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push-sprites.js
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push-sprites.js
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/* eslint-disable no-restricted-syntax */
this.hacks = this.hacks || {};
(function (exports, bitsy) {
'use strict';
var hackOptions = {
// PUSH LOGIC
playerPushesSprite: function (spr) {
// return spr.name == 'cat'; // specific pushable sprite
// return ['cat', 'dog', 'bird'].indexOf(spr.name) !== -1; // specific pushable sprite list
// return spr.name && spr.name.indexOf('PUSHABLE') !== -1; // pushable flag in sprite name
// if(!spr.name) return true; else return spr.name.indexOf('IMMOVABLE') == -1; // immovable flag in sprite name
return true; // all sprites are pushable by player
},
spritePushesSprite: function (spr1, spr2) {
return false; // sprites can't push other sprites
// return spr1.name == 'dog'; // specific pushing sprite
// return spr1.name == 'dog' && spr2.name == 'sheep'; // specific pair of pushing/pushable sprites
// return ['dog', 'cat', 'horse'].indexOf(spr1.name) !== -1; // specific pushing sprite list
// return spr1.name && spr1.name.indexOf('PUSHING') !== -1; // pushing flag in sprite name
// return spr2.name && spr2.name.indexOf('PUSHABLE') !== -1; // pushable flag in sprite name
// return true; // all sprites can push all other sprites
},
itemStopsSprite: function (itm, spr) {
// return false; // no items are stopping
// return itm.name == 'cup'; // specific stopping item
// return ['cup', 'flower', 'hat'].indexOf(itm.name) !== -1; // specific stopping item list
// return itm.name && itm.name.indexOf('STOPPING') !== -1; // stopping flag in item name
return true; // all items are stopping
},
tileStopsSprite: function (til, spr) {
// return false; // no tiles are stopping
// return til.name == 'tree'; // specific stopping tile
// return ['tree', 'bush', 'pond'].indexOf(til.name) !== -1; // specific stopping tile list
// return til.name && til.name.indexOf('STOPPING') !== -1; // stopping flag in tile name
return til.isWall; // all walls are stopping
// if (til.name && til.name.indexOf('NONSTOPPING') !== -1) { return false; } else { return til.isWall; } // some walls are not stopping
// return true; // all tiles are stopping
},
// EXIT HANDLING
spriteCanExit: function (spr, ext) {
// return false; // sprites can't be pushed through exits
// return spr.name == 'cat'; // specific exiting sprite
// return ['cat', 'dog', 'chicken'].indexOf(spr.name) !== -1; // specific exiting sprite list
// return spr.name && spr.name.indexOf('EXITS') !== -1; // exiting flag in sprite name
// return ['1','2'].indexOf(spr.room) !== -1; // specific exiting room list
// return ['10','11'].indexOf(ext.dest.room) !== -1; // specific destination room list
return true; // all sprites can use all exits
},
// TARGET STATES
//
// Target conditions for triggering dialogs.
//
// Each property of `conditions` sets up a trigger for a potential pair of dialogs,
// `dialog_stem_true` and `dialog_stem_false`, which will be called after each player
// move, depending on whether the condition is satisfied or not. Dialogs are only
// called if they are present in the game data.
//
// Each condition consists of a set of sprite_conditions, which must all be
// satisfied for the condition to become TRUE.
//
// A sprite_condition consists of a sprite_group and an OR_list.
// The sprite_group specifies the subset of sprites that will be acceptable on the targets.
// This can be a substring which the sprite name must contain, or one of the special
// groups 'anything' (any sprite is on the target) or 'nothing' (no sprite is on the target).
//
// An OR_list specifies a set of AND_lists, any of which can evaluate to TRUE.
//
// An AND_list specifies a set of targets, all of which must be covered by a suitable sprite.
//
// Examples:
//
// [[[r,x,y]]] => a single target
// [[[r1,x1,y1],[r2,x2,y2]]] => both target1 and target2 must be covered
// [[[r1,x1,y1]],[[r2,x2,y2],[r3,x3,y3]]] => target1 || (target2 && target3)
//
// In summary:
//
// conditions <- {condition (, condition,...)}
// condition <- 'dialog_stem': sprite_conditions
// sprite_conditions <- {sprite_condition (, sprite_condition,...)}
// sprite_condition <- 'sprite_group': OR_list
// OR_list <- [AND_list (, AND_list,...]
// AND_list <- [target (, target,...) ]
// target <- [room,x,y]
//
conditions: {
// Replace these examples with your own conditions.
//
// In room 0, dialog cover_bases_true is triggered when positions (5,10), (7,10) and (9,10)
// are covered by a sprite of any kind; otherwise cover_bases_false is triggered.
cover_bases: {
anything: [
[
[0, 5, 10],
[0, 7, 10],
[0, 9, 10],
],
],
},
//
// In room 1, dialog perfect_match_true is triggered when (9,5) has a BELL, (9,7) has
// a BOOK and (9,9) has a CANDLE; otherwise perfect_match_false is triggered.
perfect_match: {
BELL: [[[1, 9, 5]]],
BOOK: [[[1, 9, 7]]],
CANDLE: [[[1, 9, 9]]],
},
//
// In room 2, dialog floor_empty_true is triggered when no sprite is located at
// (3,6), (3,7) or (3,8); otherwise floor_empty_false is triggered.
floor_empty: {
nothing: [
[
[2, 3, 6],
[2, 3, 7],
[2, 3, 8],
],
],
},
//
// In room 3, dialog diagonal_true is triggered when there are ROCKs at
// (7,9) and (8,10) or when there are ROCKs at (7,10) and (8,9);
// otherwise diagonal_false is triggered. Note that no other positions are checked
// for these two cases, so e.g. (7,9),(7,10),(8,9),(8,10) will still evaluate to TRUE.
diagonal: {
ROCK: [
[
[3, 7, 9],
[3, 8, 10],
],
[
[3, 7, 10],
[3, 8, 9],
],
],
},
},
// SPRITE FLIPPING
// If `horizontalFlipsAllowed` is true:
// pushing left will make a sprite face backwards
// pushing right will make a sprite face forwards
horizontalFlipsAllowed: false,
// If `verticalFlipsAllowed` is true:
// pushing down will make a sprite upside-down
// pushing up will make a sprite right-side up
verticalFlipsAllowed: false,
};
/**
@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];
}
/**
@file edit image at runtime
@summary API for updating image data at runtime.
@author Sean S. LeBlanc
@version 22.1.0
@requires Bitsy 8.12
@description
Adds API for updating sprite, tile, and item data at runtime.
Individual frames of image data in bitsy are 8x8 1-bit 2D arrays in yx order
e.g. the default player is:
[
[0,0,0,1,1,0,0,0],
[0,0,0,1,1,0,0,0],
[0,0,0,1,1,0,0,0],
[0,0,1,1,1,1,0,0],
[0,1,1,1,1,1,1,0],
[1,0,1,1,1,1,0,1],
[0,0,1,0,0,1,0,0],
[0,0,1,0,0,1,0,0]
]
*/
/*
Args:
id: string id or name
frame: animation frame (0 or 1)
map: map of images (e.g. `sprite`, `tile`, `item`)
Returns: a single frame of a image data
*/
function getImageData(id, frame, map) {
return bitsy.renderer.GetDrawingSource(getImage(id, map).drw)[frame];
}
function getSpriteData(id, frame) {
return getImageData(id, frame, bitsy.sprite);
}
/*
Updates a single frame of image data
Args:
id: string id or name
frame: animation frame (0 or 1)
map: map of images (e.g. `sprite`, `tile`, `item`)
newData: new data to write to the image data
*/
function setImageData(id, frame, map, newData) {
var drawing = getImage(id, map);
var drw = drawing.drw;
var img = bitsy.renderer.GetDrawingSource(drw).slice();
img[frame] = newData;
bitsy.renderer.SetDrawingSource(drw, img);
}
function setSpriteData(id, frame, newData) {
setImageData(id, frame, bitsy.sprite, newData);
}
/**
* 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 transform sprite data
@summary Helpers for flipping and rotating sprite data
*/
// helper function to flip sprite data
function transformSpriteData(spriteData, v, h, rot) {
var x;
var y;
var x2;
var y2;
var col;
var tmp;
var s = spriteData.slice();
if (v) {
for (y = 0; y < s.length / 2; ++y) {
y2 = s.length - y - 1;
tmp = s[y];
s[y] = s[y2];
s[y2] = tmp;
}
}
if (h) {
for (y = 0; y < s.length; ++y) {
col = s[y] = s[y].slice();
for (x = 0; x < col.length / 2; ++x) {
x2 = col.length - x - 1;
tmp = col[x];
col[x] = col[x2];
col[x2] = tmp;
}
}
}
return s;
}
/**
➡
@file push sprites
@summary sokoban-style sprite pushing
@license MIT
@author jan0sc
@version 22.1.0
@requires Bitsy 8.12
@description
Hack to make sprites pushable.
HOW TO USE:
1. Copy-paste into a script tag after the bitsy source
2. Edit hackOptions below to specify the push logic, exit handling, target states and whether to flip drawings
PUSH LOGIC:
functions to determine:
1. the sprites that the player can push
2. the sprites that a pushed sprite can push
3. the items that stop a sprite from moving
4. the tiles that stop a sprite from moving
EXIT HANDLING:
function to determine whether a sprite will be allowed to transit an exit
TARGET STATES:
object specifying which dialogs to trigger and under what conditions
SPRITE FLIPPING:
allow or disallow drawing flips when a sprite is pushed
*/
before('movePlayer', function (direction) {
var spriteId = null;
switch (direction) {
case bitsy.Direction.Up:
spriteId = bitsy.getSpriteUp();
break;
case bitsy.Direction.Down:
spriteId = bitsy.getSpriteDown();
break;
case bitsy.Direction.Left:
spriteId = bitsy.getSpriteLeft();
break;
case bitsy.Direction.Right:
spriteId = bitsy.getSpriteRight();
break;
}
if (spriteId && hackOptions.playerPushesSprite(bitsy.sprite[spriteId])) {
var success = pushSprite(bitsy.sprite[spriteId], direction);
if (!success) {
// flip the sprite even if it doesn't move
updateImage(bitsy.sprite[spriteId]);
}
}
});
//
// push handling
//
function pushSprite(spr, direction) {
var sprs;
var newx;
var newy;
switch (direction) {
case bitsy.Direction.Up:
newx = spr.x;
newy = spr.y - 1;
break;
case bitsy.Direction.Down:
newx = spr.x;
newy = spr.y + 1;
break;
case bitsy.Direction.Left:
newx = spr.x - 1;
newy = spr.y;
break;
case bitsy.Direction.Right:
newx = spr.x + 1;
newy = spr.y;
break;
}
if (moveOK(spr, newx, newy, direction)) {
sprs = getAllSpritesAt(spr.room, spr.x, spr.y);
sprs.forEach(function (s) {
updateImage(s);
s.x = newx;
s.y = newy;
});
checkExit(spr, direction);
bitsy.drawRoom(bitsy.room[bitsy.state.room], { redrawAll: true });
return true;
}
return false;
}
function moveOK(spr, newx, newy, direction) {
var next = getFirstSpriteAt(spr.room, newx, newy);
// either there is a space or the next sprite moves
return (!next && itemOK(spr, newx, newy) && tileOK(spr, newx, newy)) || (next && spriteOK(spr, next) && pushSprite(next, direction));
}
function spriteOK(spr1, spr2) {
return hackOptions.spritePushesSprite(spr1, spr2);
}
function itemOK(spr, x, y) {
var items = bitsy.room[spr.room].items;
if (items.length > 0) {
for (var itm of items) {
if (hackOptions.itemStopsSprite(bitsy.item[itm.id], spr) && itm.x === x && itm.y === y) {
return false;
}
}
}
return true;
}
function tileOK(spr, x, y) {
if (x < 0 || y < 0 || x >= bitsy.mapsize || y >= bitsy.mapsize) {
return false;
} // can't push sprite off the edge
var tileid = bitsy.room[spr.room].tilemap[y][x];
if (tileid === '0') {
return true;
} // no tile => no problem
if (hackOptions.tileStopsSprite(bitsy.tile[tileid], spr)) {
return false;
}
return true;
}
function getFirstSpriteAt(r, x, y) {
return Object.values(bitsy.sprite).find(function (spr) {
return spr.room === r && spr.x === x && spr.y === y;
});
}
function getAllSpritesAt(r, x, y) {
return Object.values(bitsy.sprite).filter(function (spr) {
return spr.room === r && spr.x === x && spr.y === y;
});
}
//
// exit handling
//
function checkExit(spr, direction) {
var source = spr.room;
var ext = bitsy.room[source].exits.find(function (e) {
return spr.x === e.x && spr.y === e.y;
});
if (ext) {
// move sprite through exit to the destination
spr.room = ext.dest.room;
spr.x = ext.dest.x;
spr.y = ext.dest.y;
// try to push one cell in same direction
var success = pushSprite(spr, direction);
if (success) {
// if it succeeds, move any remaining sprites across to join it
var sprs = getAllSpritesAt(source, ext.x, ext.y);
sprs.forEach(function (s) {
s.room = spr.room;
s.x = spr.x;
s.y = spr.y;
});
} else {
// if it fails, sprite cannot transit so move it back
spr.room = source;
spr.x = ext.x;
spr.y = ext.y;
}
}
}
//
// target handling
//
var targetsLookup;
function checkTargets() {
var spr;
var k;
var s;
targetsLookup = [];
for (var id in bitsy.sprite) {
if (Object.prototype.hasOwnProperty.call(bitsy.sprite, id)) {
spr = bitsy.sprite[id];
if (spr.name) {
targetsLookup[spr.room] = targetsLookup[spr.room] || [];
targetsLookup[spr.room][spr.x] = targetsLookup[spr.room][spr.x] || [];
targetsLookup[spr.room][spr.x][spr.y] = spr.name;
}
}
}
targetsLookup[bitsy.state.room] = targetsLookup[bitsy.state.room] || [];
targetsLookup[bitsy.state.room][bitsy.player().x] = targetsLookup[bitsy.state.room][bitsy.player().x] || [];
targetsLookup[bitsy.state.room][bitsy.player().x][bitsy.player().y] = bitsy.playerId;
for (k in hackOptions.conditions) {
if (Object.prototype.hasOwnProperty.call(hackOptions.conditions, k)) {
var result = true;
for (s in hackOptions.conditions[k]) {
if (Object.prototype.hasOwnProperty.call(hackOptions.conditions[k], s)) {
result = result && checkOR(s, hackOptions.conditions[k][s]);
}
}
var dialogId;
if (result) {
dialogId = k + '_true';
} else {
dialogId = k + '_false';
}
if (bitsy.dialog[dialogId]) {
var dialogStr = bitsy.dialog[dialogId];
bitsy.startDialog(dialogStr, dialogId);
}
}
}
}
after('movePlayer', function (direction) {
if (!bitsy.isNarrating && !bitsy.isDialogMode) checkTargets();
});
function check(s, xyz) {
if (s === 'nothing') {
return targetsLookup[xyz[0]] === undefined || targetsLookup[xyz[0]][xyz[1]] === undefined || targetsLookup[xyz[0]][xyz[1]][xyz[2]] === undefined;
}
return targetsLookup[xyz[0]] && targetsLookup[xyz[0]][xyz[1]] && targetsLookup[xyz[0]][xyz[1]][xyz[2]] && isCompatible(s, targetsLookup[xyz[0]][xyz[1]][xyz[2]]);
}
function checkAND(s, xyzs) {
var result = true;
for (var xyz of xyzs) {
result = result && check(s, xyz);
if (!result) {
return false;
}
}
return true;
}
function checkOR(s, xyzss) {
for (var xyzs of xyzss) {
if (checkAND(s, xyzs)) {
return true;
}
}
return false;
}
function isCompatible(p, q) {
if (p === 'anything') {
return true;
}
if (p === bitsy.playerId) {
return q === bitsy.playerId;
}
return q.includes(p);
}
//
// sprite flipping
//
var originalAnimations = [];
var hflips = [];
var vflips = [];
before('onready', function () {
var i;
for (var id in bitsy.sprite) {
if (Object.prototype.hasOwnProperty.call(bitsy.sprite, id)) {
var spr = bitsy.sprite[id];
originalAnimations[spr.id] = {
frames: [],
};
for (i = 0; i < spr.animation.frameCount; ++i) {
originalAnimations[spr.id].frames.push(getSpriteData(spr.id, i));
}
hflips[spr.id] = false;
vflips[spr.id] = false;
}
}
});
function updateImage(spr) {
// determine which directions need flipping
switch (bitsy.curPlayerDirection) {
case bitsy.Direction.Up:
if (hackOptions.verticalFlipsAllowed) {
vflips[spr.id] = false;
}
break;
case bitsy.Direction.Down:
if (hackOptions.verticalFlipsAllowed) {
vflips[spr.id] = true;
}
break;
case bitsy.Direction.Left:
if (hackOptions.horizontalFlipsAllowed) {
hflips[spr.id] = true;
}
break;
case bitsy.Direction.Right:
if (hackOptions.horizontalFlipsAllowed) {
hflips[spr.id] = false;
}
break;
}
// update sprite with flipped frames
for (var i = 0; i < originalAnimations[spr.id].frames.length; ++i) {
setSpriteData(spr.id, i, transformSpriteData(originalAnimations[spr.id].frames[i], vflips[spr.id], hflips[spr.id]));
}
}
exports.hackOptions = hackOptions;
})(this.hacks["push-sprites"] = this.hacks["push-sprites"] || {}, window);