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long-dialog.js
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/**
📜
@file long dialog
@summary put more words onscreen
@license MIT
@version 13.3.6
@requires 7.0
@author Sean S. LeBlanc
@description
Makes the dialog box variable in height, allowing it to expand as needed.
Minimum and maximum size are configurable.
Cheat sheet:
2: bitsy default
8: reaches just below the halfway mark
16: roughly the max of the original bitsy margins
19: max before cutting off text
Note: this hack also includes the paragraph break hack
A common pattern in bitsy is using intentional whitespace to force new dialog pages,
but the long dialog hack makes that look awkward since the text box expands.
The paragraph break hack lets you get around this by using a (p) tag to immediately end the current page.
HOW TO USE:
1. Copy-paste this script into a new script tag after the Bitsy source code.
2. edit hackOptions below as needed
*/
this.hacks = this.hacks || {};
(function (exports, bitsy) {
'use strict';
var hackOptions = {
minRows: 2,
maxRows: 4,
};
bitsy = bitsy && Object.prototype.hasOwnProperty.call(bitsy, 'default') ? bitsy['default'] : bitsy;
/**
@file utils
@summary miscellaneous bitsy utilities
@author Sean S. LeBlanc
*/
/*
Helper used to replace code in a script tag based on a search regex
To inject code without erasing original string, using capturing groups; e.g.
inject(/(some string)/,'injected before $1 injected after')
*/
function inject(searchRegex, replaceString) {
// find the relevant script tag
var scriptTags = document.getElementsByTagName('script');
var scriptTag;
var code;
for (var i = 0; i < scriptTags.length; ++i) {
scriptTag = scriptTags[i];
var matchesSearch = scriptTag.textContent.search(searchRegex) !== -1;
var isCurrentScript = scriptTag === document.currentScript;
if (matchesSearch && !isCurrentScript) {
code = scriptTag.textContent;
break;
}
}
// error-handling
if (!code) {
throw new Error('Couldn\'t find "' + searchRegex + '" in script tags');
}
// modify the content
code = code.replace(searchRegex, replaceString);
// replace the old script tag with a new one using our modified code
var newScriptTag = document.createElement('script');
newScriptTag.textContent = code;
scriptTag.insertAdjacentElement('afterend', newScriptTag);
scriptTag.remove();
}
/**
* Helper for getting an array with unique elements
* @param {Array} array Original array
* @return {Array} Copy of array, excluding duplicates
*/
function unique(array) {
return array.filter(function (item, idx) {
return array.indexOf(item) === idx;
});
}
/**
@file kitsy-script-toolkit
@summary makes it easier and cleaner to run code before and after Bitsy functions or to inject new code into Bitsy script tags
@license WTFPL (do WTF you want)
@requires Bitsy Version: 4.5, 4.6
@author @mildmojo
@description
HOW TO USE:
import {before, after, inject, addDialogTag, addDeferredDialogTag} from "./helpers/kitsy-script-toolkit";
before(targetFuncName, beforeFn);
after(targetFuncName, afterFn);
inject(searchRegex, replaceString);
addDialogTag(tagName, dialogFn);
addDeferredDialogTag(tagName, dialogFn);
For more info, see the documentation at:
/~https://github.com/seleb/bitsy-hacks/wiki/Coding-with-kitsy
*/
// Ex: inject(/(names.sprite.set\( name, id \);)/, '$1console.dir(names)');
function inject$1(searchRegex, replaceString) {
var kitsy = kitsyInit();
if (
!kitsy.queuedInjectScripts.some(function (script) {
return searchRegex.toString() === script.searchRegex.toString() && replaceString === script.replaceString;
})
) {
kitsy.queuedInjectScripts.push({
searchRegex: searchRegex,
replaceString: replaceString,
});
} else {
console.warn('Ignored duplicate inject');
}
}
// Ex: before('load_game', function run() { alert('Loading!'); });
// before('show_text', function run(text) { return text.toUpperCase(); });
// before('show_text', function run(text, done) { done(text.toUpperCase()); });
function before(targetFuncName, beforeFn) {
var kitsy = kitsyInit();
kitsy.queuedBeforeScripts[targetFuncName] = kitsy.queuedBeforeScripts[targetFuncName] || [];
kitsy.queuedBeforeScripts[targetFuncName].push(beforeFn);
}
function kitsyInit() {
// return already-initialized kitsy
if (bitsy.kitsy) {
return bitsy.kitsy;
}
// Initialize kitsy
bitsy.kitsy = {
queuedInjectScripts: [],
queuedBeforeScripts: {},
queuedAfterScripts: {}
};
var oldStartFunc = bitsy.startExportedGame;
bitsy.startExportedGame = function doAllInjections() {
// Only do this once.
bitsy.startExportedGame = oldStartFunc;
// Rewrite scripts and hook everything up.
doInjects();
applyAllHooks();
// Start the game
bitsy.startExportedGame.apply(this, arguments);
};
return bitsy.kitsy;
}
function doInjects() {
bitsy.kitsy.queuedInjectScripts.forEach(function (injectScript) {
inject(injectScript.searchRegex, injectScript.replaceString);
});
_reinitEngine();
}
function applyAllHooks() {
var allHooks = unique(Object.keys(bitsy.kitsy.queuedBeforeScripts).concat(Object.keys(bitsy.kitsy.queuedAfterScripts)));
allHooks.forEach(applyHook);
}
function applyHook(functionName) {
var functionNameSegments = functionName.split('.');
var obj = bitsy;
while (functionNameSegments.length > 1) {
obj = obj[functionNameSegments.shift()];
}
var lastSegment = functionNameSegments[0];
var superFn = obj[lastSegment];
var superFnLength = superFn ? superFn.length : 0;
var functions = [];
// start with befores
functions = functions.concat(bitsy.kitsy.queuedBeforeScripts[functionName] || []);
// then original
if (superFn) {
functions.push(superFn);
}
// then afters
functions = functions.concat(bitsy.kitsy.queuedAfterScripts[functionName] || []);
// overwrite original with one which will call each in order
obj[lastSegment] = function () {
var returnVal;
var args = [].slice.call(arguments);
var i = 0;
function runBefore() {
// All outta functions? Finish
if (i === functions.length) {
return returnVal;
}
// Update args if provided.
if (arguments.length > 0) {
args = [].slice.call(arguments);
}
if (functions[i].length > superFnLength) {
// Assume funcs that accept more args than the original are
// async and accept a callback as an additional argument.
return functions[i++].apply(this, args.concat(runBefore.bind(this)));
} else {
// run synchronously
returnVal = functions[i++].apply(this, args);
if (returnVal && returnVal.length) {
args = returnVal;
}
return runBefore.apply(this, args);
}
}
return runBefore.apply(this, arguments);
};
}
function _reinitEngine() {
// recreate the script and dialog objects so that they'll be
// referencing the code with injections instead of the original
bitsy.scriptModule = new bitsy.Script();
bitsy.scriptInterpreter = bitsy.scriptModule.CreateInterpreter();
bitsy.dialogModule = new bitsy.Dialog();
bitsy.dialogRenderer = bitsy.dialogModule.CreateRenderer();
bitsy.dialogBuffer = bitsy.dialogModule.CreateBuffer();
}
// Rewrite custom functions' parentheses to curly braces for Bitsy's
// interpreter. Unescape escaped parentheticals, too.
function convertDialogTags(input, tag) {
return input
.replace(new RegExp('\\\\?\\((' + tag + '(\\s+(".*?"|.+?))?)\\\\?\\)', 'g'), function (match, group) {
if (match.substr(0, 1) === '\\') {
return '(' + group + ')'; // Rewrite \(tag "..."|...\) to (tag "..."|...)
}
return '{' + group + '}'; // Rewrite (tag "..."|...) to {tag "..."|...}
});
}
function addDialogFunction(tag, fn) {
var kitsy = kitsyInit();
kitsy.dialogFunctions = kitsy.dialogFunctions || {};
if (kitsy.dialogFunctions[tag]) {
console.warn('The dialog function "' + tag + '" already exists.');
return;
}
// Hook into game load and rewrite custom functions in game data to Bitsy format.
before('parseWorld', function (game_data) {
return [convertDialogTags(game_data, tag)];
});
kitsy.dialogFunctions[tag] = fn;
}
function injectDialogTag(tag, code) {
inject$1(
/(var functionMap = new Map\(\);[^]*?)(this.HasFunction)/m,
'$1\nfunctionMap.set("' + tag + '", ' + code + ');\n$2'
);
}
/**
* Adds a custom dialog tag which executes the provided function.
* For ease-of-use with the bitsy editor, tags can be written as
* (tagname "parameters") in addition to the standard {tagname "parameters"}
*
* Function is executed immediately when the tag is reached.
*
* @param {string} tag Name of tag
* @param {Function} fn Function to execute, with signature `function(environment, parameters, onReturn){}`
* environment: provides access to SetVariable/GetVariable (among other things, see Environment in the bitsy source for more info)
* parameters: array containing parameters as string in first element (i.e. `parameters[0]`)
* onReturn: function to call with return value (just call `onReturn(null);` at the end of your function if your tag doesn't interact with the logic system)
*/
function addDialogTag(tag, fn) {
addDialogFunction(tag, fn);
injectDialogTag(tag, 'kitsy.dialogFunctions["' + tag + '"]');
}
/**
* Helper for printing a paragraph break inside of a dialog function.
* Adds the function `AddParagraphBreak` to `DialogBuffer`
*/
inject$1(/(this\.AddLinebreak = )/, 'this.AddParagraphBreak = function() { buffer.push( [[]] ); isActive = true; };\n$1');
/**
📃
@file paragraph-break
@summary Adds paragraph breaks to the dialogue parser
@license WTFPL (do WTF you want)
@version auto
@requires Bitsy Version: 5.0, 5.1
@author Sean S. LeBlanc, David Mowatt
@description
Adds a (p) tag to the dialogue parser that forces the following text to
start on a fresh dialogue screen, eliminating the need to spend hours testing
line lengths or adding multiple line breaks that then have to be reviewed
when you make edits or change the font size.
Note: Bitsy has a built-in implementation of paragraph-break as of 7.0;
before using this, you may want to check if it fulfills your needs.
Usage: (p)
Example: I am a cat(p)and my dialogue contains multitudes
HOW TO USE:
1. Copy-paste this script into a new script tag after the Bitsy source code.
It should appear *before* any other mods that handle loading your game
data so it executes *after* them (last-in first-out).
NOTE: This uses parentheses "()" instead of curly braces "{}" around function
calls because the Bitsy editor's fancy dialog window strips unrecognized
curly-brace functions from dialog text. To keep from losing data, write
these function calls with parentheses like the examples above.
For full editor integration, you'd *probably* also need to paste this
code at the end of the editor's `bitsy.js` file. Untested.
*/
// Adds the actual dialogue tag. No deferred version is required.
addDialogTag('p', function (environment, parameters, onReturn) {
environment.GetDialogBuffer().AddParagraphBreak();
onReturn(null);
});
// End of (p) paragraph break mod
// override textbox height
inject$1(/textboxInfo\.height = .+;/,
`Object.defineProperty(textboxInfo, 'height', {
get() { return textboxInfo.padding_vert + (textboxInfo.padding_vert + relativeFontHeight()) * Math.max(${hackOptions.minRows}, dialogBuffer.CurPage().indexOf(dialogBuffer.CurRow())+Math.sign(dialogBuffer.CurCharCount())) + textboxInfo.arrow_height; }
})`);
// prevent textbox from caching
inject$1(/(if\(textboxInfo\.img == null\))/, '// $1');
// rewrite hard-coded row limit
inject$1(/(else if \(curRowIndex )== 0/g, '$1< ' + hackOptions.maxRows + ' - 1');
inject$1(/(if \(lastPage\.length) <= 1/, '$1 < ' + hackOptions.maxRows);
exports.hackOptions = hackOptions;
}(this.hacks.long_dialog = this.hacks.long_dialog || {}, window));