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avatar-by-room.js
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/**
👥
@file avatar by room
@summary change the avatar in certain rooms
@license MIT
@author Sean S. LeBlanc
@version 22.1.0
@requires Bitsy 8.12
@description
Simple hack for changing avatar to another sprite as you move between rooms.
HOW TO USE:
1. Copy-paste into a script tag after the bitsy source
2. Edit hackOptions below to set up the avatar list for rooms you move through.
By default, the avatar will reset to the default if you enter a room without a sprite defined.
This can also be changed in the hackOptions below to instead apply avatar changes permanently.
Note: This hack is compatible with multi-sprite avatar. In order to use both of them together,
fill out the `avatarByRoom` values using the `pieces` format instead of individual sprites.
*/
this.hacks = this.hacks || {};
(function (exports, bitsy) {
'use strict';
var hackOptions = {
permanent: false, // If true, avatar changes will persist across rooms without sprites defined
// You need to put an entry in this list for every room ID or name that you want to change the avatar,
// and then specify the sprite ID or name of what to change to. Expand this list to as many rooms as you need.
avatarByRoom: {
// Note: the entries below are examples that should be removed and replaced with your own room -> sprite mappings
0: 'sprite ID',
1: 'A', // note that 'A' is the player sprite, so this does nothing by default, but will reset the player if permanent == true
2: 'another sprite ID',
h: 'a sprite ID for a room with a non-numeric ID',
'my room': 'a sprite ID for a room with a user-defined name',
},
};
/**
* Helper used to replace code in a script tag based on a search regex.
* To inject code without erasing original string, using capturing groups; e.g.
* ```js
* inject(/(some string)/,'injected before $1 injected after');
* ```
* @param searcher Regex to search and replace
* @param replacer Replacer string/fn
*/
function inject(searcher, replacer) {
// find the relevant script tag
var scriptTags = document.getElementsByTagName('script');
var scriptTag;
var code = '';
for (var i = 0; i < scriptTags.length; ++i) {
scriptTag = scriptTags[i];
if (!scriptTag.textContent)
continue;
var matchesSearch = scriptTag.textContent.search(searcher) !== -1;
var isCurrentScript = scriptTag === document.currentScript;
if (matchesSearch && !isCurrentScript) {
code = scriptTag.textContent;
break;
}
}
// error-handling
if (!code || !scriptTag) {
throw new Error('Couldn\'t find "' + searcher + '" in script tags');
}
// modify the content
code = code.replace(searcher, replacer);
// replace the old script tag with a new one using our modified code
var newScriptTag = document.createElement('script');
newScriptTag.textContent = code;
scriptTag.insertAdjacentElement('afterend', newScriptTag);
scriptTag.remove();
}
/**
* Helper for getting an array with unique elements
* @param {Array} array Original array
* @return {Array} Copy of array, excluding duplicates
*/
function unique(array) {
return array.filter(function (item, idx) {
return array.indexOf(item) === idx;
});
}
// Ex: inject(/(names.sprite.set\( name, id \);)/, '$1console.dir(names)');
/** test */
function kitsyInject(searcher, replacer) {
if (!kitsy.queuedInjectScripts.some(function (script) {
return searcher.toString() === script.searcher.toString() && replacer === script.replacer;
})) {
kitsy.queuedInjectScripts.push({
searcher: searcher,
replacer: replacer,
});
}
else {
console.warn('Ignored duplicate inject');
}
}
// Ex: before('load_game', function run() { alert('Loading!'); });
// before('show_text', function run(text) { return text.toUpperCase(); });
// before('show_text', function run(text, done) { done(text.toUpperCase()); });
function before$1(targetFuncName, beforeFn) {
kitsy.queuedBeforeScripts[targetFuncName] = kitsy.queuedBeforeScripts[targetFuncName] || [];
kitsy.queuedBeforeScripts[targetFuncName].push(beforeFn);
}
// Ex: after('load_game', function run() { alert('Loaded!'); });
function after$1(targetFuncName, afterFn) {
kitsy.queuedAfterScripts[targetFuncName] = kitsy.queuedAfterScripts[targetFuncName] || [];
kitsy.queuedAfterScripts[targetFuncName].push(afterFn);
}
function applyInjects() {
kitsy.queuedInjectScripts.forEach(function (injectScript) {
inject(injectScript.searcher, injectScript.replacer);
});
}
function applyHooks(root) {
var allHooks = unique(Object.keys(kitsy.queuedBeforeScripts).concat(Object.keys(kitsy.queuedAfterScripts)));
allHooks.forEach(applyHook.bind(this, root || window));
}
function applyHook(root, functionName) {
var functionNameSegments = functionName.split('.');
var obj = root;
while (functionNameSegments.length > 1) {
obj = obj[functionNameSegments.shift()];
}
var lastSegment = functionNameSegments[0];
var superFn = obj[lastSegment];
var superFnLength = superFn ? superFn.length : 0;
var functions = [];
// start with befores
functions = functions.concat(kitsy.queuedBeforeScripts[functionName] || []);
// then original
if (superFn) {
functions.push(superFn);
}
// then afters
functions = functions.concat(kitsy.queuedAfterScripts[functionName] || []);
// overwrite original with one which will call each in order
obj[lastSegment] = function () {
var returnVal;
var args = [].slice.call(arguments);
var i = 0;
function runBefore() {
// All outta functions? Finish
if (i === functions.length) {
return returnVal;
}
// Update args if provided.
if (arguments.length > 0) {
args = [].slice.call(arguments);
}
if (functions[i].length > superFnLength) {
// Assume funcs that accept more args than the original are
// async and accept a callback as an additional argument.
return functions[i++].apply(this, args.concat(runBefore.bind(this)));
}
// run synchronously
returnVal = functions[i++].apply(this, args);
if (returnVal && returnVal.length) {
args = returnVal;
}
return runBefore.apply(this, args);
}
return runBefore.apply(this, arguments);
};
}
/**
@file kitsy-script-toolkit
@summary Monkey-patching toolkit to make it easier and cleaner to run code before and after functions or to inject new code into script tags
@license WTFPL (do WTF you want)
@author Original by mildmojo; modified by Sean S. LeBlanc
@version 22.1.0
@requires Bitsy 8.12
*/
var kitsy = (window.kitsy = window.kitsy || {
queuedInjectScripts: [],
queuedBeforeScripts: {},
queuedAfterScripts: {},
inject: kitsyInject,
before: before$1,
after: after$1,
/**
* Applies all queued `inject` calls.
*
* An object that instantiates an class modified via injection will still refer to the original class,
* so make sure to reinitialize globals that refer to injected scripts before calling `applyHooks`.
*/
applyInjects,
/** Apples all queued `before`/`after` calls. */
applyHooks,
});
var hooked = kitsy.hooked;
if (!hooked) {
kitsy.hooked = true;
var oldStartFunc = bitsy.startExportedGame;
bitsy.startExportedGame = function doAllInjections() {
// Only do this once.
bitsy.startExportedGame = oldStartFunc;
// Rewrite scripts
kitsy.applyInjects();
// recreate the script and dialog objects so that they'll be
// referencing the code with injections instead of the original
bitsy.scriptModule = new bitsy.Script();
bitsy.scriptInterpreter = bitsy.scriptModule.CreateInterpreter();
bitsy.dialogModule = new bitsy.Dialog();
bitsy.dialogRenderer = bitsy.dialogModule.CreateRenderer();
bitsy.dialogBuffer = bitsy.dialogModule.CreateBuffer();
bitsy.renderer = new bitsy.TileRenderer(bitsy.tilesize);
bitsy.transition = new bitsy.TransitionManager();
// Hook everything
kitsy.applyHooks();
// Start the game
bitsy.startExportedGame.apply(this, arguments);
};
}
/** @see kitsy.inject */
kitsy.inject;
/** @see kitsy.before */
var before = kitsy.before;
/** @see kitsy.after */
var after = kitsy.after;
/**
@file utils
@summary miscellaneous bitsy utilities
@author Sean S. LeBlanc
@version 22.1.0
@requires Bitsy 8.12
*/
/*
Helper for getting image by name or id
Args:
name: id or name of image to return
map: map of images (e.g. `sprite`, `tile`, `item`)
Returns: the image in the given map with the given name/id
*/
function getImage(name, map) {
var id = Object.prototype.hasOwnProperty.call(map, name)
? name
: Object.keys(map).find(function (e) {
return map[e].name === name;
});
return map[id];
}
/**
* Helper for getting room by name or id
* @param {string} name id or name of room to return
* @return {string} room, or undefined if it doesn't exist
*/
function getRoom(name) {
var id = Object.prototype.hasOwnProperty.call(bitsy.room, name) ? name : bitsy.names.room[name];
return bitsy.room[id];
}
// expand the map to include ids of rooms listed by name
// and store the original player sprite
var originalDrw;
var originalAnimation;
var isReady = false;
after('load_game', function () {
var room;
Object.keys(hackOptions.avatarByRoom).forEach(function (i) {
room = getRoom(i);
if (room) {
hackOptions.avatarByRoom[room.id] = hackOptions.avatarByRoom[i];
}
});
originalDrw = bitsy.player().drw;
originalAnimation = bitsy.player().animation;
isReady = true;
});
var currentRoom;
before('drawRoom', function () {
if (!isReady) return;
var player = bitsy.player();
if (player.room === currentRoom) {
return;
}
currentRoom = player.room;
var newAvatarId = hackOptions.avatarByRoom[currentRoom];
var shouldReset =
(!newAvatarId && !hackOptions.permanent) || // if no sprite defined + not permanent, reset
newAvatarId === player.id; // manual reset
if (window.hacks && window.hacks['multi-sprite_avatar'] && window.hacks['multi-sprite_avatar'].enableBig) {
// HACK: support multi-sprite avatar by room
if (shouldReset) {
window.hacks['multi-sprite_avatar'].enableBig();
} else {
window.hacks['multi-sprite_avatar'].enableBig(newAvatarId);
}
} else {
if (shouldReset) {
player.drw = originalDrw;
player.animation = originalAnimation;
return;
}
var newAvatar = getImage(newAvatarId, bitsy.sprite);
if (!newAvatar) {
throw new Error('Could not find sprite "' + newAvatarId + '" for room "' + currentRoom + '"');
}
player.drw = newAvatar.drw;
player.animation = Object.assign({}, newAvatar.animation);
}
});
exports.hackOptions = hackOptions;
})(this.hacks.avatar_by_room = this.hacks.avatar_by_room || {}, window);