sci2-ts 0.7.0 → 0.8.1

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 CHANGED
@@ -4,6 +4,22 @@ All notable changes to this project. Versions follow [Semantic Versioning](https
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  and the entries are generated from commit messages
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  ([Conventional Commits](https://www.conventionalcommits.org/)) when a release is made.
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+ ## [0.8.1](https://github.com/rlueder/sci-ts/compare/v0.8.0...v0.8.1) (2026-10-02)
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+
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+ ### Fixed
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+
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+ * timers past 32767 cycles, waits on missing sounds, methods hidden by properties ([#9](https://github.com/rlueder/sci-ts/issues/9)) ([7ec09d7](https://github.com/rlueder/sci-ts/commit/7ec09d765ab2818cf0171d5e96d9fa1b6744b576))
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+
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+ ### Documentation
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+
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+ * AGENTS.md for people and agents working here ([#8](https://github.com/rlueder/sci-ts/issues/8)) ([42bec1f](https://github.com/rlueder/sci-ts/commit/42bec1fafbb2798b26539923608882fef0c5118d))
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+
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+ ## [0.8.0](https://github.com/rlueder/sci-ts/compare/v0.7.0...v0.8.0) (2026-10-02)
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+
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+ ### Added
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+
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+ * **content:** poses, idles and prop behaviours ([#7](https://github.com/rlueder/sci-ts/issues/7)) ([1413ca3](https://github.com/rlueder/sci-ts/commit/1413ca334a29255d9a67ca136f01607187e7bee6))
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+
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  ## [0.7.0](https://github.com/rlueder/sci-ts/compare/v0.6.1...v0.7.0) (2026-10-01)
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  ### Added
package/lib/996.sc CHANGED
@@ -100,7 +100,8 @@
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  (properties
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  caller 0
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  box 0
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- until 0 ; the game time it goes
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+ shownAt 0 ; the game time it went up
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+ readFor 0 ; how long it stays (-1: until dismissed)
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  font -1 ; -1: the textStyle's
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  x -1 ; -1: centred
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  y 16
@@ -120,19 +121,21 @@
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  yourself:))
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  (box init:)
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  (= talking self)
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- (= until (self readingTime: (String STRING_LENGTH txt))))
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+ (= shownAt gameTime)
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+ (= readFor (self readingTime: (String STRING_LENGTH txt))))
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- ;; Game time to read a line of n characters: normally two seconds, and more for longer
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- ;; lines; -1 is until the player dismisses it.
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+ ;; Cycles to read a line of n characters: normally two seconds, and more for longer lines;
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+ ;; -1 is until the player dismisses it.
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  (method (readingTime n)
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  (switch textSpeed
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- (TEXT_SLOW (return (+ gameTime 180 (* 5 n))))
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- (TEXT_FAST (return (+ gameTime 70 (* 2 n))))
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+ (TEXT_SLOW (return (+ 180 (* 5 n))))
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+ (TEXT_FAST (return (+ 70 (* 2 n))))
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  (TEXT_CLICK (return -1))
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- (else (return (+ gameTime 120 (* 3 n))))))
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+ (else (return (+ 120 (* 3 n))))))
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135
 
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+ ;; Time is measured as cycles since, which stays right when gameTime wraps past 32767.
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  (method (doit)
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- (if (and box (!= until -1) (>= gameTime until)) (self done:)))
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+ (if (and box (!= readFor -1) (>= (- gameTime shownAt) readFor)) (self done:)))
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  ;; A click, Enter, Space or "." while a line is up dismisses it (and nothing else).
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  (method (handleEvent event)
@@ -174,7 +177,7 @@
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  (properties
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  mouth 0 bust 0 eyes 0 frame 0
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  priority 150
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- mouthUntil 0) ; the game time the mouth stops
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+ mouthFor 0) ; cycles the mouth moves for
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  (method (init theMouth theBust theEyes theFrame)
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  (= mouth theMouth)
@@ -198,10 +201,10 @@
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  (if mouth
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  (mouth setCycle: Forward)
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  ;; About as long as it takes to say: half a second, and two cycles a letter.
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- (= mouthUntil (+ gameTime 30 (* 2 (String STRING_LENGTH txt))))))
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+ (= mouthFor (+ 30 (* 2 (String STRING_LENGTH txt))))))
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  (method (doit)
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- (if (and mouth (mouth cycler?) (>= gameTime mouthUntil))
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+ (if (and mouth (mouth cycler?) (>= (- gameTime shownAt) mouthFor))
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  (mouth setCycle: 0 setCel: 0))
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  (super doit:))
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package/lib/997.sc CHANGED
@@ -173,18 +173,20 @@
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  ;; (shut) and back to 0.
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  (class Blink of Cycle
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  (properties
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- nextBlink 0)
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+ restSince 0
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+ restFor 0)
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  (method (init who)
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  (super init: who)
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  (self rest:))
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  (method (rest)
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- (= nextBlink (+ gameTime 90 (Random 0 90))))
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+ (= restSince gameTime)
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+ (= restFor (+ 90 (Random 0 90))))
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  (method (doit &tmp c)
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  (if (== (client cel?) 0)
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- (if (and (>= gameTime nextBlink) (> (self lastCel:) 0))
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+ (if (and (>= (- gameTime restSince) restFor) (> (self lastCel:) 0))
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  (= cycleCnt gameTime)
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  (client cel: 1))
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  else
package/lib/998.sc CHANGED
@@ -207,9 +207,11 @@
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  (if (not (and noun (messager say: noun verb 0 0 0 modNum)))
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  (curRoom doVerb: verb))))
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- ;; A Feature drawn with a view: a screen item in the room's plane.
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+ ;; A Feature drawn with a view: a screen item in the room's plane. One that's only there to
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+ ;; look at (rain on a window, a sky) has clickable 0, and clicks go to what's behind it.
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  (class View of Feature
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  (properties
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+ clickable 1
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  view -1 loop 0 cel 0
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  z 0
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  priority 0 fixPriority 0
@@ -230,7 +232,7 @@
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  (if (not (& signal SIG_HIDDEN)) (UpdateScreenItem self)))
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  (method (onMe theX theY)
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- (return (and (not (& signal SIG_HIDDEN)) (IsOnMe theX theY self))))
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+ (return (and clickable (not (& signal SIG_HIDDEN)) (IsOnMe theX theY self))))
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  (method (hide)
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  (|= signal SIG_HIDDEN)
@@ -364,13 +366,51 @@
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  (if scaler (scaler dispose:) (= scaler 0))
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  (super dispose:)))
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- ;; The hero: walks where the player clicks, and goes from room to room.
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+ ;; The hero: walks where the player clicks, and goes from room to room. Standing still
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+ ;; for idleAfter seconds while the player can act, he plays a loop of idleView once (a
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+ ;; puff on the pipe, a glance at a watch), chosen at random, then stands again.
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  (class Ego of Actor
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- ;; Back to walking: cycling as he moves, turning as he goes, seen.
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+ (properties
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+ normalView -1 ; the walking view (the first view he's normalized with)
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+ idleView -1 ; -1: no idles
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+ idleAfter 8
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+ stillSince 0 ; the game time he was last busy
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+ idling 0)
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+
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+ ;; Back to walking: his walking view, cycling as he moves, turning as he goes, seen.
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  (method (normalize)
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+ (if (== normalView -1) (= normalView view) else (= view normalView))
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+ (= idling 0)
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  (self setLoop: -1 setCycle: Walk show:)
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  (return self))
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+ (method (doit)
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+ (super doit:)
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+ (self checkIdle:))
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+
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+ (method (checkIdle)
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+ (cond
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+ ((== idleView -1) 0)
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+ ;; Busy, or someone else is in charge: no idle, and one under way stops.
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+ ((or mover talking dialog (not (user canInput?)) (and (not idling) (!= view normalView)))
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+ (if idling (self normalize:))
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+ (= stillSince gameTime))
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+ (idling 0)
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+ ((>= (- gameTime stillSince) (* idleAfter 60))
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+ (= idling 1)
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+ (= view idleView)
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+ (self setLoop: (Random 0 (- (NumLoops self) 1)) setCel: 0 setCycle: End self))))
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+
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+ ;; An idle has played through.
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+ (method (cue)
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+ (if idling
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+ (self normalize:)
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+ (= stillSince gameTime)))
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+
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+ (method (setMotion)
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+ (if idling (self normalize:))
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+ (super setMotion: &rest))
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+
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  (method (roomDisposed)
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  (self setMotion: 0)
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  (DeleteScreenItem self)
package/package.json CHANGED
@@ -1,6 +1,6 @@
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  {
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  "name": "sci2-ts",
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- "version": "0.7.0",
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+ "version": "0.8.1",
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  "description": "An SCI2 adventure game engine in TypeScript, and the tools to make games with it",
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  "license": "MIT",
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  "type": "module",
@@ -222,6 +222,11 @@
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  "moves": {
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  "type": "boolean",
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  "description": "It walks or floats about in cutscenes (<<walk name x y>>): an Actor instead of a Prop"
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+ },
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+ "script": {
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+ "type": "string",
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+ "pattern": "^[A-Z][A-Za-z0-9]*$",
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+ "description": "A Script class of the game's: an instance of it runs on the prop, e.g. an ambient behaviour"
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  }
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  }
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  }
@@ -82,6 +82,8 @@ interface PropSpec {
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  /** forward: loop the animation forever. */
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  cycle?: "forward";
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  sightAngle?: number;
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+ /** A Script class of the game's: an instance of it runs on the prop (ambient behaviour). */
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+ script?: string;
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  }
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  export interface CompiledRoom {
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  number: number;
@@ -83,7 +83,9 @@ class SpecChecker {
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  names.add(name);
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  const t = this.map(value, path);
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  if (group === "props") {
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- this.known(t, path, ["view", "at", "loop", "cel", "cycle", "sightAngle", "moves"]);
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+ this.known(t, path, ["view", "at", "loop", "cel", "cycle", "sightAngle", "moves", "script"]);
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+ if (t.script !== undefined && (typeof t.script !== "string" || !/^[A-Z][A-Za-z0-9]*$/.test(t.script)))
88
+ this.fail([...path, "script"], "expected a class name, e.g. Scurry");
87
89
  if (t.moves !== undefined && typeof t.moves !== "boolean")
88
90
  this.fail([...path, "moves"], "expected true or false");
89
91
  this.int(t.view, [...path, "view"], 0, 65535);
@@ -522,6 +524,14 @@ class RoomCompiler {
522
524
  return [{ op: "code", code: send(to, [["setCycle", [{ cls: this.target.forwardCycle }]]]) }];
523
525
  return fail("expected once or forever");
524
526
  }
527
+ case "view":
528
+ arity(2, "hero|<prop> view");
529
+ return [{ op: "code", code: send(who(args[0], false), [["view", [int(args[1], "view", 0, 65535)]], ["setCel", [0]]]) }];
530
+ case "normal":
531
+ arity(1, "hero");
532
+ if (args[0] !== "hero")
533
+ fail("only the hero goes back to normal (walking, turning as he goes)");
534
+ return [{ op: "code", code: send({ global: g.ego }, [["normalize", []]]) }];
525
535
  case "stop":
526
536
  arity(1, "<prop>");
527
537
  return [{ op: "code", code: send(who(args[0], false), [["setCycle", [0]]]) }];
@@ -564,7 +574,7 @@ class RoomCompiler {
564
574
  arity(1, "number");
565
575
  return [{ op: "code", code: send({ global: g.curRoom }, [["newRoom", [int(args[0], "room", 0, 65535)]]]) }];
566
576
  default:
567
- return fail("unknown command (known: walk, face, wait, hide, show, loop, cel, animate, stop, music, sound, closeup, get, drop, room; and set, if)");
577
+ return fail("unknown command (known: walk, face, wait, hide, show, view, loop, cel, animate, normal, stop, music, sound, closeup, get, drop, room; and set, if)");
568
578
  }
569
579
  }
570
580
  /** Loop music n, unless it's what's playing already. */
@@ -728,7 +738,12 @@ class RoomCompiler {
728
738
  for (const name of [...Object.keys(spec.features ?? {}), ...Object.keys(spec.exits ?? {})])
729
739
  c.push(...send({ obj: name }, [["init", []]]));
730
740
  for (const [name, p] of Object.entries(spec.props ?? {})) {
731
- c.push(...send({ obj: name }, [["init", []], ...(p.cycle === "forward" ? [["setCycle", [{ cls: this.target.forwardCycle }]]] : [])]));
741
+ c.push(...send({ obj: name }, [
742
+ ["init", []],
743
+ ...(p.cycle === "forward" ? [["setCycle", [{ cls: this.target.forwardCycle }]]] : []),
744
+ // A new instance of the game's Script class, running on the prop.
745
+ ...(p.script ? [["setScript", [{ code: ["pushi #new", "push0", `class ${p.script}`, "send 4"] }]]] : []),
746
+ ]));
732
747
  }
733
748
  const polygons = [
734
749
  ...(spec.walkable ? [[3, spec.walkable]] : []),
@@ -85,6 +85,8 @@ interface PropSpec {
85
85
  /** forward: loop the animation forever. */
86
86
  cycle?: "forward";
87
87
  sightAngle?: number;
88
+ /** A Script class of the game's: an instance of it runs on the prop (ambient behaviour). */
89
+ script?: string;
88
90
  }
89
91
 
90
92
  export interface CompiledRoom {
@@ -186,7 +188,8 @@ class SpecChecker {
186
188
  names.add(name);
187
189
  const t = this.map(value, path);
188
190
  if (group === "props") {
189
- this.known(t, path, ["view", "at", "loop", "cel", "cycle", "sightAngle", "moves"]);
191
+ this.known(t, path, ["view", "at", "loop", "cel", "cycle", "sightAngle", "moves", "script"]);
192
+ if (t.script !== undefined && (typeof t.script !== "string" || !/^[A-Z][A-Za-z0-9]*$/.test(t.script))) this.fail([...path, "script"], "expected a class name, e.g. Scurry");
190
193
  if (t.moves !== undefined && typeof t.moves !== "boolean") this.fail([...path, "moves"], "expected true or false");
191
194
  this.int(t.view, [...path, "view"], 0, 65535);
192
195
  this.point(t.at, [...path, "at"]);
@@ -622,6 +625,13 @@ class RoomCompiler {
622
625
  if (args[1] === "forever") return [{ op: "code", code: send(to, [["setCycle", [{ cls: this.target.forwardCycle }]]]) }];
623
626
  return fail("expected once or forever");
624
627
  }
628
+ case "view":
629
+ arity(2, "hero|<prop> view");
630
+ return [{ op: "code", code: send(who(args[0], false), [["view", [int(args[1], "view", 0, 65535)]], ["setCel", [0]]]) }];
631
+ case "normal":
632
+ arity(1, "hero");
633
+ if (args[0] !== "hero") fail("only the hero goes back to normal (walking, turning as he goes)");
634
+ return [{ op: "code", code: send({ global: g.ego }, [["normalize", []]]) }];
625
635
  case "stop":
626
636
  arity(1, "<prop>");
627
637
  return [{ op: "code", code: send(who(args[0], false), [["setCycle", [0]]]) }];
@@ -661,7 +671,7 @@ class RoomCompiler {
661
671
  arity(1, "number");
662
672
  return [{ op: "code", code: send({ global: g.curRoom }, [["newRoom", [int(args[0], "room", 0, 65535)]]]) }];
663
673
  default:
664
- return fail("unknown command (known: walk, face, wait, hide, show, loop, cel, animate, stop, music, sound, closeup, get, drop, room; and set, if)");
674
+ return fail("unknown command (known: walk, face, wait, hide, show, view, loop, cel, animate, normal, stop, music, sound, closeup, get, drop, room; and set, if)");
665
675
  }
666
676
  }
667
677
 
@@ -831,7 +841,12 @@ class RoomCompiler {
831
841
  if (spec.music !== undefined) c.push(...this.playMusic(spec.music));
832
842
  for (const name of [...Object.keys(spec.features ?? {}), ...Object.keys(spec.exits ?? {})]) c.push(...send({ obj: name }, [["init", []]]));
833
843
  for (const [name, p] of Object.entries(spec.props ?? {})) {
834
- c.push(...send({ obj: name }, [["init", []], ...(p.cycle === "forward" ? [["setCycle", [{ cls: this.target.forwardCycle }]] as [string, Val[]]] : [])]));
844
+ c.push(...send({ obj: name }, [
845
+ ["init", []],
846
+ ...(p.cycle === "forward" ? [["setCycle", [{ cls: this.target.forwardCycle }]] as [string, Val[]]] : []),
847
+ // A new instance of the game's Script class, running on the prop.
848
+ ...(p.script ? [["setScript", [{ code: ["pushi #new", "push0", `class ${p.script}`, "send 4"] }]] as [string, Val[]]] : []),
849
+ ]));
835
850
  }
836
851
  const polygons: [number, [number, number][]][] = [
837
852
  ...(spec.walkable ? [[3, spec.walkable] as [number, [number, number][]]] : []),
@@ -95,6 +95,27 @@ export function compileScripts(sources, ctx) {
95
95
  defined.add(m.name);
96
96
  }
97
97
  }
98
+ // A method named like a property of its object: `x:` sets the property and the method
99
+ // never runs.
100
+ const propertiesOf = (name, seen = new Set()) => {
101
+ if (!name || seen.has(name))
102
+ return new Set(OBJECT_HEADER);
103
+ seen.add(name);
104
+ const c = classes.get(name);
105
+ if (c)
106
+ return new Set([...c.obj.props.map((p) => p.name), ...propertiesOf(c.obj.superName, seen)]);
107
+ return new Set([...OBJECT_HEADER, ...(ctx.externalClass?.(name)?.properties.map((p) => p.name) ?? [])]);
108
+ };
109
+ for (const u of units) {
110
+ for (const o of u.objects) {
111
+ const props = new Set([...o.props.map((p) => p.name), ...propertiesOf(o.superName)]);
112
+ for (const m of o.methods) {
113
+ if (!props.has(m.name))
114
+ continue;
115
+ ctx.onWarning({ message: `method ${m.name}: ${o.name} has a property called ${m.name}, so ${m.name}: sets it and this never runs`, file: u.file, line: m.line });
116
+ }
117
+ }
118
+ }
98
119
  const reported = new Set();
99
120
  for (const s of project.sent) {
100
121
  if (defined.has(s.name) || reported.has(s.name))
@@ -195,6 +195,24 @@ export function compileScripts(sources: readonly CompileSource[], ctx: CompileCo
195
195
  for (const m of o.methods) defined.add(m.name);
196
196
  }
197
197
  }
198
+ // A method named like a property of its object: `x:` sets the property and the method
199
+ // never runs.
200
+ const propertiesOf = (name: string | undefined, seen = new Set<string>()): Set<string> => {
201
+ if (!name || seen.has(name)) return new Set(OBJECT_HEADER);
202
+ seen.add(name);
203
+ const c = classes.get(name);
204
+ if (c) return new Set([...c.obj.props.map((p) => p.name), ...propertiesOf(c.obj.superName, seen)]);
205
+ return new Set([...OBJECT_HEADER, ...(ctx.externalClass?.(name)?.properties.map((p) => p.name) ?? [])]);
206
+ };
207
+ for (const u of units) {
208
+ for (const o of u.objects) {
209
+ const props = new Set([...o.props.map((p) => p.name), ...propertiesOf(o.superName)]);
210
+ for (const m of o.methods) {
211
+ if (!props.has(m.name)) continue;
212
+ ctx.onWarning({ message: `method ${m.name}: ${o.name} has a property called ${m.name}, so ${m.name}: sets it and this never runs`, file: u.file, line: m.line });
213
+ }
214
+ }
215
+ }
198
216
  const reported = new Set<string>();
199
217
  for (const s of project.sent) {
200
218
  if (defined.has(s.name) || reported.has(s.name)) continue;
@@ -266,6 +266,10 @@ export const audioKernels = {
266
266
  a.play(soundKey(obj), clip, loop, volume);
267
267
  else
268
268
  a.startSong(obj, number, loop, volume);
269
+ // Neither an effect nor a song by that number: it has ended already, so the next
270
+ // update reports it and whoever waits for it carries on.
271
+ if (!clip && !a.songs.has(obj))
272
+ vm.setProp(obj, "signal", NOT_PLAYING);
269
273
  return 0;
270
274
  }
271
275
  case 9: // stop
@@ -274,6 +274,9 @@ export const audioKernels: Record<string, KernelFn> = {
274
274
  const clip = a.index.effects.get(number);
275
275
  if (clip) a.play(soundKey(obj), clip, loop, volume);
276
276
  else a.startSong(obj, number, loop, volume);
277
+ // Neither an effect nor a song by that number: it has ended already, so the next
278
+ // update reports it and whoever waits for it carries on.
279
+ if (!clip && !a.songs.has(obj)) vm.setProp(obj, "signal", NOT_PLAYING);
277
280
  return 0;
278
281
  }
279
282
  case 9: // stop