1123 lines
28 KiB
JavaScript
1123 lines
28 KiB
JavaScript
window._ = {};
|
|
window.Game = {};
|
|
|
|
Game.sections = {};
|
|
Game.queue = [];
|
|
|
|
Game.dom = $("#game_container");
|
|
Game.wordsDOM = $("#game_words");
|
|
Game.choicesDOM = $("#game_choices");
|
|
Game.canvas = $("#game_canvas");
|
|
|
|
window.SceneSetup = {}; // A big ol' singleton class that just makes it easy to create scenes.
|
|
|
|
// HELPER FUNCS
|
|
window.bb = function(){
|
|
publish("bb", arguments);
|
|
};
|
|
window.hong = function(){
|
|
publish("hong", arguments);
|
|
};
|
|
window.attack = function(damage, type){
|
|
publish("attack", ["hong", damage, type]);
|
|
_["attack_"+type+"_ch"+_.CHAPTER]++; // HACK
|
|
};
|
|
window.attackBB = function(damage, type){
|
|
publish("attack", ["bb", damage]);
|
|
};
|
|
|
|
// Init
|
|
Game.init = function(){
|
|
|
|
// Create the section debug menu
|
|
Object.keys(Game.sections).forEach(function(key){
|
|
const link = document.createElement('div');
|
|
link.className = "section_link";
|
|
link.innerText = key;
|
|
link.addEventListener('click', function() {
|
|
Game.goto(key);
|
|
});
|
|
document.getElementById("section_debug_list").appendChild(link);
|
|
})
|
|
|
|
// HP!
|
|
window.HP = new HitPoints();
|
|
|
|
// Animation!
|
|
console.log("init");
|
|
var animloop = function(){
|
|
Game.update();
|
|
requestAnimationFrame(animloop);
|
|
};
|
|
requestAnimationFrame(animloop);
|
|
|
|
};
|
|
|
|
// Call to toggle debug rendering
|
|
Game.debug = function(){
|
|
document.body.classList.toggle('show_debug');
|
|
}
|
|
|
|
// Parse scene markdown!
|
|
Game.parseSceneMarkdown = function(md){
|
|
|
|
// Split into sections...
|
|
md = md.trim().replace(/\r/g, "");
|
|
md = "\n" + md;
|
|
var sections = md.split(/\n\#\s*/);
|
|
sections.shift();
|
|
sections.forEach(function(section){
|
|
|
|
var split_index = section.indexOf("\n\n");
|
|
var id = section.slice(0, split_index).toLocaleLowerCase();
|
|
var text = section.slice(split_index+2);
|
|
|
|
// Split into lines
|
|
text = text.trim();
|
|
var lines = text.split("\n\n");
|
|
for(var i=0; i<lines.length; i++) lines[i]=lines[i].trim(); // trim it all!
|
|
|
|
// New section
|
|
Game.sections[id] = {
|
|
id: id,
|
|
lines: lines
|
|
};
|
|
|
|
});
|
|
|
|
};
|
|
|
|
////////////////////////////////////////////////////////////////////////////////////////////////
|
|
// SCENE MANAGEMENT ////////////////////////////////////////////////////////////////////////////
|
|
////////////////////////////////////////////////////////////////////////////////////////////////
|
|
|
|
Game.start = function(){
|
|
Game.FORCE_CANT_SKIP = false; // for the replay
|
|
window._ = {}; // global var, reset
|
|
};
|
|
|
|
var last_frame = Date.now();
|
|
Game.update = function(){
|
|
|
|
// TIME
|
|
const now = Date.now();
|
|
const delta = (now - last_frame) / 1000;
|
|
last_frame = now;
|
|
|
|
// Removing this till I can see why it's needed...
|
|
// Reshaping the passing of time will come back to haunt you! [Spacie]
|
|
// DELTA = Math.min(DELTA, 1/20); // no slower than 20fps
|
|
|
|
if(!Game.paused){
|
|
|
|
// Timeout callbacks...
|
|
Game.timeoutCallbacks.forEach(tc => {
|
|
tc.timeLeft -= 1000 * delta;
|
|
if(tc.timeLeft <= 0) tc.callback();
|
|
});
|
|
Game.timeoutCallbacks = Game.timeoutCallbacks.filter(tc => tc.timeLeft > 0);
|
|
|
|
// The interface
|
|
Game.updateText();
|
|
Game.updateCanvas(delta);
|
|
|
|
// Ayyy
|
|
publish("update");
|
|
}
|
|
|
|
// Options update
|
|
Options.update();
|
|
|
|
};
|
|
|
|
// PAUSING THE GAME
|
|
Game.paused = false;
|
|
Game.pausedDOM = $("#paused");
|
|
Game.pause = function(){
|
|
|
|
Game.paused = true;
|
|
Game.pausedDOM.style.display = "block";
|
|
Howler.mute(true);
|
|
|
|
$("#paused").setAttribute("modal", (Options.showing||About.showing||ContentNotes.showing) ? "yes" : "no" );
|
|
|
|
publish("GAME_PAUSED");
|
|
|
|
};
|
|
window.addEventListener("blur", Game.pause);
|
|
Game.onUnpause = function(){
|
|
if(Game.paused && !(Options.showing||About.showing||ContentNotes.showing)){
|
|
Game.paused = false;
|
|
Game.pausedDOM.style.display = "none";
|
|
Howler.mute(false);
|
|
}
|
|
|
|
publish("GAME_UNPAUSED");
|
|
|
|
};
|
|
Game.pausedDOM.onclick = function(e){
|
|
if(Options.showing){
|
|
publish("hide_options");
|
|
}else if(About.showing){
|
|
$("#close_about").onclick();
|
|
}else if(About.showing){
|
|
publish("hide_cn");
|
|
}else{
|
|
Game.onUnpause();
|
|
}
|
|
e.stopPropagation();
|
|
};
|
|
|
|
// UNPAUSE OR SKIP DIALOGUE?
|
|
var _unpauseOrSkip = function(){
|
|
if(Game.paused){
|
|
Game.onUnpause();
|
|
}else{
|
|
Game.clearAllTimeouts();
|
|
publish("super_hack_skip_intro");
|
|
}
|
|
};
|
|
window.addEventListener("click", _unpauseOrSkip);
|
|
window.addEventListener("touchstart", _unpauseOrSkip);
|
|
|
|
|
|
// "SET TIMEOUT" for text and stuff
|
|
Game.timeoutCallbacks = [];
|
|
Game.setTimeout = function(callback, interval){
|
|
Game.timeoutCallbacks.push({
|
|
callback: callback,
|
|
timeLeft: interval
|
|
});
|
|
};
|
|
// SKIP TEXT WHEN CLICK ANYWHERE (but NOT capture in choice)
|
|
Game.clearAllTimeouts = function(){
|
|
|
|
// NOPE
|
|
if(Game.FORCE_CANT_SKIP) return;
|
|
|
|
// Is this DURING while someone is talking?
|
|
var isInterrupting = (Game.WHO_IS_SPEAKING!=null);
|
|
|
|
// If not, clear all
|
|
// Otherwise, clear all BUT last one... UNLESS there's only one left
|
|
if(Game.timeoutCallbacks.length==1) isInterrupting=false;
|
|
for(var i=0; i<Game.timeoutCallbacks.length; i++){
|
|
if(isInterrupting && i==Game.timeoutCallbacks.length-1) break;
|
|
Game.timeoutCallbacks[i].callback();
|
|
}
|
|
if(isInterrupting){
|
|
Game.timeoutCallbacks = [ Game.timeoutCallbacks[Game.timeoutCallbacks.length-1] ]; // last one
|
|
}else{
|
|
Game.timeoutCallbacks = [];
|
|
}
|
|
|
|
};
|
|
|
|
// CLICK TO SKIP DIALOGUE
|
|
//window.addEventListener("click", Game.clearAllTimeouts);
|
|
//window.addEventListener("touchstart", Game.clearAllTimeouts);
|
|
/*Game.canvas.addEventListener("click", Game.clearAllTimeouts);
|
|
Game.canvas.addEventListener("touchstart", Game.clearAllTimeouts);
|
|
Game.choicesDOM.addEventListener("click", Game.clearAllTimeouts);
|
|
Game.choicesDOM.addEventListener("touchstart", Game.clearAllTimeouts);*/
|
|
|
|
Game.goto = function(sectionID){
|
|
|
|
// Clear choices
|
|
Game.choicesDOM.innerHTML = "";
|
|
|
|
// Show each line...
|
|
var section = Game.sections[sectionID];
|
|
if(!section){
|
|
throw "NO SECTION NAMED "+sectionID;
|
|
}
|
|
var lines = section.lines;
|
|
Game.queue = Game.queue.concat(lines);
|
|
Game.executeNextLine();
|
|
|
|
};
|
|
|
|
Game.executeNextLine = function(){
|
|
|
|
// Parse handlebars
|
|
var originalLine = Game.queue.shift();
|
|
if(!originalLine) return; // END OF QUEUE.
|
|
line = Game.parseLine(originalLine);
|
|
|
|
// Execute line
|
|
var promiseNext;
|
|
if(line==""){
|
|
// If no line, get immediate promise...
|
|
promiseNext = Game.immediatePromise();
|
|
}else{
|
|
|
|
// Execute based on what type it is!
|
|
var lineType = Game.getLineType(line);
|
|
switch(lineType){
|
|
case "text":
|
|
promiseNext = Game.executeText(line);
|
|
break;
|
|
case "choice":
|
|
promiseNext = Game.executeChoice(line);
|
|
break;
|
|
case "code":
|
|
promiseNext = Game.executeCode(line);
|
|
break;
|
|
case "wait":
|
|
promiseNext = Game.executeWait(line);
|
|
break;
|
|
}
|
|
|
|
// If it's a goto, end THIS section immediately.
|
|
if(lineType=="goto"){
|
|
Game.clearQueue(); // CLEAR ALL ELSE IN QUEUE
|
|
Game.executeGoto(line);
|
|
return;
|
|
}
|
|
|
|
}
|
|
|
|
// Do next line?
|
|
if(Game.queue.length>0){
|
|
promiseNext.then(function(){
|
|
Game.executeNextLine();
|
|
});
|
|
}
|
|
|
|
};
|
|
Game.clearQueue = function(){
|
|
Game.queue = [];
|
|
};
|
|
Game.addToQueue = function(line){
|
|
Game.queue.push(line);
|
|
}
|
|
|
|
|
|
////////////////////////////////////////////////////////////////////////////////////////////////
|
|
// TEXT AND STUFF //////////////////////////////////////////////////////////////////////////////
|
|
////////////////////////////////////////////////////////////////////////////////////////////////
|
|
|
|
// Immediate Promise
|
|
Game.immediatePromise = function(){
|
|
return new RSVP.Promise(function(resolve){
|
|
resolve();
|
|
});
|
|
};
|
|
|
|
// Move the text DOM to latest
|
|
Game.FORCE_TEXT_Y = -1;
|
|
Game.WORDS_HEIGHT_BOTTOM = -1;
|
|
(function(){
|
|
const wordsObserver = new TickableObserver(() => {
|
|
const offset = 80
|
|
if(Game.WORDS_HEIGHT_BOTTOM < 0) Game.WORDS_HEIGHT_BOTTOM = 250;
|
|
let advanceTextPosition = 0
|
|
|
|
// Either force the text somewhere...
|
|
if(Game.FORCE_TEXT_Y != -1){
|
|
Game.wordsDOM.style.transform = `translateY(${Game.FORCE_TEXT_Y}px)`;
|
|
advanceTextPosition = Game.wordsDOM.clientHeight + Game.FORCE_TEXT_Y + 5
|
|
}
|
|
// Or calculate its position based on a window...
|
|
else {
|
|
const wordsHeight = Game.wordsDOM.clientHeight;
|
|
let diff = wordsHeight - (Game.WORDS_HEIGHT_BOTTOM - offset)
|
|
if(diff < 0) diff = 0
|
|
Game.wordsDOM.style.transform = `translateY(${offset - diff}px)`;
|
|
advanceTextPosition = offset - diff + wordsHeight + 5
|
|
}
|
|
|
|
// "Instant mode" was only used for clearing... so lets just do it when it's clear?
|
|
if(Game.wordsDOM.children.length == 0) flushElementTransitions(Game.wordsDOM);
|
|
|
|
// Also, move the click_to_advance DOM
|
|
$('#click_to_advance').style.transform = `translateY(${Math.round(advanceTextPosition)}px)`;
|
|
});
|
|
|
|
// The words UI depends on these things:
|
|
wordsObserver.watch(() => Game.FORCE_TEXT_Y);
|
|
wordsObserver.watch(() => Game.WORDS_HEIGHT_BOTTOM);
|
|
wordsObserver.watch(() => Game.wordsDOM.children.length);
|
|
Game.updateText = () => wordsObserver.tick();
|
|
|
|
})()
|
|
|
|
// CLEAR TEXT
|
|
Game.clearText = function(){
|
|
Game.wordsDOM.innerHTML = "";
|
|
Game.updateText();
|
|
};
|
|
|
|
Game.clearAll = function(){
|
|
Game.clearText();
|
|
Game.resetScene();
|
|
music(null);
|
|
stopAllSounds();
|
|
};
|
|
window.clearText = Game.clearText;
|
|
|
|
// CUSSING?!
|
|
window.NO_CUSS_MODE = false;
|
|
var GRAWLIXES = ["@","#","✩","$","%","&"];
|
|
var GRAWLIX_INDEX = 0;
|
|
|
|
// Execute text! Just add it to text DOM.
|
|
Game.TEXT_SPEED = 50;
|
|
Game.CLICK_TO_ADVANCE = true;
|
|
Game.FORCE_CANT_SKIP = false;
|
|
Game.OVERRIDE_TEXT_SPEED = 1;
|
|
Game.FORCE_TEXT_DURATION = -1;
|
|
Game.WHO_IS_SPEAKING = null; // "h", "b", "n" etc...
|
|
Game.CURRENT_SPEAKING_SPEED = 1;
|
|
Game.FORCE_NO_VOICE = false;
|
|
Game.NO_NARRATOR_SOUNDS = false;
|
|
Game.executeText = function(line){
|
|
|
|
return new RSVP.Promise(function(resolve){
|
|
|
|
// Who's speaking?
|
|
// b: Beebee, h: Hong, n: Narrator, n2: Narrator 2, n3: Narrator 3
|
|
var regex = /^([^\:]+)\:(.*)/
|
|
var speaker = line.match(regex)[1].trim();
|
|
var dialogue = line.match(regex)[2].trim();
|
|
|
|
// IF IT'S A SPECIAL ATTACK, SKIP ALL THIS
|
|
if(speaker=="fear_harm" || speaker=="fear_alone" || speaker=="fear_bad"){
|
|
Game.setTimeout(function(){
|
|
publish("hide_click_to_advance");
|
|
resolve(); // DONE WITH IT.
|
|
}, Game.TEXT_SPEED*7);
|
|
return;
|
|
}
|
|
|
|
// Add the bubble, with animation
|
|
var div = document.createElement("div");
|
|
Game.wordsDOM.appendChild(div);
|
|
Game.WHO_IS_SPEAKING = speaker; // WHO'S SPEAKING?!
|
|
Game.CURRENT_SPEAKING_SPEED = Game.OVERRIDE_TEXT_SPEED;
|
|
if(Game.OVERRIDE_FONT_SIZE){
|
|
div.style.fontSize = Game.OVERRIDE_FONT_SIZE+"px";
|
|
}
|
|
switch(speaker){
|
|
case "b":
|
|
div.className = "beebee-bubble";
|
|
break;
|
|
case "h":
|
|
div.className = "hong-bubble";
|
|
break;
|
|
case "h2": case "h3":
|
|
div.className = "hong2-bubble";
|
|
break;
|
|
case "a":
|
|
div.className = "al-bubble";
|
|
break;
|
|
case "s":
|
|
div.className = "shire-bubble";
|
|
break;
|
|
case "r":
|
|
div.className = "hunter-bubble";
|
|
break;
|
|
case "n":
|
|
div.className = "narrator-bubble";
|
|
break;
|
|
case "n2": // narrator 2
|
|
div.className = "narrator-bubble-2";
|
|
break;
|
|
case "n3": // narrator 3
|
|
div.className = "narrator-bubble-3";
|
|
break;
|
|
case "n4": // narrator 4
|
|
div.className = "narrator-bubble-4";
|
|
break;
|
|
case "n5": // narrator 5
|
|
div.className = "narrator-bubble-5";
|
|
break;
|
|
case "i": // Intermission
|
|
div.className = "narrator-bubble-i";
|
|
break;
|
|
}
|
|
requestAnimationFrame(function(){
|
|
requestAnimationFrame(function(){
|
|
div.style.opacity = 1;
|
|
div.style.left = 0;
|
|
});
|
|
});
|
|
|
|
// Clear both
|
|
var clearBoth = document.createElement("div");
|
|
clearBoth.className = "clear-both";
|
|
Game.wordsDOM.appendChild(clearBoth);
|
|
|
|
// CUSSING OR NO CUSSING?
|
|
if(window.NO_CUSS_MODE){
|
|
// Slice it out with Grawlixes, 1 by 1.
|
|
var censorMode = false;
|
|
for(var i=0; i<dialogue.length; i++){
|
|
var chr = dialogue[i];
|
|
if(chr=="^"){
|
|
censorMode = !censorMode; // toggle
|
|
dialogue = dialogue.slice(0,i) + dialogue.slice(i+1); // slice out the one character
|
|
i--; // step back
|
|
}else if(censorMode){
|
|
var grawlix = GRAWLIXES[GRAWLIX_INDEX];
|
|
GRAWLIX_INDEX = (GRAWLIX_INDEX+1) % GRAWLIXES.length;
|
|
dialogue = dialogue.slice(0,i) + grawlix + dialogue.slice(i+1); // replace the character
|
|
}
|
|
}
|
|
}else{
|
|
// remove all "^" signs
|
|
dialogue = dialogue.replace(/\^/g, "");
|
|
}
|
|
|
|
// Add the text
|
|
var interval = 0;
|
|
var SPEED = Math.round(Game.TEXT_SPEED / Game.OVERRIDE_TEXT_SPEED);
|
|
if(Game.FORCE_TEXT_DURATION>0){
|
|
SPEED = Math.round(Game.FORCE_TEXT_DURATION/dialogue.length);
|
|
}
|
|
|
|
// IF IT'S BEEBEE, HONG, or NARRATOR 3, or HUNTER, or AL or SHIRE
|
|
if(speaker=="b" || speaker=="h" || speaker=="h2" || speaker=="h3" || speaker=="n3" || speaker=="r" || speaker=="a" || speaker=="s"){
|
|
|
|
// Put in the text, each character a DIFFERENT SPAN...
|
|
var span, chr;
|
|
var isItalicized = false;
|
|
for(var i=0; i<dialogue.length; i++){
|
|
|
|
// Is it italicized?
|
|
chr = dialogue[i];
|
|
if(chr=="*") isItalicized = !isItalicized; // toggle!
|
|
|
|
// Add letter span
|
|
span = document.createElement("span");
|
|
if(chr=="*"){
|
|
// else, empty. can't NOT add span, coz screws up indexing.
|
|
}else{
|
|
span.innerHTML = isItalicized ? "<i>"+chr+"</i>" : chr;
|
|
}
|
|
span.style.opacity = 0;
|
|
div.appendChild(span);
|
|
|
|
}
|
|
|
|
// Then REVEAL letters one-by-one
|
|
for(var i=0; i<dialogue.length; i++){
|
|
|
|
var chr = dialogue[i];
|
|
|
|
// If it's the last char & it's "-", skip
|
|
if(i==dialogue.length-1 && chr=="-") break;
|
|
|
|
// for scopin'
|
|
(function(index, interval, speaker, forceNoSound){
|
|
Game.setTimeout(function(){
|
|
|
|
// Show it
|
|
div.children[index].style.opacity = 1;
|
|
|
|
// And SOUND?
|
|
if(!forceNoSound){
|
|
var chr = div.children[index].innerHTML;
|
|
if(chr!=" "){
|
|
if(speaker=="h" || speaker=="h2"){
|
|
voice("hong", {volume:0.3});
|
|
}
|
|
if(speaker=="b" || speaker=="h3"){
|
|
voice("beebee", {volume:0.5});
|
|
}
|
|
if(speaker=="n3"){
|
|
voice("typewriter", {volume:0.5});
|
|
}
|
|
if(speaker=="r"){
|
|
voice("hunter", {volume:0.17});
|
|
}
|
|
if(speaker=="a"){
|
|
voice("al", {volume:0.3});
|
|
}
|
|
if(speaker=="s"){
|
|
voice("shire", {volume:0.4});
|
|
}
|
|
}
|
|
}
|
|
|
|
}, interval);
|
|
})(i, interval, speaker, Game.FORCE_NO_VOICE);
|
|
|
|
// Bigger interval
|
|
if(i!=dialogue.length-1){ // NOT last
|
|
if(chr=="."){
|
|
if(dialogue[i+1]=="\""){ // UNLESS next one's a punctuation!
|
|
interval += 0;
|
|
}else{
|
|
interval += SPEED*10;
|
|
}
|
|
}else if(chr=="?" || chr=="!"){ // gap unless next one's ALSO punctuation.
|
|
if(dialogue[i+1]==" "){ // next one's a space? gap!
|
|
interval += SPEED*10;
|
|
}else{ // if not, no!
|
|
interval += SPEED;
|
|
}
|
|
}else if(chr=="," || chr==":"){
|
|
interval += SPEED*5;
|
|
}else{
|
|
interval += SPEED;
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
}else{
|
|
|
|
// IF NARRATOR
|
|
|
|
// *Emphasize multiple words* => *Emphasize* *multiple* *words*
|
|
var regex = /\*([^\*]*)\*/g;
|
|
var emphasized = dialogue.match(regex) || [];
|
|
for(var i=emphasized.length-1; i>=0; i--){ // backwards coz replacing
|
|
|
|
// Convert
|
|
var originalEm = emphasized[i]
|
|
var em = originalEm;
|
|
em = em.substr(1,em.length-2); // remove *
|
|
var ems = em.split(" ");
|
|
ems = ems.map(function(word){
|
|
return "*"+word+"*";
|
|
});
|
|
em = ems.join(" ");
|
|
|
|
// Replace in main string
|
|
var startIndex = dialogue.indexOf(originalEm);
|
|
dialogue = dialogue.slice(0, startIndex) + em + dialogue.slice(startIndex+originalEm.length);
|
|
|
|
}
|
|
|
|
// Put in the text, each word a DIFFERENT SPAN
|
|
var span;
|
|
var dialogueWords = dialogue.split(" ");
|
|
for(var i=0; i<dialogueWords.length; i++){
|
|
|
|
// Is it an emphasized word?
|
|
var reggie = /\*(.*)\*/;
|
|
var word = dialogueWords[i];
|
|
if(reggie.test(word)){
|
|
word = "<i>" + word.match(reggie)[1].trim() + "</i>";
|
|
}
|
|
|
|
// Actual emphasis
|
|
reggie = /\_(.*)\_/;
|
|
if(reggie.test(word)){
|
|
word = "<i class='italics'>" + word.match(reggie)[1].trim() + "</i>";
|
|
}
|
|
|
|
// Add the span
|
|
span = document.createElement("span");
|
|
span.innerHTML = word+" ";
|
|
span.style.opacity = 0;
|
|
div.appendChild(span);
|
|
|
|
}
|
|
|
|
// Then REVEAL words one-by-one
|
|
for(var i=0; i<dialogueWords.length; i++){
|
|
|
|
var word = dialogueWords[i];
|
|
|
|
// for scopin'
|
|
(function(index, interval, word){
|
|
Game.setTimeout(function(){
|
|
|
|
// Show
|
|
div.children[index].style.opacity = 1;
|
|
|
|
// SOUND
|
|
var chr = word.slice(-1);
|
|
var isEmphasis = (chr=="*");
|
|
if(!Game.NO_NARRATOR_SOUNDS){
|
|
voice(isEmphasis ? "narrator_emphasis" : "narrator");
|
|
}
|
|
|
|
}, interval);
|
|
})(i, interval, word);
|
|
|
|
// Interval
|
|
interval += SPEED*6;
|
|
|
|
// Larger interval if punctuation...
|
|
var chr = word.slice(-1);
|
|
var isIcon = (word[0]=="#" && chr=="#");
|
|
if(chr=="*") chr = word[word.length-2]; // coz emphasis
|
|
if(chr=="," || chr==":") interval += SPEED*5;
|
|
if(chr=="." || chr=="?" || chr=="!") interval += SPEED*10;
|
|
if(word.slice(-3)=="...") interval += SPEED*15;
|
|
|
|
// Oh, was it an ICON?
|
|
if(word[0]=="#" && chr=="#"){
|
|
interval += SPEED*10;
|
|
|
|
var span = div.children[i];
|
|
span.innerHTML = "";
|
|
span.style.display = "block";
|
|
var iconName = word.slice(1,-1)
|
|
var icon = new Image();
|
|
icon.src = Library.images["fear_"+iconName].hackSrc;
|
|
div.children[i].appendChild(icon);
|
|
icon.style.display = "block";
|
|
if(speaker!="i"){
|
|
icon.style.margin = "0 auto";
|
|
}
|
|
icon.style.width = "80px";
|
|
icon.style.height = "80px";
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// Return overrides to default
|
|
Game.OVERRIDE_TEXT_SPEED = 1;
|
|
Game.OVERRIDE_FONT_SIZE = false;
|
|
Game.FORCE_TEXT_DURATION = -1;
|
|
Game.FORCE_NO_VOICE = false;
|
|
|
|
// Return promise
|
|
var nextLineDelay = Game.TEXT_SPEED*7; // don't override this
|
|
if(dialogue.slice(-1)=="-") nextLineDelay=0; // sudden interrupt!
|
|
if(!Game.FORCE_CANT_SKIP){
|
|
if(Game.CLICK_TO_ADVANCE){ // IF IT'S CLICK-TO-ADVANCE, "INFINITE" TIMEOUT.
|
|
nextLineDelay = 1000*10000; // ten thousand seconds
|
|
}
|
|
}
|
|
|
|
// No one's speaking anymore.
|
|
Game.setTimeout(function(){
|
|
Game.WHO_IS_SPEAKING = null;
|
|
publish("DONE_SPEAKING");
|
|
}, interval);
|
|
|
|
// Show the clicky UI
|
|
if(!Game.FORCE_CANT_SKIP){
|
|
if(Game.CLICK_TO_ADVANCE){
|
|
Game.setTimeout(function(){
|
|
publish("show_click_to_advance");
|
|
}, interval+Game.TEXT_SPEED*2);
|
|
}
|
|
}
|
|
|
|
// DONE WITH IT
|
|
Game.setTimeout(function(){
|
|
publish("hide_click_to_advance");
|
|
resolve(); // DONE WITH IT.
|
|
}, interval+nextLineDelay);
|
|
|
|
// VISIBLE: FALSE FOR ANY ELEMENTS PAST 10
|
|
var VISIBLE_LIMIT = 10;
|
|
var w = Game.wordsDOM.children;
|
|
if(w.length>VISIBLE_LIMIT){
|
|
w[ w.length - VISIBLE_LIMIT - 1 ].style.visibility = "hidden";
|
|
w[ w.length - VISIBLE_LIMIT - 2 ].style.visibility = "hidden";
|
|
}
|
|
|
|
});
|
|
|
|
}
|
|
|
|
// CHOICE UI SOUNDS
|
|
Loader.addSounds([
|
|
{ id:"ui_show_choice", src:"sounds/ui/show_choice.mp3" },
|
|
{ id:"ui_click", src:"sounds/ui/click.mp3" },
|
|
{ id:"ui_hover", src:"sounds/ui/hover.mp3" }
|
|
]);
|
|
|
|
// Execute choice! Add it to choice DOM.
|
|
Game.OVERRIDE_CHOICE_LINE = false;
|
|
Game.OVERRIDE_CHOICE_SPEAKER = null;
|
|
Game.OVERRIDE_FONT_SIZE = false;
|
|
Game.executeChoice = function(line){
|
|
|
|
var choiceText = line.match(/\[([^\]]*)\]/)[1].trim();
|
|
var choiceID = line.match(/\(\#([^\)]*)\)/);
|
|
var THERE_IS_NO_CHOICE;
|
|
if(!choiceID){
|
|
THERE_IS_NO_CHOICE = true;
|
|
}else{
|
|
choiceID = choiceID[1].trim().toLocaleLowerCase();
|
|
}
|
|
|
|
var preChoiceCodeIfAny = null;
|
|
if(/\`(.*)\`/.test(line)){
|
|
preChoiceCodeIfAny = line.match(/\`(.*)\`/)[0]; // 0, with backticks
|
|
}
|
|
|
|
// SUPER HACK: #play1# and #play2#
|
|
choiceText = choiceText.replace("#play1#", "<div class='mini-icon' pic='play1'></div>");
|
|
choiceText = choiceText.replace("#play2#", "<div class='mini-icon' pic='play2'></div>");
|
|
|
|
// Choice text, add italics where *word word words*
|
|
var originalChoiceText = choiceText;
|
|
var italicsRegex = /\*([^\*]*)\*/g;
|
|
var results;
|
|
while(results=italicsRegex.exec(choiceText)){
|
|
// Modify choiceText in place, it's fine.
|
|
var startOfMatch = results.index;
|
|
var endOfMatch = results.index + results[0].length;
|
|
choiceText = choiceText.slice(0,startOfMatch) + "<i>" + results[1] + "</i>" + choiceText.slice(endOfMatch);
|
|
}
|
|
// Add bold where _word word word_
|
|
var boldRegex = /\_([^\*]*)\_/g;
|
|
var results;
|
|
while(results=boldRegex.exec(choiceText)){
|
|
// Modify choiceText in place, it's fine.
|
|
var startOfMatch = results.index;
|
|
var endOfMatch = results.index + results[0].length;
|
|
choiceText = choiceText.slice(0,startOfMatch) + "<b>" + results[1] + "</b>" + choiceText.slice(endOfMatch);
|
|
}
|
|
|
|
var div = document.createElement("div");
|
|
div.innerHTML = choiceText;
|
|
div.setAttribute("speaker", Game.OVERRIDE_CHOICE_SPEAKER ? Game.OVERRIDE_CHOICE_SPEAKER : "b");
|
|
if(!THERE_IS_NO_CHOICE){
|
|
div.onclick = function(event){
|
|
|
|
// Any pre-choice code?
|
|
if(preChoiceCodeIfAny) Game.executeCode(preChoiceCodeIfAny);
|
|
|
|
// Override line... ONCE
|
|
if(!Game.OVERRIDE_CHOICE_LINE){
|
|
if(Game.OVERRIDE_CHOICE_SPEAKER){
|
|
Game.addToQueue(Game.OVERRIDE_CHOICE_SPEAKER+": "+originalChoiceText);
|
|
}else{
|
|
Game.addToQueue("b: "+originalChoiceText);
|
|
}
|
|
}
|
|
Game.OVERRIDE_CHOICE_SPEAKER = null;
|
|
Game.OVERRIDE_CHOICE_LINE = false;
|
|
|
|
// Play sound
|
|
sfx("ui_click");
|
|
|
|
// Goto that choice, now!
|
|
Game.goto(choiceID);
|
|
|
|
// STOP THE PROP
|
|
event.stopPropagation();
|
|
|
|
};
|
|
div.onmouseover = function(){
|
|
sfx("ui_hover");
|
|
};
|
|
}else{
|
|
div.setAttribute("speaker", Game.OVERRIDE_CHOICE_SPEAKER ? Game.OVERRIDE_CHOICE_SPEAKER : "none");
|
|
}
|
|
|
|
// Add choice, animated!
|
|
div.classList.add("hidden");
|
|
Game.choicesDOM.appendChild(div);
|
|
requestAnimationFrame(function(){
|
|
div.classList.remove("hidden");
|
|
sfx("ui_show_choice", {volume:0.4});
|
|
});
|
|
|
|
// Or... FORCE
|
|
if(Game.OVERRIDE_FONT_SIZE){
|
|
div.style.fontSize = Game.OVERRIDE_FONT_SIZE+"px";
|
|
}else{
|
|
|
|
// If it's too big, shrink font size
|
|
setTimeout(function(){
|
|
var choiceHeight = div.getBoundingClientRect().height;
|
|
if(choiceHeight>40) div.style.fontSize = "18px";
|
|
// And if still too much???
|
|
setTimeout(function(){
|
|
var choiceHeight = div.getBoundingClientRect().height;
|
|
if(choiceHeight>40) div.style.fontSize = "17px";
|
|
// And if still too much???
|
|
setTimeout(function(){
|
|
var choiceHeight = div.getBoundingClientRect().height;
|
|
if(choiceHeight>40) div.style.fontSize = "16px";
|
|
// And if still too much???
|
|
setTimeout(function(){
|
|
var choiceHeight = div.getBoundingClientRect().height;
|
|
if(choiceHeight>40) div.style.fontSize = "15px";
|
|
// And if still too much???
|
|
setTimeout(function(){
|
|
var choiceHeight = div.getBoundingClientRect().height;
|
|
if(choiceHeight>40) div.style.fontSize = "14px";
|
|
// And if still too much???
|
|
setTimeout(function(){
|
|
var choiceHeight = div.getBoundingClientRect().height;
|
|
if(choiceHeight>40) div.style.fontSize = "13px";
|
|
// And if still too much???
|
|
setTimeout(function(){
|
|
var choiceHeight = div.getBoundingClientRect().height;
|
|
if(choiceHeight>40) div.style.fontSize = "12px";
|
|
},1);
|
|
},1);
|
|
},1);
|
|
},1);
|
|
},1);
|
|
},1);
|
|
},1);
|
|
|
|
}
|
|
Game.OVERRIDE_FONT_SIZE = false;
|
|
|
|
// Wait a bit before adding new line
|
|
return new RSVP.Promise(function(resolve){
|
|
Game.setTimeout(resolve, 100);
|
|
});
|
|
|
|
}
|
|
|
|
// Execute code!
|
|
Game.executeCode = function(line){
|
|
|
|
var code = line.match(/\`+([^\`]*)\`+/)[1].trim();
|
|
try{
|
|
eval(code);
|
|
}catch(e){
|
|
console.log(e);
|
|
}
|
|
|
|
// Return immediate promise
|
|
return Game.immediatePromise();
|
|
|
|
}
|
|
|
|
// Execute wait! Just wait.
|
|
Game.executeWait = function(line){
|
|
|
|
// Get integer from (...NN)
|
|
var waitTime = parseInt(line.match(/^\(\.\.\.(\d+)\)/)[1].trim());
|
|
|
|
// Unless it's click to advance, then IGNORE ALL WAITS
|
|
if(!Game.FORCE_CANT_SKIP){
|
|
|
|
// Specific wait-time, don't skip?
|
|
var waitTimeString = waitTime+"";
|
|
var lastDigit = waitTimeString[waitTimeString.length-1];
|
|
var cantSkip = (lastDigit!="0"); // CAN'T SKIP.
|
|
|
|
if(!cantSkip && Game.CLICK_TO_ADVANCE && waitTime<=999){ // hack: unless the wait is long.
|
|
waitTime = 0;
|
|
}
|
|
|
|
}
|
|
|
|
// Delayed promise
|
|
return new RSVP.Promise(function(resolve){
|
|
Game.setTimeout(resolve, waitTime);
|
|
});
|
|
|
|
};
|
|
|
|
// Execute goto! Just goto.
|
|
Game.executeGoto = function(line){
|
|
var gotoID = line.match(/^\(\#(.*)\)/)[1].trim().toLocaleLowerCase();
|
|
Game.goto(gotoID);
|
|
}
|
|
|
|
// Determine line type... text, choice, or code?
|
|
Game.getLineType = function(line){
|
|
|
|
// Is it a choice?
|
|
var isChoice = /\[.*\]\(.*\)/.test(line);
|
|
if(isChoice) return "choice";
|
|
|
|
// Is it a goto?
|
|
var isGoto = /^\(\#(.*)\)/.test(line);
|
|
if(isGoto) return "goto";
|
|
|
|
// Is it code?
|
|
var isCode = /^\`/.test(line);
|
|
if(isCode) return "code";
|
|
|
|
// Is it a wait?
|
|
var isWait = /^\(\.\.\.\d+\)/.test(line);
|
|
if(isWait) return "wait";
|
|
|
|
// Otherwise, it's text.
|
|
return "text";
|
|
|
|
};
|
|
|
|
// Parse all the handlebars...
|
|
Game.parseLine = function(line){
|
|
|
|
// Get rid of newlines
|
|
line = line.replace(/\n/gi,"");
|
|
|
|
// Get the IFs, if any
|
|
var lookForIfs = true;
|
|
while(lookForIfs){
|
|
|
|
lookForIfs = false;
|
|
|
|
// Look for an IF!
|
|
var regex = /\{\{if[^\/]*\/if\}\}/ig; // the reason it's inside here is to reset .exec
|
|
var regexResult = regex.exec(line);
|
|
if(regexResult){
|
|
|
|
// The result...
|
|
var fullConditional = regexResult[0];
|
|
var startsAtIndex = regexResult.index;
|
|
var endsAtIndex = startsAtIndex + fullConditional.length;
|
|
|
|
// Extract the condition
|
|
var condition = fullConditional.match(/\{\{if\s+([^\{\}]*)\}\}/)[1];
|
|
|
|
// Extract the inside text
|
|
var insideText = fullConditional.match(/\}\}([^\{\}]*)\{\{/)[1].trim()+" ";
|
|
|
|
// Eval condition!
|
|
var conditionIsTrue = false;
|
|
try{
|
|
conditionIsTrue = eval(condition);
|
|
}catch(e){
|
|
console.log(e);
|
|
}
|
|
|
|
// Edit the line
|
|
var insert = conditionIsTrue ? insideText : "";
|
|
line = line.slice(0,startsAtIndex) + insert + line.slice(endsAtIndex);
|
|
|
|
// Keep searching...
|
|
lookForIfs = true;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// Evaluate {{expressions}}, if any
|
|
var lookForExpressions = true;
|
|
while(lookForExpressions){
|
|
|
|
lookForExpressions = false;
|
|
|
|
// Look for an IF!
|
|
//debugger;
|
|
var regex = /\{\{[^\}]*\}\}/ig; // the reason it's inside here is to reset .exec
|
|
var regexResult = regex.exec(line);
|
|
if(regexResult){
|
|
|
|
// The result...
|
|
var fullExpression = regexResult[0];
|
|
var startsAtIndex = regexResult.index;
|
|
var endsAtIndex = startsAtIndex + fullExpression.length;
|
|
|
|
// Extract the expression
|
|
var expression = fullExpression.match(/\{\{([^\}]*)\}\}/)[1];
|
|
|
|
// Eval condition!
|
|
var evaluated = "";
|
|
try{
|
|
evaluated = eval(expression);
|
|
}catch(e){
|
|
console.log(e);
|
|
}
|
|
|
|
// Edit the line
|
|
line = line.slice(0,startsAtIndex) + evaluated + line.slice(endsAtIndex);
|
|
|
|
// Keep searching...
|
|
lookForExpressions = true;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// Return line!
|
|
return line;
|
|
|
|
};
|
|
|
|
////////////////////////////////////////////////////////////////////////////////////////////////
|
|
// WHERE STUFF WILL BE DRAWN ///////////////////////////////////////////////////////////////////
|
|
////////////////////////////////////////////////////////////////////////////////////////////////
|
|
|
|
Game.canvas.width = 360 * 2;
|
|
Game.canvas.height = 600 * 2; //450 * 2;
|
|
Game.canvas.style.width = Game.canvas.width/2 + "px";
|
|
Game.canvas.style.height = Game.canvas.height/2 + "px";
|
|
Game.context = Game.canvas.getContext("2d");
|
|
|
|
// A blank scene
|
|
Game.scene = null;
|
|
Game.resetScene = function(){
|
|
|
|
// Kill all of previous scene
|
|
if(Game.scene){
|
|
Game.scene.children.forEach(function(child){
|
|
if(child.kill) child.kill();
|
|
});
|
|
if(Game.scene.kill) Game.scene.kill();
|
|
}
|
|
|
|
// New scene!
|
|
Game.scene = {};
|
|
Game.scene.children = [];
|
|
|
|
// Misc
|
|
Game.WORDS_HEIGHT_BOTTOM = -1;
|
|
|
|
};
|
|
Game.resetScene();
|
|
|
|
// Update & draw all the kids!
|
|
Game.updateCanvas = function(delta){
|
|
|
|
// UPDATING:
|
|
// -------------------------------------------------------------
|
|
for(const child of Game.scene.children) {
|
|
if(child.update) child.update(delta);
|
|
}
|
|
|
|
// RENDERING:
|
|
// -------------------------------------------------------------
|
|
|
|
// For retina
|
|
var ctx = Game.context;
|
|
ctx.clearRect(0,0,ctx.canvas.width,ctx.canvas.height);
|
|
ctx.scale(2, 2);
|
|
|
|
// Update/Draw all kids
|
|
|
|
for(const child of Game.scene.children) child.draw(ctx, delta);
|
|
|
|
|
|
// Restore
|
|
ctx.scale(0.5, 0.5);
|
|
|
|
// Draw HP
|
|
HP.draw();
|
|
|
|
};
|
|
|
|
// HACK: PREVENT ACCIDENTALLY TABBING & BREAKING UI
|
|
window.addEventListener("keydown", function(e){
|
|
if(e.keyCode==9){
|
|
e.preventDefault();
|
|
e.stopPropagation();
|
|
}
|
|
if(e.keyCode==32){ // SPACE TO ADVANCE
|
|
_unpauseOrSkip();
|
|
}
|
|
});
|
|
|
|
// CUSSING
|
|
var queryParams = {};
|
|
if(window.location.search){
|
|
window.location.search.substr(1).split("&").forEach(function(item){
|
|
var split = item.split("=");
|
|
queryParams[split[0]] = split[1];
|
|
});
|
|
}
|
|
if(queryParams.c){
|
|
window.NO_CUSS_MODE = true;
|
|
}else{
|
|
var doCuss = document.createElement("style");
|
|
doCuss.innerHTML = ".hide-if-cuss-free{ display:inline; }";
|
|
document.body.appendChild(doCuss);
|
|
}
|
|
|