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noclip.js
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noclip.js
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/**
📎
@file noclip
@summary walk through wall tiles, sprites, items, exits, and endings
@license MIT
@author Sean S. LeBlanc
@version 20.2.5
@requires Bitsy 7.12
@description
Adds a "noclip" command, which allows player to walk through wall tiles, sprites, items, exits, and endings.
Also adds a room cycle command for use with noclip.
HOW TO USE:
1. Copy-paste this script into a script tag after the bitsy source
2. Press 'space' to toggle noclip
3. Press 'r' while noclip is enabled to cycle rooms
*/
(function (bitsy) {
'use strict';
var hackOptions = {
// each object below is a map of key -> handler
// ondown is called when key is first pressed
ondown: {
z: function () {
console.log('pressed z');
},
},
// onheld is called every frame key is held
// it includes a single parameter,
// which is the number of frames the key has been held
onheld: {
z: function (f) {
console.log('held z for ' + f + ' frames');
},
},
// onup is called when key is released
onup: {
z: function () {
console.log('released z');
},
},
};
function _interopDefaultLegacy (e) { return e && typeof e === 'object' && 'default' in e ? e : { 'default': e }; }
bitsy = bitsy || /*#__PURE__*/_interopDefaultLegacy(bitsy);
/**
* 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(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 20.2.5
@requires Bitsy 7.12
*/
var kitsy = (window.kitsy = window.kitsy || {
queuedInjectScripts: [],
queuedBeforeScripts: {},
queuedAfterScripts: {},
inject: kitsyInject,
before,
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();
// reset callbacks using hacked functions
bitsy.bitsyOnUpdate(bitsy.update);
bitsy.bitsyOnQuit(bitsy.stopGame);
bitsy.bitsyOnLoad(bitsy.load_game);
// Start the game
bitsy.startExportedGame.apply(this, arguments);
};
}
/** @see kitsy.inject */
kitsy.inject;
/** @see kitsy.before */
kitsy.before;
/** @see kitsy.after */
var after = kitsy.after;
/**
⌨
@file custom-keyhandlers
@summary run custom code on key inputs
@license MIT
@author Sean S. LeBlanc
@version 20.2.5
@requires Bitsy 7.12
@description
Adds an extra layer of key handlers to bitsy's input handling
that allow custom functions to be run when a key is pressed, held, or released.
Some simple example functions:
bitsy.scriptInterpreter.SetVariable('myvar', 10); // sets a variable that can be accessed in bitsy scripts
bitsy.startDialog('a dialog string'); // starts a bitsy dialog script
bitsy.startDialog(bitsy.dialog['script-id'].src, 'script-id'); // starts a bitsy dialog script by id
bitsy.room[bitsy.curRoom].items.push({ id: 0, x: bitsy.player().x, y: bitsy.player().y }); // adds an item at the player's current position
HOW TO USE:
1. Copy-paste this script into a script tag after the bitsy source
2. Edit the hackOptions object as needed
*/
var allHandlers = [];
var held = {};
after('onready', function () {
held = {};
allHandlers = Object.keys(hackOptions.ondown).concat(Object.keys(hackOptions.onheld), Object.keys(hackOptions.onup));
});
after('updateInput', function () {
allHandlers.forEach(function (key) {
var ondown = hackOptions.ondown[key];
var onheld = hackOptions.onheld[key];
var onup = hackOptions.onup[key];
if (bitsy.input.isKeyDown(key.toUpperCase().codePointAt(0))) {
var f = (held[key] = (held[key] || 0) + 1);
if (f === 1 && ondown) {
ondown();
}
if (onheld) {
onheld(f);
}
} else {
if (held[key] > 0 && onup) {
onup();
}
held[key] = 0;
}
});
});
var noClip = false;
// save references to existing functions
var originalGetSpriteAt = bitsy.getSpriteAt;
var originalIsWallLeft = bitsy.isWallLeft;
var originalIsWallRight = bitsy.isWallRight;
var originalIsWallUp = bitsy.isWallUp;
var originalIsWallDown = bitsy.isWallDown;
var originalGetExit = bitsy.getExit;
var originalGetEnding = bitsy.getEnding;
var originalGetItemIndex = bitsy.getItemIndex;
var toggleNoClip = function () {
noClip = !noClip;
if (noClip) {
// disable functions
bitsy.getSpriteAt =
bitsy.isWallLeft =
bitsy.isWallRight =
bitsy.isWallUp =
bitsy.isWallDown =
bitsy.getExit =
bitsy.getEnding =
function () {
return null;
};
bitsy.getItemIndex = function () {
return -1;
};
console.log('noclip enabled');
} else {
// re-enable functions
bitsy.getSpriteAt = originalGetSpriteAt;
bitsy.isWallLeft = originalIsWallLeft;
bitsy.isWallRight = originalIsWallRight;
bitsy.isWallUp = originalIsWallUp;
bitsy.isWallDown = originalIsWallDown;
bitsy.getExit = originalGetExit;
bitsy.getEnding = originalGetEnding;
bitsy.getItemIndex = originalGetItemIndex;
console.log('noclip disabled');
}
};
hackOptions.ondown = {
r: function () {
var k = Object.keys(bitsy.room);
bitsy.curRoom = bitsy.player().room = k[(k.indexOf(bitsy.player().room) + 1) % k.length];
},
' ': toggleNoClip,
};
})(window);