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@jgensler8
Created March 17, 2024 16:04
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trading game bitsy
<!DOCTYPE HTML>
<html>
<!-- HEADER -->
<head>
<meta charset="UTF-8">
<title>Trading Game</title>
<script type="text/bitsyGameData" id="exportedGameData">
Trading Game
# BITSY VERSION 8.9
! VER_MAJ 8
! VER_MIN 9
! ROOM_FORMAT 1
! DLG_COMPAT 0
! TXT_MODE 0
PAL 0
214,218,170
63,63,63
63,63,63
NAME 6am
PAL 1
196,207,112
63,63,63
63,63,63
NAME 9am
PAL 2
205,202,69
63,63,63
63,63,63
NAME 12am
PAL 3
204,161,65
63,63,63
63,63,63
NAME 3pm
PAL 4
187,79,8
63,63,63
63,63,63
NAME 6pm
ROOM 0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,a,a,a,a,j,j,j,j,j,j,a,a,a,a,0
0,j,0,g,g,g,0,0,g,g,g,0,0,0,j,0
0,a,e,0,0,0,f,e,0,h,i,f,0,0,a,0
0,j,0,0,0,0,0,0,0,0,0,0,0,0,j,0
0,a,0,0,0,0,0,0,0,0,0,0,0,0,a,0
0,j,0,g,g,g,0,0,g,g,g,0,0,0,b,b
0,a,e,i,h,0,f,e,0,h,i,f,0,0,0,0
0,j,0,0,0,0,0,0,0,0,0,0,0,0,b,b
0,a,0,0,0,0,0,0,0,0,0,0,0,0,a,0
0,a,b,b,b,b,b,b,0,0,0,0,0,0,a,0
0,j,0,i,m,k,0,b,0,0,0,0,0,0,a,0
0,j,0,h,m,0,0,0,0,0,0,0,0,0,a,0
0,j,0,0,0,l,0,b,0,0,0,0,0,0,a,0
0,a,j,j,j,j,b,b,a,a,a,a,a,a,a,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
NAME office
EXT 6,12 0 8,12
PAL 0
TUNE 4
ROOM 4
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,a,a,a,a,a,a,a,a,a,a,0,0,0,0
0,0,a,a,c,d,a,c,d,a,a,a,0,0,0,0
0,b,a,0,0,0,0,0,0,0,0,a,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,a,0,0,0,0
0,b,a,0,0,0,0,0,0,0,0,a,0,0,0,0
0,0,a,a,a,a,a,a,a,a,a,a,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
NAME elevator
EXT 5,6 5 8,1 FX slide_d
EXT 7,6 5 10,1 FX slide_d
EXT 4,6 5 7,1 FX slide_d
EXT 8,6 5 11,1 FX slide_d
PAL 0
ROOM 5
0,a,a,a,a,a,a,a,a,a,a,a,a,a,0,0
0,b,a,b,a,b,a,c,d,a,c,d,a,a,0,0
0,a,0,0,0,0,0,0,0,0,0,0,0,b,0,0
0,b,0,0,0,0,0,0,0,0,0,0,0,a,0,0
0,a,0,0,0,0,0,0,0,0,0,0,0,b,0,0
0,b,0,0,0,0,b,a,b,a,b,a,b,a,0,0
0,a,0,0,0,0,0,0,0,0,0,0,0,b,0,0
0,b,0,0,0,0,0,0,0,0,0,0,0,a,0,0
0,a,0,0,0,0,0,0,0,0,0,0,0,b,0,0
0,b,0,0,0,0,0,0,0,0,0,0,0,a,0,0
0,a,0,0,0,0,0,0,0,0,0,0,0,b,0,0
0,b,0,0,0,0,0,0,0,0,0,0,0,a,0,0
0,a,0,0,0,0,0,0,0,0,0,0,0,b,0,0
0,b,0,0,0,0,0,0,0,0,0,0,0,a,0,0
0,a,b,a,b,a,b,0,0,b,a,b,a,b,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
NAME lobby
EXT 7,1 4 4,6 FX slide_u
EXT 8,1 4 5,6 FX slide_u
EXT 10,1 4 7,6 FX slide_u
EXT 11,1 4 8,6 FX slide_u
PAL 0
ROOM 6
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,a,a,a,a,a,a,a,a,a,a,a,a,0,0
0,0,j,0,n,o,0,a,b,c,d,b,b,a,0,0
0,0,j,0,0,0,0,p,0,0,0,0,0,a,0,0
0,0,a,0,0,0,0,a,a,a,a,a,a,a,0,0
0,0,a,0,0,0,0,a,a,a,a,a,a,a,0,0
0,0,a,a,a,a,a,a,a,a,a,a,a,a,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
NAME apartment
EXT 9,6 7 1,1 FX slide_d
EXT 10,6 7 2,1 FX slide_d
PAL 0
ROOM 7
a,a,a,a,16,17,12,0,15,t,u,s,0,t,u,s
a,c,d,b,0,q,0,12,15,t,u,s,0,t,u,s
a,0,0,0,0,r,13,14,15,t,u,s,0,t,u,s
a,a,a,a,a,a,0,13,15,t,u,s,0,t,u,s
0,14,12,0,0,0,12,12,15,t,u,s,0,t,u,s
a,a,a,a,x,y,0,13,15,t,u,s,0,t,u,s
a,a,a,a,a,0,14,12,15,t,u,s,0,t,u,s
a,a,a,a,a,a,13,0,15,t,u,s,0,t,u,s
13,0,13,0,12,0,0,14,15,t,u,s,0,t,u,s
a,a,a,z,10,11,13,12,15,t,u,s,0,t,u,s
a,a,a,a,a,0,14,0,15,t,u,s,0,t,u,s
a,a,a,a,a,a,12,14,15,t,u,s,0,t,u,s
0,14,0,0,0,14,0,0,v,v,v,v,v,v,v,v
w,w,w,w,w,w,w,w,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
NAME apt street
EXT 1,1 6 9,6 FX slide_u
EXT 2,1 6 10,6 FX slide_u
EXT 15,12 8 0,12
PAL 0
ROOM 8
t,u,s,12,0,a,0,0,0,0,0,0,0,0,0,0
t,u,s,14,0,b,0,0,0,0,0,0,0,0,0,0
t,u,s,0,12,a,0,0,0,0,0,0,0,0,0,0
t,u,s,0,14,b,0,0,0,0,0,0,0,0,0,0
t,u,s,12,14,a,0,0,0,0,0,0,0,0,0,0
t,u,s,0,13,b,0,0,0,0,0,0,0,0,0,0
t,u,s,0,14,a,0,0,0,0,0,0,0,0,0,0
t,u,s,13,0,b,0,0,0,0,0,0,0,0,0,0
t,u,s,14,13,a,0,0,0,0,0,0,0,0,0,0
t,u,s,0,14,b,0,0,0,0,0,0,0,0,0,0
t,u,s,13,13,a,b,a,b,a,b,0,0,b,a,b
t,u,s,0,14,0,14,13,0,0,13,0,12,0,14,0
v,v,v,12,13,0,12,0,13,13,14,14,12,13,0,0
0,0,0,w,w,w,w,w,w,w,w,w,w,w,w,w
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
NAME office street
EXT 0,12 7 15,12
PAL 0
TIL 10
11111111
11111111
00000000
11101110
10101010
10101110
10101100
11101010
NAME store 2
WAL true
TIL 11
11111111
11111111
00000011
11100011
10000011
11100011
10000011
11100011
NAME store 3
WAL true
TIL 12
01000000
00000000
00000000
00001000
00000000
01000000
00000000
00000000
NAME tile specs 1
TIL 13
00000000
00000000
00000010
00000000
00000000
00000000
00010000
00000000
NAME tile specs 2
TIL 14
00000000
01000000
00000000
00000000
00000000
00000000
00000000
00000100
NAME tile specs 3
TIL 15
10000000
10000000
10000000
10000000
10000000
10000000
10000000
10000000
NAME curb l
WAL true
TIL 16
11111111
11111111
00000000
01001100
10101010
11101100
10101000
10101000
NAME apt 1
WAL true
TIL 17
11111111
11111111
00000011
11100011
01000011
01000011
01000011
01000011
NAME apt 2
WAL true
TIL a
11111111
11111111
11111111
11111111
11111111
11111111
11111111
11111111
NAME wall
WAL true
TIL b
11011110
10111101
01111011
11110111
11101111
11011110
10111101
01111011
NAME wall 2
WAL true
TIL c
00000000
01101111
01101000
00001000
00001000
00001000
00001000
00001000
NAME elevator left
TIL d
00000000
11110000
00010000
00010000
00010000
00010000
00010000
00010000
NAME elevator right
TIL e
00000011
00000011
00000011
00000011
00000011
00000011
00000011
00000011
NAME desk l
TIL f
11000000
11000000
11000000
11000000
11000000
11000000
11000000
11000000
NAME desk r
TIL g
00000000
00000000
00000000
00000000
00000000
00000000
00000000
11111111
NAME desk top
TIL h
00000000
00111111
00100001
00100001
00100001
00111111
10101010
01010100
NAME computer
TIL i
00000000
00001100
00011100
00010000
00010000
00011100
00001100
00000000
NAME phone
TIL j
11010101
10101011
10000001
10000001
10000001
10000001
10000001
11111111
NAME window
TIL k
00000000
00000000
00111111
00111111
01000010
01000010
01000010
01000010
NAME chair
TIL l
00000000
00000000
00100010
00100010
00100010
00100010
01111110
01111110
TIL m
11000000
11000000
11000000
11000000
11000000
11000000
11000000
11000000
NAME desk vertical
TIL n
00000000
01111111
01001000
01001000
01001000
01001000
01111111
00000000
NAME bed l
TIL o
00000000
11111110
00000010
00000010
00000010
00000010
11111110
00000000
NAME bed r
TIL p
00000000
01111110
01000010
01000010
01000110
01000010
01000010
01000010
>
00111100
01100010
01000010
01000110
01000010
01000010
01000010
01000100
NAME apt door
TIL q
00011000
00011000
00011000
00000000
00000000
00000000
00000000
00000000
>
00011000
00011000
00011000
00011000
00011000
00011000
00000000
00000000
NAME sliding door up
TIL r
00000000
00000000
00000000
00000000
00000000
00011000
00011000
00011000
>
00000000
00000000
00000000
00011000
00011000
00011000
00011000
00011000
NAME sliding door bottom
TIL s
00000001
00000001
00000001
00000001
00000001
00000001
00000001
00000001
NAME curb r
WAL true
TIL t
00000001
00000001
00000001
00000000
00000000
00000000
00000001
00000001
NAME dash l
WAL true
TIL u
10000000
10000000
10000000
00000000
00000000
00000000
10000000
10000000
NAME dash r
WAL true
TIL v
01100110
01100110
01100110
01100110
01100110
01100110
01100110
01100110
NAME crossing
TIL w
11111111
00000000
00000000
00000000
00000000
00000000
00000000
00000000
NAME curb u
WAL true
TIL x
11111111
11111111
00000000
01111011
01001010
01011011
01001010
01111010
NAME bar l
WAL true
TIL y
11111111
11111111
00000001
11011101
01010101
11011101
01011001
01010101
NAME bar r
WAL true
TIL z
11111111
11111111
00000000
11101110
10000100
01000100
00100100
11100100
NAME store 1
WAL true
SPR A
00011000
00011000
00011000
00111100
01111110
10111101
00100100
00100100
POS 6 4,7
SPR b
00000000
00001100
00011100
00010000
00010000
00011100
00001100
00000000
NAME phone
DLG 3
POS 0 5,3
SPR c
00000000
00111111
00100001
00100001
00100001
00111111
10101010
01010100
NAME computer
DLG 4
POS 0 4,3
SPR d
01111110
10010101
10011001
10011001
10000001
10000001
10000001
01111110
>
01111110
10010001
10010001
10011111
10000001
10000001
10000001
01111110
NAME clock
DLG 6
POS 0 3,3
SPR h
00000000
01111110
01000010
01000010
01000010
01100010
01000010
01000010
NAME office-to-elevator
DLG 7
POS 0 15,7
SPR i
00000000
01111110
01000010
01000010
01000010
01100010
01000010
01000010
NAME elevator-to-office
DLG 8
SPR j
00000000
01111110
01000010
01000010
01000010
01100010
01000010
01000010
NAME boss door
DLG 9
POS 0 7,12
SPR k
00111000
01011000
00001000
00111100
01011110
10011101
00010100
01110110
NAME Prof Plum
DLG a
POS 0 2,12
SPR l
00011000
00011000
00011000
00010000
01111100
10111010
00101000
00101000
NAME Kris
DLG b
POS 0 9,4
SPR m
00110000
00110000
00110000
00010000
01111100
10111010
00101000
01101000
NAME Andy
DLG c
POS 0 4,8
SPR n
00110000
00110000
00110000
00010000
01111110
00111100
01111110
00101000
NAME Lily
DLG d
POS 0 9,8
SPR o
10000000
11111110
10000010
10001010
10010010
10001010
10000010
11111110
>
10000000
11101110
10010010
10001010
10010010
10001010
10000010
11111110
NAME stove
DLG e
POS 6 3,8
SPR p
00000000
11111100
10000100
11110100
10010100
10000100
10000100
11111100
>
00000000
11111100
10000100
11110100
10010100
10010100
10000100
11111100
NAME faucet
DLG f
POS 6 3,9
SPR q
11111111
01001000
01001000
01001000
01011000
01001000
01001000
11111111
NAME bar door
DLG g
POS 7 5,6
SPR r
11111111
01111100
10000010
10000010
10001110
10000010
10000010
11111111
NAME store door
DLG h
POS 7 5,10
SPR s
11111111
11111111
11010000
11100000
11000000
11000000
11000000
11000000
NAME street-to-looby-l
DLG i
POS 8 11,10
SPR t
11111111
11111111
00001011
00000111
00000011
00000011
00000011
00000011
NAME street-to-lobby-r
DLG i
POS 8 12,10
SPR u
11111111
11111111
00001011
00000111
00000011
00000011
00000011
00000011
NAME lobby-to-street
DLG j
POS 5 8,14
SPR v
11111111
11111111
11010000
11100000
11000000
11000000
11000000
11000000
NAME lobby-to-street-l
DLG j
POS 5 7,14
SPR w
00000000
00001110
01110010
00010100
00101000
01001110
01110000
00000000
NAME zzz
DLG k
POS 6 3,6
ITM 0
00111111
11100001
10010001
10101001
10111001
10101001
10000111
11111100
NAME ASH SHARES
DLG 1
ITM 1
00000000
00111100
00100100
00111100
00010000
00011000
00010000
00011000
NAME key
DLG 2
BLIP 2
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
"""
{shuffle
- 12 shares of ASH?{item "0" 12}{time = 5}
- 9 shares of ASH?{item "0" 9}
}
"""
NAME phone dialog
DLG 4
ASH: {ASH_SHARES}
NAME computer
DLG 5
12
NAME clock_12 dialog
DLG 6
advancing time...{exit "1" 3 3}...{say a}{ava "a"}
NAME clock dialog
DLG 7
{exit "4" 2 8}
NAME 9am door out dialog
DLG 8
NAME elevator-to-office dialog
DLG 9
"""
{
- boss_door_locked == false ?
i should come back later
- else ?
{exit "0" 5 12}
}
"""
NAME boss door dialog
DLG a
"""
you're doing well...
still need to see more results...
"""
NAME Prof Plum
DLG b
"""
hey, I'm Kris
nice to have you on board
"""
NAME Kris dialog
DLG c
I'm Andy. Pleased to meet you.
NAME Andy dialog
DLG d
Pleased to meet you, I'm Lily!
NAME Lily dialog
DLG e
mmm, a stove
NAME stove dialog
DLG f
drip. drip.
NAME faucet dialog
DLG g
not open at this time
NAME bar door dialog
DLG h
not open at this time
NAME store door dialog
DLG i
{exit "5" 7 13 "fade_b"}
NAME street-to-lobby dialog
DLG j
{exit "8" 11 11 "fade_b"}
NAME lobby-to-street dialog
DLG k
talk again to sleep
NAME zzz dialog
VAR time
9
VAR boss_door_locked
false
TUNE 1
3d,0,0,0,3d5,0,0,0,3l,0,0,0,3s,0,0,0
16d2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
>
4l,0,0,0,s,0,3l,0,0,0,2s,0,2m,0,2r,0
16m2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
>
3d,0,0,0,3d5,0,0,0,3l,0,0,0,3s,0,0,0
16l2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
>
3l,0,0,0,s,0,4m,0,0,0,4r,0,0,0,0,0
16s2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
NAME finale fanfare
KEY C,D,E,F,G,A,B d,r,m,s,l
TMP XFST
SQR P2 P8
ARP INT8
TUNE 2
0,0,2G,0,A,0,B,0,2C5,0,B,A,G,0,2G,0
G3,0,D,0,G3,0,D,0,2A3,0,E,0,C,0,E,0
>
2F#,0,G,0,A,0,F#,0,2E,0,F#,E,4D,0,0,0
2D,0,E,0,F#,0,D,0,2C,0,2G3,0,2F#3,0,D2,0
>
0,0,2G,0,A,0,B,0,2C5,0,B,A,G,0,G,0
2G2,0,D,D5,G3,G,D,0,2C2,0,E,E5,C3,C,E5,0
>
2D,0,C5,B,A,0,A,0,4A,0,0,0,F#,0,0,0
A2,0,E3,0,C3,0,E3,0,D3,0,A3,0,D,0,0,0
>
2E5,0,2G,0,2G5,0,2G,0,2F#5,0,2E5,0,2D5,0,2C5,0
2C3,0,2E,0,2E5,0,2C,0,2A3,0,2C,0,2F#,0,2E,0
>
3B,0,0,0,2E5,0,D5,0,4A,0,0,0,G,0,0,0
2G3,0,B3,0,2D,0,D3,0,2C3,0,G3,0,D#,0,0,0
>
0,0,2G,0,A,0,2B,0,C5,0,B,C5,A,0,G,0
A2,0,A3,0,C,0,2D,0,D#,0,D,E,C,0,C3,0
>
8B,0,0,0,0,0,0,0,A,0,2F#,0,E,0,D,0
D3,0,A3,0,F#,0,D,0,C,0,2D3,0,C3,0,F#3,0
NAME tuneful town
TMP FST
SQR P4 P2
TUNE 3
3F5,0,0,A#,0,2C#5,0,A#,3F5,0,0,F#5,0,0,2F5,0
A#3,C#,F,0,0,F,C#,F,A#3,C#,F,A#,0,A#,C#,F
>
3F5,0,0,A,0,2C#5,0,A,3F5,0,0,2A#5,0,A#,D#5,0
A3,C#,F,A3,0,F,C#,F,A,C#,F,0,D#,0,C#5,0
>
4F5,0,0,0,G#,2C#5,0,G#,3F5,0,0,D#5,0,F5,2C#5,0
G#3,C#,F,3F#,0,0,2F,0,G#3,C#,F,F#,B,A,F,D#
>
4D#5,0,0,0,0,0,2A#,0,4A#,0,0,0,0,0,A#,C5
G3,D#,F,G,0,D#,F,G,G3,D#,G,F,0,F,D#,C#3
>
4C#5,0,0,0,0,0,2C#5,0,3C#5,0,0,D#5,0,0,2C#5,0
F#2,C#,F#3,A#3,0,F#3,C#3,F#3,F#2,A,F#3,C#,0,F#3,A3,F#3
>
3C#5,0,0,F,3C5,0,0,C,3C5,0,0,D#,3A#,0,0,0
F2,D#3,A3,0,0,F3,C#,0,F#2,A#3,D#3,0,0,F#3,C#,C
>
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
>
3A#,0,0,0,C5,0,C#5,0,A#,0,C#,D#,G#,G#3,0,C#3
C3,A#3,C,E,A,0,A#,0,0,B2,B3,0,2F,0,0,0
>
A#,0,A#3,0,C#,0,F,0,A#,0,0,0,0,0,0,0
A#2,0,C#3,0,F3,0,A#3,0,D,0,0,0,0,F#3,0,F3
NAME rhythmic ruins
TMP SLW
SQR P2 P4
TUNE 4
4C#3,0,0,0,0,0,0,0,C#2,0,C#2,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
>
4C#3,0,0,0,0,0,0,0,C#,0,C#,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
NAME main tune
TMP SLW
SQR P4 P8
BLIP 1
D5,A5,A5
NAME meow
ENV 40 99 4 185 138
BEAT 61 115
SQR P2
BLIP 2
D5,E5,D5
NAME pick up key
ENV 99 65 6 96 152
BEAT 95 0
SQR P4
BLIP 3
B3,A3,E
NAME phone ring
ENV 86 68 7 64 157
BEAT 32 0
SQR P8
BLIP 4
C#2,0,0
NAME bloop 1
ENV 17 23 6 62 24
BEAT 0 0
SQR P2
BLIP 5
F5,E5,B5
NAME pick up 1
ENV 88 106 3 186 88
BEAT 40 0
SQR P2
BLIP 6
A3,G3,0
NAME greeting 1
ENV 75 124 8 172 85
BEAT 91 0
SQR P4
</script>
<style>
html {
margin:0px;
padding:0px;
}
body {
margin:0px;
padding:0px;
overflow:hidden;
background:#ffffff;
}
#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);
loadGame(gameCanvas, gameData, defaultFontData);
initSystem();
}
</script>
<!-- system -->
<script>
function InputSystem() {
var self = this;
this.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 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 == self.Key.LEFT || e.keyCode == self.Key.RIGHT || e.keyCode == self.Key.UP || e.keyCode == self.Key.DOWN || !isPlayerEmbeddedInEditor) {
e.preventDefault();
}
}
function isRestartCombo(e) {
return (e.keyCode === self.Key.R && (e.getModifierState("Control")|| e.getModifierState("Meta")));
}
function eventIsModifier(event) {
return (event.keyCode == self.Key.SHIFT || event.keyCode == self.Key.CTRL || event.keyCode == self.Key.ALT || event.keyCode == self.Key.CMD);
}
function isModifierKeyDown() {
return (self.isKeyDown(self.Key.SHIFT) || self.isKeyDown(self.Key.CTRL) || self.isKeyDown(self.Key.ALT) || self.isKeyDown(self.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) {
enableGlobalAudioContext();
// 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) {
enableGlobalAudioContext();
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 === self.Key.UP || key === self.Key.DOWN || key === self.Key.LEFT || key === self.Key.RIGHT) &&
!(key === self.Key.W || key === self.Key.S || key === self.Key.A || key === self.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;
this.listen = function(canvas) {
document.addEventListener('keydown', self.onkeydown);
document.addEventListener('keyup', self.onkeyup);
if (isPlayerEmbeddedInEditor) {
canvas.addEventListener('touchstart', self.ontouchstart, {passive:false});
canvas.addEventListener('touchmove', self.ontouchmove, {passive:false});
canvas.addEventListener('touchend', self.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', self.ontouchstart);
touchTrigger.addEventListener('touchmove', self.ontouchmove);
touchTrigger.addEventListener('touchend', self.ontouchend);
}
}
window.onblur = self.onblur;
}
this.unlisten = function(canvas) {
document.removeEventListener('keydown', self.onkeydown);
document.removeEventListener('keyup', self.onkeyup);
if (isPlayerEmbeddedInEditor) {
canvas.removeEventListener('touchstart', self.ontouchstart);
canvas.removeEventListener('touchmove', self.ontouchmove);
canvas.removeEventListener('touchend', self.ontouchend);
}
else {
//check for touchTrigger and removes it
var existingTouchTrigger = document.querySelector('#touchTrigger');
if (existingTouchTrigger !== null) {
existingTouchTrigger.removeEventListener('touchstart', self.ontouchstart);
existingTouchTrigger.removeEventListener('touchmove', self.ontouchmove);
existingTouchTrigger.removeEventListener('touchend', self.ontouchend);
existingTouchTrigger.parentElement.removeChild(existingTouchTrigger);
}
}
window.onblur = null;
}
}
</script>
<script>
// init global audio context
var audioContext = new AudioContext();
function enableGlobalAudioContext() {
audioContext.resume();
}
function SoundSystem() {
var self = this;
// volume
var maxGain = 0.15;
// curves for different pulse wave duties (ratios between on and off)
var dutyCycle_1_8 = new Float32Array(256);
for (var i = 0; i < 256; i++) {
dutyCycle_1_8[i] = ((i / 256) * 2) - 1.75;
}
var dutyCycle_1_4 = new Float32Array(256);
for (var i = 0; i < 256; i++) {
dutyCycle_1_4[i] = ((i / 256) * 2) - 1.5;
}
var dutyCycle_1_2 = new Float32Array(256);
for (var i = 0; i < 256; i++) {
dutyCycle_1_2[i] = ((i / 256) * 2) - 1.0;
}
var dutyCycles = [
dutyCycle_1_8,
dutyCycle_1_4,
dutyCycle_1_2 // square wave
];
function createPulseWidthModulator() {
// the base oscillator: start with a sawtooth wave that we'll shape into a pulse wave
var oscillator = audioContext.createOscillator();
oscillator.type = "sawtooth";
// create a gain node to control the volume of the sound
var volumeControl = audioContext.createGain();
volumeControl.gain.value = 0;
// create a wave shaper that turns the sawtooth wave into a pulse
// by mapping any negative value to -1 and any positive value to 1
var pulseCurve = new Float32Array(256);
for (var i = 0; i < 128; i++) {
pulseCurve[i] = -1;
}
for (var i = 128; i < 256; i++) {
pulseCurve[i] = 1;
}
var pulseShaper = audioContext.createWaveShaper();
pulseShaper.curve = pulseCurve;
var dutyShaper = audioContext.createWaveShaper();
dutyShaper.curve = dutyCycle_1_2;
oscillator.connect(dutyShaper);
dutyShaper.connect(pulseShaper);
pulseShaper.connect(volumeControl);
volumeControl.connect(audioContext.destination);
oscillator.start();
return {
oscillator: oscillator,
volumeControl: volumeControl,
dutyShaper: dutyShaper
};
}
var pulseChannels = [createPulseWidthModulator(), createPulseWidthModulator()];
this.setPulse = function(channel, pulse) {
var pulseChannel = pulseChannels[channel];
pulseChannel.dutyShaper.curve = dutyCycles[pulse];
}
this.setFrequency = function(channel, frequencyHz) {
var pulseChannel = pulseChannels[channel];
// set frequency in hertz
pulseChannel.oscillator.frequency.setValueAtTime(frequencyHz, audioContext.currentTime);
}
this.setVolume = function(channel, volumeNorm) {
var pulseChannel = pulseChannels[channel];
pulseChannel.volumeControl.gain.value = volumeNorm * maxGain;
}
this.mute = function() {
for (var i = 0; i < pulseChannels.length; i++) {
pulseChannels[i].volumeControl.gain.value = 0;
}
}
}
var sound = new SoundSystem();
</script>
<script>
function GraphicsSystem() {
var self = this;
var canvas;
var ctx;
var scale;
var textScale;
var palette = [];
var images = [];
var imageFillColors = [];
function makeFillStyle(color, isTransparent) {
var i = color * 3;
if (isTransparent) {
return "rgba(" + palette[i + 0] + "," + palette[i + 1] + "," + palette[i + 2] + ", 0)";
}
else {
return "rgb(" + palette[i + 0] + "," + palette[i + 1] + "," + palette[i + 2] + ")";
}
}
this._images = images;
this._getPalette = function() {
return palette;
};
// todo : do I really need to pass in size here?
this.attachCanvas = function(c, size) {
canvas = c;
canvas.width = size * scale;
canvas.height = size * scale;
ctx = canvas.getContext("2d");
};
this.getCanvas = function() {
return canvas;
};
this.getContext = function() {
return ctx;
};
this.setScale = function(s) {
scale = s;
};
this.setTextScale = function(s) {
textScale = s;
};
this.getTextScale = function() {
return textScale;
};
this.setPalette = function(p) {
palette = p;
};
// todo : rename this since it doesn't always create a totally new canvas?
this.createImage = function(id, width, height, pixels, useTextScale) {
var imageScale = useTextScale === true ? textScale : scale;
var widthScaled = width * imageScale;
var heightScaled = height * imageScale;
// try to use an existing image canvas if it is the right size,
// instead of expensively creating a new one
var imageCanvas = images[id];
if (imageCanvas === undefined || imageCanvas.width != widthScaled || imageCanvas.height != heightScaled) {
imageCanvas = document.createElement("canvas");
imageCanvas.width = widthScaled;
imageCanvas.height = heightScaled;
}
var imageCtx = imageCanvas.getContext("2d");
// if we know the fill color for this image, we can speed things up
// by filling the whole image with that color
var fillColor;
if (imageFillColors[id] != undefined) {
fillColor = imageFillColors[id];
var isTransparent = (fillColor === 0);
if (isTransparent) {
imageCtx.clearRect(0, 0, imageCanvas.width, imageCanvas.height);
}
else {
imageCtx.fillStyle = makeFillStyle(fillColor, isTransparent);
imageCtx.fillRect(0, 0, imageCanvas.width, imageCanvas.height);
}
}
for (var i = 0; i < pixels.length; i++) {
var x = i % width;
var y = Math.floor(i / width);
var color = pixels[i];
if (color != fillColor) {
var isTransparent = (color === 0);
imageCtx.fillStyle = makeFillStyle(color, isTransparent);
imageCtx.fillRect(x * imageScale, y * imageScale, imageScale, imageScale);
}
}
images[id] = imageCanvas;
};
this.setImageFill = function(id, color) {
imageFillColors[id] = color;
};
this.drawImage = function(id, x, y, destId) {
if (!images[id]) {
bitsyLog("image doesn't exist: " + id, "graphics");
return;
}
var destCtx = ctx;
if (destId != undefined) {
// if there's a destination ID, that means we're drawing this image *onto* another image canvas
var destCanvas = images[destId];
destCtx = destCanvas.getContext("2d");
}
destCtx.drawImage(images[id], x * scale, y * scale, images[id].width, images[id].height);
};
this.hasImage = function(id) {
return images[id] != undefined;
};
this.getImage = function(id) {
return images[id];
};
this.deleteImage = function(id) {
delete images[id];
delete imageFillColors[id];
};
this.getCanvas = function() {
return canvas;
};
this.clearCanvas = function(color) {
bitsyLog("pal? " + palette.length + " / " + color, "graphics");
ctx.fillStyle = makeFillStyle(color);
ctx.fillRect(0, 0, canvas.width, canvas.height);
};
}
</script>
<script>
/* LOGGING */
var DebugLogCategory = {
// system
input: false,
sound: false,
graphics: false,
system: false,
// engine
bitsy: false,
// editor
editor: false,
// tools
room: false,
tune: false,
blip: false,
};
var isLoggingVerbose = false;
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);
}
}
}
/* GLOBALS */
var tilesize = 8;
var mapsize = 16;
var width = mapsize * tilesize;
var height = mapsize * tilesize;
var scale = 4;
var textScale = 2;
/* SYSTEM */
var updateInterval = null;
var prevTime = 0;
var deltaTime = 0;
function initSystem() {
prevTime = Date.now();
updateInterval = setInterval(updateSystem, 16);
}
function updateSystem() {
var curTime = Date.now();
deltaTime = curTime - prevTime;
// update all active processes
for (var i = 0; i < processes.length; i++) {
bitsy = processes[i].system;
if (bitsy._active) {
bitsyLog(bitsy._name + " img count: " + bitsy._graphics._images.length, "system");
var shouldContinue = bitsy._update(deltaTime);
if (!shouldContinue) {
// todo : do I really care about this _exit thing?
if (bitsy._name != "bitsy") {
bitsy._exit();
}
}
}
}
bitsy = mainProcess.system;
prevTime = curTime;
}
function loadGame(canvas, gameData, defaultFontData) {
bitsyLog("load!", "system");
// initialize bitsy system
bitsy._attachCanvas(canvas);
bitsy._write(bitsy._gameDataBlock, gameData);
bitsy._write(bitsy._fontDataBlock, defaultFontData);
bitsy._start();
}
function quitGame() {
// hack to press the menu button to force game over state
bitsy._injectPreLoop = function() { bitsy._poke(bitsy._buttonBlock, bitsy.BTN_MENU, 1); };
// one last update to clean up (a little hacky to do this here?)
bitsy._update(0);
bitsy._exit();
// clean up this gross hack
bitsy._injectPreLoop = null;
}
/* GRAPHICS */
var canvas; // can I get rid of these?
var ctx;
function attachCanvas(c) {
// hack : tes tnew system
bitsy._attachCanvas(c);
// extra hacky
canvas = bitsy._getCanvas();
ctx = bitsy._getContext();
}
/* PROCESSES */
var processes = [];
function addProcess(name) {
var proc = {};
proc.system = new BitsySystem(name);
processes.push(proc);
return proc;
}
/* == SYSTEM v0.2 === */
function BitsySystem(name) {
var self = this;
if (!name) {
name = "bitsy";
}
// memory
var memory = {
blocks: [],
changed: []
};
// input
var input = new InputSystem();
// sound
var sound = new SoundSystem();
var soundDurationIndex = 0;
var soundFrequencyIndex = 1;
var soundVolumeIndex = 2;
var soundPulseIndex = 3;
var maxVolume = 15;
// graphics
var graphics = new GraphicsSystem();
graphics.setScale(scale);
graphics.setTextScale(textScale);
var initialPaletteSize = 64;
var tilePoolStart = null;
var tilePoolSize = 512;
// hack!!! (access for debugging)
this._graphics = graphics;
function updateTextScale() {
// make sure the text scale matches the text mode
var textMode = self._peek(modeBlock, 1);
var textModeScale = (textMode === self.TXT_LOREZ) ? scale : textScale;
if (graphics.getTextScale() != textModeScale) {
graphics.setTextScale(textModeScale);
memory.changed[self.TEXTBOX] = true;
}
}
function updateInput() {
// update input flags
self._poke(self._buttonBlock, self.BTN_UP,
(input.isKeyDown(input.Key.UP) || input.isKeyDown(input.Key.W) || input.swipeUp()) ? 1 : 0);
self._poke(self._buttonBlock, self.BTN_DOWN,
(input.isKeyDown(input.Key.DOWN) || input.isKeyDown(input.Key.S) || input.swipeDown()) ? 1 : 0);
self._poke(self._buttonBlock, self.BTN_LEFT,
(input.isKeyDown(input.Key.LEFT) || input.isKeyDown(input.Key.A) || input.swipeLeft()) ? 1 : 0);
self._poke(self._buttonBlock, self.BTN_RIGHT,
(input.isKeyDown(input.Key.RIGHT) || input.isKeyDown(input.Key.D) || input.swipeRight()) ? 1 : 0);
self._poke(self._buttonBlock, self.BTN_OK,
(input.anyKeyDown() || input.isTapReleased()) ? 1 : 0);
self._poke(self._buttonBlock, self.BTN_MENU,
(input.isRestartComboPressed()) ? 1 : 0);
input.resetTapReleased();
}
function updateSound(dt) {
var changed0 = memory.changed[self.SOUND1];
var changed1 = memory.changed[self.SOUND2];
// update sound channel timers
var timer0 = self._peek(self.SOUND1, soundDurationIndex);
timer0 -= dt;
if (timer0 <= 0) {
timer0 = 0;
if (self._peek(self.SOUND1, soundVolumeIndex) > 0) {
self._poke(self.SOUND1, soundVolumeIndex, 0);
changed0 = true;
}
}
self._poke(self.SOUND1, soundDurationIndex, timer0);
var timer1 = self._peek(self.SOUND2, soundDurationIndex);
timer1 -= dt;
if (timer1 <= 0) {
timer1 = 0;
if (self._peek(self.SOUND2, soundVolumeIndex) > 0) {
self._poke(self.SOUND2, soundVolumeIndex, 0);
changed1 = true;
}
}
self._poke(self.SOUND2, soundDurationIndex, timer1);
// send updated channel attributes to the sound system
if (changed0) {
sound.setPulse(0, self._peek(self.SOUND1, soundPulseIndex));
var freq = self._peek(self.SOUND1, soundFrequencyIndex);
var freqHz = freq / 100;
sound.setFrequency(0, freqHz);
var volume = self._peek(self.SOUND1, soundVolumeIndex);
volume = Math.max(0, Math.min(volume, maxVolume));
volumeNorm = (volume / maxVolume);
sound.setVolume(0, volumeNorm);
}
if (changed1) {
sound.setPulse(1, self._peek(self.SOUND2, soundPulseIndex));
var freq = self._peek(self.SOUND2, soundFrequencyIndex);
var freqHz = freq / 100;
sound.setFrequency(1, freqHz);
var volume = self._peek(self.SOUND2, soundVolumeIndex);
volume = Math.max(0, Math.min(volume, maxVolume));
volumeNorm = (volume / maxVolume);
sound.setVolume(1, volumeNorm);
}
}
function updateGraphics() {
if (self._enableGraphics === false) {
return;
}
bitsyLog("update graphics", "system");
if (memory.changed[paletteBlock]) {
graphics.setPalette(self._dump()[paletteBlock]);
}
if (tilePoolStart != null) {
for (var i = 0; i < tilePoolSize; i++) {
var tile = tilePoolStart + i;
if (memory.blocks[tile] != undefined && memory.changed[tile]) {
bitsyLog("tile changed? " + tile, "system");
// update tile image
graphics.createImage(tile, self.TILE_SIZE, self.TILE_SIZE, self._dump()[tile]);
}
}
}
var textboxChanged = memory.changed[self.TEXTBOX] || memory.changed[textboxAttributeBlock];
if (textboxChanged) {
// todo : should this be optimized in some way?
// update textbox image
var w = self._peek(textboxAttributeBlock, 3); // todo : need a variable to store this index?
var h = self._peek(textboxAttributeBlock, 4);
if (w > 0 && h > 0) {
bitsyLog("textbox changed! " + memory.changed[self.TEXTBOX] + " " + memory.changed[textboxAttributeBlock] + " " + w + " " + h, "system");
var useTextBoxScale = true; // todo : check mode here?
graphics.createImage(self.TEXTBOX, w, h, self._dump()[self.TEXTBOX], useTextBoxScale);
}
}
var mode = self._peek(modeBlock, 0);
if (mode === self.GFX_VIDEO) {
if (memory.changed[self.VIDEO]) {
graphics.clearCanvas(0);
// update screen image
graphics.createImage(self.VIDEO, self.VIDEO_SIZE, self.VIDEO_SIZE, self._dump()[self.VIDEO]);
// render screen onto canvas
graphics.drawImage(self.VIDEO, 0, 0);
}
}
else if (mode === self.GFX_MAP) {
// redraw any changed layers
var layers = self._getTileMapLayers();
var anyMapLayerChanged = false;
for (var i = 0; i < layers.length; i++) {
var layerId = layers[i];
if (memory.changed[layerId]) {
// need to redraw this map layer
anyMapLayerChanged = true;
// clear layer canvas
graphics.setImageFill(layerId, 0); // fill transparent
graphics.createImage(layerId, self.VIDEO_SIZE, self.VIDEO_SIZE, []);
// render tiles onto layer canvas
var layerData = self._dump()[layerId];
for (var ty = 0; ty < self.MAP_SIZE; ty++) {
for (var tx = 0; tx < self.MAP_SIZE; tx++) {
var tileIndex = (ty * self.MAP_SIZE) + tx;
var tile = layerData[tileIndex];
if (tile > 0) {
graphics.drawImage(tile, tx * self.TILE_SIZE, ty * self.TILE_SIZE, layerId);
}
}
}
}
}
// redraw the main canvas
if (textboxChanged || anyMapLayerChanged) {
bitsyLog("map changed? " + memory.changed[self.MAP1] + " " + memory.changed[self.MAP2], "system");
graphics.clearCanvas(0);
for (var i = 0; i < layers.length; i++) {
var layerId = layers[i];
// draw the layer's image canvas onto the main canvas
graphics.drawImage(layerId, 0, 0);
}
// draw textbox onto canvas
var visible = self._peek(textboxAttributeBlock, 0)
var x = self._peek(textboxAttributeBlock, 1);
var y = self._peek(textboxAttributeBlock, 2);
var w = self._peek(textboxAttributeBlock, 3);
var h = self._peek(textboxAttributeBlock, 4);
if (visible > 0 && w > 0 && h > 0) {
graphics.drawImage(self.TEXTBOX, x, y);
}
}
}
}
/* == PRIVATE / DEBUG == */
this._name = name;
this._active = false;
this._attachCanvas = function(c) {
graphics.attachCanvas(c, self.VIDEO_SIZE);
};
this._getCanvas = graphics.getCanvas;
this._getContext = graphics.getContext;
this._start = function() {
input.listen(graphics.getCanvas());
updateTextScale();
self._active = true;
};
// hacky...
this._startNoInput = function() {
updateTextScale();
self._active = true;
};
this._exit = function() {
input.unlisten(graphics.getCanvas());
sound.mute();
self._active = false;
};
// hacky....
this._injectPreLoop = null;
this._injectPostDraw = null;
this._update = function(dt) {
var shouldContinue = false;
updateInput();
// too hacky???
if (self._injectPreLoop) {
self._injectPreLoop();
}
// run main loop
if (onLoopFunction) {
shouldContinue = onLoopFunction(dt);
}
if (memory.changed[modeBlock]) {
updateTextScale();
}
// update output systems
updateSound(dt);
updateGraphics();
if (self._injectPostDraw) {
self._injectPostDraw();
}
// reset memory block changed flags
for (var i = 0; i < memory.changed.length; i++) {
memory.changed[i] = false;
}
// todo : should the _exit() call go in here?
return shouldContinue;
};
this._updateGraphics = updateGraphics;
this._allocate = function(args) {
// find next available block in range
var next = (args && args.start) ? args.start : 0;
var count = (args && args.max) ? args.max : -1;
while (memory.blocks[next] != undefined && count != 0) {
next++;
count--;
}
if (count == 0) {
// couldn't find any available block
return null;
}
if (args && args.str) {
memory.blocks[next] = args.str;
}
else {
var size = args && args.size ? args.size : 0;
memory.blocks[next] = [];
for (var i = 0; i < size; i++) {
memory.blocks[next].push(0);
}
}
memory.changed[next] = false;
return next;
};
this._free = function(block) {
delete memory.blocks[block];
delete memory.changed[block];
};
this._peek = function(block, index) {
var memoryBlock = memory.blocks[block];
if (typeof(memoryBlock) === "string") {
return memoryBlock.charCodeAt(index);
}
else {
return memoryBlock[index];
}
};
this._poke = function(block, index, value) {
var memoryBlock = memory.blocks[block];
if (typeof(memoryBlock) === "string") {
memory.blocks[block] = memoryBlock.substring(0, index) + String.fromCharCode(value) + memoryBlock.substring(index + 1);
}
else {
var value = parseInt(value);
if (!isNaN(value)) {
memoryBlock[index] = value;
}
}
memory.changed[block] = true;
};
this._read = function(block) {
var memoryBlock = memory.blocks[block];
if (typeof(memoryBlock) === "string") {
return memoryBlock;
}
else {
var str = "";
for (var i = 0; i < memoryBlock.length; i++) {
str += String.fromCharCode(memoryBlock[i]);
}
return str;
}
};
this._write = function(block, str) {
var memoryBlock = memory.blocks[block];
if (typeof(memoryBlock) === "string") {
memory.blocks[block] = str;
}
else {
memory.blocks[block] = [];
for (var i = 0; i < str.length; i++) {
memory.blocks[block][i] = str.charCodeAt(i);
}
}
memory.changed[block] = true;
};
this._dump = function() {
return memory.blocks;
};
// convenience methods for hacking around with map layers
var tileMapLayers = [];
this._getTileMapLayers = function() {
return tileMapLayers;
};
this._addTileMapLayer = function() {
var layer = self._allocate({
start: (tilePoolStart + tilePoolSize),
size: (self.MAP_SIZE * self.MAP_SIZE)
});
tileMapLayers.push(layer);
return layer;
};
/* == CONSTANTS == */
// memory blocks (these will be initialized below)
this.VIDEO;
this.TEXTBOX;
this.MAP1;
this.MAP2;
this.SOUND1;
this.SOUND2;
// graphics modes
this.GFX_VIDEO = 0;
this.GFX_MAP = 1;
// text modes
this.TXT_HIREZ = 0; // 2x resolution
this.TXT_LOREZ = 1; // 1x resolution
// size
this.TILE_SIZE = tilesize;
this.MAP_SIZE = mapsize;
this.VIDEO_SIZE = width;
// todo : should text scale have a constant?
// button codes
this.BTN_UP = 0;
this.BTN_DOWN = 1;
this.BTN_LEFT = 2;
this.BTN_RIGHT = 3;
this.BTN_OK = 4;
this.BTN_MENU = 5;
// pulse waves
this.PULSE_1_8 = 0;
this.PULSE_1_4 = 1;
this.PULSE_1_2 = 2;
/* == IO == */
this.log = function(message) {
bitsyLog(message, name);
};
this.button = function(code) {
return self._peek(buttonBlock, code) > 0;
};
this.getGameData = function() {
return self._read(gameDataBlock);
};
this.getFontData = function() {
return self._read(fontDataBlock);
};
/* == GRAPHICS == */
this.graphicsMode = function(mode) {
// todo : store the mode flag indices somewhere?
if (mode != undefined) {
self._poke(modeBlock, 0, mode);
}
return self._peek(modeBlock, 0);
};
this.textMode = function(mode) {
// todo : test whether the requested mode is supported!
if (mode != undefined) {
self._poke(modeBlock, 1, mode);
}
return self._peek(modeBlock, 1);
};
this.color = function(color, r, g, b) {
self._poke(paletteBlock, (color * 3) + 0, r);
self._poke(paletteBlock, (color * 3) + 1, g);
self._poke(paletteBlock, (color * 3) + 2, b);
// mark all graphics as changed
memory.changed[self.VIDEO] = true;
memory.changed[self.TEXTBOX] = true;
memory.changed[self.MAP1] = true;
memory.changed[self.MAP2] = true;
if (tilePoolStart != null) {
for (var i = 0; i < tilePoolSize; i++) {
if (memory.blocks[tilePoolStart + i] != undefined) {
memory.changed[tilePoolStart + i] = true;
}
}
}
};
this.tile = function() {
return self._allocate({
start: tilePoolStart,
max: tilePoolSize,
size: (self.TILE_SIZE * self.TILE_SIZE)
});
};
this.delete = function(tile) {
if (graphics.hasImage(tile)) {
graphics.deleteImage(tile);
}
self._free(tile);
};
this.deleteAllTiles = function() {
if (tilePoolStart != null) {
for (var i = 0; i < tilePoolSize; i++) {
var tile = tilePoolStart + i;
this.delete(tile);
}
}
};
this.fill = function(block, value) {
var len = memory.blocks[block].length;
for (var i = 0; i < len; i++) {
self._poke(block, i, value);
}
var isImage = (block === self.VIDEO) ||
(block === self.TEXTBOX) ||
(block >= tilePoolStart && block < (tilePoolStart + tilePoolSize));
// optimize rendering by notifying the graphics system what the fill color is for this image
if (isImage) {
graphics.setImageFill(block, value);
}
};
this.set = function(block, index, value) {
self._poke(block, index, value);
};
this.textbox = function(visible, x, y, w, h) {
if (visible != undefined) {
self._poke(textboxAttributeBlock, 0, (visible === true) ? 1 : 0);
}
if (x != undefined) {
self._poke(textboxAttributeBlock, 1, x);
}
if (y != undefined) {
self._poke(textboxAttributeBlock, 2, y);
}
var prevWidth = self._peek(textboxAttributeBlock, 3);
var prevHeight = self._peek(textboxAttributeBlock, 4);
if (w != undefined) {
self._poke(textboxAttributeBlock, 3, w);
}
if (h != undefined) {
self._poke(textboxAttributeBlock, 4, h);
}
if (w != undefined && h != undefined && (prevWidth != w || prevHeight != h)) {
// re-allocate the textbox block (should I have a helper function for this?)
memory.blocks[self.TEXTBOX] = [];
for (var i = 0; i < (w * h); i++) {
memory.blocks[self.TEXTBOX].push(0);
}
memory.changed[self.TEXTBOX] = true;
}
};
/* == SOUND == */
// duration is in milliseconds (ms)
this.sound = function(channel, duration, frequency, volume, pulse) {
self._poke(channel, soundDurationIndex, duration);
self._poke(channel, soundFrequencyIndex, frequency);
self._poke(channel, soundVolumeIndex, volume);
self._poke(channel, soundPulseIndex, pulse);
};
// frequency is in decihertz (dHz)
this.frequency = function(channel, frequency) {
self._poke(channel, soundFrequencyIndex, frequency);
};
// volume: min = 0, max = 15
this.volume = function(channel, volume) {
self._poke(channel, soundVolumeIndex, volume);
};
/* == EVENTS == */
this.loop = function(fn) {
onLoopFunction = fn;
};
/* == INTERNAL == */
// initialize memory blocks
var gameDataBlock = this._allocate({ str: "" });
var fontDataBlock = this._allocate({ str: "" });
this.VIDEO = this._allocate({ size: self.VIDEO_SIZE * self.VIDEO_SIZE });
this.TEXTBOX = this._allocate();
this.MAP1 = this._allocate({ size: self.MAP_SIZE * self.MAP_SIZE });
tileMapLayers.push(this.MAP1);
this.MAP2 = this._allocate({ size: self.MAP_SIZE * self.MAP_SIZE });
tileMapLayers.push(this.MAP2);
var paletteBlock = this._allocate({ size: initialPaletteSize * 3 });
var buttonBlock = this._allocate({ size: 8 });
this.SOUND1 = this._allocate({ size: 4 });
this.SOUND2 = this._allocate({ size: 4 });
var modeBlock = this._allocate({ size: 8 });
var textboxAttributeBlock = this._allocate({ size: 8 });
tilePoolStart = (textboxAttributeBlock + 1);
// access for debugging
this._gameDataBlock = gameDataBlock;
this._fontDataBlock = fontDataBlock;
this._buttonBlock = buttonBlock;
// events
var onLoopFunction = null;
}
var mainProcess = addProcess();
var bitsy = mainProcess.system;
</script>
<!-- engine -->
<script>
/* BITSY VERSION */
// is this the right place for this to live?
var version = {
major: 8, // major changes
minor: 9, // smaller changes
devBuildPhase: "RELEASE",
};
function getEngineVersion() {
return version.major + "." + version.minor;
}
/* TEXT CONSTANTS */
var titleDialogId = "title";
// todo : where should this be stored?
var tileColorStartIndex = 16;
var TextDirection = {
LeftToRight : "LTR",
RightToLeft : "RTL"
};
var defaultFontName = "ascii_small";
/* TUNE CONSTANTS */
var barLength = 16; // sixteenth notes
var minTuneLength = 1;
var maxTuneLength = 16;
// chromatic notes
var Note = {
NONE : -1,
C : 0, // C
C_SHARP : 1, // C sharp / D flat
D : 2, // D
D_SHARP : 3, // D sharp / E flat
E : 4, // E
F : 5, // F
F_SHARP : 6, // F sharp / G flat
G : 7, // G
G_SHARP : 8, // G sharp / A flat
A : 9, // A
A_SHARP : 10, // A sharp / B flat
B : 11, // B
COUNT : 12
};
// solfa notes
var Solfa = {
NONE : -1,
D : 0, // Do
R : 1, // Re
M : 2, // Mi
F : 3, // Fa
S : 4, // Sol
L : 5, // La
T : 6, // Ti
COUNT : 7
};
var Octave = {
NONE: -1,
2: 0,
3: 1,
4: 2, // octave 4: middle C octave
5: 3,
COUNT: 4
};
var Tempo = {
SLW: 0, // slow
MED: 1, // medium
FST: 2, // fast
XFST: 3 // extra fast (aka turbo)
};
var SquareWave = {
P8: 0, // pulse 1 / 8
P4: 1, // pulse 1 / 4
P2: 2, // pulse 1 / 2
COUNT: 3
};
var ArpeggioPattern = {
OFF: 0,
UP: 1, // ascending triad chord
DWN: 2, // descending triad chord
INT5: 3, // 5 step interval
INT8: 4 // 8 setp interval
};
function createWorldData() {
return {
room : {},
tile : {},
sprite : {},
item : {},
dialog : {},
end : {}, // pre-7.0 ending data for backwards compatibility
palette : { // start off with a default palette
"default" : {
name : "default",
colors : [[0,0,0],[255,255,255],[255,255,255]]
}
},
variable : {},
tune : {},
blip : {},
versionNumberFromComment : -1, // -1 indicates no version information found
fontName : defaultFontName,
textDirection : TextDirection.LeftToRight,
flags : createDefaultFlags(),
names : {},
// source data for all drawings (todo: better name?)
drawings : {},
};
}
// 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, // foreground color
bgc : 0, // background color
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;
drawingData.blip = null;
}
return drawingData;
}
function createTuneData(id) {
var tuneData = {
id : id,
name : null,
melody : [],
harmony : [],
key: null, // a null key indicates a chromatic scale (all notes enabled)
tempo: Tempo.MED,
instrumentA : SquareWave.P2,
instrumentB : SquareWave.P2,
arpeggioPattern : ArpeggioPattern.OFF,
};
return tuneData;
}
function createTuneBarData() {
var bar = [];
for (var i = 0; i < barLength; i++) {
bar.push({ beats: 0, note: Note.C, octave: Octave[4] });
}
return bar;
}
function createTuneKeyData() {
var key = {
notes: [], // mapping of the solfa scale degrees to chromatic notes
scale: [] // list of solfa notes that are enabled for this key
};
// initialize notes
for (var i = 0; i < Solfa.COUNT; i++) {
key.notes.push(Note.NONE);
}
return key;
}
function createBlipData(id) {
var blipData = {
id: id,
name: null,
pitchA: { beats: 0, note: Note.C, octave: Octave[4] },
pitchB: { beats: 0, note: Note.C, octave: Octave[4] },
pitchC: { beats: 0, note: Note.C, octave: Octave[4] },
envelope: {
attack: 0, // attack time in ms
decay: 0, // decay time in ms
sustain: 0, // sustain volume
length: 0, // sustain time in ms
release: 0 // release time in ms
},
beat : {
time: 0, // time in ms between pitch changes
delay: 0 // time in ms *before* first pitch change
},
instrument: SquareWave.P2,
doRepeat: false
// TODO : consider for future update
// doSlide: false,
};
return blipData;
}
function createDefaultFlags() {
return {
// version
VER_MAJ: -1, // major version number (-1 = no version information found)
VER_MIN: -1, // minor version number (-1 = no version information found)
// compatibility
ROOM_FORMAT: 0, // 0 = non-comma separated (original), 1 = comma separated (default)
DLG_COMPAT: 0, // 0 = default dialog behavior, 1 = pre-7.0 dialog behavior
// config
TXT_MODE: 0 // 0 = HIREZ (2x - default), 1 = LOREZ (1x)
};
}
function createDialogData(id) {
return {
src : "",
name : null,
id : id,
};
}
function parseWorld(file) {
bitsy.log("create world data");
var world = createWorldData();
bitsy.log("init parse state");
var parseState = {
lines : file.split("\n"),
index : 0,
spriteStartLocations : {}
};
bitsy.log("start reading lines");
while (parseState.index < parseState.lines.length) {
var i = parseState.index;
var lines = parseState.lines;
var curLine = lines[i];
// bitsy.log("LN " + i + " xx " + curLine);
if (i == 0) {
i = parseTitle(parseState, world);
}
else if (curLine.length <= 0 || curLine.charAt(0) === "#") {
// collect version number from a comment (hacky but required for pre-8.0 compatibility)
if (curLine.indexOf("# BITSY VERSION ") != -1) {
world.versionNumberFromComment = parseFloat(curLine.replace("# BITSY VERSION ", ""));
}
//skip blank lines & comments
i++;
}
else if (getType(curLine) === "PAL") {
i = parsePalette(parseState, world);
}
else if (getType(curLine) === "ROOM" || getType(curLine) === "SET") { // SET for back compat
i = parseRoom(parseState, world);
}
else if (getType(curLine) === "TIL") {
i = parseTile(parseState, world);
}
else if (getType(curLine) === "SPR") {
i = parseSprite(parseState, world);
}
else if (getType(curLine) === "ITM") {
i = parseItem(parseState, world);
}
else if (getType(curLine) === "DLG") {
i = parseDialog(parseState, world);
}
else if (getType(curLine) === "END") {
// parse endings for back compat
i = parseEnding(parseState, world);
}
else if (getType(curLine) === "VAR") {
i = parseVariable(parseState, world);
}
else if (getType(curLine) === "DEFAULT_FONT") {
i = parseFontName(parseState, world);
}
else if (getType(curLine) === "TEXT_DIRECTION") {
i = parseTextDirection(parseState, world);
}
else if (getType(curLine) === "FONT") {
i = parseFontData(parseState, world);
}
else if (getType(curLine) === "TUNE") {
i = parseTune(parseState, world);
}
else if (getType(curLine) === "BLIP") {
i = parseBlip(parseState, world);
}
else if (getType(curLine) === "!") {
i = parseFlag(parseState, world);
}
else {
i++;
}
parseState.index = i;
}
world.names = createNameMapsForWorld(world);
placeSprites(parseState, world);
if ((world.flags.VER_MAJ <= -1 || world.flags.VER_MIN <= -1) && world.versionNumberFromComment > -1) {
var versionNumberStr = "" + world.versionNumberFromComment;
versionNumberStr = versionNumberStr.split(".");
world.flags.VER_MAJ = parseFloat(versionNumberStr[0]);
world.flags.VER_MIN = parseFloat(versionNumberStr[1]);
}
// starting in version v7.0, there were two major changes to dialog behavior:
// 1) sprite dialog was no longer implicitly linked by the sprite and dialog IDs matching
// (see this commit: 5e1adb29faad4e50603c689d2dac143074117b4e)
// 2) ending dialogs no longer had their own world data type ("END")
// for the v7.x versions I tried to automatically convert old dialog to the new format,
// however, that process can be unreliable and lead to weird bugs.
// with v8.0 and above I will no longer attempt to convert old files, and instead will use
// a flag to indicate files that need to use the backwards compatible behavior -
// this is more reliable & configurable (at the cost of making pre-7.0 games a bit harder to edit)
if (world.flags.VER_MAJ < 7) {
world.flags.DLG_COMPAT = 1;
}
return world;
}
function parseTitle(parseState, world) {
var i = parseState.index;
var lines = parseState.lines;
var results;
if (scriptUtils) {
results = scriptUtils.ReadDialogScript(lines,i);
}
else {
results = { script: lines[i], index: (i + 1) };
}
world.dialog[titleDialogId] = createDialogData(titleDialogId);
world.dialog[titleDialogId].src = results.script;
i = results.index;
i++;
return i;
}
function parsePalette(parseState, world) {
var i = parseState.index;
var lines = parseState.lines;
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++;
}
world.palette[id] = {
id : id,
name : name,
colors : colors
};
return i;
}
function createRoomData(id) {
return {
id: id,
name: null,
tilemap: [],
walls: [],
exits: [],
endings: [],
items: [],
pal: null,
ava: null,
tune: "0"
};
}
function createExitData(x, y, destRoom, destX, destY, transition, dlg) {
return {
x: x,
y: y,
dest: {
room: destRoom,
x: destX,
y: destY
},
transition_effect: transition,
dlg: dlg,
};
}
function createEndingData(id, x, y) {
return {
id: id,
x: x,
y: y
};
}
function parseRoom(parseState, world) {
var i = parseState.index;
var lines = parseState.lines;
var id = getId(lines[i]);
var roomData = createRoomData(id);
i++;
// create tile map
if (world.flags.ROOM_FORMAT === 0) {
// old way: no commas, single char tile ids
var end = i + bitsy.MAP_SIZE;
var y = 0;
for (; i < end; i++) {
roomData.tilemap.push([]);
for (x = 0; x < bitsy.MAP_SIZE; x++) {
roomData.tilemap[y].push(lines[i].charAt(x));
}
y++;
}
}
else if (world.flags.ROOM_FORMAT === 1) {
// new way: comma separated, multiple char tile ids
var end = i + bitsy.MAP_SIZE;
var y = 0;
for (; i < end; i++) {
roomData.tilemap.push([]);
var lineSep = lines[i].split(",");
for (x = 0; x < bitsy.MAP_SIZE; x++) {
roomData.tilemap[y].push(lineSep[x]);
}
y++;
}
}
while (i < lines.length && lines[i].length > 0) { //look for empty line
// bitsy.log(getType(lines[i]));
if (getType(lines[i]) === "SPR") {
/* NOTE SPRITE START LOCATIONS */
var sprId = getId(lines[i]);
if (sprId.indexOf(",") == -1 && lines[i].split(" ").length >= 3) { //second conditional checks for coords
/* PLACE A SINGLE SPRITE */
var sprCoord = lines[i].split(" ")[2].split(",");
parseState.spriteStartLocations[sprId] = {
room : id,
x : parseInt(sprCoord[0]),
y : parseInt(sprCoord[1])
};
}
else if ( world.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 roomData.tilemap) {
for (s in sprList) {
var col = roomData.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) {
roomData.tilemap[row][col] = "0";
parseState.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])
};
roomData.items.push( itm );
}
else if (getType(lines[i]) === "WAL") {
/* DEFINE COLLISIONS (WALLS) */
roomData.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 = createExitData(
/* x */ parseInt(exitCoords[0]),
/* y */ parseInt(exitCoords[1]),
/* destRoom */ destName,
/* destX */ parseInt(destCoords[0]),
/* destY */ parseInt(destCoords[1]),
/* transition */ 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;
}
}
roomData.exits.push(ext);
}
else if (getType(lines[i]) === "END") {
/* ADD ENDING */
var endId = getId(lines[i]);
var endCoords = getCoord(lines[i], 2);
var end = createEndingData(
/* id */ endId,
/* x */ parseInt(endCoords[0]),
/* y */ parseInt(endCoords[1]));
roomData.endings.push(end);
}
else if (getType(lines[i]) === "PAL") {
/* CHOOSE PALETTE (that's not default) */
roomData.pal = getId(lines[i]);
}
else if (getType(lines[i]) === "AVA") {
// change avatar appearance per room
roomData.ava = getId(lines[i]);
}
else if (getType(lines[i]) === "TUNE") {
roomData.tune = getId(lines[i]);
}
else if (getType(lines[i]) === "NAME") {
roomData.name = getNameArg(lines[i]);
}
i++;
}
world.room[id] = roomData;
return i;
}
function parseTile(parseState, world) {
var i = parseState.index;
var lines = parseState.lines;
var id = getId(lines[i]);
var tileData = createDrawingData("TIL", id);
i++;
// read & store tile image source
i = parseDrawingCore(lines, i, tileData.drw, world);
// update animation info
tileData.animation.frameCount = getDrawingFrameCount(world, 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]) === "BGC") {
var bgcId = getId(lines[i]);
if (bgcId === "*") {
// transparent background
tileData.bgc = (-1 * tileColorStartIndex);
}
else {
tileData.bgc = parseInt(bgcId);
}
}
else if (getType(lines[i]) === "NAME") {
/* NAME */
tileData.name = getNameArg(lines[i]);
}
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
world.tile[id] = tileData;
return i;
}
function parseSprite(parseState, world) {
var i = parseState.index;
var lines = parseState.lines;
var id = getId(lines[i]);
var type = (id === "A") ? "AVA" : "SPR";
var spriteData = createDrawingData(type, id);
// bitsy.log(spriteData);
i++;
// read & store sprite image source
i = parseDrawingCore(lines, i, spriteData.drw, world);
// update animation info
spriteData.animation.frameCount = getDrawingFrameCount(world, 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]) === "BGC") {
/* BACKGROUND COLOR */
var bgcId = getId(lines[i]);
if (bgcId === "*") {
// transparent background
spriteData.bgc = (-1 * tileColorStartIndex);
}
else {
spriteData.bgc = parseInt(bgcId);
}
}
else if (getType(lines[i]) === "POS") {
/* STARTING POSITION */
var posArgs = lines[i].split(" ");
var roomId = posArgs[1];
var coordArgs = posArgs[2].split(",");
parseState.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 = getNameArg(lines[i]);
}
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;
}
else if (getType(lines[i]) == "BLIP") {
var blipId = getId(lines[i]);
spriteData.blip = blipId;
}
i++;
}
// store sprite data
world.sprite[id] = spriteData;
return i;
}
function parseItem(parseState, world) {
var i = parseState.index;
var lines = parseState.lines;
var id = getId(lines[i]);
var itemData = createDrawingData("ITM", id);
i++;
// read & store item image source
i = parseDrawingCore(lines, i, itemData.drw, world);
// update animation info
itemData.animation.frameCount = getDrawingFrameCount(world, 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]) === "BGC") {
/* BACKGROUND COLOR */
var bgcId = getId(lines[i]);
if (bgcId === "*") {
// transparent background
itemData.bgc = (-1 * tileColorStartIndex);
}
else {
itemData.bgc = parseInt(bgcId);
}
}
else if (getType(lines[i]) === "DLG") {
itemData.dlg = getId(lines[i]);
}
else if (getType(lines[i]) === "NAME") {
/* NAME */
itemData.name = getNameArg(lines[i]);
}
else if (getType(lines[i]) == "BLIP") {
var blipId = getId(lines[i]);
itemData.blip = blipId;
}
i++;
}
// store item data
world.item[id] = itemData;
return i;
}
function parseDrawingCore(lines, i, drwId, world) {
var frameList = []; //init list of frames
frameList.push( [] ); //init first frame
var frameIndex = 0;
var y = 0;
while (y < bitsy.TILE_SIZE) {
var line = lines[i + y];
var row = [];
for (x = 0; x < bitsy.TILE_SIZE; x++) {
row.push(parseInt(line.charAt(x)));
}
frameList[frameIndex].push(row);
y++;
if (y === bitsy.TILE_SIZE) {
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;
}
}
}
storeDrawingData(world, drwId, frameList);
return i;
}
function parseDialog(parseState, world) {
var i = parseState.index;
var lines = parseState.lines;
// hacky but I need to store this so I can set the name below
var id = getId(lines[i]);
i = parseScript(lines, i, world.dialog);
if (i < lines.length && lines[i].length > 0 && getType(lines[i]) === "NAME") {
world.dialog[id].name = getNameArg(lines[i]);
i++;
}
return i;
}
// keeping this around to parse old files where endings were separate from dialogs
function parseEnding(parseState, world) {
var i = parseState.index;
var lines = parseState.lines;
return parseScript(lines, i, world.end);
}
function parseScript(lines, i, data) {
var id = getId(lines[i]);
i++;
var results;
if (scriptUtils) {
results = scriptUtils.ReadDialogScript(lines,i);
}
else {
results = { script: lines[i], index: (i + 1)};
}
data[id] = createDialogData(id);
data[id].src = results.script;
i = results.index;
return i;
}
function parseVariable(parseState, world) {
var i = parseState.index;
var lines = parseState.lines;
var id = getId(lines[i]);
i++;
var value = lines[i];
i++;
world.variable[id] = value;
return i;
}
function parseFontName(parseState, world) {
var i = parseState.index;
var lines = parseState.lines;
world.fontName = getArg(lines[i], 1);
i++;
return i;
}
function parseTextDirection(parseState, world) {
var i = parseState.index;
var lines = parseState.lines;
world.textDirection = getArg(lines[i], 1);
i++;
return i;
}
function parseFontData(parseState, world) {
var i = parseState.index;
var lines = parseState.lines;
// 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 parseTune(parseState, world) {
var i = parseState.index;
var lines = parseState.lines;
var id = getId(lines[i]);
i++;
var tuneData = createTuneData(id);
var barIndex = 0;
while (barIndex < maxTuneLength) {
// MELODY
var melodyBar = createTuneBarData();
var melodyNotes = lines[i].split(",");
for (var j = 0; j < barLength; j++) {
// default to a rest
var pitch = { beats: 0, note: Note.C, octave: Octave[4], };
if (j < melodyNotes.length) {
var pitchSplit = melodyNotes[j].split("~");
var pitchStr = pitchSplit[0];
pitch = parsePitch(melodyNotes[j]);
// look for effect added to the note
if (pitchSplit.length > 1) {
var blipId = pitchSplit[1];
pitch.blip = blipId;
}
}
melodyBar[j] = pitch;
}
tuneData.melody.push(melodyBar);
i++;
// HARMONY
var harmonyBar = createTuneBarData();
var harmonyNotes = lines[i].split(",");
for (var j = 0; j < barLength; j++) {
// default to a rest
var pitch = { beats: 0, note: Note.C, octave: Octave[4], };
if (j < harmonyNotes.length) {
var pitchSplit = harmonyNotes[j].split("~");
var pitchStr = pitchSplit[0];
pitch = parsePitch(harmonyNotes[j]);
// look for effect added to the note
if (pitchSplit.length > 1) {
var blipId = pitchSplit[1];
pitch.blip = blipId;
}
}
harmonyBar[j] = pitch;
}
tuneData.harmony.push(harmonyBar);
i++;
// check if there's another bar after this one
if (lines[i] === ">") {
// there is! increment the index
barIndex++;
i++;
}
else {
// we've reached the end of the tune!
barIndex = maxTuneLength;
}
}
// parse other tune properties
while (i < lines.length && lines[i].length > 0) { // look for empty line
if (getType(lines[i]) === "KEY") {
tuneData.key = createTuneKeyData();
var keyNotes = getArg(lines[i], 1);
if (keyNotes) {
keyNotes = keyNotes.split(",");
for (var j = 0; j < keyNotes.length && j < tuneData.key.notes.length; j++) {
var pitch = parsePitch(keyNotes[j]);
tuneData.key.notes[j] = pitch.note;
}
}
var keyScale = getArg(lines[i], 2);
if (keyScale) {
keyScale = keyScale.split(",");
for (var j = 0; j < keyScale.length; j++) {
var pitch = parsePitch(keyScale[j]);
if (pitch.note > Solfa.NONE && pitch.note < Solfa.COUNT) {
tuneData.key.scale.push(pitch.note);
}
}
}
}
else if (getType(lines[i]) === "TMP") {
var tempoId = getId(lines[i]);
if (Tempo[tempoId] != undefined) {
tuneData.tempo = Tempo[tempoId];
}
}
else if (getType(lines[i]) === "SQR") {
// square wave instrument settings
var squareWaveIdA = getArg(lines[i], 1);
if (SquareWave[squareWaveIdA] != undefined) {
tuneData.instrumentA = SquareWave[squareWaveIdA];
}
var squareWaveIdB = getArg(lines[i], 2);
if (SquareWave[squareWaveIdB] != undefined) {
tuneData.instrumentB = SquareWave[squareWaveIdB];
}
}
else if (getType(lines[i]) === "ARP") {
var arp = getId(lines[i]);
if (ArpeggioPattern[arp] != undefined) {
tuneData.arpeggioPattern = ArpeggioPattern[arp];
}
}
else if (getType(lines[i]) === "NAME") {
var name = lines[i].split(/\s(.+)/)[1];
tuneData.name = name;
// todo : add to map?
}
i++;
}
world.tune[id] = tuneData;
return i;
}
function parseBlip(parseState, world) {
var i = parseState.index;
var lines = parseState.lines;
var id = getId(lines[i]);
i++;
var blipData = createBlipData(id);
// blip pitches
var notes = lines[i].split(",");
if (notes.length >= 1) {
blipData.pitchA = parsePitch(notes[0]);
}
if (notes.length >= 2) {
blipData.pitchB = parsePitch(notes[1]);
}
if (notes.length >= 3) {
blipData.pitchC = parsePitch(notes[2]);
}
i++;
// blip parameters
while (i < lines.length && lines[i].length > 0) { // look for empty line
if (getType(lines[i]) === "ENV") {
// envelope
blipData.envelope.attack = parseInt(getArg(lines[i], 1));
blipData.envelope.decay = parseInt(getArg(lines[i], 2));
blipData.envelope.sustain = parseInt(getArg(lines[i], 3));
blipData.envelope.length = parseInt(getArg(lines[i], 4));
blipData.envelope.release = parseInt(getArg(lines[i], 5));
}
else if (getType(lines[i]) === "BEAT") {
// pitch beat length
blipData.beat.time = parseInt(getArg(lines[i], 1));
blipData.beat.delay = parseInt(getArg(lines[i], 2));
}
else if (getType(lines[i]) === "SQR") {
// square wave
var squareWaveId = getArg(lines[i], 1);
if (SquareWave[squareWaveId] != undefined) {
blipData.instrument = SquareWave[squareWaveId];
}
}
// TODO : consider for future update
// else if (getType(lines[i]) === "SLD") {
// // slide mode
// if (parseInt(getArg(lines[i], 1)) === 1) {
// blipData.doSlide = true;
// }
// }
else if (getType(lines[i]) === "RPT") {
// repeat mode
if (parseInt(getArg(lines[i], 1)) === 1) {
blipData.doRepeat = true;
}
}
else if (getType(lines[i]) === "NAME") {
var name = lines[i].split(/\s(.+)/)[1];
blipData.name = name;
}
i++;
}
world.blip[id] = blipData;
return i;
}
function parsePitch(pitchStr) {
var pitch = { beats: 1, note: Note.C, octave: Octave[4], };
var i;
// beats
var beatsToken = "";
for (i = 0; i < pitchStr.length && ("0123456789".indexOf(pitchStr[i]) != -1); i++) {
beatsToken += pitchStr[i];
}
if (beatsToken.length > 0) {
pitch.beats = parseInt(beatsToken);
}
// note
var noteType;
var noteName = "";
if (i < pitchStr.length) {
if (pitchStr[i] === pitchStr[i].toUpperCase()) {
// uppercase letters represent chromatic notes
noteType = Note;
noteName += pitchStr[i];
i++;
// check for sharp
if (i < pitchStr.length && pitchStr[i] === "#") {
noteName += "_SHARP";
i++;
}
}
else {
// lowercase letters represent solfa notes
noteType = Solfa;
noteName += pitchStr[i].toUpperCase();
i++;
}
}
if (noteType != undefined && noteType[noteName] != undefined) {
pitch.note = noteType[noteName];
}
// octave
var octaveToken = "";
if (i < pitchStr.length) {
octaveToken += pitchStr[i];
}
if (Octave[octaveToken] != undefined) {
pitch.octave = Octave[octaveToken];
}
return pitch;
}
function parseFlag(parseState, world) {
var i = parseState.index;
var lines = parseState.lines;
var id = getId(lines[i]);
var valStr = lines[i].split(" ")[2];
world.flags[id] = parseInt( valStr );
i++;
return i;
}
function getDrawingFrameCount(world, drwId) {
return world.drawings[drwId].length;
}
function storeDrawingData(world, drwId, drawingData) {
world.drawings[drwId] = drawingData;
}
function placeSprites(parseState, world) {
for (id in parseState.spriteStartLocations) {
world.sprite[id].room = parseState.spriteStartLocations[id].room;
world.sprite[id].x = parseState.spriteStartLocations[id].x;
world.sprite[id].y = parseState.spriteStartLocations[id].y;
}
}
function createNameMapsForWorld(world) {
var nameMaps = {};
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;
}
nameMaps.room = createNameMap(world.room);
nameMaps.tile = createNameMap(world.tile);
nameMaps.sprite = createNameMap(world.sprite);
nameMaps.item = createNameMap(world.item);
nameMaps.dialog = createNameMap(world.dialog);
nameMaps.palette = createNameMap(world.palette);
nameMaps.tune = createNameMap(world.tune);
nameMaps.blip = createNameMap(world.blip);
return nameMaps;
}
function getType(line) {
return getArg(line,0);
}
function getId(line) {
return getArg(line,1);
}
function getCoord(line,arg) {
return getArg(line,arg).split(",");
}
function getArg(line,arg) {
return line.split(" ")[arg];
}
function getNameArg(line) {
var name = line.split(/\s(.+)/)[1];
return name;
}
</script>
<script>
/* PITCH HELPER FUNCTIONS */
function pitchToSteps(pitch) {
return (pitch.octave * Note.COUNT) + pitch.note;
}
function stepsToPitch(steps) {
var pitch = { beats: 1, note: Note.C, octave: Octave[2], };
while (steps >= Note.COUNT) {
pitch.octave = (pitch.octave + 1) % Octave.COUNT;
steps -= Note.COUNT;
}
pitch.note += steps;
// make sure pitch isn't outside a valid range
if (pitch.note <= Note.NONE) {
pitch.note = Note.C;
}
else if (pitch.note >= Note.COUNT) {
pitch.note = Note.B;
}
if (pitch.octave <= Octave.NONE) {
pitch.octave = Octave[2];
}
else if (pitch.octave >= Octave.COUNT) {
pitch.octave = Octave[5];
}
return pitch;
}
function adjustPitch(pitch, stepDelta) {
return stepsToPitch(pitchToSteps(pitch) + stepDelta);
}
function pitchDistance(pitchA, pitchB) {
return pitchToSteps(pitchB) - pitchToSteps(pitchA);
}
function isMinPitch(pitch) {
return pitchToSteps(pitch) <= pitchToSteps({ note: Note.C, octave: Octave[2] });
}
function isMaxPitch(pitch) {
return pitchToSteps(pitch) >= pitchToSteps({ note: Note.B, octave: Octave[5] });
}
function SoundPlayer() {
// frequencies (in hertz) for octave 0 (or is it octave 4?)
var frequencies = [
261.7, // middle C
277.2,
293.7,
311.2,
329.7,
349.3,
370.0,
392.0,
415.3,
440.0,
466.2,
493.9,
];
// tempos are calculated as the duration of a 16th note, rounded to the nearest millisecond
var tempos = {};
tempos[Tempo.SLW] = 250; // 60bpm (adagio)
tempos[Tempo.MED] = 188; // ~80bpm (andante) [exact would be 187.5 ms]
tempos[Tempo.FST] = 125; // 120bpm (moderato)
tempos[Tempo.XFST] = 94; // ~160bpm (allegro) [exact would be 93.75 ms]
// arpeggio patterns expressed in scale degrees
var arpeggioPattern = {};
arpeggioPattern[ArpeggioPattern.UP] = [0, 2, 4, 7];
arpeggioPattern[ArpeggioPattern.DWN] = [7, 4, 2, 0];
arpeggioPattern[ArpeggioPattern.INT5] = [0, 4];
arpeggioPattern[ArpeggioPattern.INT8] = [0, 7];
this.getArpeggioSteps = function(tune) { return arpeggioPattern[tune.arpeggioPattern]; };
function isPitchPlayable(pitch, key) {
if (pitch.beats <= 0) {
return false;
}
if (key === undefined || key === null) {
return true;
}
// test if note is in the scale
return (key.scale.indexOf(pitch.note) > -1)
&& (key.notes[pitch.note] > Note.NONE)
&& (key.notes[pitch.note] < Note.COUNT);
}
function pitchToChromatic(pitch, key) {
if (pitch === undefined || pitch === null) {
return null;
}
if (key === undefined || key === null) {
return pitch;
}
// convert from solfa
var octaveOffset = (pitch.note >= Solfa.COUNT) ? 1 : 0;
return {
beats: pitch.beats,
octave: pitch.octave + octaveOffset,
// todo : what about the scale limits?
note: key.notes[(pitch.note % Solfa.COUNT)],
blip: pitch.blip
};
}
function makePitchFrequency(pitch) {
// todo : this clamp shouldn't be required.. there's a bug in the pitch shifting somewhere
var note = Math.max(0, pitch.note);
var octave = (pitch.octave != undefined ? pitch.octave : Octave[4]);
var octaveMin = Octave[2];
var octaveMax = Octave[5];
// make sure octave is in valid range
octave = Math.max(octaveMin, Math.min(octave, octaveMax));
var distFromMiddleC = octave - 2;
var freq = frequencies[note] * Math.pow(2, distFromMiddleC);
if (isNaN(freq)) {
bitsy.log("invalid frequency " + pitch, "sound");
}
return freq;
}
var maxVolume = 15; // todo : should this be a system constant?
var noteVolume = 5;
var curTune = null;
var isTunePaused = false;
var barIndex = -1;
var curArpeggio = [];
var beat16 = 0;
var beat16Timer = 0;
var beat16Index = 0;
// special settings
var isLooping = false;
var isMelodyMuted = false;
var maxBeatCount = null;
var muteTimer = 0; // allow temporary muting of all notes
function arpeggiateBar(bar, key, pattern) {
var arpeggio = [];
if (key != undefined && key != null && isPitchPlayable(bar[0], key)) {
for (var i = 0; i < arpeggioPattern[pattern].length; i++) {
var pitch = { beats: 1, note: bar[0].note + arpeggioPattern[pattern][i], octave: bar[0].octave };
arpeggio.push(pitchToChromatic(pitch, key));
}
}
for (var i = 0; i < arpeggio.length; i++) {
bitsy.log(i + ": " + serializeNote(arpeggio[i].note));
}
return arpeggio;
};
function playNote(pitch, instrument, options) {
if (pitch.beats <= 0) {
return;
}
var channel = bitsy.SOUND1;
if (options != undefined && options.channel != undefined) {
channel = options.channel;
}
var key = null;
if (options != undefined && options.key != undefined) {
key = options.key;
}
var beatLen = beat16;
if (options != undefined && options.beatLen != undefined) {
beatLen = options.beatLen;
}
if (isPitchPlayable(pitch, key)) {
var freq = makePitchFrequency(pitchToChromatic(pitch, key));
bitsy.sound(channel, (pitch.beats * beatLen), freq * 100, noteVolume, instrument);
}
}
function sfxFrequencyAtTime(sfx, time) {
var beatDelay = sfx.blip.beat.delay;
var beatTime = sfx.blip.beat.time;
var delta = Math.max(0, time - beatDelay) / beatTime;
var pitchDelta = sfx.blip.doRepeat
? (delta % sfx.frequencies.length)
: Math.min(delta, sfx.frequencies.length - 1);
sfx.pitchIndex = Math.floor(pitchDelta);
var curFreq = sfx.frequencies[sfx.pitchIndex];
// TODO : consider for future update
// if (sfx.blip.doSlide) {
// var nextPitchIndex = (sfx.pitchIndex + 1) % sfx.frequencies.length;
// var nextFreq = sfx.frequencies[nextPitchIndex];
// var d = pitchDelta - sfx.pitchIndex;
// curFreq = curFreq + ((nextFreq - curFreq) * d);
// }
return curFreq;
}
function sfxVolumeAtTime(sfx, time) {
var volume = 0;
// use envelope settings to calculate volume
var attack = sfx.blip.envelope.attack;
var decay = sfx.blip.envelope.decay;
var length = sfx.blip.envelope.length;
var release = sfx.blip.envelope.release;
if (time < attack) {
// attack
var t = time / attack;
volume = Math.floor(sfxPeakVolume * t);
}
else if (time < attack + decay) {
// decay
var t = (time - attack) / decay;
var d = sfx.blip.envelope.sustain - sfxPeakVolume;
volume = Math.floor(sfxPeakVolume + (d * t));
}
else if (time < attack + decay + length) {
// sustain
volume = sfx.blip.envelope.sustain;
}
else if (time < attack + decay + length + release) {
// release
var t = (time - (attack + decay + length)) / release;
volume = Math.floor(sfx.blip.envelope.sustain * (1 - t));
}
else {
volume = 0;
}
return volume;
}
function updateSfx(dt) {
// try limiting the max change per frame
dt = Math.min(dt, 32);
var isAnyBlipPlaying = false;
if (activeSfx != null) {
isAnyBlipPlaying = true;
var sfx = activeSfx;
sfx.timer += dt;
if (sfx.timer >= sfx.duration) {
sfx.timer = sfx.duration;
}
if (sfx.frequencies.length > 0) {
// update pitch
var prevPitchIndex = sfx.pitchIndex;
var freq = sfxFrequencyAtTime(sfx, sfx.timer);
if (prevPitchIndex != sfx.pitchIndex) {
// pitch changed!
bitsy.frequency(bitsy.SOUND1, freq * 100);
}
// update volume envelope
bitsy.volume(bitsy.SOUND1, sfxVolumeAtTime(sfx, sfx.timer));
}
if (sfx.timer >= sfx.duration) {
// turn off sound
bitsy.volume(bitsy.SOUND1, 0);
activeSfx = null;
}
}
if (isMusicPausedForBlip && !isAnyBlipPlaying) {
isMusicPausedForBlip = false;
}
}
function updateTune(dt) {
if (curTune === undefined || curTune === null) {
return;
}
beat16Timer += dt;
if (muteTimer > 0) {
muteTimer -= dt;
}
if (beat16Timer >= beat16) {
beat16Timer = 0;
beat16Index++;
if (beat16Index >= 16) {
beat16Index = 0;
if (!isLooping) {
barIndex = (barIndex + 1) % curTune.melody.length;
if (curTune.arpeggioPattern != ArpeggioPattern.OFF && curTune.key != null) {
curArpeggio = arpeggiateBar(curTune.harmony[barIndex], curTune.key, curTune.arpeggioPattern);
}
}
}
if (muteTimer <= 0) {
if (!isMelodyMuted) {
// melody note
var pitchA = curTune.melody[barIndex][beat16Index];
if (pitchA.beats > 0) {
// since they're played on the same channel, any melody note will cancel a blip
activeSfx = null;
}
if (pitchA.blip != undefined && pitchA.beats > 0) {
playBlip(blip[pitchA.blip], { interruptMusic: false, pitch: pitchA, key: curTune.key });
}
else {
playNote(pitchA, curTune.instrumentA, { channel: bitsy.SOUND1, key: curTune.key });
}
}
if (curTune.arpeggioPattern === ArpeggioPattern.OFF) {
// harmony note
var pitchB = curTune.harmony[barIndex][beat16Index];
if (pitchB.blip != undefined && pitchB.beats > 0) {
playBlip(blip[pitchB.blip], { interruptMusic: false, pitch: pitchB, key: curTune.key });
}
else {
playNote(pitchB, curTune.instrumentB, { channel: bitsy.SOUND2, key: curTune.key });
}
}
else {
var arpPitch = curArpeggio[beat16Index % curArpeggio.length];
if (arpPitch != undefined && arpPitch.beats > 0) {
playNote(arpPitch, curTune.instrumentB, { channel: bitsy.SOUND2, beatLen: beat16 });
}
}
}
if (maxBeatCount != null && beat16Index >= (maxBeatCount - 1)) {
// stop playback early
curTune = null;
}
}
}
this.update = function(dt) {
updateSfx(dt);
if (!isTunePaused && !isMusicPausedForBlip) {
updateTune(dt);
}
};
this.playTune = function(tune, options) {
curTune = tune;
beat16Timer = 0;
beat16Index = -1;
barIndex = 0;
isLooping = false;
isMelodyMuted = false;
maxBeatCount = null;
// special options for the editor
if (options != undefined) {
if (options.barIndex != undefined) {
barIndex = options.barIndex;
}
if (options.loop != undefined) {
isLooping = options.loop;
}
if (options.melody != undefined) {
isMelodyMuted = !options.melody;
}
if (options.beatCount != undefined) {
maxBeatCount = options.beatCount;
}
}
// update tempo
beat16 = tempos[curTune.tempo];
if (curTune.arpeggioPattern != ArpeggioPattern.OFF && curTune.key != null) {
curArpeggio = arpeggiateBar(curTune.harmony[barIndex], curTune.key, curTune.arpeggioPattern);
}
};
this.isTunePlaying = function() {
return curTune != null;
};
this.getCurTuneId = function() {
if (curTune) {
return curTune.id;
}
return null;
};
this.stopTune = function() {
curTune = null;
};
this.pauseTune = function() {
isTunePaused = true;
};
this.resumeTune = function() {
isTunePaused = false;
};
this.getBeat = function() {
if (curTune == null) {
return null;
}
return {
bar : barIndex,
beat : beat16Index,
};
};
this.getBlipState = function() {
return activeSfx;
};
this.playNote = function(pitch, instrument, channel, key) {
beat16 = tempos[Tempo.SLW];
muteTimer = beat16;
playNote(pitch, instrument, { channel: channel, key: key });
};
this.setTempo = function(tempo) {
beat16 = tempos[tempo];
};
this.setLooping = function(looping) {
isLooping = looping;
};
/* SOUND EFFECTS */
var sfxPeakVolume = 10; // todo : is this a good value?
var activeSfx = null;
var isMusicPausedForBlip = false;
function createSfxState(blip, pitch, isPitchRandomized) {
// bitsy.log("init sfx blip: " + blip.id);
var sfxState = {
blip : blip,
pitchIndex : -1,
frequencies : [],
timer : 0,
duration : 0,
};
// is it weird to track this both in the system *AND* the engine?
sfxState.duration = (blip.envelope.attack + blip.envelope.decay + blip.envelope.length + blip.envelope.release);
// adjust starting pitch
var step = 0;
if (pitch != null) {
step = pitchDistance(blip.pitchA, pitch);
}
else if (isPitchRandomized > 0) {
step = Math.floor(Math.random() * 6);
}
if (blip.pitchA.beats > 0) {
sfxState.frequencies.push(makePitchFrequency(adjustPitch(blip.pitchA, step)));
}
if (blip.pitchB.beats > 0) {
sfxState.frequencies.push(makePitchFrequency(adjustPitch(blip.pitchB, step)));
}
if (blip.pitchC.beats > 0) {
sfxState.frequencies.push(makePitchFrequency(adjustPitch(blip.pitchC, step)));
}
return sfxState;
}
function playBlip(blip, options) {
// default to pausing music while the blip plays (except when playing a blip as *part* of music)
isMusicPausedForBlip = (options === undefined || options.interruptMusic === undefined) ? true : options.interruptMusic;
// always play blips on channel 1
var channel = bitsy.SOUND1;
// other options
var pitch = (options === undefined || options.pitch === undefined) ? null : options.pitch;
var isPitchRandomized = (options === undefined || options.isPitchRandomized === undefined) ? false : options.isPitchRandomized;
var key = (options != undefined && options.key != undefined) ? options.key : null;
activeSfx = createSfxState(blip, pitchToChromatic(pitch, key), isPitchRandomized);
bitsy.log("play blip: " + activeSfx.frequencies);
bitsy.sound(
channel,
activeSfx.duration * 10, // HACK : mult by 10 is to avoid accidentally turning off early
activeSfx.frequencies.length > 0 ? (activeSfx.frequencies[0] * 100) : 0,
0, // volume
activeSfx.blip.instrument);
};
this.playBlip = playBlip;
this.isBlipPlaying = function() {
return isMusicPausedForBlip; // todo : rename this variable?
};
// todo : should any of this stuff be moved into the tool code?
this.sampleBlip = function(blip, sampleCount) {
var sfx = createSfxState(blip, null, false);
var minFreq = makePitchFrequency({ note: Note.C, octave: Octave[2] });
var maxFreq = makePitchFrequency({ note: Note.B, octave: Octave[5] });
// sample the frequency of the sound
var frequencySamples = [];
for (var i = 0; i < sampleCount; i++) {
if (sfx.frequencies.length > 0) {
var t = Math.floor((i / sampleCount) * sfx.duration);
// get frequency at time
var freq = sfxFrequencyAtTime(sfx, t);
// normalize the sample
freq = freq / (maxFreq - minFreq);
frequencySamples.push(freq);
}
else {
frequencySamples.push(0);
}
}
// sample the volume envelope
var amplitudeSamples = [];
for (var i = 0; i < sampleCount; i++) {
var t = Math.floor((i / sampleCount) * sfx.duration);
amplitudeSamples.push(sfxVolumeAtTime(sfx, t) / maxVolume);
}
return {
frequencies: frequencySamples,
amplitudes: amplitudeSamples
};
};
}
</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) {
bitsy.log("create font");
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;
}
bitsy.log("split font lines");
// NOTE: this is where we run out of memory - split creates a lot of memory issues
// var lines = fontData.split("\n");
bitsy.log("after split lines");
var isReadingChar = false;
var isReadingCharProperties = false;
var curCharLineCount = 0;
var curCharCode = 0;
var lineStart = 0;
var lineEnd = fontData.indexOf("\n", lineStart) != -1
? fontData.indexOf("\n", lineStart)
: fontData.length;
// for (var i = 0; i < lines.length; i++) {
// var line = lines[i];
while (lineStart < fontData.length) {
var line = fontData.substring(lineStart, lineEnd);
// bitsy.log("parse font xx " + line);
if (line[0] === "#") {
// skip comment lines
}
else 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 >= chardata[curCharCode].height) {
isReadingChar = false;
}
}
}
lineStart = lineEnd + 1;
lineEnd = fontData.indexOf("\n", lineStart) != -1
? fontData.indexOf("\n", lineStart)
: fontData.length;
}
// re-init invalid character box at the actual font size once it's loaded
updateInvalidCharData();
}
bitsy.log("parse font");
parseFont(fontData);
bitsy.log("create font");
}
} // FontManager
</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) {
bitsy.log("--- START ROOM TRANSITION ---");
curEffect = effectName;
var tmpRoom = player().room;
var tmpX = player().x;
var tmpY = player().y;
if (transitionEffects[curEffect].showPlayerStart) {
player().room = startRoom;
player().x = startX;
player().y = startY;
}
else {
player().room = "_transition_none"; // kind of hacky!!
}
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 = endRoom;
player().x = endX;
player().y = endY;
bitsy.graphicsMode(bitsy.GFX_VIDEO);
}
this.UpdateTransition = function(dt) {
if (!isTransitioning) {
return;
}
transitionTime += dt;
var maxStep = transitionEffects[curEffect].stepCount;
if (transitionTime >= minStepTime) {
curStep++;
var step = curStep;
bitsy.log("transition step " + step);
if (transitionEffects[curEffect].paletteEffectFunc) {
var colors = transitionEffects[curEffect].paletteEffectFunc(transitionStart, transitionEnd, (step / maxStep));
updatePaletteWithTileColors(colors);
}
bitsy.fill(bitsy.VIDEO, tileColorStartIndex);
for (var y = 0; y < bitsy.VIDEO_SIZE; y++) {
for (var x = 0; x < bitsy.VIDEO_SIZE; x++) {
var color = transitionEffects[curEffect].pixelEffectFunc(transitionStart, transitionEnd, x, y, (step / maxStep));
bitsy.set(bitsy.VIDEO, (y * bitsy.VIDEO_SIZE) + x, color);
}
}
transitionTime = 0;
}
if (curStep >= (maxStep - 1)) {
isTransitioning = false;
transitionTime = 0;
transitionStart = null;
transitionEnd = null;
curStep = 0;
if (transitionCompleteCallback != null) {
transitionCompleteCallback();
}
transitionCompleteCallback = null;
bitsy.graphicsMode(bitsy.GFX_MAP);
}
}
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 < bitsy.VIDEO_SIZE * bitsy.VIDEO_SIZE; i++) {
pixelBuffer.push(tileColorStartIndex);
}
var drawTileInPixelBuffer = function(sourceData, frameIndex, colorIndex, tx, ty, pixelBuffer) {
var frameData = sourceData[frameIndex];
for (var y = 0; y < bitsy.TILE_SIZE; y++) {
for (var x = 0; x < bitsy.TILE_SIZE; x++) {
var color = tileColorStartIndex + (frameData[y][x] === 1 ? colorIndex : 0);
pixelBuffer[(((ty * bitsy.TILE_SIZE) + y) * bitsy.VIDEO_SIZE) + ((tx * bitsy.TILE_SIZE) + 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 = bitsy.VIDEO_SIZE;
this.Height = bitsy.VIDEO_SIZE;
this.GetPixel = function(x, y) {
return imageData[(y * bitsy.VIDEO_SIZE) + 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 * bitsy.TILE_SIZE) + (bitsy.TILE_SIZE / 2)),
y: Math.floor((playerY * bitsy.TILE_SIZE) + (bitsy.TILE_SIZE / 2))
};
};
</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) {
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
// bitsy.log("INTERPRET");
var localEnv = new LocalEnvironment(env);
if (objectContext) {
localEnv.SetObject(objectContext); // PROTO : should this be folded into the constructor?
}
var script = parser.Parse(scriptStr, "anonymous");
script.Eval( localEnv, function(result) { OnScriptReturn(localEnv, exitHandler); } );
}
this.HasScript = function(name) { return env.HasScript(name); };
this.ResetEnvironment = function() {
env = new Environment();
parser = new Parser( env );
}
this.Parse = function(scriptStr, rootId) { // parses a script but doesn't save it
return parser.Parse(scriptStr, rootId);
}
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) {
bitsy.log("-".repeat(depth) + "- " + node.ToString());
},
};
scriptTree.VisitAll( printVisitor );
}
this.DebugVisualizeScriptTree = DebugVisualizeScriptTree;
this.DebugVisualizeScript = function(scriptName) {
DebugVisualizeScriptTree(env.GetScript(scriptName));
}
}
var Utils = function() {
// for editor ui
this.CreateDialogBlock = function(children,doIndentFirstLine) {
if (doIndentFirstLine === undefined) {
doIndentFirstLine = true;
}
var block = new DialogBlockNode(doIndentFirstLine);
for (var i = 0; i < children.length; i++) {
block.AddChild(children[i]);
}
return block;
}
this.CreateOptionBlock = function() {
var block = new DialogBlockNode(false);
block.AddChild(new FuncNode("say", [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("say", [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("say", [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("say", [new LiteralNode(" ")]));
var conditionPair = new ConditionPairNode(condition, result);
return conditionPair;
}
this.CreateEmptySayFunc = function() {
return new FuncNode("say", [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("say", [new LiteralNode("...")]));
var option2 = new DialogBlockNode( false /*doIndentFirstLine*/ );
option2.AddChild(new FuncNode("say", [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("say", [new LiteralNode("...")]));
var option2 = new DialogBlockNode( false /*doIndentFirstLine*/ );
option2.AddChild(new FuncNode("say", [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("say", [new LiteralNode("...")]));
var option2 = new DialogBlockNode( false /*doIndentFirstLine*/ );
option2.AddChild(new FuncNode("say", [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("say", [new LiteralNode("...")]));
var result2 = new DialogBlockNode();
result2.AddChild(new FuncNode("say", [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) {
bitsy.log("BITSY SCRIPT WARNING: Tried to use deprecated function");
onReturn(null);
}
function sayFunc(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) {
// bitsy.log("LINEBREAK FUNC");
environment.GetDialogBuffer().AddLinebreak();
environment.GetDialogBuffer().AddScriptReturn(function() { onReturn(null); });
}
function pagebreakFunc(environment, parameters, onReturn) {
environment.GetDialogBuffer().AddPagebreak(function() { onReturn(null); });
}
function drawFunc(environment, parameters, onReturn) {
var drawingId = parameters[0];
environment.GetDialogBuffer().AddDrawing(drawingId);
environment.GetDialogBuffer().AddScriptReturn(function() { onReturn(null); });
}
function drawSpriteFunc(environment, parameters, onReturn) {
var spriteId = parameters[0];
// check if id parameter is actually a name
if (names.sprite[spriteId] != undefined) {
spriteId = names.sprite[spriteId];
}
var drawingId = sprite[spriteId].drw;
drawFunc(environment, [drawingId], onReturn);
}
function drawTileFunc(environment, parameters, onReturn) {
var tileId = parameters[0];
// check if id parameter is actually a name
if (names.tile[tileId] != undefined) {
tileId = names.tile[tileId];
}
var drawingId = tile[tileId].drw;
drawFunc(environment, [drawingId], onReturn);
}
function drawItemFunc(environment, parameters, onReturn) {
var itemId = parameters[0];
// check if id parameter is actually a name
if (names.item[itemId] != undefined) {
itemId = names.item[itemId];
}
var drawingId = item[itemId].drw;
drawFunc(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]) + " ";
}
sayFunc(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 toggleTextEffect(environment, name) {
if (environment.GetDialogBuffer().hasTextEffect(name)) {
environment.GetDialogBuffer().popTextEffect(name);
}
else {
environment.GetDialogBuffer().pushTextEffect(name, []);
}
}
function color1Func(environment, parameters, onReturn) {
toggleTextEffect(environment, "clr1");
onReturn(null);
}
function color2Func(environment, parameters, onReturn) {
toggleTextEffect(environment, "clr2");
onReturn(null);
}
function color3Func(environment, parameters, onReturn) {
toggleTextEffect(environment, "clr3");
onReturn(null);
}
function colorFunc(environment, parameters, onReturn) {
environment.GetDialogBuffer().pushTextEffect("clr", parameters);
onReturn(null);
}
function colorPopFunc(environment, parameters, onReturn) {
if (environment.GetDialogBuffer().hasTextEffect("clr")) {
environment.GetDialogBuffer().popTextEffect("clr");
}
onReturn(null);
}
function rainbowFunc(environment, parameters, onReturn) {
toggleTextEffect(environment, "rbw");
onReturn(null);
}
function rainbowPopFunc(environment, parameters, onReturn) {
if (environment.GetDialogBuffer().hasTextEffect("rbw")) {
environment.GetDialogBuffer().popTextEffect("rbw");
}
onReturn(null);
}
function wavyFunc(environment, parameters, onReturn) {
toggleTextEffect(environment, "wvy");
onReturn(null);
}
function wavyPopFunc(environment, parameters, onReturn) {
if (environment.GetDialogBuffer().hasTextEffect("wvy")) {
environment.GetDialogBuffer().popTextEffect("wvy");
}
onReturn(null);
}
function shakyFunc(environment, parameters, onReturn) {
toggleTextEffect(environment, "shk");
onReturn(null);
}
function shakyPopFunc(environment, parameters, onReturn) {
if (environment.GetDialogBuffer().hasTextEffect("shk")) {
environment.GetDialogBuffer().popTextEffect("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);
}
}
bitsy.log("PROPERTY! " + propertyName + " " + outValue);
onReturn(outValue);
}
function endFunc(environment,parameters,onReturn) {
isEnding = true;
isNarrating = true;
dialogRenderer.SetCentered(true);
dialogRenderer.DrawTextbox();
onReturn(null);
}
function exitFunc(environment, parameters, onReturn) {
var destRoom;
var destX;
var destY;
if (parameters.length >= 1) {
destRoom = parameters[0];
// is it a name?
if (names.room[destRoom] != undefined) {
destRoom = names.room[destRoom];
}
}
if (parameters.length >= 3) {
destX = parseInt(parameters[1]);
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() {
if (destRoom != undefined && destX != undefined && destY != undefined) {
// update world state
player().room = destRoom;
player().x = destX;
player().y = destY;
state.room = destRoom;
// update game state
initRoom(state.room);
}
if (dialogRenderer) {
dialogRenderer.updateTextboxPosition();
}
// resume dialog script
onReturn(state.room);
};
// TODO : this doesn't play nice with pagebreak because it thinks the dialog is finished!
if (transition.IsTransitionActive()) {
transition.OnTransitionComplete(movePlayerAndResumeScript);
}
else {
movePlayerAndResumeScript();
}
}
function tuneFunc(environment, parameters, onReturn) {
if (parameters.length > 0) {
var tuneId = parameters[0];
// check if id parameter is actually a name
if (names.tune[tuneId] != undefined) {
tuneId = names.tune[tuneId];
}
if (soundPlayer) {
if (tuneId === "0") {
soundPlayer.stopTune();
}
else if (state.tune != tuneId) {
soundPlayer.playTune(tune[tuneId]);
}
}
state.tune = tuneId;
}
onReturn(state.tune);
}
function blipFunc(environment, parameters, onReturn) {
if (parameters.length > 0) {
var blipId = parameters[0];
// check if id parameter is actually a name
if (names.blip[blipId] != undefined) {
blipId = names.blip[blipId];
}
soundPlayer.playBlip(blip[blipId]);
}
// if a dialog skip is happening, stop it and force a redraw of the textbox
if (dialogBuffer) {
if (dialogBuffer.tryInterruptSkip()) {
dialogRenderer.Draw(dialogBuffer, 0, true /* disableOnPrint */);
}
}
onReturn(null);
}
/*
// TODO : use later?
function yakFunc(environment, parameters, onReturn) {
if (parameters.length > 0) {
var blipId = parameters[0];
// check if id parameter is actually a name
if (names.blip[blipId] != undefined) {
blipId = names.blip[blipId];
}
environment.GetDialogBuffer().pushTextEffect("yak", [blipId]);
}
onReturn(null);
}
function yakPopFunc(environment, parameters, onReturn) {
if (environment.GetDialogBuffer().hasTextEffect("yak")) {
environment.GetDialogBuffer().popTextEffect("yak");
}
onReturn(null);
}
*/
function paletteFunc(environment, parameters, onReturn) {
if (parameters.length > 0) {
var palId = parameters[0];
// check if id parameter is actually a name
if (names.palette[palId] != undefined) {
palId = names.palette[palId];
}
updatePalette(palId);
}
onReturn(state.pal);
}
function avatarFunc(environment, parameters, onReturn) {
if (parameters.length > 0) {
var sprId = parameters[0];
// check if id parameter is actually a name
if (names.sprite[sprId] != undefined) {
sprId = names.sprite[sprId];
}
// override the avatar's current appearance
state.ava = sprId;
// redraw the avatar with its new appearance
drawRoom(room[state.room], { redrawAvatar: true });
}
onReturn(state.ava);
}
/* BUILT-IN OPERATORS */
function setExp(environment,left,right,onReturn) {
// bitsy.log("SET " + left.name);
if(left.type != "variable") {
// not a variable! return null and hope for the best D:
onReturn( null );
return;
}
right.Eval(environment,function(rVal) {
environment.SetVariable( left.name, rVal );
// bitsy.log("VAL " + environment.GetVariable( left.name ) );
left.Eval(environment,function(lVal) {
onReturn( lVal );
});
});
}
function equalExp(environment,left,right,onReturn) {
// bitsy.log("EVAL EQUAL");
// bitsy.log(left);
// bitsy.log(right);
right.Eval(environment,function(rVal){
left.Eval(environment,function(lVal){
onReturn( lVal === rVal );
});
});
}
function greaterExp(environment,left,right,onReturn) {
right.Eval(environment,function(rVal){
left.Eval(environment,function(lVal){
onReturn( lVal > rVal );
});
});
}
function lessExp(environment,left,right,onReturn) {
right.Eval(environment,function(rVal){
left.Eval(environment,function(lVal){
onReturn( lVal < rVal );
});
});
}
function greaterEqExp(environment,left,right,onReturn) {
right.Eval(environment,function(rVal){
left.Eval(environment,function(lVal){
onReturn( lVal >= rVal );
});
});
}
function lessEqExp(environment,left,right,onReturn) {
right.Eval(environment,function(rVal){
left.Eval(environment,function(lVal){
onReturn( lVal <= rVal );
});
});
}
function multExp(environment,left,right,onReturn) {
right.Eval(environment,function(rVal){
left.Eval(environment,function(lVal){
onReturn( lVal * rVal );
});
});
}
function divExp(environment,left,right,onReturn) {
right.Eval(environment,function(rVal){
left.Eval(environment,function(lVal){
onReturn( lVal / rVal );
});
});
}
function addExp(environment,left,right,onReturn) {
right.Eval(environment,function(rVal){
left.Eval(environment,function(lVal){
onReturn( lVal + rVal );
});
});
}
function subExp(environment,left,right,onReturn) {
right.Eval(environment,function(rVal){
left.Eval(environment,function(lVal){
onReturn( lVal - rVal );
});
});
}
/* ENVIRONMENT */
var Environment = function() {
var dialogBuffer = null;
this.SetDialogBuffer = function(buffer) { dialogBuffer = buffer; };
this.GetDialogBuffer = function() { return dialogBuffer; };
var functionMap = {};
// dialog
functionMap["say"] = sayFunc;
functionMap["br"] = linebreakFunc;
functionMap["pg"] = pagebreakFunc;
// text effects
functionMap["wvy"] = wavyFunc;
functionMap["/wvy"] = wavyPopFunc;
functionMap["shk"] = shakyFunc;
functionMap["/shk"] = shakyPopFunc;
functionMap["rbw"] = rainbowFunc;
functionMap["/rbw"] = rainbowPopFunc;
functionMap["clr"] = colorFunc;
functionMap["/clr"] = colorPopFunc;
// drawing text effects
functionMap["drwt"] = drawTileFunc;
functionMap["drws"] = drawSpriteFunc;
functionMap["drwi"] = drawItemFunc;
// room
functionMap["end"] = endFunc;
functionMap["exit"] = exitFunc;
functionMap["pal"] = paletteFunc;
functionMap["ava"] = avatarFunc;
// inventory & variables
functionMap["item"] = itemFunc;
functionMap["property"] = propertyFunc;
// sound
functionMap["tune"] = tuneFunc;
functionMap["blip"] = blipFunc;
// legacy
functionMap["clr1"] = color1Func;
functionMap["clr2"] = color2Func;
functionMap["clr3"] = color3Func;
functionMap["print"] = sayFunc;
functionMap["printTile"] = drawTileFunc;
functionMap["printSprite"] = drawSpriteFunc;
functionMap["printItem"] = drawItemFunc;
// DEBUG
functionMap["_debugOnlyPrintFont"] = printFontFunc;
// EXPERIMENTAL
// functionMap["yak"] = yakFunc;
// functionMap["/yak"] = yakPopFunc;
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) {
// bitsy.log("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
}
// bitsy.log("WHITESPACE " + depth + " ::" + str + "::");
return str;
}
/* NODES */
var TreeRelationship = function() {
this.parent = null;
this.children = [];
this.AddChild = function(node) {
this.children.push(node);
node.parent = this;
};
this.AddChildren = function(nodeList) {
for (var i = 0; i < nodeList.length; i++) {
this.AddChild(nodeList[i]);
}
};
this.SetChildren = function(nodeList) {
this.children = [];
this.AddChildren(nodeList);
};
this.VisitAll = function(visitor, depth) {
if (depth == undefined || depth == null) {
depth = 0;
}
visitor.Visit(this, depth);
for (var i = 0; i < this.children.length; i++) {
this.children[i].VisitAll( visitor, depth + 1 );
}
};
this.rootId = null; // for debugging
this.GetId = function() {
// bitsy.log(this);
if (this.rootId != null) {
return this.rootId;
}
else if (this.parent != null) {
var parentId = this.parent.GetId();
if (parentId != null) {
return parentId + "_" + this.parent.children.indexOf(this);
}
}
else {
return null;
}
}
}
function DialogBlockNode(doIndentFirstLine) {
TreeRelationship.call(this);
this.type = "dialog_block";
this.Eval = function(environment, onReturn) {
// bitsy.log("EVAL BLOCK " + this.children.length);
if (isPlayerEmbeddedInEditor && events != undefined && events != null) {
events.Raise("script_node_enter", { id: this.GetId() });
}
var lastVal = null;
var i = 0;
function evalChildren(children, done) {
if (i < children.length) {
// bitsy.log(">> CHILD " + i);
children[i].Eval(environment, function(val) {
// bitsy.log("<< CHILD " + i);
lastVal = val;
i++;
evalChildren(children,done);
});
}
else {
done();
}
};
var self = this;
evalChildren(this.children, function() {
if (isPlayerEmbeddedInEditor && events != undefined && events != null) {
events.Raise("script_node_exit", { id: self.GetId() });
}
onReturn(lastVal);
});
}
if (doIndentFirstLine === undefined) {
doIndentFirstLine = true; // This is just for serialization
}
this.Serialize = function(depth) {
if (depth === undefined) {
depth = 0;
}
var str = "";
var lastNode = null;
for (var i = 0; i < this.children.length; i++) {
var curNode = this.children[i];
var 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();
};
}
function CodeBlockNode() {
TreeRelationship.call(this);
this.type = "code_block";
this.Eval = function(environment, onReturn) {
// bitsy.log("EVAL BLOCK " + this.children.length);
if (isPlayerEmbeddedInEditor && events != undefined && events != null) {
events.Raise("script_node_enter", { id: this.GetId() });
}
var lastVal = null;
var i = 0;
function evalChildren(children, done) {
if (i < children.length) {
// bitsy.log(">> CHILD " + i);
children[i].Eval(environment, function(val) {
// bitsy.log("<< CHILD " + i);
lastVal = val;
i++;
evalChildren(children,done);
});
}
else {
done();
}
};
var self = this;
evalChildren(this.children, function() {
if (isPlayerEmbeddedInEditor && events != undefined && events != null) {
events.Raise("script_node_exit", { id: self.GetId() });
}
onReturn(lastVal);
});
}
this.Serialize = function(depth) {
if(depth === undefined) {
depth = 0;
}
// bitsy.log("SERIALIZE BLOCK!!!");
// bitsy.log(depth);
// bitsy.log(doIndentFirstLine);
var str = "{"; // todo: increase scope of Sym?
// TODO : do code blocks ever have more than one child anymore????
for (var i = 0; i < this.children.length; i++) {
var curNode = this.children[i];
str += curNode.Serialize(depth);
}
str += "}";
return str;
}
this.ToString = function() {
return this.type + " " + this.GetId();
};
}
function isInlineCode(node) {
return isTextEffectBlock(node) || isUndefinedBlock(node) || isMultilineListBlock(node);
}
function isUndefinedBlock(node) {
return node.type === "code_block" && node.children.length > 0 && node.children[0].type === "undefined";
}
var textEffectBlockNames = ["clr1", "clr2", "clr3", "wvy", "shk", "rbw", "printSprite", "printItem", "printTile", "print", "say", "br"];
function isTextEffectBlock(node) {
if (node.type === "code_block") {
if (node.children.length > 0 && node.children[0].type === "function") {
var func = node.children[0];
return textEffectBlockNames.indexOf(func.name) != -1;
}
}
return false;
}
var listBlockTypes = ["sequence", "cycle", "shuffle", "if"];
function isMultilineListBlock(node) {
if (node.type === "code_block") {
if (node.children.length > 0) {
var child = node.children[0];
return listBlockTypes.indexOf(child.type) != -1;
}
}
return false;
}
// for round-tripping undefined code through the parser (useful for hacks!)
function UndefinedNode(sourceStr) {
TreeRelationship.call(this);
this.type = "undefined";
this.source = sourceStr;
this.Eval = function(environment,onReturn) {
toggleTextEffect(environment, "_debug_highlight");
sayFunc(environment, ["{" + sourceStr + "}"], function() {
onReturn(null);
});
toggleTextEffect(environment, "_debug_highlight");
}
this.Serialize = function(depth) {
return this.source;
}
this.ToString = function() {
return "undefined" + " " + this.GetId();
}
}
function FuncNode(name, args) {
TreeRelationship.call(this);
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 === "say") {
// 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();
};
}
function LiteralNode(value) {
TreeRelationship.call(this);
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();
};
}
function VarNode(name) {
TreeRelationship.call(this);
this.type = "variable";
this.name = name;
this.Eval = function(environment,onReturn) {
// bitsy.log("EVAL " + this.name + " " + environment.HasVariable(this.name) + " " + environment.GetVariable(this.name));
if( environment.HasVariable(this.name) )
onReturn( environment.GetVariable( this.name ) );
else
onReturn(null); // not a valid variable -- return null and hope that's ok
} // TODO: might want to store nodes in the variableMap instead of values???
this.Serialize = function(depth) {
var str = "" + this.name;
return str;
}
this.ToString = function() {
return this.type + " " + this.name + " " + this.GetId();
};
}
function ExpNode(operator, left, right) {
TreeRelationship.call(this);
this.type = "operator";
this.operator = operator;
this.left = left;
this.right = right;
this.Eval = function(environment,onReturn) {
// bitsy.log("EVAL " + this.operator);
var self = this; // hack to deal with scope
environment.EvalOperator( this.operator, this.left, this.right,
function(val){
// bitsy.log("EVAL EXP " + self.operator + " " + val);
onReturn(val);
} );
// NOTE : sadly this pushes a lot of complexity down onto the actual operator methods
};
this.Serialize = function(depth) {
var isNegativeNumber = this.operator === "-" && this.left.type === "literal" && this.left.value === null;
if (!isNegativeNumber) {
var str = "";
if (this.left != undefined && this.left != null) {
str += this.left.Serialize(depth) + " ";
}
str += this.operator;
if (this.right != undefined && this.right != null) {
str += " " + this.right.Serialize(depth);
}
return str;
}
else {
return this.operator + this.right.Serialize(depth); // hacky but seems to work
}
};
this.VisitAll = function(visitor, depth) {
if (depth == undefined || depth == null) {
depth = 0;
}
visitor.Visit( this, depth );
if(this.left != null)
this.left.VisitAll( visitor, depth + 1 );
if(this.right != null)
this.right.VisitAll( visitor, depth + 1 );
};
this.ToString = function() {
return this.type + " " + this.operator + " " + this.GetId();
};
}
function SequenceBase() {
TreeRelationship.call(this);
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();
};
}
function SequenceNode(options) {
SequenceBase.call(this);
this.type = "sequence";
this.AddChildren(options);
var index = 0;
this.Eval = function(environment, onReturn) {
// bitsy.log("SEQUENCE " + index);
this.children[index].Eval(environment, onReturn);
var next = index + 1;
if (next < this.children.length) {
index = next;
}
}
}
function CycleNode(options) {
SequenceBase.call(this);
this.type = "cycle";
this.AddChildren(options);
var index = 0;
this.Eval = function(environment, onReturn) {
// bitsy.log("CYCLE " + index);
this.children[index].Eval(environment, onReturn);
var next = index + 1;
if (next < this.children.length) {
index = next;
}
else {
index = 0;
}
}
}
function ShuffleNode(options) {
SequenceBase.call(this);
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?
function IfNode(conditions, results, isSingleLine) {
TreeRelationship.call(this);
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) {
// bitsy.log("EVAL IF");
var i = 0;
function TestCondition() {
self.children[i].Eval(environment, function(result) {
if (result.conditionValue == true) {
onReturn(result.resultValue);
}
else if (i+1 < self.children.length) {
i++;
TestCondition();
}
else {
onReturn(null);
}
});
};
TestCondition();
};
if (isSingleLine === undefined) {
isSingleLine = false; // This is just for serialization
}
this.Serialize = function(depth) {
var str = "";
if(isSingleLine) {
// HACKY - should I even keep this mode???
str += this.children[0].children[0].Serialize() + " ? " + this.children[0].children[1].Serialize();
if (this.children.length > 1 && this.children[1].children[0].type === Sym.Else) {
str += " " + Sym.ElseExp + " " + this.children[1].children[1].Serialize();
}
}
else {
str += "\n";
for (var i = 0; i < this.children.length; i++) {
str += this.children[i].Serialize(depth);
}
str += leadingWhitespace(depth);
}
return str;
};
this.IsSingleLine = function() {
return isSingleLine;
};
this.VisitAll = function(visitor, depth) {
if (depth == undefined || depth == null) {
depth = 0;
}
visitor.Visit(this, depth);
for (var i = 0; i < this.children.length; i++) {
this.children[i].VisitAll(visitor, depth + 1);
}
};
this.ToString = function() {
return this.type + " " + this.mode + " " + this.GetId();
};
}
function ConditionPairNode(condition, result) {
TreeRelationship.call(this);
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();
};
}
function ElseNode() {
TreeRelationship.call(this);
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);
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) {
// bitsy.log(str);
str = "" + str; // hack to turn single chars into strings
// bitsy.log(str);
// bitsy.log(str.length);
for (var j = 0; j < str.length; j++) {
if (i + j >= sourceStr.length) {
return false;
}
else if (str[j] != sourceStr[i+j]) {
return false;
}
}
return true;
}
this.Peak = function(end) {
var str = "";
var j = i;
// bitsy.log(j);
while (j < sourceStr.length && end.indexOf(sourceStr[j]) == -1) {
str += sourceStr[j];
j++;
}
// bitsy.log("PEAK ::" + str + "::");
return str;
}
this.ConsumeBlock = function(open, close, includeSymbols) {
if (includeSymbols === undefined || includeSymbols === null) {
includeSymbols = false;
}
var startIndex = i;
var matchCount = 0;
if (this.MatchAhead(open)) {
matchCount++;
this.Step(open.length);
}
while (matchCount > 0 && !this.Done()) {
if (this.MatchAhead(close)) {
matchCount--;
this.Step( close.length );
}
else if (this.MatchAhead(open)) {
matchCount++;
this.Step(open.length);
}
else {
this.Step();
}
}
if (includeSymbols) {
return sourceStr.slice(startIndex, i);
}
else {
return sourceStr.slice(startIndex + open.length, i - close.length);
}
}
this.Print = function() { bitsy.log(sourceStr); };
this.Source = function() { return sourceStr; };
};
/*
ParseDialog():
This function adds {print} nodes and linebreak {br} nodes to display text,
interleaved with bracketed code nodes for functions and flow control,
such as text effects {shk} {wvy} or sequences like {cycle} and {shuffle}.
The parsing of those code blocks is handled by ParseCode.
Note on parsing newline characters:
- there should be an implicit linebreak {br} after each dialog line
- a "dialog line" is defined as any line that either:
- 1) contains dialog text (any text outside of a code block)
- 2) is entirely empty (no text, no code)
- *or* 3) contains a list block (sequence, cycle, shuffle, or conditional)
- lines *only* containing {code} blocks are not dialog lines
NOTE TO SELF: all the state I'm storing in here feels like
evidence that the parsing system kind of broke down at this point :(
Maybe it would feel better if I move into the "state" object
*/
function ParseDialog(state) {
var curLineNodeList = [];
var curText = "";
var curLineIsEmpty = true;
var curLineContainsDialogText = false;
var prevLineIsDialogLine = false;
var curLineIsDialogLine = function() {
return curLineContainsDialogText || curLineIsEmpty;
}
var resetLineStateForNewLine = function() {
prevLineIsDialogLine = curLineIsDialogLine();
curLineContainsDialogText = false;
curLineIsEmpty = true;
curText = "";
curLineNodeList = [];
}
var tryAddTextNodeToList = function() {
if (curText.length > 0) {
var sayNode = new FuncNode("say", [new LiteralNode(curText)]);
curLineNodeList.push(sayNode);
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) {
// bitsy.log("IsSequence? " + str);
return str === "sequence" || str === "cycle" || str === "shuffle";
}
/*
ParseSequence():
Sequence nodes contain a list of dialog block nodes. The order those
nodes are evaluated is determined by the type of sequence:
- sequence: each child node evaluated once in order
- cycle: repeats from the beginning after all nodes evaluate
- shuffle: evaluate in a random order
Each item in a sequence is sepearated by a "-" character.
The seperator must come at the beginning of the line,
but may be preceded by whitespace (in any amount).
About whitespace: Whitespace at the start of a line
is ignored if it less than or equal to the count of
whitespace that preceded the list separator ("-") at
the start of that item. (The count also includes the
seperator and the extra space after the seperator.)
*/
function ParseSequence(state, sequenceType) {
var itemStrings = [];
var curItemIndex = -1; // -1 indicates not reading an item yet
var requiredLeadingWhitespace = -1;
function parseSequenceItemLine(state) {
var lineText = "";
var whitespaceCount = 0;
var isNewListItem = false;
var encounteredNonWhitespace = false;
while (!state.Done() && !(state.Char() === Sym.Linebreak)) {
// count whitespace until we hit the first non-whitespace character
if (!encounteredNonWhitespace) {
if (state.Char() === " " || state.Char() === "\t") {
whitespaceCount++;
}
else {
encounteredNonWhitespace = true;
if (state.Char() === Sym.List) {
isNewListItem = true;
whitespaceCount += 2; // count the list seperator AND the following extra space
}
}
}
// add characters one at a time, unless it's a code block
// since code blocks can contain additional sequences inside
// them that will mess up our list item detection
if (state.Char() === Sym.CodeOpen) {
lineText += state.ConsumeBlock(Sym.CodeOpen, Sym.CodeClose, true /*includeSymbols*/);
}
else {
lineText += state.Char();
state.Step();
}
}
if (state.Char() === Sym.Linebreak) {
state.Step();
}
return { text:lineText, whitespace:whitespaceCount, isNewListItem:isNewListItem };
}
function trimLeadingWhitespace(text, trimLength) {
// the split and join is necessary because a single "line"
// can contain sequences that may contain newlines of their own
// (we treat them all as one "line" for sequence parsing purposes)
var textSplit = text.split(Sym.linebreak);
textSplit = textSplit.map(function(line) { return line.slice(trimLength) });
return textSplit.join(Sym.linebreak);
}
while (!state.Done()) {
var lineResults = parseSequenceItemLine(state);
if (lineResults.isNewListItem) {
requiredLeadingWhitespace = lineResults.whitespace;
curItemIndex++;
itemStrings[curItemIndex] = "";
}
// to avoid double counting closing lines (empty ones ending in a curly brace)
// we only allow lines that have at least as much whitespace as the start of the list item
// TODO : I think right now this leads to a bug if the list item's indentation is less than
// its parent code block... hopefully that won't be a big deal for now
// (NOTE: I think the bug could be fixed by only applying this to the FINAL line of an item, but
// that would require more consideration and testing)
if (lineResults.whitespace >= requiredLeadingWhitespace) {
var trimmedText = trimLeadingWhitespace(lineResults.text, requiredLeadingWhitespace);
itemStrings[curItemIndex] += trimmedText + Sym.Linebreak;
}
}
// a bit hacky: cut off the trailing newlines from all the items
itemStrings = itemStrings.map(function(item) { return item.slice(0,-1); });
var options = [];
for (var i = 0; i < itemStrings.length; i++) {
var str = itemStrings[i];
var dialogBlockState = new ParserState(new DialogBlockNode(false /* doIndentFirstLine */), str);
dialogBlockState = ParseDialog(dialogBlockState);
var dialogBlock = dialogBlockState.rootNode;
options.push(dialogBlock);
}
if (sequenceType === "sequence") {
state.curNode.AddChild(new SequenceNode(options));
}
else if (sequenceType === "cycle") {
state.curNode.AddChild(new CycleNode(options));
}
else if (sequenceType === "shuffle") {
state.curNode.AddChild(new ShuffleNode(options));
}
return state;
}
function ParseFunction(state, funcName) {
bitsy.log("~~~ PARSE FUNCTION " + funcName);
var args = [];
var curSymbol = "";
function OnSymbolEnd() {
curSymbol = curSymbol.trim();
// bitsy.log("PARAMTER " + curSymbol);
args.push( StringToValue(curSymbol) );
// bitsy.log(args);
curSymbol = "";
}
while( !( state.Char() === "\n" || state.Done() ) ) {
if( state.MatchAhead(Sym.CodeOpen) ) {
var codeBlockState = new ParserState(new CodeBlockNode(), state.ConsumeBlock(Sym.CodeOpen, Sym.CodeClose));
codeBlockState = ParseCode( codeBlockState );
var codeBlock = codeBlockState.rootNode;
args.push( codeBlock );
curSymbol = "";
}
else if( state.MatchAhead(Sym.String) ) {
/* STRING LITERAL */
var str = state.ConsumeBlock(Sym.String, Sym.String);
// bitsy.log("STRING " + str);
args.push( new LiteralNode(str) );
curSymbol = "";
}
else if(state.Char() === " " && curSymbol.length > 0) {
OnSymbolEnd();
}
else {
curSymbol += state.Char();
}
state.Step();
}
if(curSymbol.length > 0) {
OnSymbolEnd();
}
state.curNode.AddChild( new FuncNode( funcName, args ) );
return state;
}
function IsValidVariableName(str) {
var reg = /^[a-zA-Z_$][a-zA-Z_$0-9]*$/;
var isValid = reg.test(str);
// bitsy.log("VALID variable??? " + isValid);
return isValid;
}
function StringToValue(valStr) {
if(valStr[0] === Sym.CodeOpen) {
// CODE BLOCK!!!
var codeStr = (new ParserState( null, valStr )).ConsumeBlock(Sym.CodeOpen, Sym.CodeClose); //hacky
var codeBlockState = new ParserState(new CodeBlockNode(), codeStr);
codeBlockState = ParseCode( codeBlockState );
return codeBlockState.rootNode;
}
else if(valStr[0] === Sym.String) {
// STRING!!
// bitsy.log("STRING");
var str = "";
var i = 1;
while (i < valStr.length && valStr[i] != Sym.String) {
str += valStr[i];
i++;
}
// bitsy.log(str);
return new LiteralNode( str );
}
else if(valStr === "true") {
// BOOL
return new LiteralNode( true );
}
else if(valStr === "false") {
// BOOL
return new LiteralNode( false );
}
else if( !isNaN(parseFloat(valStr)) ) {
// NUMBER!!
// bitsy.log("NUMBER!!! " + valStr);
return new LiteralNode( parseFloat(valStr) );
}
else if(IsValidVariableName(valStr)) {
// VARIABLE!!
// bitsy.log("VARIABLE");
return new VarNode(valStr); // TODO : check for valid potential variables
}
else {
// uh oh
return new LiteralNode(null);
}
}
function CreateExpression(expStr) {
expStr = expStr.trim();
function IsInsideString(index) {
var inString = false;
for(var i = 0; i < expStr.length; i++) {
if(expStr[i] === Sym.String)
inString = !inString;
if(index === i)
return inString;
}
return false;
}
function IsInsideCode(index) {
var count = 0;
for(var i = 0; i < expStr.length; i++) {
if(expStr[i] === Sym.CodeOpen)
count++;
else if(expStr[i] === Sym.CodeClose)
count--;
if(index === i)
return count > 0;
}
return false;
}
var operator = null;
// set is special because other operator can look like it, and it has to go first in the order of operations
var setIndex = expStr.indexOf(Sym.Set);
if( setIndex > -1 && !IsInsideString(setIndex) && !IsInsideCode(setIndex) ) { // it might be a set operator
if( expStr[setIndex+1] != "=" && expStr[setIndex-1] != ">" && expStr[setIndex-1] != "<" ) {
// ok it actually IS a set operator and not ==, >=, or <=
operator = Sym.Set;
var variableName = expStr.substring(0,setIndex).trim(); // TODO : valid variable name testing
var left = IsValidVariableName(variableName) ? new VarNode( variableName ) : new LiteralNode(null);
var right = CreateExpression( expStr.substring(setIndex+Sym.Set.length) );
var exp = new ExpNode( operator, left, right );
return exp;
}
}
// special if "expression" for single-line if statements
var ifIndex = expStr.indexOf(Sym.ConditionEnd);
if( ifIndex > -1 && !IsInsideString(ifIndex) && !IsInsideCode(ifIndex) ) {
operator = Sym.ConditionEnd;
var conditionStr = expStr.substring(0,ifIndex).trim();
var conditions = [ CreateExpression(conditionStr) ];
var resultStr = expStr.substring(ifIndex+Sym.ConditionEnd.length);
var results = [];
function AddResult(str) {
var dialogBlockState = new ParserState(new DialogBlockNode(), str);
dialogBlockState = ParseDialog( dialogBlockState );
var dialogBlock = dialogBlockState.rootNode;
results.push( dialogBlock );
}
var elseIndex = resultStr.indexOf(Sym.ElseExp); // does this need to test for strings?
if(elseIndex > -1) {
conditions.push( new ElseNode() );
var elseStr = resultStr.substring(elseIndex+Sym.ElseExp.length);
var resultStr = resultStr.substring(0,elseIndex);
AddResult( resultStr.trim() );
AddResult( elseStr.trim() );
}
else {
AddResult( resultStr.trim() );
}
return new IfNode( conditions, results, true /*isSingleLine*/ );
}
for( var i = 0; (operator == null) && (i < Sym.Operators.length); i++ ) {
var opSym = Sym.Operators[i];
var opIndex = expStr.indexOf( opSym );
if( opIndex > -1 && !IsInsideString(opIndex) && !IsInsideCode(opIndex) ) {
operator = opSym;
var left = CreateExpression( expStr.substring(0,opIndex) );
var right = CreateExpression( expStr.substring(opIndex+opSym.length) );
var exp = new ExpNode( operator, left, right );
return exp;
}
}
if( operator == null ) {
return StringToValue(expStr);
}
}
this.CreateExpression = CreateExpression;
function IsWhitespace(str) {
return ( str === " " || str === "\t" || str === "\n" );
}
function IsExpression(str) {
var tempState = new ParserState(null, str); // hacky
var textOutsideCodeBlocks = "";
while (!tempState.Done()) {
if (tempState.MatchAhead(Sym.CodeOpen)) {
tempState.ConsumeBlock(Sym.CodeOpen, Sym.CodeClose);
}
else {
textOutsideCodeBlocks += tempState.Char();
tempState.Step();
}
}
var containsAnyExpressionOperators = (textOutsideCodeBlocks.indexOf(Sym.ConditionEnd) != -1) ||
(textOutsideCodeBlocks.indexOf(Sym.Set) != -1) ||
(Sym.Operators.some(function(opSym) { return textOutsideCodeBlocks.indexOf(opSym) != -1; }));
return containsAnyExpressionOperators;
}
function IsLiteral(str) {
var isBool = str === "true" || str === "false";
var isNum = !isNaN(parseFloat(str));
var isStr = str[0] === '"' && str[str.length-1] === '"';
var isVar = IsValidVariableName(str);
var isEmpty = str.length === 0;
return isBool || isNum || isStr || isVar || isEmpty;
}
function ParseExpression(state) {
var line = state.Source(); // state.Peak( [Sym.Linebreak] ); // TODO : remove the linebreak thing
// bitsy.log("EXPRESSION " + line);
var exp = CreateExpression(line);
// bitsy.log(exp);
state.curNode.AddChild(exp);
state.Step(line.length);
return state;
}
function IsConditionalBlock(state) {
var peakToFirstListSymbol = state.Peak([Sym.List]);
var foundListSymbol = peakToFirstListSymbol < state.Source().length;
var areAllCharsBeforeListWhitespace = true;
for (var i = 0; i < peakToFirstListSymbol.length; i++) {
if (!IsWhitespace(peakToFirstListSymbol[i])) {
areAllCharsBeforeListWhitespace = false;
}
}
var peakToFirstConditionSymbol = state.Peak([Sym.ConditionEnd]);
peakToFirstConditionSymbol = peakToFirstConditionSymbol.slice(peakToFirstListSymbol.length);
var hasNoLinebreakBetweenListAndConditionEnd = peakToFirstConditionSymbol.indexOf(Sym.Linebreak) == -1;
return foundListSymbol &&
areAllCharsBeforeListWhitespace &&
hasNoLinebreakBetweenListAndConditionEnd;
}
function ParseCode(state) {
if (IsConditionalBlock(state)) {
state = ParseConditional(state);
}
else if (environment.HasFunction(state.Peak([" "]))) { // TODO --- what about newlines???
var funcName = state.Peak([" "]);
state.Step(funcName.length);
state = ParseFunction(state, funcName);
}
else if (IsSequence(state.Peak([" ", Sym.Linebreak]))) {
var sequenceType = state.Peak([" ", Sym.Linebreak]);
state.Step(sequenceType.length);
state = ParseSequence(state, sequenceType);
}
else if (IsLiteral(state.Source()) || IsExpression(state.Source())) {
state = ParseExpression(state);
}
else {
var undefinedSrc = state.Peak([]);
var undefinedNode = new UndefinedNode(undefinedSrc);
state.curNode.AddChild(undefinedNode);
}
// just go to the end now
while (!state.Done()) {
state.Step();
}
return state;
}
function ParseCodeBlock(state) {
var codeStr = state.ConsumeBlock( Sym.CodeOpen, Sym.CodeClose );
var codeState = new ParserState(new CodeBlockNode(), codeStr);
codeState = ParseCode( codeState );
state.curNode.AddChild( codeState.rootNode );
return state;
}
}
} // Script()
</script>
<script>
function Dialog() {
this.CreateRenderer = function() {
return new DialogRenderer();
};
this.CreateBuffer = function() {
return new DialogBuffer();
};
var DialogRenderer = function() {
// TODO : refactor this eventually? remove everything from struct.. avoid the defaults?
var textboxInfo = {
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
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 * getTextScale();
var textboxScaleH = textboxInfo.height * getTextScale();
bitsy.textbox(false, 0, 0, textboxScaleW, textboxScaleH);
}
this.GetPixelsPerRow = function() {
return (textboxInfo.width - (textboxInfo.padding_horz * 2)) * getTextScale();
}
// todo : cache this value? it shouldn't really change in the middle of a game
function getTextScale() {
return bitsy.textMode() === bitsy.TXT_LOREZ ? 1 : 2;
}
function relativeFontWidth() {
return Math.ceil(font.getWidth() / getTextScale());
}
function relativeFontHeight() {
return Math.ceil(font.getHeight() / getTextScale());
}
this.ClearTextbox = function() {
bitsy.fill(bitsy.TEXTBOX, textBackgroundIndex);
};
var isCentered = false;
this.SetCentered = function(centered) {
isCentered = centered;
};
// todo : I can stop doing this every frame right?
this.DrawTextbox = function() {
if (isCentered) {
// todo : will the height calculations always work?
bitsy.textbox(true, textboxInfo.left, ((bitsy.VIDEO_SIZE / 2) - (textboxInfo.height / 2)));
}
else if (player().y < (bitsy.MAP_SIZE / 2)) {
// bottom
bitsy.textbox(true, textboxInfo.left, (bitsy.VIDEO_SIZE - textboxInfo.bottom - textboxInfo.height));
}
else {
// top
bitsy.textbox(true, textboxInfo.left, textboxInfo.top);
}
};
var arrowdata = [
1,1,1,1,1,
0,1,1,1,0,
0,0,1,0,0
];
this.DrawNextArrow = function() {
// bitsy.log("draw arrow!");
var text_scale = getTextScale();
var textboxScaleW = textboxInfo.width * text_scale;
var textboxScaleH = textboxInfo.height * text_scale;
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++) {
var px = left + (x * text_scale) + sx;
var py = top + (y * text_scale) + sy;
bitsy.set(bitsy.TEXTBOX, (py * textboxScaleW) + px, textArrowIndex);
}
}
}
}
}
};
function drawCharData(charData, textScale, top, left, width, height, color) {
for (var y = 0; y < height; y++) {
for (var x = 0; x < width; x++) {
var i = (y * width) + x;
if (charData[i] == 1) {
bitsy.set(bitsy.TEXTBOX, ((top + y) * (textboxInfo.width * textScale)) + (left + x), color);
}
}
}
}
this.DrawChar = function(char, row, col, leftPos) {
// characters with effects need to be redrawn every frame
if (char.effectList.length > 0) {
char.redraw = true;
}
// skip characters that are already drawn and don't need to be updated
if (!char.redraw) {
return;
}
char.redraw = false;
var text_scale = getTextScale();
var charData = char.bitmap;
var top;
var left;
if (char.effectList.length > 0) {
// clear the pixels from the previous frame
top = (4 * text_scale) + (row * 2 * text_scale) + (row * font.getHeight()) + Math.floor(char.offset.y);
left = (4 * text_scale) + leftPos + Math.floor(char.offset.x);
drawCharData(charData, text_scale, top, left, char.width, char.height, textBackgroundIndex);
}
// compute render offset *every* frame
char.offset = {
x: char.base_offset.x,
y: char.base_offset.y
};
char.SetPosition(row, col);
char.ApplyEffects(effectTime);
top = (4 * text_scale) + (row * 2 * text_scale) + (row * font.getHeight()) + Math.floor(char.offset.y);
left = (4 * text_scale) + leftPos + Math.floor(char.offset.x);
drawCharData(charData, text_scale, top, left, char.width, char.height, char.color);
// TODO : consider for a future update?
/*
if (soundPlayer && char.blip && char.hasPlayedBlip != true) {
soundPlayer.playBlip(blip[char.blip], { isPitchRandomized: true });
char.hasPlayedBlip = true;
}
*/
// call printHandler for character
if (!disableOnPrintHandlers) {
char.OnPrint();
}
};
var effectTime = 0; // TODO this variable should live somewhere better
var shouldUpdateTextboxSettings = true;
var shouldClearTextbox = true;
var shouldDrawArrow = true;
var disableOnPrintHandlers = false;
this.Draw = function(buffer, dt, disableOnPrint) {
disableOnPrintHandlers = (disableOnPrint === true);
// bitsy.log("draw dialog");
if (buffer.DidFlipPageThisFrame()) {
shouldClearTextbox = true;
shouldDrawArrow = true;
}
effectTime += dt;
if (shouldUpdateTextboxSettings) {
bitsy.log("draw textbox");
this.DrawTextbox(); // todo : rename to something more accurate
shouldUpdateTextboxSettings = false;
}
if (shouldClearTextbox) {
// bitsy.log("clear textbox");
this.ClearTextbox();
shouldClearTextbox = false;
}
// bitsy.log("draw chars");
buffer.ForEachActiveChar(this.DrawChar);
if (buffer.CanContinue() && shouldDrawArrow) {
// bitsy.log("draw next arrow");
this.DrawNextArrow();
shouldDrawArrow = false;
}
if (buffer.DidPageFinishThisFrame() && onPageFinish != null) {
bitsy.log("page finished");
onPageFinish();
}
// bitsy.log("draw dialog end");
};
/* this is a hook for GIF rendering */
var onPageFinish = null;
this.SetPageFinishHandler = function(handler) {
onPageFinish = handler;
};
this.Reset = function() {
effectTime = 0;
// TODO - anything else?
shouldUpdateTextboxSettings = true;
shouldClearTextbox = true;
shouldDrawArrow = true;
}
this.updateTextboxPosition = function() {
shouldUpdateTextboxSettings = true;
};
// 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 activeTextEffectParameters = [];
var font = null;
var arabicHandler = new ArabicHandler();
var onDialogEndCallbacks = [];
this.SetFont = function(f) {
font = f;
};
this.SetPixelsPerRow = function(n) {
pixelsPerRow = n;
};
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;
// bitsy.log(charCount);
var leftPos = 0;
if (textDirection === TextDirection.RightToLeft) {
leftPos = 24 * 8; // hack -- I think this is correct?
}
for(var j = 0; j < charCount; j++) {
var char = row[j];
if(char) {
if (textDirection === TextDirection.RightToLeft) {
leftPos -= char.spacing;
}
// bitsy.log(j + " " + leftPos);
// handler( char, i /*rowIndex*/, j /*colIndex*/ );
handler(char, i /*rowIndex*/, j /*colIndex*/, leftPos)
if (textDirection === TextDirection.LeftToRight) {
leftPos += char.spacing;
}
}
}
}
}
this.Reset = function() {
buffer = [[[]]];
pageIndex = 0;
rowIndex = 0;
charIndex = 0;
isDialogReadyToContinue = false;
afterManualPagebreak = false;
activeTextEffects = [];
onDialogEndCallbacks = [];
isActive = false;
};
this.DoNextChar = function() {
nextCharTimer = 0; //reset timer
//time to update characters
if (charIndex + 1 < this.CurCharCount()) {
//add char to current row
charIndex++;
}
else if (rowIndex + 1 < this.CurRowCount()) {
//start next row
rowIndex++;
charIndex = 0;
}
else {
//the page is full!
isDialogReadyToContinue = true;
didPageFinishThisFrame = true;
}
if (this.CurChar() != null) {
if (this.CurChar().isPageBreak) {
// special case for page break marker character!
isDialogReadyToContinue = true;
didPageFinishThisFrame = true;
}
this.CurChar().OnPrint(); // make sure we hit the callback before we run out of text
}
};
this.Update = function(dt) {
didPageFinishThisFrame = false;
didFlipPageThisFrame = false;
// this.Draw(dt); // TODO move into a renderer object
if (isDialogReadyToContinue) {
return; //waiting for dialog to be advanced by player
}
nextCharTimer += dt; //tick timer
if (nextCharTimer > nextCharMaxTime) {
this.DoNextChar();
}
};
var isSkipping = false;
this.Skip = function() {
bitsy.log("SKIPPP");
isSkipping = true;
didPageFinishThisFrame = false;
didFlipPageThisFrame = false;
// add new characters until you get to the end of the current line of dialog
while (rowIndex < this.CurRowCount() && isSkipping) {
this.DoNextChar();
if (isDialogReadyToContinue) {
//make sure to push the rowIndex past the end to break out of the loop
rowIndex++;
charIndex = 0;
}
}
if (isSkipping) {
rowIndex = this.CurRowCount() - 1;
charIndex = this.CurCharCount() - 1;
}
isSkipping = false;
};
this.tryInterruptSkip = function() {
if (isSkipping) {
isSkipping = false;
return true;
}
return false;
};
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() {
bitsy.log("CONTINUE");
// if we used a page break character to continue we need
// to run whatever is in the script afterwards! // TODO : make this comment better
if (this.CurChar().isPageBreak) {
// hacky: always treat a page break as the end of dialog
// if there's more dialog later we re-activate the dialog buffer
this.EndDialog();
afterManualPagebreak = true;
this.CurChar().OnContinue();
return false;
}
if (pageIndex + 1 < this.CurPageCount()) {
bitsy.log("FLIP PAGE!");
//start next page
this.FlipPage();
return true; /* hasMoreDialog */
}
else {
bitsy.log("END DIALOG!");
bitsy.textbox(false);
//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() {
this.redraw = true;
this.effectList = [];
this.effectParameterList = [];
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) {
// bitsy.log("SET POS");
// bitsy.log(this);
this.row = row;
this.col = col;
};
this.ApplyEffects = function(time) {
// bitsy.log("APPLY EFFECTS! " + time);
for (var i = 0; i < this.effectList.length; i++) {
var effectName = this.effectList[i];
// bitsy.log("FX " + effectName);
TextEffects[effectName].doEffect(this, time, this.effectParameterList[i]);
}
};
var printHandler = null; // optional function to be called once on printing character
this.SetPrintHandler = function(handler) {
printHandler = handler;
};
this.OnPrint = function() {
if (printHandler != null) {
// bitsy.log("PRINT HANDLER ---- DIALOG BUFFER");
printHandler();
printHandler = null; // only call handler once (hacky)
}
};
this.bitmap = [];
this.width = 0;
this.height = 0;
this.base_offset = { // hacky name
x: 0,
y: 0
};
this.spacing = 0;
}
function DialogFontChar(font, char, effectList, effectParameterList) {
DialogChar.call(this);
this.effectList = effectList.slice(); // clone effect list (since it can change between chars)
this.effectParameterList = effectParameterList.slice();
var charData = font.getChar(char);
this.char = 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;
this.blip = null;
this.hasPlayedBlip = false;
}
function DialogDrawingChar(drawingId, effectList, effectParameterList) {
DialogChar.call(this);
this.effectList = effectList.slice(); // clone effect list (since it can change between chars)
this.effectParameterList = effectParameterList.slice();
// 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() {
DialogChar.call(this);
this.width = 0;
this.height = 0;
this.spacing = 0;
}
// is a control character really the best way to handle page breaks?
function DialogPageBreakChar() {
DialogChar.call(this);
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, effectParameterList) {
// bitsy.log("add char array");
for (var i = 0; i < word.length; i++) {
charArray.push(new DialogFontChar(font, word[i], effectList, effectParameterList));
}
// bitsy.log("add char array end");
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) {
// bitsy.log("DRAWING ID " + drawingId);
var curPageIndex = buffer.length - 1;
var curRowIndex = buffer[curPageIndex].length - 1;
var curRowArr = buffer[curPageIndex][curRowIndex];
var drawingChar = new DialogDrawingChar(drawingId, activeTextEffects, activeTextEffectParameters);
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) {
bitsy.log("ADD TEXT >>" + textStr + "<<");
//process dialog so it's easier to display
var words = textStr.split(" ");
// var curPageIndex = this.CurPageCount() - 1;
// var curRowIndex = this.CurRowCount() - 1;
// var curRowArr = this.CurRow();
var curPageIndex = buffer.length - 1;
var curRowIndex = buffer[curPageIndex].length - 1;
var curRowArr = buffer[curPageIndex][curRowIndex];
for (var i = 0; i < words.length; i++) {
var word = words[i];
if (arabicHandler.ContainsArabicCharacters(word)) {
word = arabicHandler.ShapeArabicCharacters(word);
}
var wordWithPrecedingSpace = ((i == 0) ? "" : " ") + word;
var wordLength = GetStringWidth(wordWithPrecedingSpace);
var rowLength = GetCharArrayWidth(curRowArr);
if (afterManualPagebreak) {
this.FlipPage();
// hacky copied bit for page breaks
buffer[curPageIndex][curRowIndex] = curRowArr;
buffer.push([]);
curPageIndex++;
buffer[curPageIndex].push([]);
curRowIndex = 0;
curRowArr = buffer[curPageIndex][curRowIndex];
curRowArr = AddWordToCharArray(curRowArr, word, activeTextEffects, activeTextEffectParameters);
afterManualPagebreak = false;
}
else if (rowLength + wordLength <= pixelsPerRow || rowLength <= 0) {
//stay on same row
curRowArr = AddWordToCharArray(curRowArr, wordWithPrecedingSpace, activeTextEffects, activeTextEffectParameters);
}
else if (curRowIndex == 0) {
//start next row
buffer[curPageIndex][curRowIndex] = curRowArr;
buffer[curPageIndex].push([]);
curRowIndex++;
curRowArr = buffer[curPageIndex][curRowIndex];
curRowArr = AddWordToCharArray(curRowArr, word, activeTextEffects, activeTextEffectParameters);
}
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, activeTextEffectParameters);
}
}
//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];
}
// bitsy.log(buffer);
bitsy.log("add text finished");
isActive = true;
};
this.AddLinebreak = function() {
var lastPage = buffer[buffer.length-1];
if (lastPage.length <= 1) {
// bitsy.log("LINEBREAK - NEW ROW ");
// add new row
lastPage.push([]);
}
else {
// add new page
buffer.push([[]]);
}
// bitsy.log(buffer);
isActive = true;
}
this.AddPagebreak = function(onReturnHandler) {
var curPageIndex = buffer.length - 1;
var curRowIndex = buffer[curPageIndex].length - 1;
var curRowArr = buffer[curPageIndex][curRowIndex];
// need to actually create a whole new page if following another pagebreak character
if (afterManualPagebreak) {
this.FlipPage(); // hacky
buffer[curPageIndex][curRowIndex] = curRowArr;
buffer.push([]);
curPageIndex++;
buffer[curPageIndex].push([]);
curRowIndex = 0;
curRowArr = buffer[curPageIndex][curRowIndex];
afterManualPagebreak = false;
}
var pagebreakChar = new DialogPageBreakChar();
pagebreakChar.SetContinueHandler(onReturnHandler);
curRowArr.push(pagebreakChar);
isActive = true;
}
this.hasTextEffect = function(name) {
return activeTextEffects.indexOf(name) != -1;
};
this.pushTextEffect = function(name, parameters) {
activeTextEffects.push(name);
activeTextEffectParameters.push(parameters);
};
this.popTextEffect = function(name) {
var i = activeTextEffects.lastIndexOf(name);
activeTextEffects.splice(i, 1);
activeTextEffectParameters.splice(i, 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;
}
/* TEXT EFFECTS */
var TextEffects = {};
function RainbowEffect() {
function positiveModulo(number, divisor) {
return ((number % divisor) + divisor) % divisor;
}
this.doEffect = function(char, time, parameters) {
char.color = rainbowColorStartIndex + Math.floor(positiveModulo((time / 100) - char.col * 0.5, rainbowColorCount));
};
}
TextEffects["rbw"] = new RainbowEffect();
function ColorEffect(index) {
this.doEffect = function(char, time, parameters) {
if (parameters && parameters.length > 0) {
char.color = tileColorStartIndex + parameters[0];
}
else {
char.color = tileColorStartIndex + index;
}
};
}
TextEffects["clr"] = new ColorEffect();
TextEffects["clr1"] = new ColorEffect(0);
TextEffects["clr2"] = new ColorEffect(1);
TextEffects["clr3"] = new ColorEffect(2);
function WavyEffect() {
this.doEffect = function(char, time, parameters) {
char.offset.y += Math.sin((time / 250) - (char.col / 2)) * 2;
};
}
TextEffects["wvy"] = new WavyEffect();
function ShakyEffect() {
function disturb(func, time, offset, mult1, mult2) {
return func((time * mult1) - (offset * mult2));
}
this.doEffect = function(char, time, parameters) {
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();
/*
// TODO : maybe use this in a future update?
function YakEffect() {
this.doEffect = function(char, time, parameters) {
if (char.char != " ") {
char.blip = parameters[0];
}
};
}
TextEffects["yak"] = new YakEffect();
*/
var DebugHighlightEffect = function() {
this.doEffect = function(char, time, parameters) {
char.color = tileColorStartIndex;
};
}
TextEffects["_debug_highlight"] = new DebugHighlightEffect();
} // Dialog()
</script>
<script>
function TileRenderer() {
bitsy.log("!!!!! NEW TILE RENDERER");
var drawingCache = {
source: {},
render: {},
};
// var debugRenderCount = 0;
function createRenderCacheId(drawingId, colorIndex) {
return drawingId + "_" + colorIndex;
}
function renderDrawing(drawing) {
// debugRenderCount++;
// bitsy.log("RENDER COUNT " + debugRenderCount);
var col = drawing.col;
var bgc = drawing.bgc;
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, bgc);
drawingCache.render[cacheId].push(frameTileId);
}
}
function renderTileFromDrawingData(drawingData, col, bgc) {
var tileId = bitsy.tile();
var backgroundColor = tileColorStartIndex + bgc;
var foregroundColor = tileColorStartIndex + col;
bitsy.fill(tileId, backgroundColor);
for (var y = 0; y < bitsy.TILE_SIZE; y++) {
for (var x = 0; x < bitsy.TILE_SIZE; x++) {
var px = drawingData[y][x];
if (px === 1) {
bitsy.set(tileId, (y * bitsy.TILE_SIZE) + x, foregroundColor);
}
}
}
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) {
// bitsy.log("frame render: " + drawing.type + " " + drawing.id + " f:" + frameOverride);
if (!isDrawingRendered(drawing)) {
bitsy.log("frame render: doesn't exist " + drawing.id);
renderDrawing(drawing);
}
return getDrawingFrameTileId(drawing, frameOverride);
}
function deleteRenders(drawingId) {
for (var cacheId in drawingCache.render) {
if (cacheId.indexOf(drawingId) === 0) {
var tiles = drawingCache.render[cacheId];
for (var i = 0; i < tiles.length; i++) {
bitsy.delete(tiles[i]);
}
delete drawingCache.render[cacheId];
}
}
}
/* PUBLIC INTERFACE */
this.GetDrawingFrame = getOrRenderDrawingFrame;
// todo : leave individual get and set stuff for now - should I remove later?
// todo : better name for function?
this.SetDrawings = function(drawingSource) {
drawingCache.source = drawingSource;
// need to reset entire render cache when all the drawings are changed
drawingCache.render = {};
};
this.SetDrawingSource = function(drawingId, drawingData) {
deleteRenders(drawingId);
drawingCache.source[drawingId] = drawingData;
};
this.GetDrawingSource = function(drawingId) {
return drawingCache.source[drawingId];
};
this.GetFrameCount = function(drawingId) {
return drawingCache.source[drawingId].length;
};
// todo : forceReset option is hacky?
this.ClearCache = function(forceReset) {
if (forceReset === undefined || forceReset === true) {
bitsy.deleteAllTiles();
}
drawingCache.render = {};
};
this.deleteDrawing = deleteRenders;
} // Renderer()
</script>
<script>
/* WORLD DATA */
var room = {};
var tile = {};
var sprite = {};
var item = {};
var dialog = {};
var end = {}; // for backwards compatibility
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 tune = {};
var blip = {};
var playerId = "A";
var fontName = defaultFontName;
var textDirection = TextDirection.LeftToRight;
/* NAME-TO-ID MAPS */
var names = {
room : {},
tile : {},
sprite : {},
item : {},
dialog : {},
palette : {},
tune : {},
blip : {},
};
// todo : this is basically a copy of the one in world.js - can I remove it?
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);
names.palette = createNameMap(palette);
names.tune = createNameMap(tune);
names.blip = createNameMap(blip);
}
/* GAME STATE */
var state = {}
function resetGameState() {
state.room = "0";
state.ava = playerId; // avatar appearance override
state.pal = "0"; // current palette id
state.tune = "0"; // current tune id ("0" === off)
state.exits = []; // exits in current room
state.endings = []; // endings in current room
}
// title helper functions
function getTitle() {
return dialog[titleDialogId].src;
}
function setTitle(titleSrc) {
dialog[titleDialogId] = { src:titleSrc, name:null };
}
/* FLAGS */
var flags = createDefaultFlags();
// feature flags for testing purposes
var engineFeatureFlags = {
isSoundEnabled : true,
isFontEnabled : true,
isTransitionEnabled : true,
isScriptEnabled : true,
isDialogEnabled : true,
isRendererEnabled : true,
};
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 = {};
updateNamesFromCurData();
fontName = defaultFontName; // TODO : reset font manager too?
textDirection = TextDirection.LeftToRight;
resetGameState();
isGameLoaded = false;
isGameOver = false;
}
// engine event hooks for the editor
var onInventoryChanged = null;
var onVariableChanged = null;
var onGameReset = null;
var onInitRoom = null;
var isPlayerEmbeddedInEditor = false;
var renderer;
if (engineFeatureFlags.isRendererEnabled) {
renderer = new TileRenderer();
}
var curGameData = null;
var curDefaultFontData = null;
var isGameLoaded = false;
var isGameOver = false;
function load_game(gameData, defaultFontData, startWithTitle) {
// bitsy.log("game data in: \n" + gameData);
curGameData = gameData; //remember the current game (used to reset the game)
if (dialogBuffer) {
dialogBuffer.Reset();
}
if (scriptInterpreter) {
scriptInterpreter.ResetEnvironment(); // ensures variables are reset -- is this the best way?
}
loadWorldFromGameData(gameData);
bitsy.log("world loaded");
if (fontManager && !isPlayerEmbeddedInEditor && defaultFontData) {
bitsy.log("load font");
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);
bitsy.log("load font end");
}
// request text mode
if (flags.TXT_MODE === 1) {
bitsy.textMode(bitsy.TXT_LOREZ);
}
else {
// default to 2x scale for text rendering
bitsy.textMode(bitsy.TXT_HIREZ);
}
if (fontManager && dialogBuffer) {
bitsy.log("get font");
var font = fontManager.Get( fontName );
dialogBuffer.SetFont(font);
dialogRenderer.SetFont(font);
bitsy.log("get font end");
}
if (dialogBuffer) {
// this feels a little silly to me - oh well??
dialogBuffer.SetPixelsPerRow(dialogRenderer.GetPixelsPerRow());
}
setInitialVariables();
bitsy.log("ready");
onready(startWithTitle);
isGameLoaded = true;
}
function loadWorldFromGameData(gameData) {
bitsy.log("load world from game data");
var world = parseWorld(gameData);
bitsy.log("parse world done");
// move world data into global scope
palette = world.palette;
room = world.room;
tile = world.tile;
sprite = world.sprite;
item = world.item;
dialog = world.dialog;
end = world.end; // back compat endings
variable = world.variable;
fontName = world.fontName;
textDirection = world.textDirection;
tune = world.tune;
blip = world.blip;
flags = world.flags;
names = world.names;
if (renderer) {
renderer.SetDrawings(world.drawings);
}
// find starting room and initialize it
var roomIds = Object.keys(room);
if (player() != undefined && player().room != null && roomIds.indexOf(player().room) != -1) {
// player has valid room
state.room = player().room;
}
else if (roomIds.length > 0) {
// player not in any room! what the heck
state.room = roomIds[0];
}
else {
// uh oh there are no rooms I guess???
state.room = null;
}
if (state.room != null) {
bitsy.log("INIT ROOM " + state.room);
initRoom(state.room);
}
}
function reset_cur_game() {
if (curGameData == null) {
return; //can't reset if we don't have the game data
}
stopGame();
clearGameData();
if (isPlayerEmbeddedInEditor && onGameReset != null) {
onGameReset();
}
}
function onready(startWithTitle) {
bitsy.log("game ready!");
if (startWithTitle === undefined || startWithTitle === null) {
startWithTitle = true;
}
if (startWithTitle) { // used by editor
startNarrating(getTitle());
}
}
function setInitialVariables() {
if (!scriptInterpreter) {
return;
}
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() {
if (soundPlayer) {
soundPlayer.stopTune();
}
bitsy.log("stop GAME!");
}
function update(dt) {
if (!isGameLoaded) {
load_game(bitsy.getGameData(), bitsy.getFontData());
}
if (state.room == null) {
// in the special case where there is no valid room, end the game
startNarrating( "", true /*isEnding*/ );
}
if (!transition || !transition.IsTransitionActive()) {
updateInput();
}
if (transition && transition.IsTransitionActive()) {
// transition animation takes over everything!
transition.UpdateTransition(dt);
}
else {
if (bitsy.graphicsMode() != bitsy.GFX_MAP) {
bitsy.graphicsMode(bitsy.GFX_MAP);
}
if (soundPlayer) {
soundPlayer.update(dt);
}
if (!isNarrating && !isEnding) {
// draw world if game has begun
var didAnimate = updateAnimation(dt);
// test whether player moved so we can redraw just the avatar
playerCurX = player().x;
playerCurY = player().y;
var didPlayerMove = (playerPrevX != playerCurX) || (playerPrevY != playerCurY);
drawRoom(room[state.room], { redrawAnimated: didAnimate, redrawAvatar: didPlayerMove });
// store player's position for next frame
playerPrevX = playerCurX;
playerPrevY = playerCurY;
}
else {
clearRoom();
}
if (dialogBuffer && dialogBuffer.IsActive() && !(soundPlayer && soundPlayer.isBlipPlaying())) {
// bitsy.log("update dialog");
// bitsy.log("renderer");
dialogRenderer.Draw(dialogBuffer, dt);
// bitsy.log("buffer");
dialogBuffer.Update(dt);
// bitsy.log("update dialog end");
}
// keep moving avatar if player holds down button
if ((!dialogBuffer || !dialogBuffer.IsActive()) && !isEnding) {
if (curPlayerDirection != Direction.None) {
playerHoldToMoveTimer -= dt;
if (playerHoldToMoveTimer <= 0) {
movePlayer(curPlayerDirection, false /* isFirstMove */);
playerHoldToMoveTimer = 150;
// playerHoldToMoveTimer = 16; // PERF TEST
}
}
}
}
// clean up state if the game is ending
if (isGameOver) {
bitsy.log("game over");
reset_cur_game();
}
return true;
}
var isAnyButtonHeld = false;
var isIgnoringInput = false;
function isAnyButtonDown() {
return bitsy.button(bitsy.BTN_UP) ||
bitsy.button(bitsy.BTN_DOWN) ||
bitsy.button(bitsy.BTN_LEFT) ||
bitsy.button(bitsy.BTN_RIGHT) ||
bitsy.button(bitsy.BTN_OK);
}
function updateInput() {
if (dialogBuffer && dialogBuffer.IsActive()) {
if (!(soundPlayer && soundPlayer.isBlipPlaying())) {
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) {
if (!isAnyButtonHeld && isAnyButtonDown()) {
// tell game to restart
isGameOver = true;
}
}
else if (!isIgnoringInput) {
/* WALK */
var prevPlayerDirection = curPlayerDirection;
if (bitsy.button(bitsy.BTN_UP)) {
curPlayerDirection = Direction.Up;
}
else if (bitsy.button(bitsy.BTN_DOWN)) {
curPlayerDirection = Direction.Down;
}
else if (bitsy.button(bitsy.BTN_LEFT)) {
curPlayerDirection = Direction.Left;
}
else if (bitsy.button(bitsy.BTN_RIGHT)) {
curPlayerDirection = Direction.Right;
}
else {
curPlayerDirection = Direction.None;
}
if (curPlayerDirection != Direction.None && curPlayerDirection != prevPlayerDirection) {
movePlayer(curPlayerDirection, true /* isFirstMove */);
playerHoldToMoveTimer = 500;
// playerHoldToMoveTimer = 32; // PERF TEST
}
}
if (!isAnyButtonDown()) {
isIgnoringInput = false;
}
// quit if the user ever presses the restart button
// todo : should I rename it bitsy.BTN_RESTART or bitsy.BTN_QUIT or bitsy.BTN_OFF?
if (bitsy.button(bitsy.BTN_MENU)) {
isGameOver = true;
}
isAnyButtonHeld = isAnyButtonDown();
}
var animationCounter = 0;
var animationTime = 400;
function updateAnimation(dt) {
animationCounter += dt;
// bitsy.log("anim " + animationCounter);
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;
// updated animations this frame
return true;
}
// did *not* update animations this frame
return false;
}
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, roomId) {
if (roomId === undefined) {
roomId = state.room;
}
for (id in sprite) {
var spr = sprite[id];
if (spr.room === roomId) {
if (spr.x == x && spr.y == y) {
return id;
}
}
}
return null;
}
var Direction = {
None : -1,
Up : 0,
Down : 1,
Left : 2,
Right : 3
};
var curPlayerDirection = Direction.None;
var playerHoldToMoveTimer = 0;
var playerPrevX = 0;
var playerPrevY = 0;
function movePlayer(direction, isFirstMove) {
didPlayerMove = false;
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 (direction == Direction.Left && !(spr = getSpriteLeft()) && !isWallLeft()) {
player().x -= 1;
}
else if (direction == Direction.Right && !(spr = getSpriteRight()) && !isWallRight()) {
player().x += 1;
}
else if (direction == Direction.Up && !(spr = getSpriteUp()) && !isWallUp()) {
player().y -= 1;
}
else if (direction == 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 );
// only play one sound effect per "turn"
var blipId = null;
// 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;
// play sound on pitck up item
if (item[itm.id].blip != null) {
blipId = item[itm.id].blip;
}
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) {
// play sound on greet sprite
if (sprite[spr].blip != null) {
blipId = sprite[spr].blip;
}
startSpriteDialog(spr /*spriteId*/);
}
// TODO : maybe add in a future update?
/*
// play sound when player moves (if no other sound selected)
if (isFirstMove && blipId === null && sprite[state.ava].blip != null) {
blipId = sprite[state.ava].blip;
randomizeBlip = true;
blipChannel = bitsy.SOUND2; // play walking sfx *under* the tune melody
}
*/
if (soundPlayer && blipId != null && blip[blipId]) {
soundPlayer.playBlip(blip[blipId]);
}
}
var transition;
if (engineFeatureFlags.isTransitionEnabled) {
transition = new TransitionManager();
}
function movePlayerThroughExit(ext) {
var GoToDest = function() {
if (transition && 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;
state.room = ext.dest.room;
initRoom(state.room);
});
}
else {
player().room = ext.dest.room;
player().x = ext.dest.x;
player().y = ext.dest.y;
state.room = ext.dest.room;
initRoom(state.room);
}
};
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 backgroundIndex = 0;
var textBackgroundIndex = 1;
var textArrowIndex = 2;
var textColorIndex = 3;
// precalculated rainbow colors
var rainbowColorStartIndex = 4;
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],
];
function updatePaletteWithTileColors(tileColors) {
// the screen background color should match the first tile color
if (tileColors.length > 0) {
var color = tileColors[0];
bitsy.color(backgroundIndex, color[0], color[1], color[2]);
}
else {
// as a fallback, use black as the background
bitsy.log("no tile colors!");
bitsy.color(backgroundIndex, 0, 0, 0);
}
// textbox colors
bitsy.color(textBackgroundIndex, 0, 0, 0); // black
bitsy.color(textArrowIndex, 255, 255, 255); // white
bitsy.color(textColorIndex, 255, 255, 255); // white
// rainbow colors
for (var i = 0; i < rainbowColorCount; i++) {
var color = rainbowColors[i];
bitsy.color(rainbowColorStartIndex + i, color[0], color[1], color[2]);
}
// tile colors
for (var i = 0; i < tileColors.length; i++) {
var color = tileColors[i];
bitsy.color(tileColorStartIndex + i, color[0], color[1], color[2]);
}
}
function updatePalette(palId) {
state.pal = palId;
var pal = palette[state.pal];
updatePaletteWithTileColors(pal.colors);
}
function initRoom(roomId) {
bitsy.log("init room " + roomId);
updatePalette(getRoomPal(roomId));
// update avatar appearance
state.ava = (room[roomId].ava != null) ? room[roomId].ava : playerId;
if (renderer) {
renderer.ClearCache();
}
// init exit properties
state.exits = [];
for (var i = 0; i < room[roomId].exits.length; i++) {
var exit = createExitData(
/* x */ room[roomId].exits[i].x,
/* y */ room[roomId].exits[i].y,
/* destRoom */ room[roomId].exits[i].dest.room,
/* destX */ room[roomId].exits[i].dest.x,
/* destY */ room[roomId].exits[i].dest.y,
/* transition */ room[roomId].exits[i].transition_effect,
/* dlg */ room[roomId].exits[i].dlg);
exit.property = { locked: false };
state.exits.push(exit);
}
// init ending properties
state.endings = [];
for (var i = 0; i < room[roomId].endings.length; i++) {
var end = createEndingData(
/* id */ room[roomId].endings[i].id,
/* x */ room[roomId].endings[i].x,
/* y */ room[roomId].endings[i].y);
end.property = { locked: false };
state.endings.push(end);
}
if (soundPlayer) {
if (!room[roomId].tune || room[roomId].tune === "0" || !tune[room[roomId].tune]) {
// stop music
state.tune = "0";
soundPlayer.stopTune();
}
else if (room[roomId].tune != state.tune) {
// start music
state.tune = room[roomId].tune;
soundPlayer.playTune(tune[state.tune]);
}
}
var drawArgs = { redrawAll: true };
drawRoom(room[roomId], drawArgs);
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 >= bitsy.MAP_SIZE) || 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 >= bitsy.MAP_SIZE) || isWall(player().x, player().y + 1);
}
function isWall(x, y, roomId) {
if (roomId == undefined || roomId == null) {
roomId = state.room;
}
var tileId = getTile(x, y, roomId);
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, roomId));
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;
}
// todo : roomId isn't useful in these functions anymore! safe to remove?
function getExit(roomId, x, y) {
for (i in state.exits) {
var e = state.exits[i];
if (x == e.x && y == e.y) {
return e;
}
}
return null;
}
function getEnding(roomId, x, y) {
for (i in state.endings) {
var e = state.endings[i];
if (x == e.x && y == e.y) {
return e;
}
}
return null;
}
function getTile(x, y, roomId) {
// bitsy.log(x + " " + y);
var t = getRoom(roomId).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(id) {
return room[id === undefined ? state.room : id];
}
function isSpriteOffstage(id) {
return sprite[id].room == null;
}
function serializeNote(note, key, useFriendlyName) {
var isSolfa = (key != undefined && key != null);
var noteType = (isSolfa === true) ? Solfa : Note;
if (isSolfa && key.scale.indexOf(note) === -1) {
// no matching note in key
return null;
}
if (isSolfa && useFriendlyName != true) {
for (var name in Solfa) {
if (Solfa[name] === note) {
return name.toLowerCase();
}
}
// no solfa note found
return null;
}
// for a solfa note's "friendly name" convert to the chromatic equivalent
if (isSolfa && useFriendlyName === true) {
note = key.notes[note];
}
// from this point on, we know the note we're looking for is chromatic
for (var name in Note) {
if (Note[name] === note) {
name = name.replace("_SHARP", "#");
if (useFriendlyName === true && name === "H") {
name = "C";
}
return name;
}
}
// no note found
return symbol;
}
function serializeOctave(octave) {
for (var symbol in Octave) {
if (Octave[symbol] === octave) {
return symbol;
}
}
// default to middle octave
return "4";
}
//TODO this is in progress and doesn't support all features
function serializeWorld(skipFonts) {
if (skipFonts === undefined || skipFonts === null) {
skipFonts = false;
}
// update version flags
flags.VER_MAJ = version.major;
flags.VER_MIN = version.minor;
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";
for (i in getPal(id)) {
for (j in getPal(id)[i]) {
worldStr += getPal(id)[i][j];
if (j < 2) worldStr += ",";
}
worldStr += "\n";
}
if (palette[id].name != null) {
worldStr += "NAME " + palette[id].name + "\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";
}
if (room[id].ava != null) {
/* AVATAR SPRITE */
worldStr += "AVA " + room[id].ava + "\n";
}
if (room[id].tune != null && room[id].tune != "0") {
/* TUNE */
worldStr += "TUNE " + room[id].tune + "\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";
}
if (tile[id].bgc != null && tile[id].bgc != undefined && tile[id].bgc != 0) {
/* BACKGROUND COLOR OVERRIDE */
if (tile[id].bgc < 0) {
// transparent background
worldStr += "BGC *\n";
}
else {
worldStr += "BGC " + tile[id].bgc + "\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";
}
if (sprite[id].bgc != null && sprite[id].bgc != undefined && sprite[id].bgc != 0) {
/* BACKGROUND COLOR OVERRIDE */
if (sprite[id].bgc < 0) {
// transparent background
worldStr += "BGC *\n";
}
else {
worldStr += "BGC " + sprite[id].bgc + "\n";
}
}
if (sprite[id].blip != null && sprite[id].blip != undefined) {
/* BLIP */
worldStr += "BLIP " + sprite[id].blip + "\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";
}
if (item[id].bgc != null && item[id].bgc != undefined && item[id].bgc != 0) {
/* BACKGROUND COLOR OVERRIDE */
if (item[id].bgc < 0) {
// transparent background
worldStr += "BGC *\n";
}
else {
worldStr += "BGC " + item[id].bgc + "\n";
}
}
if (item[id].blip != null && item[id].blip != undefined) {
/* BLIP */
worldStr += "BLIP " + item[id].blip + "\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";
}
}
/* ENDINGS (for backwards compability only) */
for (id in end) {
worldStr += "END " + id + "\n";
worldStr += end[id].src + "\n";
worldStr += "\n";
}
/* VARIABLES */
for (id in variable) {
worldStr += "VAR " + id + "\n";
worldStr += variable[id] + "\n";
worldStr += "\n";
}
/* TUNES */
for (id in tune) {
if (id === "0") {
continue;
}
worldStr += "TUNE " + id + "\n";
for (var i = 0; i < maxTuneLength && i < tune[id].melody.length; i++) {
// MELODY
for (var j = 0; j < barLength; j++) {
var noteStr = serializeNote(tune[id].melody[i][j].note, tune[id].key);
if (noteStr === null) {
tune[id].melody[i][j].beats = 0;
}
if (tune[id].melody[i][j].beats != 1) {
worldStr += tune[id].melody[i][j].beats;
}
if (tune[id].melody[i][j].beats > 0) {
worldStr += noteStr;
}
if (tune[id].melody[i][j].beats > 0 && tune[id].melody[i][j].octave != Octave[4]) {
worldStr += serializeOctave(tune[id].melody[i][j].octave);
}
if (tune[id].melody[i][j].beats > 0 && tune[id].melody[i][j].blip != undefined) {
// todo : create constant for the blip separator?
worldStr += "~" + tune[id].melody[i][j].blip;
}
if (j < 15) {
worldStr += ",";
}
}
worldStr += "\n";
// HARMONY
// todo : lots of copy-pasting - I could probably make some helper functions to simplify this
for (var j = 0; j < barLength; j++) {
var noteStr = serializeNote(tune[id].harmony[i][j].note, tune[id].key);
if (noteStr === null) {
tune[id].harmony[i][j].beats = 0;
}
if (tune[id].harmony[i][j].beats != 1) {
worldStr += tune[id].harmony[i][j].beats;
}
if (tune[id].harmony[i][j].beats > 0) {
worldStr += noteStr;
}
if (tune[id].harmony[i][j].beats > 0 && tune[id].harmony[i][j].octave != Octave[4]) {
worldStr += serializeOctave(tune[id].harmony[i][j].octave);
}
if (tune[id].harmony[i][j].beats > 0 && tune[id].harmony[i][j].blip != undefined) {
worldStr += "~" + tune[id].harmony[i][j].blip;
}
if (j < 15) {
worldStr += ",";
}
}
worldStr += "\n";
if (i < (tune[id].melody.length - 1)) {
worldStr += ">";
worldStr += "\n";
}
}
if (tune[id].name != null) {
/* NAME */
worldStr += "NAME " + tune[id].name + "\n";
}
if (tune[id].key != undefined && tune[id].key != null) {
worldStr += "KEY ";
for (var i = 0; i < Solfa.COUNT; i++) {
worldStr += serializeNote(tune[id].key.notes[i]);
if (i < Solfa.COUNT - 1) {
worldStr += ",";
}
}
worldStr += " ";
for (var i = 0; i < tune[id].key.scale.length; i++) {
worldStr += serializeNote(tune[id].key.scale[i], tune[id].key);
if (i < tune[id].key.scale.length - 1) {
worldStr += ",";
}
}
worldStr += "\n";
}
worldStr += "TMP ";
switch (tune[id].tempo) {
case Tempo.SLW:
worldStr += "SLW";
break;
case Tempo.MED:
worldStr += "MED";
break;
case Tempo.FST:
worldStr += "FST";
break;
case Tempo.XFST:
worldStr += "XFST";
break;
}
worldStr += "\n";
worldStr += "SQR ";
switch (tune[id].instrumentA) {
case SquareWave.P8:
worldStr += "P8";
break;
case SquareWave.P4:
worldStr += "P4";
break;
case SquareWave.P2:
worldStr += "P2";
break;
}
worldStr += " ";
switch (tune[id].instrumentB) {
case SquareWave.P8:
worldStr += "P8";
break;
case SquareWave.P4:
worldStr += "P4";
break;
case SquareWave.P2:
worldStr += "P2";
break;
}
worldStr += "\n";
if (tune[id].key != undefined && tune[id].key != null && tune[id].arpeggioPattern != ArpeggioPattern.OFF) {
switch (tune[id].arpeggioPattern) {
case ArpeggioPattern.UP:
worldStr += "ARP UP\n";
break;
case ArpeggioPattern.DWN:
worldStr += "ARP DWN\n";
break;
case ArpeggioPattern.INT5:
worldStr += "ARP INT5\n";
break;
case ArpeggioPattern.INT8:
worldStr += "ARP INT8\n";
break;
}
}
worldStr += "\n";
}
/* BLIP */
for (id in blip) {
if (id === "0") {
continue;
}
worldStr += "BLIP " + id + "\n";
// pitches
if (blip[id].pitchA.beats > 0) {
worldStr += serializeNote(blip[id].pitchA.note);
if (blip[id].pitchA.octave != Octave[4]) {
worldStr += serializeOctave(blip[id].pitchA.octave);
}
}
else {
worldStr += blip[id].pitchA.beats;
}
worldStr += ",";
if (blip[id].pitchB.beats > 0) {
worldStr += serializeNote(blip[id].pitchB.note);
if (blip[id].pitchB.octave != Octave[4]) {
worldStr += serializeOctave(blip[id].pitchB.octave);
}
}
else {
worldStr += blip[id].pitchB.beats;
}
worldStr += ",";
if (blip[id].pitchC.beats > 0) {
worldStr += serializeNote(blip[id].pitchC.note);
if (blip[id].pitchC.octave != Octave[4]) {
worldStr += serializeOctave(blip[id].pitchC.octave);
}
}
else {
worldStr += blip[id].pitchC.beats;
}
worldStr += "\n";
if (blip[id].name != null) {
/* NAME */
worldStr += "NAME " + blip[id].name + "\n";
}
// envelope
worldStr += "ENV " + blip[id].envelope.attack
+ " " + blip[id].envelope.decay
+ " " + blip[id].envelope.sustain
+ " " + blip[id].envelope.length
+ " " + blip[id].envelope.release + "\n";
// beat
worldStr += "BEAT " + blip[id].beat.time
+ " " + blip[id].beat.delay + "\n";
// instrument (square wave type)
worldStr += "SQR ";
switch (blip[id].instrument) {
case SquareWave.P8:
worldStr += "P8";
break;
case SquareWave.P4:
worldStr += "P4";
break;
case SquareWave.P2:
worldStr += "P2";
break;
}
worldStr += "\n";
// other parameters
if (blip[id].doRepeat === true) {
worldStr += "RPT 1\n";
}
// TODO : consider for future update
// if (blip[id].doSlide === true) {
// worldStr += "SLD 1\n";
// }
worldStr += "\n";
}
/* FONT */
// TODO : support multiple fonts
if (fontManager && fontName != defaultFontName && !skipFonts) {
worldStr += fontManager.GetData(fontName);
}
return worldStr;
}
function serializeDrawing(drwId) {
if (!renderer) {
return "";
}
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 < bitsy.MAP_SIZE && e.y >= 0 && e.y < bitsy.MAP_SIZE;
var hasDest = e.dest != null;
var hasValidRoomDest = (e.dest.room != null && e.dest.x >= 0 && e.dest.x < bitsy.MAP_SIZE && e.dest.y >= 0 && e.dest.y < bitsy.MAP_SIZE);
return hasValidStartPos && hasDest && hasValidRoomDest;
}
function setTile(mapId, x, y, tileId) {
bitsy.set(mapId, (y * bitsy.MAP_SIZE) + x, tileId);
}
function drawTile(tileId, x, y) {
setTile(bitsy.MAP1, x, y, tileId);
}
function drawSprite(tileId, x, y) {
setTile(bitsy.MAP2, x, y, tileId);
}
function drawItem(tileId, x, y) {
setTile(bitsy.MAP2, x, y, tileId);
}
// 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;
}
// clear background & foreground
bitsy.fill(bitsy.MAP1, 0);
bitsy.fill(bitsy.MAP2, 0);
}
function drawRoomBackground(room, frameIndex, redrawAnimatedOnly) {
if (!redrawAnimatedOnly) {
// clear background map
bitsy.fill(bitsy.MAP1, 0);
}
// NOTE: interestingly the slowest part of this is iterating over all the tiles, not actually drawing them
for (var y = 0; y < bitsy.MAP_SIZE; y++) {
for (var x = 0; x < bitsy.MAP_SIZE; x++) {
var id = room.tilemap[y][x];
if (id != "0" && tile[id] == null) { // hack-around to avoid corrupting files (not a solution though!)
id = "0";
room.tilemap[y][x] = id;
}
if (id != "0" && (!redrawAnimatedOnly || tile[id].animation.isAnimated)) {
drawTile(getTileFrame(tile[id], frameIndex), x, y);
}
}
}
}
function drawRoomForeground(room, frameIndex, redrawAnimatedOnly) {
if (!redrawAnimatedOnly) {
// clear foreground map
bitsy.fill(bitsy.MAP2, 0);
}
// draw items
for (var i = 0; i < room.items.length; i++) {
var itm = room.items[i];
if (!redrawAnimatedOnly || item[itm.id].animation.isAnimated) {
drawItem(getItemFrame(item[itm.id], frameIndex), itm.x, itm.y);
}
}
// draw sprites
for (id in sprite) {
var spr = sprite[id];
if (id != playerId && spr.room === room.id && (!redrawAnimatedOnly || spr.animation.isAnimated)) {
drawSprite(getSpriteFrame(spr, frameIndex), spr.x, spr.y);
}
}
}
function drawRoomForegroundTile(room, frameIndex, x, y) {
// draw items
for (var i = 0; i < room.items.length; i++) {
var itm = room.items[i];
if (itm.x === x && itm.y === y) {
drawItem(getItemFrame(item[itm.id], frameIndex), itm.x, itm.y);
}
}
// draw sprites
for (id in sprite) {
var spr = sprite[id];
if (id != playerId && spr.room === room.id && spr.x === x && spr.y === y) {
drawSprite(getSpriteFrame(spr, frameIndex), spr.x, spr.y);
}
}
}
function drawRoom(room, args) {
if (room === undefined || isNarrating) {
// protect against invalid rooms
return;
}
var redrawAll = args && (args.redrawAll === true);
var redrawAnimated = args && (args.redrawAnimated === true);
var redrawAvatar = args && (args.redrawAvatar === true);
var frameIndex = args ? args.frameIndex : undefined;
// if *only* redrawing the avatar, first clear its previous position
if (redrawAvatar) {
setTile(bitsy.MAP2, playerPrevX, playerPrevY, 0);
// also redraw any sprite or item that might be "under" the player (todo: possible perf issue?)
drawRoomForegroundTile(room, frameIndex, playerPrevX, playerPrevY);
}
// draw background & foreground tiles
if (redrawAll || redrawAnimated) {
// draw tiles
drawRoomBackground(room, frameIndex, redrawAnimated);
// draw sprites & items
drawRoomForeground(room, frameIndex, redrawAnimated);
}
// draw the player's avatar at its current position
if ((redrawAll || redrawAnimated || redrawAvatar) && sprite[playerId] && sprite[playerId].room === room.id) {
var spr = sprite[playerId];
var x = spr.x;
var y = spr.y;
// get the avatar override sprite (if there is one)
if (state.ava && state.ava != playerId && sprite[state.ava]) {
spr = sprite[state.ava];
}
drawSprite(getSpriteFrame(spr, frameIndex), x, y);
}
}
// TODO : remove these get*Image methods
function getTileFrame(t, frameIndex) {
if (!renderer) {
return null;
}
return renderer.GetDrawingFrame(t, frameIndex);
}
function getSpriteFrame(s, frameIndex) {
if (!renderer) {
return null;
}
return renderer.GetDrawingFrame(s, frameIndex);
}
function getItemFrame(itm, frameIndex) {
if (!renderer) {
return null;
}
return renderer.GetDrawingFrame(itm, frameIndex);
}
function curDefaultPal() {
return getRoomPal(state.room);
}
function getRoomPal(roomId) {
var defaultId = "default";
if (roomId == null) {
return defaultId;
}
else if (room[roomId].pal != null) {
//a specific palette was chosen
return room[roomId].pal;
}
else {
if (roomId in palette) {
//there is a palette matching the name of the room
return roomId;
}
else {
//use the default palette
return defaultId;
}
}
return defaultId;
}
var isDialogMode = false;
var isNarrating = false;
var isEnding = false;
var dialogModule;
var dialogRenderer;
var dialogBuffer;
if (engineFeatureFlags.isDialogEnabled) {
dialogModule = new Dialog();
dialogRenderer = dialogModule.CreateRenderer();
dialogBuffer = dialogModule.CreateBuffer();
}
var fontManager;
if (engineFeatureFlags.isFontEnabled) {
fontManager = new FontManager();
}
// TODO : is this scriptResult thing being used anywhere???
function onExitDialog(scriptResult, dialogCallback) {
isDialogMode = false;
bitsy.textbox(false);
if (isNarrating) {
isNarrating = false;
// redraw the room
drawRoom(room[state.room], { redrawAll: true });
}
if (isDialogPreview) {
isDialogPreview = false;
if (onDialogPreviewEnd != null) {
onDialogPreviewEnd();
}
}
if (dialogCallback != undefined && dialogCallback != null) {
dialogCallback(scriptResult);
}
if (soundPlayer) {
soundPlayer.resumeTune();
}
}
/*
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) {
bitsy.log("NARRATE " + dialogStr);
if(end === undefined) {
end = false;
}
isNarrating = true;
isEnding = end;
if (isEnding && soundPlayer) {
soundPlayer.stopTune();
}
// clear the room tiles before narrating
bitsy.fill(bitsy.MAP1, 0);
bitsy.fill(bitsy.MAP2, 0);
startDialog(dialogStr);
}
function startEndingDialog(ending) {
isNarrating = true;
isEnding = true;
var endingScriptId = ending.id;
var endingDialogStr = dialog[ending.id].src;
// compatibility with pre-7.0 endings
if (flags.DLG_COMPAT === 1 && end[ending.id]) {
endingScriptId = "end_compat_" + ending.id;
endingDialogStr = end[ending.id].src;
}
var tmpTuneId = null;
if (isEnding && soundPlayer) {
tmpTuneId = soundPlayer.getCurTuneId();
soundPlayer.stopTune();
}
startDialog(
endingDialogStr,
endingScriptId,
function() {
var isLocked = ending.property && ending.property.locked === true;
if (isLocked) {
isEnding = false;
// if the ending was cancelled, restart the music
// todo : should it resume from where it started? (right now it starts over)
if (tmpTuneId && soundPlayer && !soundPlayer.isTunePlaying()) {
soundPlayer.playTune(tune[tmpTuneId]);
}
}
},
ending);
}
function startItemDialog(itemId, dialogCallback) {
var dialogId = item[itemId].dlg;
// bitsy.log("START ITEM DIALOG " + dialogId);
if (dialog[dialogId]) {
var dialogStr = dialog[dialogId].src;
startDialog(dialogStr, dialogId, dialogCallback);
}
else {
dialogCallback();
}
}
function startSpriteDialog(spriteId) {
var spr = sprite[spriteId];
var dialogId = spr.dlg;
// back compat for when dialog IDs were implicitly the same as sprite IDs
if (flags.DLG_COMPAT === 1 && (dialogId === undefined || dialogId === null)) {
dialogId = spr.id;
}
// bitsy.log("START SPRITE DIALOG " + dialogId);
if (dialog[dialogId]){
var dialogStr = dialog[dialogId].src;
startDialog(dialogStr, dialogId);
}
}
function startDialog(dialogStr, scriptId, dialogCallback, objectContext) {
bitsy.log("START DIALOG");
if (soundPlayer) {
soundPlayer.pauseTune();
}
if (dialogStr.length <= 0) {
onExitDialog(null, dialogCallback);
return;
}
if (!dialogBuffer) {
bitsy.log(dialogStr);
onExitDialog(null, dialogCallback);
return;
}
if (!scriptInterpreter) {
dialogRenderer.Reset();
dialogRenderer.SetCentered(isNarrating /*centered*/);
dialogBuffer.Reset();
dialogBuffer.AddText(dialogStr);
dialogBuffer.OnDialogEnd(function() {
onExitDialog(null, dialogCallback);
});
bitsy.log("dialog start end");
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) {
if (!scriptInterpreter || !dialogBuffer) {
return;
}
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;
var scriptInterpreter;
var scriptUtils;
// scriptInterpreter.SetDialogBuffer( dialogBuffer );
if (engineFeatureFlags.isScriptEnabled) {
bitsy.log("init script module");
scriptModule = new Script();
bitsy.log("init interpreter");
scriptInterpreter = scriptModule.CreateInterpreter();
bitsy.log("init utils");
scriptUtils = scriptModule.CreateUtils(); // TODO: move to editor.js?
bitsy.log("init script module end");
}
/* SOUND */
var soundPlayer;
if (engineFeatureFlags.isSoundEnabled) {
soundPlayer = new SoundPlayer();
}
/* EVENTS */
bitsy.loop(update);
</script>
<!-- store default font in separate script tag for back compat-->
<script type="text/bitsyFontData" id="ascii_small">
FONT ascii_small
SIZE 6 8
CHAR 0
000000
000000
000000
000000
000000
000000
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000000
CHAR 32
000000
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000000
000000
000000
000000
000000
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CHAR 33
000100
001110
001110
000100
000100
000000
000100
000000
CHAR 34
011011
011011
010010
000000
000000
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CHAR 8220
011011
011011
010010
000000
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000000
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CHAR 8221
011011
011011
010010
000000
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000000
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CHAR 35
000000
001010
011111
001010
001010
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001010
000000
CHAR 36
001000
001110
010000
001100
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011100
000100
000000
CHAR 37
011001
011001
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000100
001000
010011
010011
000000
CHAR 38
001000
010100
010100
001000
010101
010010
001101
000000
CHAR 39
001100
001100
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CHAR 8216
001100
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CHAR 8217
001100
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001000
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CHAR 40
000100
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CHAR 41
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CHAR 42
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CHAR 43
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CHAR 44
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CHAR 45
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CHAR 46
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CHAR 47
000000
000001
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000000
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CHAR 48
001110
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010101
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001110
000000
CHAR 49
000100
001100
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000100
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001110
000000
CHAR 50
001110
010001
000001
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001000
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000000
CHAR 51
001110
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000001
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001110
000000
CHAR 52
000010
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001010
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000000
CHAR 53
011111
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000001
010001
001110
000000
CHAR 54
000110
001000
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010001
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001110
000000
CHAR 55
011111
000001
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000100
001000
001000
001000
000000
CHAR 56
001110
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001110
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001110
000000
CHAR 57
001110
010001
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001111
000001
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000000
CHAR 58
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CHAR 59
000000
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CHAR 60
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CHAR 61
000000
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CHAR 62
001000
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CHAR 63
001110
010001
000001
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CHAR 64
001110
010001
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000000
CHAR 65
001110
010001
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010001
011111
010001
010001
000000
CHAR 66
011110
010001
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010001
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000000
CHAR 67
001110
010001
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010001
001110
000000
CHAR 68
011110
010001
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010001
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010001
011110
000000
CHAR 69
011111
010000
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011110
010000
010000
011111
000000
CHAR 70
011111
010000
010000
011110
010000
010000
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000000
CHAR 71
001110
010001
010000
010111
010001
010001
001111
000000
CHAR 72
010001
010001
010001
011111
010001
010001
010001
000000
CHAR 73
001110
000100
000100
000100
000100
000100
001110
000000
CHAR 74
000001
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010001
010001
001110
000000
CHAR 75
010001
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010100
011000
010100
010010
010001
000000
CHAR 76
010000
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010000
010000
010000
011111
000000
CHAR 77
010001
011011
010101
010001
010001
010001
010001
000000
CHAR 78
010001
011001
010101
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010001
010001
010001
000000
CHAR 79
001110
010001
010001
010001
010001
010001
001110
000000
CHAR 80
011110
010001
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011110
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CHAR 81
001110
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000000
CHAR 82
011110
010001
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010001
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CHAR 83
001110
010001
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001110
000001
010001
001110
000000
CHAR 84
011111
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CHAR 85
010001
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010001
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000000
CHAR 86
010001
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CHAR 87
010001
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CHAR 88
010001
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CHAR 89
010001
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CHAR 90
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000000
CHAR 91
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000000
CHAR 92
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CHAR 93
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CHAR 94
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CHAR 95
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CHAR 96
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CHAR 97
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CHAR 98
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000000
CHAR 99
000000
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CHAR 100
000001
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CHAR 101
000000
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CHAR 102
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CHAR 103
000000
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CHAR 104
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CHAR 105
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CHAR 106
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CHAR 107
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CHAR 108
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CHAR 109
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CHAR 110
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CHAR 111
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CHAR 113
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CHAR 114
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CHAR 115
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CHAR 116
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CHAR 117
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CHAR 118
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CHAR 122
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CHAR 123
000110
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CHAR 124
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CHAR 125
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CHAR 126
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CHAR 163
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CHAR 165
010001
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CHAR 167
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CHAR 915
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010000
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CHAR 9569
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CHAR 9613
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CHAR 9689
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CHAR 9788
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CHAR 9792
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CHAR 9829
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CHAR 9830
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CHAR 9835
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</script>
</head>
<!-- DOCUMENT BODY -->
<body onload='startExportedGame()'>
<!-- GAME CANVAS -->
<canvas id='game'></canvas>
</body>
</html>
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