A tiny, pure JS tool for writing interactive stories and experiences.
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README.md

Campfire

A lightweight, pure JavaScript tool for writing interactive experiences. Think of Campfire as a set of "if-this-then-that" tools that let you work with the reader or player and provide feedback based on their actions and choices.

Good use cases--and future examples--include games, books, courses, and more.

There's an interactive tutorial in development here. Check it out!

Quick Start

Include campfire.js or campfire.min.js in your project. The most recent build of campfire.min.js can loaded with the following link:

<script src="https://gitcdn.link/repo/lawsonry/campfirejs/master/dist/campfire.min.js"></script>

This build will always correspond to the most recent release--and not necessarily the most recent version in the repository.

With Campfire loaded up, go on and write a cool, interactive experience.

Introduction

Campfire is a single function that exports a ton of features for scaffolding a rich interactive experience. There are three main pieces to every Campfire experience:

  1. The Campfire() object
  2. The onLoad() function
  3. The begin() function

The most bare bones Campfire looks like this:

<script>
var story = new Campfire()

story.onLoad(function() {
    // Anything you want to happen before the experience starts, such as element binding, calculations, etc.
})

story.begin()

</script>

Functionality

The rest of this readme will describe the delivered functionality of Campfire.

Triggers

You can create triggers based on a condition. There are two types of triggers: a function trigger, and an event trigger. In Campfire, events are little pieces of delivered functionality.

Function triggers will call a function when a given trigger occurs.

Event triggers can call an array of events, and may call a function when a given trigger occurs.

Basic Trigger

A basic trigger has a condition--trigger--and something that happens when the trigger condition is true--then. Think of it like, when trigger, then (do something):

var story = new Campfire()

story.RegisterTrigger({
    trigger: ()=> { 
        document.readyState === 'complete' 
    },
    then: ()=> { 
        console.log("Hello, world!")
    }
})

The above trigger will write "Hello, world!" to the console window once the document object has entered the ready state.

Basic triggers like this are great ways to ensure that you have a function that is called exactly one time during your story based on some condition.

var playerIsDead = false
var gameOver = false

var story = new Campfire()

story.RegisterTrigger({
    trigger: ()=> { return (playerIsDead) },
    then: ()=>{ 
        gameOver = true
        document.getElementById('player-dead-message').classList.add('fade-in-message')
    }
})

The above will create a trigger that will fire once as soon as playerIsDead is true.

Here's another example: a trigger that uses your own custom functions:

var story = new Campfire()

story.RegisterTrigger({
    trigger: PlayerIsDead(), then: HandleGameOver()
})

The above example would call HandleGameOver() exactly once when PlayerIsDead() returns true.

Event Triggers

Campfire delivers a special type of trigger called an "event trigger," which allows you to use any one of the delivered event methods inside your trigger.

Two of the most basic event methods are addClass and removeClass, which will add and remove a css class to a target element respectively:

story.RegisterTrigger({
    trigger: function() {
        // Some condition that must be true
    },
    events: [
        {
            targetId: 'my-element',
            addClass: 'fade-in-text'
        },
        {
            targetId: 'another-element',
            removeClass: 'fade-to-black'
        },
        {
            targetId: 'sidebar-meta',
            setContent: 'Something is awry...'
        }
    ],
    function() {
        // Do these once all the triggers have fired
    }
})

The events property can have as many events as you want that will be fired exactly once when the trigger condition is true. For a list of delivered events, see the documentation.

Checking on a trigger's status

Triggers are not the same as callback functions, and therefore, you cannot call them "directly" per se. The whole point of triggers is that they wait for other things to change and then are handled in the background.

Calling a trigger just requires you to think about conditions; what is the trigger's condition, and how can I change it?

While you can't call a trigger directly per se, you can check on a trigger's status with fired().

fired() returns true or false, based on whether that trigger has been fired or not.

Let's say you have the following trigger:

var story = new Campfire()

story.registerTrigger({
    trigger: () => { return isSomethingTrue() },
    then: () => { doSomething() }
})

In order to use the fired() function, you'll need to assign a label: to the trigger's parameter object:

var story = new Campfire()

story.registerTrigger({
    label: 'something', 
    trigger: () => { return isSomethingTrue() },
    then: () => { doSomething() }
})

With the label: element set, you can now get the status of this trigger:

console.log( story.fired('something') )
// Output: "false"

You can even use a trigger's status as a condition for another trigger! Triggers that are fired when other triggers are fired. Imagine the inception!

Switches

Switches are simple string properties that either do or do not exist. They are useful for keeping track of choices that someone makes for the duration of their experience.

There are two functions involved: remember() and recall(), which set and retrieve the state of the switches, respectively.

Create a New Switch

Create a new switch with a single, unique string identifier:

story.remember('some memorable, unique string')

Set switches will always evaluate to true unless you explicitly declare this as one you want to evaluate to false:

story.remember('player loves puppies', false)

Query a switch

var thisIsTrue = story.recall('some memorable, unique string')
var thisIsFalse = story.recall('player loves puppies')
var thisIsNull = story.recall('an unset switch')

Switch Example

I want to remember if a player takes longer than five seconds to save someone from having to experience more pain:

var story = new Campfire()

// ...

var playerSadismTimer = setTimeout(function() { story.remember('ch1_player_likes_seeing_pain') }, 5000);

function handleStopPainButton() {
    clearTimout(playerSadismTimer)
}
<a id="player-sadism-button" class="btn btn-lg" onclick="handleStopPainButton()">Stop the Electrocution</a>

In the above example, if the player does not press the button (#player-sadism-button) in five seconds, the function story.remember() will be called and add ch1_player_likes_seeing_pain to Campfire's list of remembered switches.

Later, I can write some dialogue like this:

<p>You always were different from others, weren't you? <span id="player-is-sadist"></span> Regardless, we have work to do.</p>

<!-- ... -->

<script>
if( story.recall('ch1_player_likes_seeing_pain') ) {
    document.getElementById('player-is-sadist').innerHTML = "Your curiosity about the suffering of others is a little stronger than you ever anticipated, isn't it?"
}
</script>

Integrated Example

You can use triggers to set switches, too:

var story = new Campfire()

story.registerTrigger({
    trigger: () => { story.recall('player hates cheese') },
    events: [
        {
            targetId: 'player-cheese-preferences',
            setContent: 'Hates it!'
        }
    ]
})

Here's another example. In a choose-your-own-adventure game I am working on, the player's interactions with NPCs is dependent on the player's karma--which, subsequently, is influenced by their choices.

Here, the first time that story.recall('player helped the paladin') returns true, the function AddKarmaToPlayer() will fire--and it will fire exactly one time for the duration of the game. This allows you to use the trigger and switch systems together as a sort of pseudo-achievements system.

var story = new Campfire()

story.registerTrigger({
    trigger: () => { story.recall('player helped the paladin') },
    then: () => { AddKarmaToPlayer() }
})

Contributing

Feel free to tackle some of the issues and/or submit your own new features as a merge request.

Getting Started

  1. Clone the repo and enter the dir with git clone https://www.github.com/lawsonry/campfirejs && cd campfirejs
  2. Install dev dependencies with npm install
  3. Do amazing things.
  4. Build the campfire.min.js file with npm run-script build

Testing

CampfireJS uses the TaoJS testing tool.

To use it, just run any dev server in your project's root folder and then navigate to /tests.

Running a dev server in Python

python -m SimpleHTTPServer

Running a dev server via Node and live-server

npm install -g live-server
live-server

Running a dev server in PHP

php -S localhost:8080

Changelog

0.1.2

  • Add support for trigger label elements and fired() to check if a trigger has been fired or not

0.1.1

  • Add support for switches with remember and recall

0.1.0

  • Initial release