@datamoc/mw_games 0.12.0 → 0.14.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/CHANGELOG.md +124 -0
- package/README.md +5 -1
- package/dist/board/Classics.d.ts.map +1 -1
- package/dist/board/Classics.js +3 -2
- package/dist/board/Classics.js.map +1 -1
- package/dist/board/FogOfWar.d.ts.map +1 -1
- package/dist/board/FogOfWar.js +5 -2
- package/dist/board/FogOfWar.js.map +1 -1
- package/dist/board/HexSkirmish.d.ts.map +1 -1
- package/dist/board/HexSkirmish.js +2 -1
- package/dist/board/HexSkirmish.js.map +1 -1
- package/dist/core/DialogueText.d.ts +47 -0
- package/dist/core/DialogueText.d.ts.map +1 -0
- package/dist/core/DialogueText.js +43 -0
- package/dist/core/DialogueText.js.map +1 -0
- package/dist/core/Grid.d.ts +64 -0
- package/dist/core/Grid.d.ts.map +1 -0
- package/dist/core/Grid.js +76 -0
- package/dist/core/Grid.js.map +1 -0
- package/dist/core/Twee.d.ts +67 -0
- package/dist/core/Twee.d.ts.map +1 -0
- package/dist/core/Twee.js +140 -0
- package/dist/core/Twee.js.map +1 -0
- package/dist/core/index.d.ts +5 -0
- package/dist/core/index.d.ts.map +1 -1
- package/dist/core/index.js +3 -0
- package/dist/core/index.js.map +1 -1
- package/dist/mw_games.global.js +108 -107
- package/dist/roguelike/Level.d.ts.map +1 -1
- package/dist/roguelike/Level.js +5 -4
- package/dist/roguelike/Level.js.map +1 -1
- package/dist/rpg/EventRunner.d.ts +20 -0
- package/dist/rpg/EventRunner.d.ts.map +1 -1
- package/dist/rpg/EventRunner.js +52 -11
- package/dist/rpg/EventRunner.js.map +1 -1
- package/dist/rpg/dialogue-text.d.ts +81 -0
- package/dist/rpg/dialogue-text.d.ts.map +1 -0
- package/dist/rpg/dialogue-text.js +88 -0
- package/dist/rpg/dialogue-text.js.map +1 -0
- package/dist/rpg/index.d.ts +4 -1
- package/dist/rpg/index.d.ts.map +1 -1
- package/dist/rpg/index.js +2 -0
- package/dist/rpg/index.js.map +1 -1
- package/dist/rpg/twee-events.d.ts +48 -0
- package/dist/rpg/twee-events.d.ts.map +1 -0
- package/dist/rpg/twee-events.js +35 -0
- package/dist/rpg/twee-events.js.map +1 -0
- package/dist/two-d/Game.d.ts +24 -0
- package/dist/two-d/Game.d.ts.map +1 -1
- package/dist/two-d/Game.js +42 -1
- package/dist/two-d/Game.js.map +1 -1
- package/dist/two-d/ResolutionFit.d.ts +28 -0
- package/dist/two-d/ResolutionFit.d.ts.map +1 -0
- package/dist/two-d/ResolutionFit.js +39 -0
- package/dist/two-d/ResolutionFit.js.map +1 -0
- package/dist/two-d/stage/dialogue-text.d.ts +81 -0
- package/dist/two-d/stage/dialogue-text.d.ts.map +1 -0
- package/dist/two-d/stage/dialogue-text.js +95 -0
- package/dist/two-d/stage/dialogue-text.js.map +1 -0
- package/dist/two-d/stage/index.d.ts +1 -0
- package/dist/two-d/stage/index.d.ts.map +1 -1
- package/dist/two-d/stage/index.js +1 -0
- package/dist/two-d/stage/index.js.map +1 -1
- package/dist/two-d/stage/twee.d.ts +7 -25
- package/dist/two-d/stage/twee.d.ts.map +1 -1
- package/dist/two-d/stage/twee.js +10 -162
- package/dist/two-d/stage/twee.js.map +1 -1
- package/dist/version.d.ts +1 -1
- package/dist/version.js +1 -1
- package/package.json +4 -1
- package/tools/classic-html.mjs +1 -1
- package/tools/compress-dist.d.mts +18 -0
- package/tools/compress-dist.mjs +5 -0
- package/tools/single-file.d.mts +16 -0
- package/tools/single-file.mjs +8 -1
package/dist/two-d/Game.js
CHANGED
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@@ -1,8 +1,11 @@
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import { Application, TextureSource } from 'pixi.js';
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import { SceneStack } from '../core/SceneStack.js';
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import { Signal } from '../core/Signal.js';
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import { Logger } from '../core/Log.js';
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import { fitResolution } from './ResolutionFit.js';
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import * as Input from '../core/Input.js';
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const PIXEL_ART_CLASS = 'mwg-pixel-art';
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const log = new Logger('renderer');
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/**
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* A class beats an inline `canvas.style.imageRendering` because Pixi's own `autoDensity`/
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* `resizeTo` rewrite the canvas's `style` attribute wholesale (see `start()`); this rule
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@@ -42,6 +45,13 @@ function watchDevicePixelRatio(onChange) {
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* The application: owns the renderer, the loop, and the current scene.
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*
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* Construct it, `await start(FirstScene)`, and the rest is scenes.
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*
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* The canvas is drawn at the display's `devicePixelRatio`, up to what the device can actually
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* make: a backing store of `viewport * devicePixelRatio` pixels is refused past the GPU's
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* `MAX_TEXTURE_SIZE` (WebGL clamps it rather than failing, with nothing reported), so the
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* resolution is reduced to the largest whole number that fits and a warning says so. A game
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* therefore keeps rendering on a device with a small limit, softer than the display asked for
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* rather than wrong; nothing changes on a device that can afford what it asked for.
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*/
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export class Game {
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static { this.instance = null; }
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@@ -134,7 +144,11 @@ export class Game {
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//them the backing size would push everything they centre off the screen.
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this.app.renderer.on('resize', () => {
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this.stack.resize(this.width, this.height);
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//a rotation or a window resize changes how much of a backing store this device
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//can afford, so re-fit rather than keeping whatever was chosen at startup
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this.fitResolutionToDevice();
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});
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this.fitResolutionToDevice();
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//the resolution passed to app.init() above is a one-time snapshot of
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//devicePixelRatio; a later browser zoom (or dragging the window to a display with a
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//different scale factor) changes that ratio without Pixi noticing on its own. Left
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@@ -143,7 +157,7 @@ export class Game {
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//non-integer ratio duplicates pixel columns inconsistently - the seams a pixel-art
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//tilemap shows between tiles that were perfectly adjacent in the buffer itself.
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this.stopWatchingDpr = watchDevicePixelRatio(() => {
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-
this.
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this.fitResolutionToDevice();
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});
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this.expose();
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this.switchNow(first);
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@@ -221,6 +235,33 @@ export class Game {
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target.__PIXI_APP__ = this.app;
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target.__MWG__ = this;
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}
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/**
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* Resizes the renderer to a resolution this device can actually afford.
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*
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* A full-window canvas at device resolution can ask for a backing store larger than the
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* GPU's `MAX_TEXTURE_SIZE`, and WebGL clamps that silently instead of failing: the canvas
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* keeps its size, the scene keeps being rendered into a surface that is not the one asked
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* for, and nothing anywhere says so. A 1080-wide phone at `devicePixelRatio` 2.625 asks for
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* 2121x4709 against the 4096 limit one emulator reported, and got a 2121x4096 drawing
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* buffer; see `fitResolution` for the arithmetic and for what that investigation did and
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* did not establish about the black screen that process showed.
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*
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* Called after `init`, whenever the renderer is resized (a rotation changes which one fits),
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* and when `devicePixelRatio` itself changes. It returns immediately when the device can
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* afford what was asked for, which is every ordinary case, so nothing about a normal
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* startup changes.
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*/
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fitResolutionToDevice() {
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const gl = this.app.renderer.gl;
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const limit = gl ? gl.getParameter(gl.MAX_TEXTURE_SIZE) : Number.POSITIVE_INFINITY;
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const wanted = window.devicePixelRatio || 1;
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const fitted = fitResolution(this.width, this.height, wanted, limit);
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if (fitted === this.app.renderer.resolution)
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return;
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log.warn(`this device cannot render a ${this.width}x${this.height} canvas at ${wanted}x ` +
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`(its limit is ${limit}); using ${fitted}x instead, which is softer than the display`);
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this.app.renderer.resize(this.width, this.height, fitted);
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}
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frame(deltaSeconds) {
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//queued scene changes run first, in order, so a frame never updates a
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//scene that was already asked to leave
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package/dist/two-d/Game.js.map
CHANGED
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@@ -1 +1 @@
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-
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+
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@@ -0,0 +1,28 @@
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1
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+
/**
|
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2
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+
* A renderer's backing store is `width * resolution` by `height * resolution` pixels, and a
|
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3
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+
* device's GPU has a `MAX_TEXTURE_SIZE` it will not go past. `Game` used to ask for the
|
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4
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+
* display's full `devicePixelRatio` whatever the canvas size, which on a large enough canvas is
|
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5
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+
* a request the device cannot honour: WebGL answers that by clamping the drawing buffer rather
|
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6
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+
* than failing, so the game carries on rendering into a surface that is not the one it asked
|
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7
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+
* for, with nothing reported anywhere.
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8
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+
*
|
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9
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+
* Measured, not assumed: a full-window canvas of 816x1812 css pixels at `devicePixelRatio`
|
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10
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+
* 2.625 asks for 2121x4709, and a device reporting a 4096 limit produced a drawing buffer
|
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11
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+
* clamped to 2121x4096. That same process painted an entirely black screen, but that is *not*
|
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12
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+
* attributed here: the failure did not reproduce (the emulator reported 8192 on every later
|
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13
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+
* start) and a deliberately clamped 1050x10500 request rendered correctly on the next process,
|
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14
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+
* so the black screen's cause was never established. What stands on its own is the clamped
|
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15
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+
* request, which is a size the game never asked for and cannot see.
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16
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+
*
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17
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+
* So the request is kept inside what the device says it can make. Whole numbers, because whole
|
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18
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+
* device pixels are the point: a fractional ratio duplicates pixel columns unevenly, the same
|
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19
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+
* reason `Game` watches `devicePixelRatio` in the first place.
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20
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+
*
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21
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* @param width logical width in css pixels (`renderer.screen.width`)
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22
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* @param height logical height in css pixels
|
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23
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* @param devicePixelRatio what the display asks for; never exceeded
|
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24
|
+
* @param maxTextureSize the GPU's own limit, or any non-finite/non-positive value for "no cap"
|
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25
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+
* @returns the resolution to resize with, never above `devicePixelRatio`, never below 1
|
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26
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+
*/
|
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27
|
+
export declare function fitResolution(width: number, height: number, devicePixelRatio: number, maxTextureSize: number): number;
|
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28
|
+
//# sourceMappingURL=ResolutionFit.d.ts.map
|
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@@ -0,0 +1 @@
|
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|
1
|
+
{"version":3,"file":"ResolutionFit.d.ts","sourceRoot":"","sources":["../../src/two-d/ResolutionFit.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;;;;;;;;;;;GAyBG;AACH,wBAAgB,aAAa,CAAC,KAAK,EAAE,MAAM,EAAE,MAAM,EAAE,MAAM,EAAE,gBAAgB,EAAE,MAAM,EAAE,cAAc,EAAE,MAAM,GAAG,MAAM,CASrH"}
|
|
@@ -0,0 +1,39 @@
|
|
|
1
|
+
/**
|
|
2
|
+
* A renderer's backing store is `width * resolution` by `height * resolution` pixels, and a
|
|
3
|
+
* device's GPU has a `MAX_TEXTURE_SIZE` it will not go past. `Game` used to ask for the
|
|
4
|
+
* display's full `devicePixelRatio` whatever the canvas size, which on a large enough canvas is
|
|
5
|
+
* a request the device cannot honour: WebGL answers that by clamping the drawing buffer rather
|
|
6
|
+
* than failing, so the game carries on rendering into a surface that is not the one it asked
|
|
7
|
+
* for, with nothing reported anywhere.
|
|
8
|
+
*
|
|
9
|
+
* Measured, not assumed: a full-window canvas of 816x1812 css pixels at `devicePixelRatio`
|
|
10
|
+
* 2.625 asks for 2121x4709, and a device reporting a 4096 limit produced a drawing buffer
|
|
11
|
+
* clamped to 2121x4096. That same process painted an entirely black screen, but that is *not*
|
|
12
|
+
* attributed here: the failure did not reproduce (the emulator reported 8192 on every later
|
|
13
|
+
* start) and a deliberately clamped 1050x10500 request rendered correctly on the next process,
|
|
14
|
+
* so the black screen's cause was never established. What stands on its own is the clamped
|
|
15
|
+
* request, which is a size the game never asked for and cannot see.
|
|
16
|
+
*
|
|
17
|
+
* So the request is kept inside what the device says it can make. Whole numbers, because whole
|
|
18
|
+
* device pixels are the point: a fractional ratio duplicates pixel columns unevenly, the same
|
|
19
|
+
* reason `Game` watches `devicePixelRatio` in the first place.
|
|
20
|
+
*
|
|
21
|
+
* @param width logical width in css pixels (`renderer.screen.width`)
|
|
22
|
+
* @param height logical height in css pixels
|
|
23
|
+
* @param devicePixelRatio what the display asks for; never exceeded
|
|
24
|
+
* @param maxTextureSize the GPU's own limit, or any non-finite/non-positive value for "no cap"
|
|
25
|
+
* @returns the resolution to resize with, never above `devicePixelRatio`, never below 1
|
|
26
|
+
*/
|
|
27
|
+
export function fitResolution(width, height, devicePixelRatio, maxTextureSize) {
|
|
28
|
+
const longest = Math.max(width, height);
|
|
29
|
+
if (!Number.isFinite(maxTextureSize) || maxTextureSize <= 0)
|
|
30
|
+
return devicePixelRatio;
|
|
31
|
+
if (!Number.isFinite(longest) || longest <= 0)
|
|
32
|
+
return devicePixelRatio;
|
|
33
|
+
if (longest * devicePixelRatio <= maxTextureSize)
|
|
34
|
+
return devicePixelRatio;
|
|
35
|
+
//a canvas longer than the limit even at 1x is left at 1x: nothing smaller can be offered,
|
|
36
|
+
//and scaling the scene down instead would move every coordinate a game depends on
|
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{"version":3,"file":"ResolutionFit.js","sourceRoot":"","sources":["../../src/two-d/ResolutionFit.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;;;;;;;;;;;GAyBG;AACH,MAAM,UAAU,aAAa,CAAC,KAAa,EAAE,MAAc,EAAE,gBAAwB,EAAE,cAAsB;IAC5G,MAAM,OAAO,GAAG,IAAI,CAAC,GAAG,CAAC,KAAK,EAAE,MAAM,CAAC,CAAC;IACxC,IAAI,CAAC,MAAM,CAAC,QAAQ,CAAC,cAAc,CAAC,IAAI,cAAc,IAAI,CAAC;QAAE,OAAO,gBAAgB,CAAC;IACrF,IAAI,CAAC,MAAM,CAAC,QAAQ,CAAC,OAAO,CAAC,IAAI,OAAO,IAAI,CAAC;QAAE,OAAO,gBAAgB,CAAC;IACvE,IAAI,OAAO,GAAG,gBAAgB,IAAI,cAAc;QAAE,OAAO,gBAAgB,CAAC;IAE1E,0FAA0F;IAC1F,kFAAkF;IAClF,OAAO,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,IAAI,CAAC,KAAK,CAAC,cAAc,GAAG,OAAO,CAAC,CAAC,CAAC;AAC1D,CAAC"}
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import type { Catalog, Direction } from '../../i18n/index.ts';
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import type { StageCommand, StoryScript } from './script.ts';
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/**
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* A terse, line-based text format for straight (non-branching) dialogue - the
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* counterpart to `twee.ts`'s passage graphs, for the common case of a scene
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* that is just a sequence of lines. `rpg` has its own wrapper around the same
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* parsing engine (`core.parseDialogueLines`) for a text-only RPG's map events
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* (`rpg.parseDialogueText`, targeting `EventCommand`) - declared separately
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* here for the same reason `EventChoice` is declared separately from this
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* module's own `Choice`: a text-only RPG built on `core` and `rpg` alone
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* should not have to depend on `two-d` (and its Pixi peer dependency) just to
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* parse dialogue text, and a Pixi-based visual novel that never touches map
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* events should not have to pull in `rpg` either. The actual `@id`/`-`
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* parsing logic lives once in `core.parseDialogueLines`, not copied between
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* the two - only the final command shape (`as` here, `speaker` in `rpg`)
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* differs. Three kinds of line:
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*
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* just registers the speaker, without saying anything yet.
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* - `- text` continues the two-speaker exchange the first two `@id` lines
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* opened, alternating speaker on every line: the first `-` after the two
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* openers goes to whichever of them did not speak last, and so on.
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* - any other non-blank line narrates, with no speaker.
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*
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* ```
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* @alice Hello.
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* @bob Hi!
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* - How are you?
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* - Fine, and you?
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* ```
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*
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* The `-` shorthand is deliberately capped at two speakers: it exists for the
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* two-character back-and-forth, not as a guess at which of three or more
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* people talks next. A third distinct `@id` anywhere in the source is a
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* parse error rather than a silent guess; a scene with more than two
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* speakers writes `@id` on every line instead, same as it does today.
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*
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* Like `twee.ts`, lines reach `StageCommand.say` as plain, untranslated
|
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* text - a game's own translation step decides how that text reaches a
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* player, the same seam MWL's own `_("...")`-marked strings use (the source
|
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* text doubles as the catalog key). `extractDialogueCatalog` builds that
|
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* catalog the same way MWL's `extractCatalog` does, for a game that wants a
|
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* translator-ready file to start from.
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*
|
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* @example
|
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* ```ts
|
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* import { parseDialogueText, StageScript } from '@datamoc/mw_games/two-d';
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*
|
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* declare const script: StageScript;
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*
|
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* const commands = parseDialogueText(`
|
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* @alice Hello.
|
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* @bob Hi!
|
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* - How are you?
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* - Fine, and you?
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* `);
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+
* await script.run(commands);
|
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|
+
* ```
|
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|
+
*/
|
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|
+
export declare function parseDialogueText(source: string): StageCommand[];
|
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|
+
/**
|
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|
+
* Collects every `say`/`ask` line's text into an identity catalog - each key
|
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63
|
+
* mapping to itself, the same shape MWL's own `extractCatalog` builds from
|
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64
|
+
* `_("...")`-marked strings - so a translator has real entries to work from
|
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65
|
+
* instead of a wall of untranslated dialogue. Accepts either a flat command
|
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66
|
+
* list (`parseDialogueText`'s own output) or a `StoryScript` graph
|
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67
|
+
* (`importTwee`'s), so the same extraction step covers both dialogue paths.
|
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|
+
*
|
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|
+
* @example
|
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|
+
* ```ts
|
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71
|
+
* import { parseDialogueText, extractDialogueCatalog } from '@datamoc/mw_games/two-d';
|
|
72
|
+
*
|
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73
|
+
* const commands = parseDialogueText('@alice Hello.\n');
|
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|
+
* console.log(extractDialogueCatalog(commands).messages); // { 'Hello.': 'Hello.' }
|
|
75
|
+
* ```
|
|
76
|
+
*/
|
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77
|
+
export declare function extractDialogueCatalog(commands: readonly StageCommand[] | StoryScript, options?: {
|
|
78
|
+
locale?: string;
|
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79
|
+
direction?: Direction;
|
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|
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}): Catalog;
|
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|
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//# sourceMappingURL=dialogue-text.d.ts.map
|
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|
|
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|
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{"version":3,"file":"dialogue-text.d.ts","sourceRoot":"","sources":["../../../src/two-d/stage/dialogue-text.ts"],"names":[],"mappings":"AACA,OAAO,KAAK,EAAE,OAAO,EAAE,SAAS,EAAE,MAAM,qBAAqB,CAAC;AAC9D,OAAO,KAAK,EAAE,YAAY,EAAE,WAAW,EAAE,MAAM,aAAa,CAAC;AAE7D;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAwDG;AACH,wBAAgB,iBAAiB,CAAC,MAAM,EAAE,MAAM,GAAG,YAAY,EAAE,CAIhE;AAED;;;;;;;;;;;;;;;GAeG;AACH,wBAAgB,sBAAsB,CACrC,QAAQ,EAAE,SAAS,YAAY,EAAE,GAAG,WAAW,EAC/C,OAAO,GAAE;IAAE,MAAM,CAAC,EAAE,MAAM,CAAC;IAAC,SAAS,CAAC,EAAE,SAAS,CAAA;CAAO,GACtD,OAAO,CAYT"}
|
|
@@ -0,0 +1,95 @@
|
|
|
1
|
+
import { parseDialogueLines } from '../../core/DialogueText.js';
|
|
2
|
+
/**
|
|
3
|
+
* A terse, line-based text format for straight (non-branching) dialogue - the
|
|
4
|
+
* counterpart to `twee.ts`'s passage graphs, for the common case of a scene
|
|
5
|
+
* that is just a sequence of lines. `rpg` has its own wrapper around the same
|
|
6
|
+
* parsing engine (`core.parseDialogueLines`) for a text-only RPG's map events
|
|
7
|
+
* (`rpg.parseDialogueText`, targeting `EventCommand`) - declared separately
|
|
8
|
+
* here for the same reason `EventChoice` is declared separately from this
|
|
9
|
+
* module's own `Choice`: a text-only RPG built on `core` and `rpg` alone
|
|
10
|
+
* should not have to depend on `two-d` (and its Pixi peer dependency) just to
|
|
11
|
+
* parse dialogue text, and a Pixi-based visual novel that never touches map
|
|
12
|
+
* events should not have to pull in `rpg` either. The actual `@id`/`-`
|
|
13
|
+
* parsing logic lives once in `core.parseDialogueLines`, not copied between
|
|
14
|
+
* the two - only the final command shape (`as` here, `speaker` in `rpg`)
|
|
15
|
+
* differs. Three kinds of line:
|
|
16
|
+
*
|
|
17
|
+
* - `@id text` names who is speaking and says `text`; `@id` alone (no text)
|
|
18
|
+
* just registers the speaker, without saying anything yet.
|
|
19
|
+
* - `- text` continues the two-speaker exchange the first two `@id` lines
|
|
20
|
+
* opened, alternating speaker on every line: the first `-` after the two
|
|
21
|
+
* openers goes to whichever of them did not speak last, and so on.
|
|
22
|
+
* - any other non-blank line narrates, with no speaker.
|
|
23
|
+
*
|
|
24
|
+
* ```
|
|
25
|
+
* @alice Hello.
|
|
26
|
+
* @bob Hi!
|
|
27
|
+
* - How are you?
|
|
28
|
+
* - Fine, and you?
|
|
29
|
+
* ```
|
|
30
|
+
*
|
|
31
|
+
* The `-` shorthand is deliberately capped at two speakers: it exists for the
|
|
32
|
+
* two-character back-and-forth, not as a guess at which of three or more
|
|
33
|
+
* people talks next. A third distinct `@id` anywhere in the source is a
|
|
34
|
+
* parse error rather than a silent guess; a scene with more than two
|
|
35
|
+
* speakers writes `@id` on every line instead, same as it does today.
|
|
36
|
+
*
|
|
37
|
+
* Like `twee.ts`, lines reach `StageCommand.say` as plain, untranslated
|
|
38
|
+
* text - a game's own translation step decides how that text reaches a
|
|
39
|
+
* player, the same seam MWL's own `_("...")`-marked strings use (the source
|
|
40
|
+
* text doubles as the catalog key). `extractDialogueCatalog` builds that
|
|
41
|
+
* catalog the same way MWL's `extractCatalog` does, for a game that wants a
|
|
42
|
+
* translator-ready file to start from.
|
|
43
|
+
*
|
|
44
|
+
* @example
|
|
45
|
+
* ```ts
|
|
46
|
+
* import { parseDialogueText, StageScript } from '@datamoc/mw_games/two-d';
|
|
47
|
+
*
|
|
48
|
+
* declare const script: StageScript;
|
|
49
|
+
*
|
|
50
|
+
* const commands = parseDialogueText(`
|
|
51
|
+
* @alice Hello.
|
|
52
|
+
* @bob Hi!
|
|
53
|
+
* - How are you?
|
|
54
|
+
* - Fine, and you?
|
|
55
|
+
* `);
|
|
56
|
+
* await script.run(commands);
|
|
57
|
+
* ```
|
|
58
|
+
*/
|
|
59
|
+
export function parseDialogueText(source) {
|
|
60
|
+
return parseDialogueLines(source).map((line) => line.speaker === undefined ? { say: line.text } : { say: line.text, as: line.speaker });
|
|
61
|
+
}
|
|
62
|
+
/**
|
|
63
|
+
* Collects every `say`/`ask` line's text into an identity catalog - each key
|
|
64
|
+
* mapping to itself, the same shape MWL's own `extractCatalog` builds from
|
|
65
|
+
* `_("...")`-marked strings - so a translator has real entries to work from
|
|
66
|
+
* instead of a wall of untranslated dialogue. Accepts either a flat command
|
|
67
|
+
* list (`parseDialogueText`'s own output) or a `StoryScript` graph
|
|
68
|
+
* (`importTwee`'s), so the same extraction step covers both dialogue paths.
|
|
69
|
+
*
|
|
70
|
+
* @example
|
|
71
|
+
* ```ts
|
|
72
|
+
* import { parseDialogueText, extractDialogueCatalog } from '@datamoc/mw_games/two-d';
|
|
73
|
+
*
|
|
74
|
+
* const commands = parseDialogueText('@alice Hello.\n');
|
|
75
|
+
* console.log(extractDialogueCatalog(commands).messages); // { 'Hello.': 'Hello.' }
|
|
76
|
+
* ```
|
|
77
|
+
*/
|
|
78
|
+
export function extractDialogueCatalog(commands, options = {}) {
|
|
79
|
+
const messages = {};
|
|
80
|
+
const collect = (list) => {
|
|
81
|
+
for (const command of list) {
|
|
82
|
+
if ('say' in command)
|
|
83
|
+
messages[command.say] = command.say;
|
|
84
|
+
else if ('ask' in command)
|
|
85
|
+
messages[command.ask] = command.ask;
|
|
86
|
+
}
|
|
87
|
+
};
|
|
88
|
+
if (Array.isArray(commands))
|
|
89
|
+
collect(commands);
|
|
90
|
+
else
|
|
91
|
+
for (const list of Object.values(commands))
|
|
92
|
+
collect(list);
|
|
93
|
+
return { locale: options.locale ?? 'en', direction: options.direction ?? 'ltr', messages };
|
|
94
|
+
}
|
|
95
|
+
//# sourceMappingURL=dialogue-text.js.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"dialogue-text.js","sourceRoot":"","sources":["../../../src/two-d/stage/dialogue-text.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,kBAAkB,EAAE,MAAM,4BAA4B,CAAC;AAIhE;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAwDG;AACH,MAAM,UAAU,iBAAiB,CAAC,MAAc;IAC/C,OAAO,kBAAkB,CAAC,MAAM,CAAC,CAAC,GAAG,CAAC,CAAC,IAAI,EAAE,EAAE,CAC9C,IAAI,CAAC,OAAO,KAAK,SAAS,CAAC,CAAC,CAAC,EAAE,GAAG,EAAE,IAAI,CAAC,IAAI,EAAE,CAAC,CAAC,CAAC,EAAE,GAAG,EAAE,IAAI,CAAC,IAAI,EAAE,EAAE,EAAE,IAAI,CAAC,OAAO,EAAE,CACtF,CAAC;AACH,CAAC;AAED;;;;;;;;;;;;;;;GAeG;AACH,MAAM,UAAU,sBAAsB,CACrC,QAA+C,EAC/C,OAAO,GAA+C,EAAE;IAExD,MAAM,QAAQ,GAA2B,EAAE,CAAC;IAC5C,MAAM,OAAO,GAAG,CAAC,IAA6B,EAAQ,EAAE;QACvD,KAAK,MAAM,OAAO,IAAI,IAAI,EAAE,CAAC;YAC5B,IAAI,KAAK,IAAI,OAAO;gBAAE,QAAQ,CAAC,OAAO,CAAC,GAAG,CAAC,GAAG,OAAO,CAAC,GAAG,CAAC;iBACrD,IAAI,KAAK,IAAI,OAAO;gBAAE,QAAQ,CAAC,OAAO,CAAC,GAAG,CAAC,GAAG,OAAO,CAAC,GAAG,CAAC;QAChE,CAAC;IACF,CAAC,CAAC;IACF,IAAI,KAAK,CAAC,OAAO,CAAC,QAAQ,CAAC;QAAE,OAAO,CAAC,QAAQ,CAAC,CAAC;;QAC1C,KAAK,MAAM,IAAI,IAAI,MAAM,CAAC,MAAM,CAAC,QAAQ,CAAC;YAAE,OAAO,CAAC,IAAI,CAAC,CAAC;IAE/D,OAAO,EAAE,MAAM,EAAE,OAAO,CAAC,MAAM,IAAI,IAAI,EAAE,SAAS,EAAE,OAAO,CAAC,SAAS,IAAI,KAAK,EAAE,QAAQ,EAAE,CAAC;AAC5F,CAAC"}
|
|
@@ -4,6 +4,7 @@ export { StageScript } from './script.ts';
|
|
|
4
4
|
export type { StageCommand, StageChoice, StoryScript, ScriptOptions, ScriptState, HistoryEntry } from './script.ts';
|
|
5
5
|
export { importTwee } from './twee.ts';
|
|
6
6
|
export type { TwineStory } from './twee.ts';
|
|
7
|
+
export { parseDialogueText, extractDialogueCatalog } from './dialogue-text.ts';
|
|
7
8
|
export { StoryScreen, StorySequence } from './StoryScreen.ts';
|
|
8
9
|
export type { StoryBeat, StoryScreenOptions } from './StoryScreen.ts';
|
|
9
10
|
//# sourceMappingURL=index.d.ts.map
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"index.d.ts","sourceRoot":"","sources":["../../../src/two-d/stage/index.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,aAAa,EAAE,MAAM,oBAAoB,CAAC;AACnD,YAAY,EAAE,mBAAmB,EAAE,WAAW,EAAE,QAAQ,EAAE,MAAM,oBAAoB,CAAC;AAErF,OAAO,EAAE,WAAW,EAAE,MAAM,aAAa,CAAC;AAC1C,YAAY,EAAE,YAAY,EAAE,WAAW,EAAE,WAAW,EAAE,aAAa,EAAE,WAAW,EAAE,YAAY,EAAE,MAAM,aAAa,CAAC;AACpH,OAAO,EAAE,UAAU,EAAE,MAAM,WAAW,CAAC;AACvC,YAAY,EAAE,UAAU,EAAE,MAAM,WAAW,CAAC;
|
|
1
|
+
{"version":3,"file":"index.d.ts","sourceRoot":"","sources":["../../../src/two-d/stage/index.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,aAAa,EAAE,MAAM,oBAAoB,CAAC;AACnD,YAAY,EAAE,mBAAmB,EAAE,WAAW,EAAE,QAAQ,EAAE,MAAM,oBAAoB,CAAC;AAErF,OAAO,EAAE,WAAW,EAAE,MAAM,aAAa,CAAC;AAC1C,YAAY,EAAE,YAAY,EAAE,WAAW,EAAE,WAAW,EAAE,aAAa,EAAE,WAAW,EAAE,YAAY,EAAE,MAAM,aAAa,CAAC;AACpH,OAAO,EAAE,UAAU,EAAE,MAAM,WAAW,CAAC;AACvC,YAAY,EAAE,UAAU,EAAE,MAAM,WAAW,CAAC;AAC5C,OAAO,EAAE,iBAAiB,EAAE,sBAAsB,EAAE,MAAM,oBAAoB,CAAC;AAE/E,OAAO,EAAE,WAAW,EAAE,aAAa,EAAE,MAAM,kBAAkB,CAAC;AAC9D,YAAY,EAAE,SAAS,EAAE,kBAAkB,EAAE,MAAM,kBAAkB,CAAC"}
|
|
@@ -1,5 +1,6 @@
|
|
|
1
1
|
export { DialogueStage } from './DialogueStage.js';
|
|
2
2
|
export { StageScript } from './script.js';
|
|
3
3
|
export { importTwee } from './twee.js';
|
|
4
|
+
export { parseDialogueText, extractDialogueCatalog } from './dialogue-text.js';
|
|
4
5
|
export { StoryScreen, StorySequence } from './StoryScreen.js';
|
|
5
6
|
//# sourceMappingURL=index.js.map
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"index.js","sourceRoot":"","sources":["../../../src/two-d/stage/index.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,aAAa,EAAE,MAAM,oBAAoB,CAAC;AAGnD,OAAO,EAAE,WAAW,EAAE,MAAM,aAAa,CAAC;AAE1C,OAAO,EAAE,UAAU,EAAE,MAAM,WAAW,CAAC;
|
|
1
|
+
{"version":3,"file":"index.js","sourceRoot":"","sources":["../../../src/two-d/stage/index.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,aAAa,EAAE,MAAM,oBAAoB,CAAC;AAGnD,OAAO,EAAE,WAAW,EAAE,MAAM,aAAa,CAAC;AAE1C,OAAO,EAAE,UAAU,EAAE,MAAM,WAAW,CAAC;AAEvC,OAAO,EAAE,iBAAiB,EAAE,sBAAsB,EAAE,MAAM,oBAAoB,CAAC;AAE/E,OAAO,EAAE,WAAW,EAAE,aAAa,EAAE,MAAM,kBAAkB,CAAC"}
|
|
@@ -12,31 +12,13 @@ export interface TwineStory {
|
|
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12
12
|
/**
|
|
13
13
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* Reads a `.twee` file into a `StoryScript`.
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14
14
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*
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15
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-
*
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16
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-
*
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17
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-
* `
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18
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-
*
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19
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-
*
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20
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-
*
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21
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-
*
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22
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-
* `[[text->target]]` and `[[target<-text]]`) - the last text line doubles as
|
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23
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-
* the question, since a choice box needs a prompt and repeating it works.
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24
|
-
* No story-format macro language
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25
|
-
* (Harlowe, SugarCube, Chapbook) is interpreted - body text reaches the stage
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26
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-
* untouched, and a link carrying a setter throws instead of silently dropping
|
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27
|
-
* the behaviour the setter described.
|
|
28
|
-
*
|
|
29
|
-
* ```twee
|
|
30
|
-
* :: Start
|
|
31
|
-
* You stand at a crossroads.
|
|
32
|
-
*
|
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33
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-
* [[Take the left path->Left]]
|
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34
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-
* [[Take the right path->Right]]
|
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35
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-
*
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36
|
-
* :: Left
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37
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-
* The path ends at a wall.
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38
|
-
* [[Go back->Start]]
|
|
39
|
-
* ```
|
|
15
|
+
* The actual parsing (passages, `[[links]]`, `StoryData`/`StoryTitle`) lives once in
|
|
16
|
+
* `core.parseTwee` - `rpg.importTwee` is the same wrapper around the same engine, targeting
|
|
17
|
+
* `EventStoryScript` instead, declared separately for the same reason `EventChoice` already
|
|
18
|
+
* duplicates `two-d/ui`'s `Choice`: a text-only RPG should not have to depend on `two-d` just
|
|
19
|
+
* to import a branching Twee story, and a Pixi-based visual novel that never touches map
|
|
20
|
+
* events should not have to depend on `rpg` either. `core.parseTwee`'s own doc comment covers
|
|
21
|
+
* the notation itself (passages, links, what a macro-carrying link does).
|
|
40
22
|
*
|
|
41
23
|
* @example
|
|
42
24
|
* ```ts
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"twee.d.ts","sourceRoot":"","sources":["../../../src/two-d/stage/twee.ts"],"names":[],"mappings":"
|
|
1
|
+
{"version":3,"file":"twee.d.ts","sourceRoot":"","sources":["../../../src/two-d/stage/twee.ts"],"names":[],"mappings":"AACA,OAAO,KAAK,EAAE,WAAW,EAAE,MAAM,aAAa,CAAC;AAE/C;;GAEG;AACH,MAAM,WAAW,UAAU;IAC1B,KAAK,EAAE,WAAW,CAAC;IACnB,kFAAkF;IAClF,KAAK,EAAE,MAAM,CAAC;IACd,sDAAsD;IACtD,KAAK,CAAC,EAAE,MAAM,CAAC;CACf;AAED;;;;;;;;;;;;;;;;;;;;;GAqBG;AACH,wBAAgB,UAAU,CAAC,MAAM,EAAE,MAAM,GAAG,UAAU,CAGrD"}
|
package/dist/two-d/stage/twee.js
CHANGED
|
@@ -1,31 +1,14 @@
|
|
|
1
|
+
import { parseTwee } from '../../core/Twee.js';
|
|
1
2
|
/**
|
|
2
3
|
* Reads a `.twee` file into a `StoryScript`.
|
|
3
4
|
*
|
|
4
|
-
*
|
|
5
|
-
*
|
|
6
|
-
* `
|
|
7
|
-
*
|
|
8
|
-
*
|
|
9
|
-
*
|
|
10
|
-
*
|
|
11
|
-
* `[[text->target]]` and `[[target<-text]]`) - the last text line doubles as
|
|
12
|
-
* the question, since a choice box needs a prompt and repeating it works.
|
|
13
|
-
* No story-format macro language
|
|
14
|
-
* (Harlowe, SugarCube, Chapbook) is interpreted - body text reaches the stage
|
|
15
|
-
* untouched, and a link carrying a setter throws instead of silently dropping
|
|
16
|
-
* the behaviour the setter described.
|
|
17
|
-
*
|
|
18
|
-
* ```twee
|
|
19
|
-
* :: Start
|
|
20
|
-
* You stand at a crossroads.
|
|
21
|
-
*
|
|
22
|
-
* [[Take the left path->Left]]
|
|
23
|
-
* [[Take the right path->Right]]
|
|
24
|
-
*
|
|
25
|
-
* :: Left
|
|
26
|
-
* The path ends at a wall.
|
|
27
|
-
* [[Go back->Start]]
|
|
28
|
-
* ```
|
|
5
|
+
* The actual parsing (passages, `[[links]]`, `StoryData`/`StoryTitle`) lives once in
|
|
6
|
+
* `core.parseTwee` - `rpg.importTwee` is the same wrapper around the same engine, targeting
|
|
7
|
+
* `EventStoryScript` instead, declared separately for the same reason `EventChoice` already
|
|
8
|
+
* duplicates `two-d/ui`'s `Choice`: a text-only RPG should not have to depend on `two-d` just
|
|
9
|
+
* to import a branching Twee story, and a Pixi-based visual novel that never touches map
|
|
10
|
+
* events should not have to depend on `rpg` either. `core.parseTwee`'s own doc comment covers
|
|
11
|
+
* the notation itself (passages, links, what a macro-carrying link does).
|
|
29
12
|
*
|
|
30
13
|
* @example
|
|
31
14
|
* ```ts
|
|
@@ -39,142 +22,7 @@
|
|
|
39
22
|
* ```
|
|
40
23
|
*/
|
|
41
24
|
export function importTwee(source) {
|
|
42
|
-
const
|
|
43
|
-
|
|
44
|
-
throw new Error('this twee source has no passages - passages start with ":: Name"');
|
|
45
|
-
const story = {};
|
|
46
|
-
let title;
|
|
47
|
-
let start;
|
|
48
|
-
for (const passage of passages) {
|
|
49
|
-
if (passage.name === 'StoryTitle') {
|
|
50
|
-
title = passage.body.trim() || undefined;
|
|
51
|
-
continue;
|
|
52
|
-
}
|
|
53
|
-
if (passage.name === 'StoryData') {
|
|
54
|
-
start = readStart(passage.body);
|
|
55
|
-
continue;
|
|
56
|
-
}
|
|
57
|
-
if (Object.prototype.hasOwnProperty.call(story, passage.name)) {
|
|
58
|
-
throw new Error(`this twee source defines "${passage.name}" twice`);
|
|
59
|
-
}
|
|
60
|
-
story[passage.name] = passageCommands(passage.name, passage.body);
|
|
61
|
-
}
|
|
62
|
-
const names = Object.keys(story);
|
|
63
|
-
if (names.length === 0)
|
|
64
|
-
throw new Error('this twee source has no story passages, only StoryTitle/StoryData');
|
|
65
|
-
if (start !== undefined && !Object.prototype.hasOwnProperty.call(story, start)) {
|
|
66
|
-
throw new Error(`StoryData starts at "${start}", which is not a passage in this file`);
|
|
67
|
-
}
|
|
68
|
-
for (const [name, commands] of Object.entries(story)) {
|
|
69
|
-
for (const command of commands) {
|
|
70
|
-
if ('ask' in command) {
|
|
71
|
-
for (const choice of command.choices) {
|
|
72
|
-
if (choice.goto !== undefined && !Object.prototype.hasOwnProperty.call(story, choice.goto)) {
|
|
73
|
-
throw new Error(`passage "${name}" links to "${choice.goto}", which is not a passage in this file`);
|
|
74
|
-
}
|
|
75
|
-
}
|
|
76
|
-
}
|
|
77
|
-
}
|
|
78
|
-
}
|
|
79
|
-
return { story, start: start ?? names[0], title };
|
|
80
|
-
}
|
|
81
|
-
/** cuts the source at every line starting with `::`, parsing headers into names */
|
|
82
|
-
function splitPassages(source) {
|
|
83
|
-
const out = [];
|
|
84
|
-
let name = null;
|
|
85
|
-
let body = [];
|
|
86
|
-
const flush = () => {
|
|
87
|
-
if (name !== null)
|
|
88
|
-
out.push({ name, body: body.join('\n') });
|
|
89
|
-
};
|
|
90
|
-
for (const line of source.split('\n')) {
|
|
91
|
-
if (line.startsWith('::')) {
|
|
92
|
-
flush();
|
|
93
|
-
name = parseHeader(line);
|
|
94
|
-
body = [];
|
|
95
|
-
}
|
|
96
|
-
else if (name !== null) {
|
|
97
|
-
body.push(line);
|
|
98
|
-
}
|
|
99
|
-
}
|
|
100
|
-
flush();
|
|
101
|
-
return out;
|
|
102
|
-
}
|
|
103
|
-
/** `:: Name [tags] {"meta": true}` - only the name survives; tags and position are editor concerns */
|
|
104
|
-
function parseHeader(line) {
|
|
105
|
-
const rest = line.slice(2).trim();
|
|
106
|
-
const tagAt = rest.search(/[[{]/);
|
|
107
|
-
const name = (tagAt === -1 ? rest : rest.slice(0, tagAt)).trim();
|
|
108
|
-
if (!name)
|
|
109
|
-
throw new Error(`a twee passage header needs a name, got "${line}"`);
|
|
110
|
-
return name;
|
|
111
|
-
}
|
|
112
|
-
/** StoryData is JSON; only `start` matters to the runner, the rest is player furniture */
|
|
113
|
-
function readStart(body) {
|
|
114
|
-
let data;
|
|
115
|
-
try {
|
|
116
|
-
data = JSON.parse(body.trim());
|
|
117
|
-
}
|
|
118
|
-
catch {
|
|
119
|
-
throw new Error('StoryData must be JSON - check the braces');
|
|
120
|
-
}
|
|
121
|
-
if (typeof data !== 'object' || data === null || Array.isArray(data)) {
|
|
122
|
-
throw new Error('StoryData must be a JSON object');
|
|
123
|
-
}
|
|
124
|
-
const start = data.start;
|
|
125
|
-
if (start !== undefined && typeof start !== 'string') {
|
|
126
|
-
throw new Error('StoryData "start" must be a passage name');
|
|
127
|
-
}
|
|
128
|
-
return start;
|
|
129
|
-
}
|
|
130
|
-
/** text lines speak in order; the last one doubles as the prompt when links follow it */
|
|
131
|
-
function passageCommands(passage, body) {
|
|
132
|
-
const lines = [];
|
|
133
|
-
const choices = [];
|
|
134
|
-
for (const line of body.split('\n')) {
|
|
135
|
-
const text = extractLinks(line, choices, passage).replace(/\s+/g, ' ').trim();
|
|
136
|
-
if (text !== '')
|
|
137
|
-
lines.push(text);
|
|
138
|
-
}
|
|
139
|
-
if (choices.length === 0)
|
|
140
|
-
return lines.map((say) => ({ say }));
|
|
141
|
-
const prompt = lines.pop() ?? '';
|
|
142
|
-
return [...lines.map((say) => ({ say })), { ask: prompt, choices }];
|
|
143
|
-
}
|
|
144
|
-
/**
|
|
145
|
-
* Pulls `[[links]]` out of a line, leaving the surrounding text behind.
|
|
146
|
-
* Returns the line with the links removed.
|
|
147
|
-
*/
|
|
148
|
-
function extractLinks(line, choices, passage) {
|
|
149
|
-
let out = '';
|
|
150
|
-
let rest = line;
|
|
151
|
-
for (;;) {
|
|
152
|
-
const open = rest.indexOf('[[');
|
|
153
|
-
if (open === -1)
|
|
154
|
-
return out + rest;
|
|
155
|
-
const close = rest.indexOf(']]', open);
|
|
156
|
-
if (close === -1) {
|
|
157
|
-
throw new Error(`passage "${passage}" has a "[[" with no closing "]]" in "${line.trim()}"`);
|
|
158
|
-
}
|
|
159
|
-
out += rest.slice(0, open);
|
|
160
|
-
choices.push(parseLink(rest.slice(open + 2, close), passage));
|
|
161
|
-
rest = rest.slice(close + 2);
|
|
162
|
-
}
|
|
163
|
-
}
|
|
164
|
-
function parseLink(inner, passage) {
|
|
165
|
-
if (inner.includes('[') || inner.includes(']')) {
|
|
166
|
-
throw new Error(`passage "${passage}" links with a setter ("${inner.trim()}") - ` +
|
|
167
|
-
'story-format macros are not imported, so the link is refused rather than half-read');
|
|
168
|
-
}
|
|
169
|
-
const forward = inner.indexOf('->');
|
|
170
|
-
if (forward !== -1) {
|
|
171
|
-
return { text: inner.slice(0, forward).trim(), goto: inner.slice(forward + 2).trim() };
|
|
172
|
-
}
|
|
173
|
-
const backward = inner.indexOf('<-');
|
|
174
|
-
if (backward !== -1) {
|
|
175
|
-
return { text: inner.slice(backward + 2).trim(), goto: inner.slice(0, backward).trim() };
|
|
176
|
-
}
|
|
177
|
-
const target = inner.trim();
|
|
178
|
-
return { text: target, goto: target };
|
|
25
|
+
const { story, start, title } = parseTwee(source);
|
|
26
|
+
return title === undefined ? { story, start } : { story, start, title };
|
|
179
27
|
}
|
|
180
28
|
//# sourceMappingURL=twee.js.map
|