@magicborn/dialogue-forge 0.1.2 → 0.1.4

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@@ -64,11 +64,9 @@ export function ScenePlayer({ dialogue, gameState, startNodeId, onComplete, onFl
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  setIsTyping(false);
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  // Call onNodeExit before moving to next
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  onNodeExit?.(currentNodeId, node);
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- // Auto-advance if there's a next node
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- if (node.nextNodeId) {
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- setTimeout(() => setCurrentNodeId(node.nextNodeId), 300);
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- }
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- else {
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+ // For NPC-only linear stories: don't auto-advance, wait for user input (Enter key or Continue button)
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+ // Only auto-advance if there's no next node (dialogue complete)
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+ if (!node.nextNodeId) {
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  // Dialogue complete
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  onDialogueEnd?.();
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  onComplete({
@@ -77,6 +75,7 @@ export function ScenePlayer({ dialogue, gameState, startNodeId, onComplete, onFl
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  completedNodeIds: Array.from(visitedNodes)
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  });
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  }
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+ // If there's a nextNodeId, we'll wait for user to press Enter or click Continue
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  }, 500);
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  return () => clearTimeout(timer);
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  }
@@ -95,6 +94,26 @@ export function ScenePlayer({ dialogue, gameState, startNodeId, onComplete, onFl
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  return cond.operator === 'is_set' ? hasFlag : !hasFlag;
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  });
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  }) || [];
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+ // Handle Enter key for advancing NPC-only dialogues
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+ useEffect(() => {
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+ const handleKeyDown = (e) => {
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+ // Only handle Enter key when:
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+ // 1. Not typing
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+ // 2. Current node is NPC
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+ // 3. There's a next node to advance to
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+ // 4. Not waiting for player choice
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+ if (e.key === 'Enter' &&
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+ !isTyping &&
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+ currentNode?.type === 'npc' &&
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+ currentNode.nextNodeId &&
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+ availableChoices.length === 0) {
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+ e.preventDefault();
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+ setCurrentNodeId(currentNode.nextNodeId);
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+ }
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+ };
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+ window.addEventListener('keydown', handleKeyDown);
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+ return () => window.removeEventListener('keydown', handleKeyDown);
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+ }, [isTyping, currentNode, availableChoices, setCurrentNodeId]);
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  const handleChoice = (choice) => {
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  const currentNode = dialogue.nodes[currentNodeId];
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  // Call onChoiceSelect hook
@@ -128,6 +147,15 @@ export function ScenePlayer({ dialogue, gameState, startNodeId, onComplete, onFl
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  });
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  }
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  };
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+ console.log("isnpc", currentNode?.type === 'npc');
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+ console.log("isplayer", currentNode?.type === 'player');
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+ console.log("isTyping", isTyping);
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+ console.log("availableChoices", availableChoices);
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+ console.log("visitedNodes", visitedNodes);
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+ console.log("flags", flags);
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+ console.log("history", history);
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+ console.log("currentNodeId", currentNodeId);
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+ console.log("dialogue", dialogue);
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  return (React.createElement("div", { className: "flex-1 flex flex-col" },
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  React.createElement("div", { className: "flex-1 overflow-y-auto p-4" },
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  React.createElement("div", { className: "max-w-2xl mx-auto space-y-4" },
@@ -156,5 +184,12 @@ export function ScenePlayer({ dialogue, gameState, startNodeId, onComplete, onFl
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  updatedFlags: flags,
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  dialogueTree: dialogue,
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  completedNodeIds: Array.from(visitedNodes)
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- }), className: "px-4 py-2 bg-[#e94560] hover:bg-[#d63850] text-white rounded-lg transition-colors" }, "Close"))))));
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+ }), className: "px-4 py-2 bg-[#e94560] hover:bg-[#d63850] text-white rounded-lg transition-colors" }, "Close")))),
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+ currentNode?.type === 'npc' && currentNode.nextNodeId && !isTyping && (React.createElement("div", { className: "border-t border-[#1a1a2e] bg-[#0d0d14]/80 backdrop-blur-sm p-4 sticky bottom-0 z-10" },
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+ React.createElement("div", { className: "max-w-2xl mx-auto text-center" },
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+ React.createElement("p", { className: "text-xs text-gray-400 mb-3" },
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+ "Press ",
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+ React.createElement("kbd", { className: "px-2 py-1 bg-[#1a1a2e] border border-[#2a2a3e] rounded text-xs" }, "Enter"),
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+ " to continue"),
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+ React.createElement("button", { onClick: () => setCurrentNodeId(currentNode.nextNodeId), className: "px-6 py-3 bg-[#e94560] hover:bg-[#d63850] text-white rounded-lg transition-colors font-medium shadow-lg hover:shadow-xl transform hover:scale-105 active:scale-95", autoFocus: true }, "Continue \u2192"))))));
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  }
@@ -43,6 +43,14 @@ export const examplesRegistry = [
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  filename: 'variable-operations-example.yarn',
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  flagSchemaId: 'rpg',
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  features: ['variable-operations', 'variable-interpolation', 'numeric-calculations', 'string-variables']
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+ },
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+ {
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+ id: 'linear-story',
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+ title: 'Linear Story Example',
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+ description: 'A linear narrative with no branching—just NPCs telling a story. Press Enter to continue.',
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+ filename: 'linear-story.yarn',
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+ flagSchemaId: 'basic',
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+ features: ['linear-narrative', 'npc-only', 'story-driven']
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  }
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  ];
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  /**
@@ -103,6 +103,77 @@ NPC: I've greeted you {$greeting_count} times now.
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  title: end
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  ---
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  ===
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+ `,
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+ 'linear-story': `title: opening
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+ ---
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+ Narrator: The old lighthouse stood silent against the storm, its beacon long extinguished.
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+ Narrator: You've been searching for three days, following the map your grandfather left behind.
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+ Narrator: The key to the lighthouse door feels cold in your hand, heavy with purpose.
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+ <<jump lighthouse_entrance>>
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+ ===
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+
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+ title: lighthouse_entrance
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+ ---
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+ Narrator: The door creaks open with a sound that echoes through the empty tower.
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+ Narrator: Dust motes dance in the beam of your flashlight as you step inside.
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+ Narrator: The air is still, thick with the scent of salt and old wood.
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+ <<jump climbing_stairs>>
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+ ===
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+
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+ title: climbing_stairs
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+ ---
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+ Narrator: Your footsteps echo on the spiral staircase as you climb.
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+ Narrator: Each step feels like a journey through time, the wood groaning under your weight.
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+ Narrator: You count the steps: twenty, thirty, forty... the tower seems endless.
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+ <<jump lantern_room>>
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+ ===
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+
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+ title: lantern_room
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+ ---
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+ Narrator: At the top, you find the lantern room—the heart of the lighthouse.
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+ Narrator: The great lens sits dark and still, its glass covered in years of grime.
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+ Narrator: But something catches your eye: a small wooden box on the windowsill.
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+ <<jump finding_box>>
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+ ===
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+
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+ title: finding_box
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+ ---
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+ Narrator: You approach the box carefully, your heart racing.
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+ Narrator: Carved into its lid are words you recognize: "For when the light returns."
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+ Narrator: Inside, you find a letter, yellowed with age, and a single match.
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+ <<jump reading_letter>>
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+ ===
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+
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+ title: reading_letter
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+ ---
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+ Narrator: The letter is in your grandfather's handwriting, dated fifty years ago.
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+ Narrator: "If you're reading this, you've found your way home. Light the beacon."
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+ Narrator: "The world needs its light again. Trust in what you know to be true."
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+ <<jump lighting_beacon>>
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+ ===
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+
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+ title: lighting_beacon
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+ ---
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+ Narrator: You strike the match, its flame dancing in the darkness.
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+ Narrator: As you light the old lantern, the lens begins to turn, slowly at first.
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+ Narrator: Light spills across the sea, cutting through the storm like a blade.
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+ <<jump beacon_awakened>>
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+ ===
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+
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+ title: beacon_awakened
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+ ---
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+ Narrator: The lighthouse awakens, its beam reaching far across the waters.
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+ Narrator: In the distance, you see something impossible: ships, long thought lost, returning home.
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+ Narrator: Your grandfather's promise fulfilled, the light guides them safely to shore.
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+ <<jump epilogue>>
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+ ===
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+
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+ title: epilogue
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+ ---
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+ Narrator: The storm breaks, and dawn paints the sky in shades of gold and rose.
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+ Narrator: You stand at the top of the lighthouse, watching the ships come home.
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+ Narrator: The beacon burns bright once more, and you know—this is where you belong.
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+ ===
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  `,
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  // Add more examples here as they're converted to Yarn format
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  };
@@ -43,6 +43,7 @@ export interface DialogueTree {
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  nodes: Record<string, DialogueNode>;
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  }
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  import { FlagSchema } from './flags';
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+ export type ViewMode = 'graph' | 'yarn' | 'play';
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  export interface DialogueEditorProps {
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  dialogue: DialogueTree | null;
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  onChange: (dialogue: DialogueTree) => void;
@@ -50,6 +50,14 @@ exports.examplesRegistry = [
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  filename: 'variable-operations-example.yarn',
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  flagSchemaId: 'rpg',
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  features: ['variable-operations', 'variable-interpolation', 'numeric-calculations', 'string-variables']
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+ },
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+ {
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+ id: 'linear-story',
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+ title: 'Linear Story Example',
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+ description: 'A linear narrative with no branching—just NPCs telling a story. Press Enter to continue.',
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+ filename: 'linear-story.yarn',
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+ flagSchemaId: 'basic',
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+ features: ['linear-narrative', 'npc-only', 'story-driven']
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  }
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  ];
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  /**
@@ -111,6 +111,77 @@ NPC: I've greeted you {$greeting_count} times now.
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  title: end
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  ---
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  ===
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+ `,
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+ 'linear-story': `title: opening
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+ ---
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+ Narrator: The old lighthouse stood silent against the storm, its beacon long extinguished.
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+ Narrator: You've been searching for three days, following the map your grandfather left behind.
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+ Narrator: The key to the lighthouse door feels cold in your hand, heavy with purpose.
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+ <<jump lighthouse_entrance>>
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+ ===
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+
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+ title: lighthouse_entrance
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+ ---
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+ Narrator: The door creaks open with a sound that echoes through the empty tower.
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+ Narrator: Dust motes dance in the beam of your flashlight as you step inside.
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+ Narrator: The air is still, thick with the scent of salt and old wood.
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+ <<jump climbing_stairs>>
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+ ===
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+
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+ title: climbing_stairs
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+ ---
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+ Narrator: Your footsteps echo on the spiral staircase as you climb.
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+ Narrator: Each step feels like a journey through time, the wood groaning under your weight.
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+ Narrator: You count the steps: twenty, thirty, forty... the tower seems endless.
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+ <<jump lantern_room>>
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+ ===
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+
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+ title: lantern_room
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+ ---
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+ Narrator: At the top, you find the lantern room—the heart of the lighthouse.
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+ Narrator: The great lens sits dark and still, its glass covered in years of grime.
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+ Narrator: But something catches your eye: a small wooden box on the windowsill.
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+ <<jump finding_box>>
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+ ===
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+
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+ title: finding_box
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+ ---
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+ Narrator: You approach the box carefully, your heart racing.
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+ Narrator: Carved into its lid are words you recognize: "For when the light returns."
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+ Narrator: Inside, you find a letter, yellowed with age, and a single match.
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+ <<jump reading_letter>>
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+ ===
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+
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+ title: reading_letter
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+ ---
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+ Narrator: The letter is in your grandfather's handwriting, dated fifty years ago.
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+ Narrator: "If you're reading this, you've found your way home. Light the beacon."
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+ Narrator: "The world needs its light again. Trust in what you know to be true."
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+ <<jump lighting_beacon>>
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+ ===
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+
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+ title: lighting_beacon
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+ ---
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+ Narrator: You strike the match, its flame dancing in the darkness.
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+ Narrator: As you light the old lantern, the lens begins to turn, slowly at first.
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+ Narrator: Light spills across the sea, cutting through the storm like a blade.
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+ <<jump beacon_awakened>>
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+ ===
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+
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+ title: beacon_awakened
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+ ---
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+ Narrator: The lighthouse awakens, its beam reaching far across the waters.
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+ Narrator: In the distance, you see something impossible: ships, long thought lost, returning home.
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+ Narrator: Your grandfather's promise fulfilled, the light guides them safely to shore.
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+ <<jump epilogue>>
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+ ===
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+
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+ title: epilogue
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+ ---
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+ Narrator: The storm breaks, and dawn paints the sky in shades of gold and rose.
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+ Narrator: You stand at the top of the lighthouse, watching the ships come home.
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+ Narrator: The beacon burns bright once more, and you know—this is where you belong.
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+ ===
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  `,
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  // Add more examples here as they're converted to Yarn format
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  };
@@ -43,6 +43,7 @@ export interface DialogueTree {
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  nodes: Record<string, DialogueNode>;
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  }
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  import { FlagSchema } from './flags';
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+ export type ViewMode = 'graph' | 'yarn' | 'play';
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  export interface DialogueEditorProps {
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  dialogue: DialogueTree | null;
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  onChange: (dialogue: DialogueTree) => void;
package/package.json CHANGED
@@ -1,6 +1,6 @@
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  {
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  "name": "@magicborn/dialogue-forge",
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- "version": "0.1.2",
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+ "version": "0.1.4",
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  "description": "Visual node-based dialogue editor with Yarn Spinner support",
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  "author": "Ben Garrard <b2gdevs@gmail.com>",
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  "license": "MIT",