0,0,16,33,33,33,33,33,33,33,33,33,33,33,0,0
0,v,16,0,0,0,0,0,0,0,0,0,0,33,v,0
0,v,16,0,fm,fn,fp,fq,fs,fr,ft,fu,0,33,v,0
0,v,16,0,0,0,0,0,0,0,0,0,0,33,v,0
0,v,16,0,0,0,0,0,0,0,0,0,0,33,v,0
0,v,16,33,33,33,33,33,33,33,33,33,33,33,v,0
0,v,16,y,y,y,y,y,y,y,y,y,y,v,v,0
0,v,v,v,v,v,v,v,v,v,v,v,v,v,v,0
0,v,v,v,v,v,v,v,v,v,v,v,v,v,v,0
0,v,v,v,v,v,v,v,v,v,v,v,v,v,v,0
0,v,v,v,v,v,v,v,v,v,v,v,v,v,v,0
0,v,v,v,v,v,v,v,v,v,y,y,y,v,v,0
0,v,v,v,v,v,v,v,v,v,y,0,0,v,v,0
NAME the end
END z 12,15
PAL 0
ROOM 1v
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,16,16,16,16,16,16,16,16,16,16,16,16,0,0
0,0,16,33,33,33,33,33,33,33,33,33,33,33,0,0
0,v,16,0,0,0,0,0,0,0,0,0,0,33,v,0
0,v,16,0,fm,fn,fp,fq,fs,fr,ft,fu,0,33,v,0
0,v,16,0,0,0,0,0,0,0,0,0,0,33,v,0
0,v,16,33,33,33,33,33,33,33,33,33,33,33,v,0
0,v,16,y,y,y,y,y,y,y,y,y,y,v,v,0
0,v,v,v,v,v,v,v,v,v,v,v,v,v,v,0
0,v,v,v,v,v,v,v,v,v,v,v,v,v,v,0
0,v,v,v,v,v,v,v,v,v,v,v,v,v,v,0
0,v,v,v,v,v,v,v,v,v,v,v,v,v,v,0
0,v,v,v,v,v,v,v,v,v,v,v,v,v,v,0
0,v,v,v,v,v,v,v,v,v,y,y,y,v,v,0
0,v,v,v,v,v,v,v,v,v,y,0,0,v,v,0
END z 12,15
PAL 0
ROOM 1w
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
NAME pause
END 10 7,6
END 11 7,8
END 12 6,7
END 13 8,7
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
>
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
00000101
00000010
11111000
11101000
11011000
10111000
01111000
>
00000010
00000111
00000010
11111000
11101000
11011000
10111000
01111000
TIL 3s
01000000
01000000
01000000
01000000
01000000
00000000
00000000
00000000
TIL 3t
00000000
00000000
00000000
11111111
11111111
11111111
11111111
00000000
TIL 3w
00000000
00000000
00000000
00000000
00000000
00000000
11111111
00000000
TIL 3x
11000000
11000000
11000000
11000000
11000000
11000000
11000000
11000000
TIL 3y
11000000
11000000
11000000
11000000
11000000
11000000
11000000
11000000
TIL 3z
00000010
00000011
00000100
00001000
00011111
00100000
00100000
00100000
>
00000010
00010011
00101000
00010000
00000000
00000000
00000000
00000000
TIL 4a
00000000
00001000
00001000
00010100
01001000
10101000
01000000
00000000
>
00000000
00100000
01010000
00100010
00000010
00000101
00000010
00000010
TIL 4b
00000000
00000100
00000100
00011111
00000100
00100100
01010000
00100000
>
00000000
00000100
00000100
00011011
00000100
00100100
01110000
00100000
TIL 4c
00000000
00000000
00000000
00000000
00100000
01010000
00100000
00000001
TIL 4d
00000000
00000000
00000000
00000000
00000000
00000000
10000000
01000000
TIL 4e
10000000
00000000
00000000
00000000
00000000
00000000
00000000
00000000
TIL 4f
10000000
10000000
00000000
00000000
00000001
00000011
00000011
00000010
>
00000000
00000000
00000000
00000000
00100001
00100011
01110011
00100010
TIL 4g
00000000
00000000
00000000
00001000
00110110
00001000
00000000
00000000
TIL 4h
00000000
00000000
00000000
00000000
01000000
10100010
01000101
00000010
TIL 4i
00000000
00000000
00000000
00000000
00000000
00000000
10101010
00000000
>
00000000
00000000
00000000
00000000
00000000
00000000
01010101
00000000
TIL 4j
00000000
00000000
00000000
00000000
00000000
01000000
10100000
01000000
TIL 4k
00000000
01000000
00000000
01000000
00000000
01000000
00000000
01000000
>
01000000
00000000
01000000
00000000
01000000
00000000
01000000
00000000
TIL 4l
00000000
00000000
00000000
00000000
00000000
00000010
00000101
00000010
TIL 4m
00000010
00000000
00000010
00000000
00000010
00000000
00000010
00000000
>
00000000
00000010
00000000
00000010
00000000
00000010
00000000
00000010
TIL 4n
00000000
10101010
00000000
00000000
00000000
00000000
00000000
00000000
>
00000000
01010101
00000000
00000000
00000000
00000000
00000000
00000000
TIL 4o
00000010
00000101
00000010
00000000
00000000
00000000
00000000
00000000
TIL 4p
01000000
10100000
01000000
00000000
00000000
00000000
00000000
00000000
TIL 4q
00000000
00100000
00100000
11111000
00100000
00100100
00001010
00000100
>
00000000
00100000
00100000
11011000
00100000
00100100
00001110
00000100
TIL 4r
01000000
11100000
01000100
00000100
00011011
00000100
00000100
00000000
>
01000000
10100000
01000100
00000100
00011111
00000100
00000100
00000000
TIL 4s
01000000
11100100
01001010
00000100
00000000
00000000
00000000
00000000
>
01000000
10100100
01001110
00000100
00000000
00000000
00000000
00000000
TIL 4t
00000010
00100101
01110010
00100000
00000000
00000000
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
00000000
00000000
00000000
00000000
00000000
00000000
00000000
00000000
>
00000000
01111110
01111110
00111100
00111100
00111100
00111100
00000000
NAME letter - t - flash
TIL fn
00000000
01111110
01111110
00111100
00111100
00111100
00111100
00000000
>
00000000
01100110
01111110
01111110
01111110
01111110
01100110
00000000
NAME letter - th
TIL fo
00000000
01111110
01111000
01111000
01111110
01111000
01111110
00000000
>
00000000
01111110
01111000
01111000
01111110
01111000
01111110
00000000
NAME letter - eh - flash
TIL fp
00000000
01100110
01111110
01111110
01111110
01111110
01100110
00000000
>
00000000
01111110
01111000
01111000
01111110
01111000
01111110
00000000
NAME letter - h - flash
TIL fq
00000000
01111110
01111000
01111000
01111110
01111000
01111110
00000000
>
00000000
00000000
00000000
00000000
00000000
00000000
00000000
00000000
NAME letter - e space - flash
TIL fr
00000000
01111110
01111000
01111000
01111110
01111000
01111110
00000000
>
00000000
01110010
01111010
01111110
01111110
01011110
01001110
00000000
NAME letter - en - flash
TIL fs
00000000
00000000
00000000
00000000
00000000
00000000
00000000
00000000
>
00000000
01111110
01111000
01111000
01111110
01111000
01111110
00000000
NAME letter - space e- flash
TIL ft
00000000
01110010
01111010
01111110
01111110
01011110
01001110
00000000
>
00000000
01111100
01100110
01100110
01111110
01111110
01111100
00000000
NAME letter - nd
TIL fu
00000000
01111100
01100110
01100110
01111110
01111110
01111100
00000000
>
00000000
00000000
00000000
00000000
00000000
00000000
00000000
00000000
NAME letter - d space
TIL fv
00000000
00000000
10000000
11000000
11000000
11000000
11000000
11000000
TIL fw
11000000
11000000
11000000
11000000
11000000
11000000
11000000
11000000
TIL fx
11000000
01000000
00000000
00000000
00000000
00000000
00000000
00000000
TIL fy
00000000
11111111
00000000
00000000
00000000
00000000
00000000
00000000
>
00000000
11111111
00000000
00000000
00000000
00000000
00000000
00000000
TIL fz
00100010
00000000
10101010
00000000
00100010
00000000
10001000
11111111
>
10001000
00000000
00100010
00000000
10101010
00000000
00100010
00000000
TIL g0
00100010
00000000
10101010
00000000
00100010
00000000
10001000
00000000
>
10001000
00000000
00100010
00000000
10101010
00000000
00100010
00000000
SPR A
00000000
00000000
00000000
00000000
00000000
00000000
00000000
00000000
POS 1w 7,7
SPR a
00000000
00011000
00011000
00011000
00011000
00011000
00011000
00000000
>
00000000
00000000
00000000
00000000
00000000
00000000
00000000
00000000
NAME etherpad ibeam
DLG 0
POS 1i 2,3
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
POS 1e 3,4
SPR e
11111111
11011011
11000011
10101001
10000001
10111001
11000011
11111111
>
00000000
00100100
01011010
01000010
01000010
01000010
00111100
00000000
NAME gersande
DLG 5
POS 1e 6,4
SPR f
11111111
11011011
11000011
10101001
10000001
10111001
11000011
11111111
>
00000000
00100100
01011010
01000010
01000010
01000010
00111100
00000000
NAME jian
DLG 6
POS 1e 9,4
SPR g
11111111
11011011
11000011
10101001
10000001
10111001
11000011
11111111
>
00000000
00100100
01011010
01000010
01000010
01000010
00111100
00000000
NAME al
DLG 7
POS 1e 12,4
SPR h
11111111
11011011
11000011
10101001
10000001
10111001
11000011
11111111
>
00000000
00100100
01011010
01000010
01000010
01000010
00111100
00000000
NAME supi
DLG 8
POS 1e 3,8
SPR i
11111111
11011011
11000011
10101001
10000001
10111001
11000011
11111111
>
00000000
00100100
01011010
01000010
01000010
01000010
00111100
00000000
NAME em
DLG 9
POS 1e 6,8
SPR j
11111111
11011011
11000011
10101001
10000001
10111001
11000011
11111111
>
00000000
00100100
01011010
01000010
01000010
01000010
00111100
00000000
NAME carmen
DLG a
POS 1e 9,8
SPR k
11111111
11011011
11000011
10101001
10000001
10111001
11000011
11111111
>
00000000
00100100
01011010
01000010
01000010
01000010
00111100
00000000
NAME erica
DLG b
POS 1e 12,8
SPR l
11111111
11011011
11000011
10101001
10000001
10111001
11000011
11111111
>
00000000
00100100
01011010
01000010
01000010
01000010
00111100
00000000
NAME kamo
DLG c
POS 1e 3,12
SPR m
11111111
11011011
11000011
10101001
10000001
10111001
11000011
11111111
>
00000000
00100100
01011010
01000010
01000010
01000010
00111100
00000000
NAME miriam
DLG d
POS 1e 6,12
SPR n
11111111
11011011
11000011
10101001
10000001
10111001
11000011
11111111
>
00000000
00100100
01011010
01000010
01000010
01000010
00111100
00000000
NAME mitsa
DLG e
POS 1e 9,12
SPR o
11111111
11011011
11000011
10101001
10000001
10111001
11000011
11111111
>
00000000
00100100
01011010
01000010
01000010
01000010
00111100
00000000
NAME kimberley
DLG f
POS 1e 12,12
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
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 10
NAME ending 10
DLG 11
NAME ending 11
DLG 12
NAME ending 12
DLG 13
NAME ending 13
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 capitalisms 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
gashapon
NAME ending 1
DLG s
ghostfiles
NAME ending 2
DLG t
etherpad
NAME ending 3
DLG u
quiz
NAME ending 4
DLG v
pi2d
NAME ending 5
DLG w
avatars
NAME ending 6
DLG x
time
NAME ending 7
DLG y
stream
NAME ending 8
DLG z
"""
{wvy}Thanks for playing with us!
Take care!{wvy}{pg}Supisara Burapachaisri &
Jian Haake
"""
NAME ending 9
VAR a
42
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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);
}
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<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 = "index.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
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CHAR 8
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110011
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CHAR 10
111111
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CHAR 11
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CHAR 12
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CHAR 13
000100
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CHAR 14
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CHAR 15
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CHAR 16
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CHAR 17
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CHAR 18
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CHAR 19
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CHAR 20
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CHAR 23
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CHAR 26
000000
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000000
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CHAR 34
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CHAR 35
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CHAR 36
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CHAR 37
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CHAR 38
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CHAR 39
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CHAR 40
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CHAR 41
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CHAR 42
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CHAR 48
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000000
CHAR 49
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000000
CHAR 50
001110
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CHAR 51
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CHAR 52
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CHAR 53
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000001
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000000
CHAR 54
000110
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000000
CHAR 55
011111
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CHAR 56
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CHAR 57
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CHAR 58
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CHAR 62
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CHAR 65
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</script>
</script>
</script>
</script>
</script>
</script>
</head>
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<canvas id='game'></canvas>
</body>
</html>