You've already forked MenuGraphr
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https://github.com/FullScreenShenanigans/MenuGraphr.git
synced 2026-04-28 13:02:13 -07:00
8ea553cb8d
Tests needed to be updated to the new form.
1648 lines
54 KiB
TypeScript
1648 lines
54 KiB
TypeScript
import {
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IAliases, IGridCell, IListMenu, IListMenuOptions, IListMenuProgress,
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IMenu, IMenuChildMenuSchema, IMenuChildSchema, IMenuDialogRaw,
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IMenuGraphr, IMenuGraphrSettings, IMenuSchema, IMenuSchemaPosition,
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IMenuSchemaPositionOffset, IMenuSchemas, IMenuSchemaSize,
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IMenusContainer, IMenuThingSchema, IMenuWordCommand, IMenuWordCommandBase,
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IMenuWordPadLeftCommand, IMenuWordPosition, IMenuWordSchema, IReplacements,
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IReplacerFunction, ISoundNames, IText
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} from "./IMenuGraphr";
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/**
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* Cardinal directions as Numbers.
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*/
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export enum Direction {
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Top = 0,
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Right = 1,
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Bottom = 2,
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Left = 3
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}
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/**
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* A menu management system for GameStartr. Menus can have dialog-style text, scrollable
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* and unscrollable grids, and children menus or decorations added.
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*/
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export class MenuGraphr implements IMenuGraphr {
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/**
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* The parent IGameStartr managing Things.
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*/
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private GameStarter: GameStartr.GameStartr;
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/**
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* All available menus, keyed by name.
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*/
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private menus: IMenusContainer;
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/**
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* The currently "active" (user-selected) menu.
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*/
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private activeMenu: IMenu;
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/**
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* Known menu schemas, keyed by name.
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*/
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private schemas: IMenuSchemas;
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/**
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* A list of sounds that should be played for certain menu actions
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*/
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private sounds: ISoundNames;
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/**
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* Alternate Thing titles for charactes, such as " " for "space".
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*/
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private aliases: IAliases;
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/**
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* Programmatic replacements for deliniated words.
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*/
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private replacements: IReplacements;
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/**
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* The separator for words to replace using replacements.
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*/
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private replacerKey: string;
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/**
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* A scope to call text modifiers in, if not this.
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*/
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private modifierScope: any;
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/**
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* Initializes a new instance of the MenuGraphr class.
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*
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* @param settings Settings to be used for initialization.
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*/
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public constructor(settings: IMenuGraphrSettings) {
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if (!settings) {
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throw new Error("No settings object given to MenuGraphr.");
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}
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if (!settings.GameStarter) {
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throw new Error("No GameStarter given to MenuGraphr.");
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}
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this.GameStarter = settings.GameStarter;
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this.schemas = settings.schemas || {};
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this.aliases = settings.aliases || {};
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this.replacements = settings.replacements || {};
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this.replacerKey = settings.replacerKey || "%%%%%%%";
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this.sounds = settings.sounds || {};
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this.modifierScope = settings.modifierScope || this;
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this.menus = {};
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}
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/**
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* @returns All available menus, keyed by name.
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*/
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public getMenus(): IMenusContainer {
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return this.menus;
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}
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/**
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* @param name A name of a menu.
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* @returns The menu under the given name.
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*/
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public getMenu(name: string): IMenu {
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return this.menus[name];
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}
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/**
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* Returns a menu, throwing an error if it doesn't exist.
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*
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* @param name A name of a menu.
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* @returns The menu under the given name.
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*/
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public getExistingMenu(name: string): IMenu {
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if (!this.menus[name]) {
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throw new Error("'" + name + "' menu does not exist.");
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}
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return this.menus[name];
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}
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/**
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* @returns The currently active menu.
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*/
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public getActiveMenu(): IMenu {
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return this.activeMenu;
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}
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/**
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* @returns The name of the currently active menu.
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*/
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public getActiveMenuName(): string {
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return this.activeMenu.name;
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}
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/**
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* @returns The alternate Thing titles for characters.
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*/
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public getAliases(): IAliases {
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return this.aliases;
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}
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/**
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* @returns The programmatic replacements for deliniated words.
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*/
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public getReplacements(): IReplacements {
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return this.replacements;
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}
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/**
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* Creates a menu with the given name and attributes, and stores it under the name.
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* Default information is used from the schema of that name, such as position and
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* children, but may be override by attributes.
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*
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* @param name The name of the menu.
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* @param attributes Custom attributes to apply to the menu.
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* @returns The newly created menu.
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*/
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public createMenu(name: string, attributes?: IMenuSchema): IMenu {
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const schemaRaw: IMenuSchema = this.GameStarter.utilities.proliferate({}, this.schemas[name]);
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const schema: IMenuSchema = this.GameStarter.utilities.proliferate(schemaRaw, attributes);
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const menu: IMenu = this.GameStarter.ObjectMaker.make("Menu", schema);
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// If the container menu doesn't exist, a pseudo-menu the size of the screen is used
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const container: IMenu = schema.container
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? this.menus[schema.container]
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: {
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top: 0,
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right: this.GameStarter.MapScreener.width,
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bottom: this.GameStarter.MapScreener.height,
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left: 0,
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width: Math.ceil(this.GameStarter.MapScreener.width / this.GameStarter.unitsize),
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height: Math.ceil(this.GameStarter.MapScreener.height / this.GameStarter.unitsize),
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EightBitter: this.GameStarter,
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GameStarter: this.GameStarter,
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children: []
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} as any;
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this.deleteMenu(name);
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this.menus[name] = menu;
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menu.name = name;
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this.placeMenuThing(container, menu, schema.size, schema.position);
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menu.children = [];
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menu.textAreaWidth = (menu.width - menu.textXOffset * 2) * this.GameStarter.unitsize;
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if (menu.childrenSchemas) {
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menu.childrenSchemas.forEach(this.createMenuChild.bind(this, name));
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}
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if (container.children) {
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container.children.push(menu);
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}
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this.GameStarter.utilities.proliferate(menu, attributes);
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return menu;
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}
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/**
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* Adds a child object to an existing menu.
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*
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* @param name The name of the existing menu.
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* @param schema Settings for the child, including name and child type.
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* @returns The newly created Thing or Things.
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* @remarks Creating a menu is done using this.createMenu, so the created menu might
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* not mark itself as a child of the parent.
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*/
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public createMenuChild(name: string, schema: IMenuChildSchema): GameStartr.IThing | GameStartr.IThing[] {
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switch (schema.type) {
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case "menu":
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return this.createMenu((schema as IMenuChildMenuSchema).name, (schema as IMenuChildMenuSchema).attributes);
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case "text":
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return this.createMenuWord(name, schema as IMenuWordSchema);
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case "thing":
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return this.createMenuThing(name, schema as IMenuThingSchema);
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default:
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throw new Error("Unknown schema type: " + schema.type);
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}
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}
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/**
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* Creates a series of words as a child of a menu.
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*
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* @param name The name of the menu.
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* @param schema Settings for the words.
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* @returns The words' character Things.
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*/
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public createMenuWord(name: string, schema: IMenuWordSchema): GameStartr.IThing[] {
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const menu: IMenu = this.getExistingMenu(name);
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const container: IMenu = this.GameStarter.ObjectMaker.make("Menu");
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const words: (string[] | IMenuWordCommand)[] = this.filterMenuWords(schema.words);
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this.placeMenuThing(menu, container, schema.size, schema.position, true);
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menu.textX = container.left;
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return this.addMenuWords(name, words, 0, container.left, container.top);
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}
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/**
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* Creates a Thing as a child of a menu.
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*
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* @param name The name of the menu.
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* @param schema Settings for the Thing.
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* @returns The newly created Thing.
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*/
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public createMenuThing(name: string, schema: IMenuThingSchema): GameStartr.IThing {
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const menu: IMenu = this.getExistingMenu(name);
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const thing: GameStartr.IThing = this.GameStarter.ObjectMaker.make(schema.thing, schema.args);
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this.placeMenuThing(menu, thing, schema.size, schema.position);
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this.GameStarter.GroupHolder.switchMemberGroup(
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thing,
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thing.groupType,
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"Text");
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menu.children.push(thing);
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return thing;
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}
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/**
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* Hides a menu of the given name and deletes its children, if it exists.
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*
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* @param name The name of the menu to hide.
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*/
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public hideMenu(name: string): void {
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const menu: IMenu = this.menus[name];
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if (menu) {
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menu.hidden = true;
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this.deleteMenuChildren(name);
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}
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}
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/**
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* Deletes a menu of the given name, if it exists.
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*
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* @param name The name of the menu to delete.
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*/
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public deleteMenu(name: string): void {
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const menu: IMenu = this.menus[name];
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if (menu) {
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this.deleteMenuChild(menu);
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}
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}
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/**
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* Deletes the active menu, if it exists.
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*/
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public deleteActiveMenu(): void {
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if (this.activeMenu) {
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this.deleteMenu(this.activeMenu.name);
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}
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}
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/**
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* Deletes all menus.
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*/
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public deleteAllMenus(): void {
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for (const i in this.menus) {
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if (this.menus.hasOwnProperty(i)) {
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this.deleteMenu(i);
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}
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}
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}
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/**
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* Adds dialog-style text to a menu. If the text overflows,
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*
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* @param name The name of the menu.
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* @param dialog Raw dialog to add to the menu.
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* @param onCompletion An optional callback for when the text is done.
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*/
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public addMenuDialog(name: string, dialog: IMenuDialogRaw, onCompletion?: () => any): void {
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const dialogParsed: (string[] | IMenuWordCommand)[][] = this.parseRawDialog(dialog);
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let currentLine: number = 1;
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const callback: () => void = (): void => {
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// If all dialog has been exhausted, delete the menu and finish
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if (currentLine >= dialogParsed.length) {
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if (this.menus[name].deleteOnFinish) {
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this.deleteMenu(name);
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}
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if (onCompletion) {
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onCompletion();
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}
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return;
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}
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currentLine += 1;
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// Delete any previous texts. This is only done if continuing
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// so that when the dialog is finished, the last text remains
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this.deleteMenuChildren(name);
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// This continues the dialog with the next iteration (word)
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this.addMenuText(name, dialogParsed[currentLine - 1], callback);
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};
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// This first call to addMenuText shouldn't be the callback, because if
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// being called from a childrenSchema of type "text", it shouldn't delete
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// any other menu children from childrenSchemas.
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this.addMenuText(name, dialogParsed[0], callback);
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}
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/**
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* Continues a menu from its current display words to the next line.
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*
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* @param name The name of the menu.
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*/
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public continueMenu(name: string): void {
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const menu: IListMenu = this.getExistingMenu(name) as IListMenu;
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const children: IText[] = menu.children as IText[];
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const progress: IListMenuProgress = menu.progress;
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if (!progress || progress.working) {
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return;
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}
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progress.working = true;
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if (progress.complete) {
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if (!progress.onCompletion || progress.onCompletion(this.GameStarter, menu)) {
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this.deleteMenu(name);
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}
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return;
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}
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for (const character of children) {
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this.GameStarter.TimeHandler.addEventInterval(
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this.scrollCharacterUp.bind(this),
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1,
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(character as IText).paddingY,
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character,
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menu,
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-1);
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}
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this.GameStarter.TimeHandler.addEvent(
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(): void => {
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this.addMenuWords(name, progress.words, progress.i, progress.x, progress.y, progress.onCompletion);
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},
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children[children.length - 1].paddingY + 1);
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if (this.sounds.onInteraction) {
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this.GameStarter.AudioPlayer.play(this.sounds.onInteraction);
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}
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}
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/**
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* Adds a list of text options to a menu.
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*
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* @param name The name of the menu.
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* @param settings Settings for the list, particularly its options, starting
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* index, and optional floating bottom.
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*/
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public addMenuList(name: string, settings: IListMenuOptions): void {
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const menu: IListMenu = this.getExistingMenu(name) as IListMenu;
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const options: any[] = settings.options.constructor === Function
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? (settings.options as any)()
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: settings.options;
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let left: number = menu.left + menu.textXOffset * this.GameStarter.unitsize;
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let top: number = menu.top + menu.textYOffset * this.GameStarter.unitsize;
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let textProperties: any = this.GameStarter.ObjectMaker.getPropertiesOf("Text");
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let textWidth: number = (menu.textWidth || textProperties.width) * this.GameStarter.unitsize;
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let textHeight: number = (menu.textHeight || textProperties.height) * this.GameStarter.unitsize;
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let textPaddingY: number = (menu.textPaddingY || textProperties.paddingY) * this.GameStarter.unitsize;
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let selectedIndex: [number, number] = settings.selectedIndex || [0, 0];
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let optionChildren: any[] = [];
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let index: number = 0;
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let y: number = top;
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let option: any;
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let optionChild: any;
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let schema: any;
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let title: string;
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let character: GameStartr.IThing;
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let column: IGridCell[];
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let x: number;
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let i: number;
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let j: number;
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let k: number;
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menu.options = options;
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menu.optionChildren = optionChildren;
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menu.callback = this.triggerMenuListOption.bind(this);
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menu.onActive = this.activateMenuList.bind(this);
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menu.onInactive = this.deactivateMenuList.bind(this);
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menu.grid = [];
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menu.grid[0] = column = [];
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menu.gridRows = 0;
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if (!options.length) {
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return;
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}
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for (i = 0; i < options.length; i += 1) {
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x = left;
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option = options[i];
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optionChild = {
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"option": option,
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"things": []
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};
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optionChildren.push(optionChild);
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option.x = x;
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option.y = y;
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column.push(option);
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option.column = column;
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option.index = index;
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option.columnNumber = menu.grid.length - 1;
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option.rowNumber = column.length - 1;
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menu.gridRows = Math.max(menu.gridRows, column.length);
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index += 1;
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if (option.things) {
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for (j = 0; j < option.things.length; j += 1) {
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schema = option.things[j];
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character = this.createMenuThing(name, schema);
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menu.children.push(character);
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optionChild.things.push(character);
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if (!schema.position || !schema.position.relative) {
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this.GameStarter.physics.shiftVert(character, y - menu.top);
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}
|
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}
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}
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if (option.textsFloating) {
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for (j = 0; j < option.textsFloating.length; j += 1) {
|
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schema = option.textsFloating[j];
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|
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optionChild.things = optionChild.things.concat(
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this.addMenuWords(
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name,
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[schema.text],
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0,
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x + schema.x * this.GameStarter.unitsize,
|
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y + schema.y * this.GameStarter.unitsize)
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);
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}
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}
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|
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option.schema = schema = this.filterText(option.text);
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|
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if (schema !== "\n") {
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for (j = 0; j < schema.length; j += 1) {
|
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for (k = 0; k < schema[j].length; k += 1) {
|
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if (schema[j][k].command) {
|
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if (schema[j][k].x) {
|
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x += schema[j][k].x * this.GameStarter.unitsize;
|
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}
|
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if (schema[j][k].y) {
|
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y += schema[j][k].y * this.GameStarter.unitsize;
|
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}
|
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} else {
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option.title = title = "Char" + this.getCharacterEquivalent(schema[j][k]);
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character = this.GameStarter.ObjectMaker.make(title);
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menu.children.push(character);
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optionChild.things.push(character);
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this.GameStarter.things.add(character, x, y);
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x += character.width * this.GameStarter.unitsize;
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}
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}
|
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}
|
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}
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|
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y += textPaddingY;
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|
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if (!menu.singleColumnList && y > menu.bottom - textHeight + 1) {
|
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y = top;
|
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left += menu.textColumnWidth * this.GameStarter.unitsize;
|
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column = [];
|
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menu.grid.push(column);
|
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}
|
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}
|
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|
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while (menu.grid[menu.grid.length - 1].length === 0) {
|
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menu.grid.pop();
|
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}
|
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menu.gridColumns = menu.grid.length;
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if (settings.bottom) {
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option = settings.bottom;
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option.schema = schema = this.filterText(option.text);
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|
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optionChild = {
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"option": option,
|
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"things": []
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|
};
|
|
optionChildren.push(optionChild);
|
|
|
|
x = menu.left + (menu.textXOffset + option.position.left) * this.GameStarter.unitsize;
|
|
y = menu.top + (menu.textYOffset + option.position.top) * this.GameStarter.unitsize;
|
|
|
|
option.x = x;
|
|
option.y = y;
|
|
|
|
// Copy & pasted from the above options loop
|
|
// Todo: make this into its own helper function?
|
|
for (j = 0; j < schema.length; j += 1) {
|
|
for (k = 0; k < schema[j].length; k += 1) {
|
|
if (schema[j][k].command) {
|
|
if (schema[j][k].x) {
|
|
x += schema[j][k].x * this.GameStarter.unitsize;
|
|
}
|
|
if (schema[j][k].y) {
|
|
y += schema[j][k].y * this.GameStarter.unitsize;
|
|
}
|
|
} else if (schema[j][k] !== " ") {
|
|
option.title = title = "Char" + this.getCharacterEquivalent(schema[j][k]);
|
|
character = this.GameStarter.ObjectMaker.make(title);
|
|
menu.children.push(character);
|
|
optionChild.things.push(character);
|
|
|
|
this.GameStarter.things.add(character, x, y);
|
|
|
|
x += character.width * this.GameStarter.unitsize;
|
|
} else {
|
|
x += textWidth;
|
|
}
|
|
}
|
|
}
|
|
|
|
menu.gridRows += 1;
|
|
for (j = 0; j < menu.grid.length; j += 1) {
|
|
menu.grid[j].push(option);
|
|
}
|
|
}
|
|
|
|
if (menu.scrollingItemsComputed) {
|
|
menu.scrollingItems = this.computeMenuScrollingItems(menu);
|
|
}
|
|
|
|
if (menu.scrollingItems) {
|
|
menu.scrollingVisualOffset = 0;
|
|
|
|
for (i = menu.scrollingItems; i < menu.gridRows; i += 1) {
|
|
optionChild = optionChildren[i];
|
|
for (j = 0; j < optionChild.things.length; j += 1) {
|
|
optionChild.things[j].hidden = true;
|
|
}
|
|
}
|
|
}
|
|
|
|
menu.selectedIndex = selectedIndex;
|
|
menu.arrow = character = this.GameStarter.ObjectMaker.make("CharArrowRight");
|
|
menu.children.push(character);
|
|
character.hidden = (this.activeMenu !== menu);
|
|
|
|
option = menu.grid[selectedIndex[0]][selectedIndex[1]];
|
|
|
|
this.GameStarter.things.add(character);
|
|
this.GameStarter.physics.setRight(character, option.x - menu.arrowXOffset * this.GameStarter.unitsize);
|
|
this.GameStarter.physics.setTop(character, option.y + menu.arrowYOffset * this.GameStarter.unitsize);
|
|
}
|
|
|
|
/**
|
|
* Retrives the currently selected grid cell of a menu.
|
|
*
|
|
* @param name The name of the menu.
|
|
* @returns The currently selected grid cell of the menu.
|
|
*/
|
|
public getMenuSelectedOption(name: string): IGridCell {
|
|
const menu: IListMenu = this.getExistingMenu(name) as IListMenu;
|
|
|
|
if (!menu.grid || !menu.selectedIndex) {
|
|
throw new Error("The " + name + " menu does not behave like a list menu.");
|
|
}
|
|
|
|
return menu.grid[menu.selectedIndex[0]][menu.selectedIndex[1]];
|
|
}
|
|
|
|
/**
|
|
* Shifts the selected index of a list menu, adjusting for scrolling if necessary.
|
|
*
|
|
* @param name The name of the menu.
|
|
* @param dx How far along the menu's grid to shift horizontally.
|
|
* @param dy How far along the menu's grid to shift vertically.
|
|
*/
|
|
public shiftSelectedIndex(name: string, dx: number, dy: number): void {
|
|
const menu: IListMenu = this.getExistingMenu(name) as IListMenu;
|
|
const textProperties: any = this.GameStarter.ObjectMaker.getPropertiesOf("Text");
|
|
const textPaddingY: number = (menu.textPaddingY || textProperties.paddingY) * this.GameStarter.unitsize;
|
|
let x: number;
|
|
let y: number;
|
|
|
|
if (menu.scrollingItems) {
|
|
x = menu.selectedIndex[0] + dx;
|
|
y = menu.selectedIndex[1] + dy;
|
|
|
|
x = Math.max(Math.min(menu.gridColumns - 1, x), 0);
|
|
y = Math.max(Math.min(menu.gridRows - 1, y), 0);
|
|
} else {
|
|
x = (menu.selectedIndex[0] + dx) % menu.gridColumns;
|
|
y = (menu.selectedIndex[1] + dy) % menu.gridRows;
|
|
|
|
while (x < 0) {
|
|
x += menu.gridColumns;
|
|
}
|
|
|
|
while (y < 0) {
|
|
y += menu.gridRows;
|
|
}
|
|
}
|
|
|
|
if (x === menu.selectedIndex[0] && y === menu.selectedIndex[1]) {
|
|
return;
|
|
}
|
|
|
|
menu.selectedIndex[0] = x;
|
|
menu.selectedIndex[1] = y;
|
|
const option: IGridCell = this.getMenuSelectedOption(name);
|
|
|
|
if (menu.scrollingItems) {
|
|
this.scrollListThings(name, dy, textPaddingY);
|
|
}
|
|
|
|
this.GameStarter.physics.setRight(menu.arrow, option.x - menu.arrowXOffset * this.GameStarter.unitsize);
|
|
this.GameStarter.physics.setTop(menu.arrow, option.y + menu.arrowYOffset * this.GameStarter.unitsize);
|
|
}
|
|
|
|
/**
|
|
* Sets the current selected index of a menu.
|
|
*
|
|
* @param name The name of the menu.
|
|
* @param x The new horizontal value for the index.
|
|
* @param y The new vertical value for the index.
|
|
*/
|
|
public setSelectedIndex(name: string, x: number, y: number): void {
|
|
const menu: IListMenu = this.getExistingMenu(name) as IListMenu;
|
|
const selectedIndex: [number, number] = menu.selectedIndex;
|
|
|
|
this.shiftSelectedIndex(name, x - selectedIndex[0], y - selectedIndex[1]);
|
|
}
|
|
|
|
/**
|
|
* Sets the currently active menu.
|
|
*
|
|
* @param name The name of the menu to set as active.
|
|
*/
|
|
public setActiveMenu(name: string): void {
|
|
if (this.activeMenu && this.activeMenu.onInactive) {
|
|
this.activeMenu.onInactive(this.activeMenu.name);
|
|
}
|
|
|
|
this.activeMenu = this.menus[name];
|
|
|
|
if (this.activeMenu && this.activeMenu.onActive) {
|
|
this.activeMenu.onActive(name);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Reacts to a user event directing in the given direction.
|
|
*
|
|
* @param direction The direction of the interaction.
|
|
*/
|
|
public registerDirection(direction: number): void {
|
|
switch (direction) {
|
|
case Direction.Top:
|
|
return this.registerUp();
|
|
case Direction.Right:
|
|
return this.registerRight();
|
|
case Direction.Bottom:
|
|
return this.registerDown();
|
|
case Direction.Left:
|
|
return this.registerLeft();
|
|
default:
|
|
throw new Error("Unknown direction: " + direction);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Reacts to a user event directing up.
|
|
*/
|
|
public registerUp(): void {
|
|
const menu: IListMenu = this.activeMenu as IListMenu;
|
|
if (!menu) {
|
|
return;
|
|
}
|
|
|
|
if (menu.selectedIndex) {
|
|
this.shiftSelectedIndex(menu.name, 0, -1);
|
|
}
|
|
|
|
if (menu.onUp) {
|
|
menu.onUp(this.GameStarter);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Reacts to a user event directing to the right.
|
|
*/
|
|
public registerRight(): void {
|
|
const menu: IListMenu = this.activeMenu as IListMenu;
|
|
if (!menu) {
|
|
return;
|
|
}
|
|
|
|
if (menu.selectedIndex) {
|
|
this.shiftSelectedIndex(menu.name, 1, 0);
|
|
}
|
|
|
|
if (menu.onRight) {
|
|
menu.onRight(this.GameStarter);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Reacts to a user event directing down.
|
|
*/
|
|
public registerDown(): void {
|
|
const menu: IListMenu = this.activeMenu as IListMenu;
|
|
if (!menu) {
|
|
return;
|
|
}
|
|
|
|
if (menu.selectedIndex) {
|
|
this.shiftSelectedIndex(menu.name, 0, 1);
|
|
}
|
|
|
|
if (menu.onDown) {
|
|
menu.onDown(this.GameStarter);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Reacts to a user event directing to the left.
|
|
*/
|
|
public registerLeft(): void {
|
|
const menu: IListMenu = this.activeMenu as IListMenu;
|
|
if (!menu) {
|
|
return;
|
|
}
|
|
|
|
if (menu.selectedIndex) {
|
|
this.shiftSelectedIndex(menu.name, -1, 0);
|
|
}
|
|
|
|
if (menu.onLeft) {
|
|
menu.onLeft(this.GameStarter);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Reacts to a user event from pressing a selection key.
|
|
*/
|
|
public registerA(): void {
|
|
const menu: IMenu = this.activeMenu;
|
|
|
|
if (!menu || menu.ignoreA) {
|
|
return;
|
|
}
|
|
|
|
if (menu.callback) {
|
|
menu.callback(menu.name);
|
|
}
|
|
|
|
if (this.sounds.onInteraction && (!menu.progress || !menu.progress.working)) {
|
|
this.GameStarter.AudioPlayer.play(this.sounds.onInteraction);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Reacts to a user event from pressing a deselection key.
|
|
*/
|
|
public registerB(): void {
|
|
const menu: IMenu = this.activeMenu;
|
|
if (!menu) {
|
|
return;
|
|
}
|
|
|
|
if (menu.progress && !menu.ignoreProgressB) {
|
|
return this.registerA();
|
|
}
|
|
|
|
if (menu.ignoreB) {
|
|
return;
|
|
}
|
|
|
|
if (menu.onBPress) {
|
|
menu.onBPress(menu.name);
|
|
return;
|
|
}
|
|
|
|
if (menu.keepOnBack) {
|
|
this.setActiveMenu(menu.backMenu);
|
|
} else {
|
|
this.deleteMenu(menu.name);
|
|
}
|
|
|
|
if (this.sounds.onInteraction && (!menu.progress || !menu.progress.working)) {
|
|
this.GameStarter.AudioPlayer.play(this.sounds.onInteraction);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Reacts to a user event from pressing a start key.
|
|
*/
|
|
public registerStart(): void {
|
|
const menu: IListMenu = this.activeMenu as IListMenu;
|
|
if (!menu) {
|
|
return;
|
|
}
|
|
|
|
if (menu.startMenu) {
|
|
this.setActiveMenu(menu.startMenu);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Adds a series of words to a menu.
|
|
*
|
|
* @param name The name of the menu.
|
|
* @param words Words to add to the menu, as String[]s and/or commands.
|
|
* @param onCompletion An optional event for when the words are added.
|
|
*/
|
|
private addMenuText(name: string, words: (string[] | IMenuWordCommand)[], onCompletion?: (...args: any[]) => void): void {
|
|
const menu: IMenu = this.getExistingMenu(name);
|
|
let x: number = this.GameStarter.physics.getMidX(menu);
|
|
let y: number = menu.top + menu.textYOffset * this.GameStarter.unitsize;
|
|
|
|
switch (menu.textStartingX) {
|
|
case "right":
|
|
x += menu.textAreaWidth / 2;
|
|
break;
|
|
|
|
case "center":
|
|
break;
|
|
|
|
default:
|
|
x -= menu.textAreaWidth / 2;
|
|
}
|
|
|
|
menu.callback = this.continueMenu.bind(this);
|
|
menu.textX = x;
|
|
|
|
if (words.length) {
|
|
this.addMenuWords(name, words, 0, x, y, onCompletion);
|
|
} else {
|
|
onCompletion();
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Adds a word within a series of words to a menu, then adds the next word,
|
|
* and so on. This is the real force behind addMenuDialog and addMenuText.
|
|
*
|
|
* @param name The name of the menu.
|
|
* @param words Words to add to the menu, as String[]s and/or commands.
|
|
* @param i The index of the current word to add.
|
|
* @param x The x-location to place the word at.
|
|
* @param y The y-location to place the word at.
|
|
* @param onCompletion An optional event for when the words are added.
|
|
* @returns The generated Things from the word's characters.
|
|
*/
|
|
private addMenuWords(
|
|
name: string,
|
|
words: (string[] | IMenuWordCommand)[],
|
|
i: number,
|
|
x: number,
|
|
y: number,
|
|
onCompletion?: (...args: any[]) => void): GameStartr.IThing[] {
|
|
const menu: IMenu = this.getExistingMenu(name);
|
|
const textProperties: any = this.GameStarter.ObjectMaker.getPropertiesOf("Text");
|
|
let command: IMenuWordCommandBase;
|
|
let word: string[];
|
|
let things: GameStartr.IThing[] = [];
|
|
let textWidth: number;
|
|
let textPaddingRight: number;
|
|
let textPaddingX: number;
|
|
let textPaddingY: number;
|
|
let textSpeed: number;
|
|
let textWidthMultiplier: number;
|
|
let character: IText;
|
|
let j: number;
|
|
|
|
// Command objects must be parsed here in case they modify the x/y position
|
|
if ((words[i] as IMenuWordCommand).command) {
|
|
command = words[i] as IMenuWordCommand;
|
|
word = this.parseWordCommand(command as IMenuWordCommand, menu);
|
|
|
|
if ((command as IMenuWordCommand).command === "position") {
|
|
x += (command as IMenuWordPosition).x || 0;
|
|
y += (command as IMenuWordPosition).y || 0;
|
|
}
|
|
} else {
|
|
word = words[i] as string[];
|
|
}
|
|
|
|
textSpeed = menu.textSpeed;
|
|
textWidth = (menu.textWidth || textProperties.width) * this.GameStarter.unitsize;
|
|
textPaddingRight = (menu.textPaddingRight || 0) * this.GameStarter.unitsize;
|
|
textPaddingX = (menu.textPaddingX || textProperties.paddingX) * this.GameStarter.unitsize;
|
|
textPaddingY = (menu.textPaddingY || textProperties.paddingY) * this.GameStarter.unitsize;
|
|
textWidthMultiplier = menu.textWidthMultiplier || 1;
|
|
|
|
// For each character in the word, schedule it appearing in the menu
|
|
for (j = 0; j < word.length; j += 1) {
|
|
// For non-whitespace characters, add them and move to the right
|
|
if (/\S/.test(word[j])) {
|
|
character = this.addMenuCharacter(name, word[j], x, y, j * textSpeed);
|
|
x += textWidthMultiplier * (character.width * this.GameStarter.unitsize + textPaddingX);
|
|
continue;
|
|
}
|
|
|
|
// Endlines skip a line; general whitespace moves to the right
|
|
// (" " spaces at the start do not move to the right)
|
|
if (word[j] === "\n") {
|
|
x = menu.textX;
|
|
y += textPaddingY;
|
|
} else if (word[j] !== " " || x !== menu.textX) {
|
|
x += textWidth * textWidthMultiplier;
|
|
}
|
|
}
|
|
|
|
// Only create a new progress object if one doesn't exist (slight performance boost)
|
|
if (!menu.progress) {
|
|
menu.progress = {};
|
|
}
|
|
|
|
// If this is the last word in the the line (words), mark progress as done
|
|
if (i === words.length - 1) {
|
|
menu.progress.complete = true;
|
|
menu.progress.onCompletion = onCompletion;
|
|
|
|
if (menu.finishAutomatically) {
|
|
this.GameStarter.TimeHandler.addEvent(
|
|
onCompletion,
|
|
(word.length + (menu.finishAutomaticSpeed || 1)) * textSpeed);
|
|
}
|
|
|
|
this.GameStarter.TimeHandler.addEvent(
|
|
function (): void {
|
|
menu.progress.working = false;
|
|
},
|
|
(j + 1) * textSpeed);
|
|
|
|
return things;
|
|
}
|
|
|
|
// If the next word would pass the edge of the menu, move down a line
|
|
if (x + this.computeFutureWordLength(words[i + 1], textWidth, textPaddingX) >= menu.right - menu.textXOffset - textPaddingRight) {
|
|
x = menu.textX;
|
|
y += textPaddingY;
|
|
}
|
|
|
|
// Mark the menu's progress as working and incomplete
|
|
menu.progress.working = true;
|
|
menu.progress.complete = false;
|
|
menu.progress.onCompletion = onCompletion;
|
|
(menu as IListMenu).progress.words = words;
|
|
(menu as IListMenu).progress.i = i + 1;
|
|
(menu as IListMenu).progress.x = x;
|
|
(menu as IListMenu).progress.y = y - textPaddingY;
|
|
|
|
// If the bottom of the menu has been reached, pause the progress
|
|
if (y >= menu.bottom - (menu.textYOffset - 1) * this.GameStarter.unitsize) {
|
|
this.GameStarter.TimeHandler.addEvent(
|
|
function (): void {
|
|
menu.progress.working = false;
|
|
},
|
|
(j + 1) * textSpeed);
|
|
|
|
return things;
|
|
}
|
|
|
|
if (textSpeed) {
|
|
this.GameStarter.TimeHandler.addEvent(
|
|
(): void => {
|
|
this.addMenuWords(name, words, i + 1, x, y, onCompletion);
|
|
},
|
|
(j + 1) * textSpeed);
|
|
} else {
|
|
this.addMenuWords(name, words, i + 1, x, y, onCompletion);
|
|
}
|
|
|
|
return things;
|
|
}
|
|
|
|
/**
|
|
* Places and positions a Thing within a menu basd on its size and position schemas.
|
|
*
|
|
* @param thing The Thing to place and position.
|
|
* @param size An optional description of the Thing's size.
|
|
* @param position An optional description of the Thing's position.
|
|
* @param skipAdd Whether to skip calling this.GameStarter.things.add on the Thing.
|
|
*/
|
|
private placeMenuThing(
|
|
menu: IMenu,
|
|
thing: GameStartr.IThing,
|
|
size: IMenuSchemaSize = {},
|
|
position: IMenuSchemaPosition = {},
|
|
skipAdd?: boolean): void {
|
|
const offset: IMenuSchemaPositionOffset = position.offset || {};
|
|
|
|
if (size.width) {
|
|
this.GameStarter.physics.setWidth(thing, size.width);
|
|
} else if (position.horizontal === "stretch") {
|
|
this.GameStarter.physics.setLeft(thing, 0);
|
|
this.GameStarter.physics.setWidth(thing, menu.width - (offset.left || 0) - (offset.right || 0));
|
|
}
|
|
|
|
if (size.height) {
|
|
this.GameStarter.physics.setHeight(thing, size.height);
|
|
} else if (position.vertical === "stretch") {
|
|
this.GameStarter.physics.setTop(thing, 0);
|
|
this.GameStarter.physics.setHeight(thing, menu.height - (offset.top || 0) - (offset.bottom || 0));
|
|
}
|
|
|
|
switch (position.horizontal) {
|
|
case "center":
|
|
this.GameStarter.physics.setMidXObj(thing, menu);
|
|
break;
|
|
case "right":
|
|
this.GameStarter.physics.setRight(thing, menu.right);
|
|
break;
|
|
default:
|
|
this.GameStarter.physics.setLeft(thing, menu.left);
|
|
break;
|
|
}
|
|
|
|
switch (position.vertical) {
|
|
case "center":
|
|
this.GameStarter.physics.setMidYObj(thing, menu);
|
|
break;
|
|
case "bottom":
|
|
this.GameStarter.physics.setBottom(thing, menu.bottom);
|
|
break;
|
|
default:
|
|
this.GameStarter.physics.setTop(thing, menu.top);
|
|
break;
|
|
}
|
|
|
|
if (offset.top) {
|
|
this.GameStarter.physics.shiftVert(thing, position.offset.top * this.GameStarter.unitsize);
|
|
}
|
|
|
|
if (offset.left) {
|
|
this.GameStarter.physics.shiftHoriz(thing, position.offset.left * this.GameStarter.unitsize);
|
|
}
|
|
|
|
if (!skipAdd) {
|
|
this.GameStarter.things.add(thing, thing.left, thing.top);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Adds a single character as an GameStartr.IThing to a menu, potentially with a time delay.
|
|
*
|
|
* @param name The name of the menu.
|
|
* @param character The character to add.
|
|
* @param x The x-position of the character.
|
|
* @param y The y-position of the character.
|
|
* @param delay Optionally, how long to delay adding using TimeHandlr.
|
|
* @returns The character's new Thing representation.
|
|
*/
|
|
private addMenuCharacter(name: string, character: string, x: number, y: number, delay?: number): IText {
|
|
const menu: IMenu = this.getExistingMenu(name);
|
|
const textProperties: any = this.GameStarter.ObjectMaker.getPropertiesOf("Text");
|
|
const textPaddingY: number = (menu.textPaddingY || textProperties.paddingY) * this.GameStarter.unitsize;
|
|
const title: string = "Char" + this.getCharacterEquivalent(character);
|
|
const thing: IText = this.GameStarter.ObjectMaker.make(title, {
|
|
textPaddingY: textPaddingY
|
|
});
|
|
|
|
menu.children.push(thing);
|
|
|
|
if (delay) {
|
|
this.GameStarter.TimeHandler.addEvent(
|
|
(): void => {
|
|
this.GameStarter.things.add(thing, x, y);
|
|
},
|
|
delay);
|
|
} else {
|
|
this.GameStarter.things.add(thing, x, y);
|
|
}
|
|
|
|
return thing;
|
|
}
|
|
|
|
/**
|
|
* Scrolls a menu's character up once. If it's above the menu's area, it's deleted.
|
|
*
|
|
* @param character The Thing to scroll up.
|
|
* @param menu
|
|
* @returns Whether the character was deleted.
|
|
*/
|
|
private scrollCharacterUp(character: GameStartr.IThing, menu: IMenu): boolean {
|
|
this.GameStarter.physics.shiftVert(character, -this.GameStarter.unitsize);
|
|
|
|
if (character.top < menu.top + (menu.textYOffset - 1) * this.GameStarter.unitsize) {
|
|
this.GameStarter.physics.killNormal(character);
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
/**
|
|
* Deletes all children of a menu.
|
|
*
|
|
* @param name The name of the menu.
|
|
*/
|
|
private deleteMenuChildren(name: string): void {
|
|
const menu: IMenu = this.menus[name];
|
|
|
|
if (menu && menu.children) {
|
|
menu.children.forEach((child: IMenu) => this.deleteMenuChild(child));
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Deletes the child of a menu and any of its children.
|
|
*
|
|
* @param child A menu child to delete.
|
|
*/
|
|
private deleteMenuChild(child: IMenu): void {
|
|
if (this.activeMenu === child) {
|
|
if (child.backMenu) {
|
|
this.setActiveMenu(child.backMenu);
|
|
} else {
|
|
this.activeMenu = undefined;
|
|
}
|
|
}
|
|
|
|
if (child.killOnB) {
|
|
child.killOnB.forEach(this.deleteMenu.bind(this));
|
|
}
|
|
|
|
if (child.name) {
|
|
delete this.menus[child.name];
|
|
}
|
|
|
|
this.GameStarter.physics.killNormal(child);
|
|
this.deleteMenuChildren(name);
|
|
|
|
if (child.onMenuDelete) {
|
|
child.onMenuDelete.call(this.GameStarter);
|
|
}
|
|
|
|
if (child.children) {
|
|
child.children.forEach(this.deleteMenuChild.bind(this));
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Un-hides a list menu's arrow Thing.
|
|
*
|
|
* @param name The name of the menu.
|
|
*/
|
|
private activateMenuList(name: string): void {
|
|
const menu: IListMenu = this.menus[name] as IListMenu;
|
|
|
|
if (menu && menu.arrow) {
|
|
menu.arrow.hidden = false;
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Hides a list menu's arrow Thing.
|
|
*
|
|
* @param name The name of the menu.
|
|
*/
|
|
private deactivateMenuList(name: string): void {
|
|
const menu: IListMenu = this.menus[name] as IListMenu;
|
|
|
|
if (menu && menu.arrow) {
|
|
menu.arrow.hidden = true;
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Runs the callback for a menu's selected list option.
|
|
*
|
|
* @param name The name of the menu.
|
|
*/
|
|
private triggerMenuListOption(name: string): void {
|
|
const selected: IGridCell = this.getMenuSelectedOption(name);
|
|
|
|
if (selected.callback) {
|
|
selected.callback.call(this, name);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Determines how many scrolling items are able to fit within a list menu, as
|
|
* the index of the first bottom not within the menu.
|
|
*
|
|
* @param menu The list menu.
|
|
* @returns The number of scrolling items, or Infinity if they all fit.
|
|
*/
|
|
private computeMenuScrollingItems(menu: IListMenu): number {
|
|
const bottom: number = menu.bottom
|
|
- (menu.textPaddingY * this.GameStarter.unitsize || 0)
|
|
- (menu.textYOffset * this.GameStarter.unitsize || 0);
|
|
|
|
for (let i: number = 0; i < menu.gridRows; i += 1) {
|
|
if (menu.grid[0][i].y >= bottom) {
|
|
return i;
|
|
}
|
|
}
|
|
|
|
return Infinity;
|
|
}
|
|
|
|
/**
|
|
* Scrolls a list menu's Things vertically.
|
|
*
|
|
* @param name The name of the menu.
|
|
* @param dy How far along the list menu's grid to scroll.
|
|
* @param textPaddingY How much text is padded, to compute scrolling with dy.
|
|
*/
|
|
private scrollListThings(name: string, dy: number, textPaddingY: number): void {
|
|
const menu: IListMenu = this.getExistingMenu(name) as IListMenu;
|
|
let scrollingOld: number = menu.selectedIndex[1] - dy;
|
|
let offset: number = -dy * textPaddingY;
|
|
let option: IGridCell;
|
|
let optionChild: any;
|
|
let i: number;
|
|
let j: number;
|
|
|
|
if (dy > 0) {
|
|
if (scrollingOld - menu.scrollingVisualOffset < menu.scrollingItems - 1) {
|
|
return;
|
|
}
|
|
} else if (scrollingOld - menu.scrollingVisualOffset > 0) {
|
|
return;
|
|
}
|
|
|
|
menu.scrollingVisualOffset += dy;
|
|
|
|
for (i = 0; i < menu.optionChildren.length; i += 1) {
|
|
option = menu.options[i];
|
|
optionChild = menu.optionChildren[i];
|
|
|
|
option.y += offset;
|
|
|
|
for (j = 0; j < optionChild.things.length; j += 1) {
|
|
this.GameStarter.physics.shiftVert(optionChild.things[j], offset);
|
|
if (
|
|
i < menu.scrollingVisualOffset
|
|
|| i >= menu.scrollingItems + menu.scrollingVisualOffset
|
|
) {
|
|
optionChild.things[j].hidden = true;
|
|
} else {
|
|
optionChild.things[j].hidden = false;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/**
|
|
* @param character A String to retrieve an equivalent title of.
|
|
* @returns The character's title from this.aliases if it exists, or the
|
|
* character itself otherwise.
|
|
*/
|
|
private getCharacterEquivalent(character: string): string {
|
|
if (this.aliases.hasOwnProperty(character)) {
|
|
return this.aliases[character];
|
|
}
|
|
|
|
return character;
|
|
}
|
|
|
|
/**
|
|
* @param dialogRaw Raw dialog of any type.
|
|
* @returns The dialog parsed into lines of words.
|
|
*/
|
|
private parseRawDialog(dialogRaw: IMenuDialogRaw): (string[] | IMenuWordCommand)[][] {
|
|
// A raw String becomes a single line of dialog
|
|
if (dialogRaw.constructor === String) {
|
|
return [this.parseRawDialogString(dialogRaw as string)];
|
|
}
|
|
|
|
const output: (string[] | IMenuWordCommand)[][] = [];
|
|
|
|
for (const component of dialogRaw as string[] | string[][]) {
|
|
if (component.constructor === String) {
|
|
output.push(this.parseRawDialogString(component as string));
|
|
} else {
|
|
output.push(this.parseRawDialogStrings(component as string[]));
|
|
}
|
|
}
|
|
|
|
return output;
|
|
}
|
|
|
|
/**
|
|
* @param dialogRaw A raw String or set of Strings.
|
|
* @returns The raw dialog as lines of words.
|
|
*/
|
|
private parseRawDialogString(dialogRaw: string | string[]): string[][] {
|
|
const characters: string[] = this.filterWord(dialogRaw);
|
|
const words: string[][] = [];
|
|
let word: string[] = [];
|
|
let currentlyWhitespace: boolean = undefined;
|
|
|
|
// For each character to be added...
|
|
for (let i: number = 0; i < characters.length; i += 1) {
|
|
// If it matches what's currently being added (whitespace or not), keep going
|
|
if (currentlyWhitespace) {
|
|
if (/\s/.test(characters[i])) {
|
|
word.push(characters[i]);
|
|
continue;
|
|
}
|
|
} else {
|
|
if (/\S/.test(characters[i])) {
|
|
word.push(characters[i]);
|
|
continue;
|
|
}
|
|
}
|
|
|
|
// Since it doesn't match, start a new word
|
|
currentlyWhitespace = /\s/.test(characters[i]);
|
|
words.push(word);
|
|
word = [characters[i]];
|
|
}
|
|
|
|
// Any extra characters should be added as well
|
|
if (word.length > 0) {
|
|
words.push(word);
|
|
}
|
|
|
|
return words;
|
|
}
|
|
|
|
/**
|
|
* @param words Any number of raw dialog words.
|
|
* @returns The words filtered using this.parseRawDialogString.
|
|
*/
|
|
private parseRawDialogStrings(words: string[]): string[][] {
|
|
const output: string[][] = [];
|
|
|
|
for (const word of words) {
|
|
output.push(...this.parseRawDialogString(word));
|
|
}
|
|
|
|
return output;
|
|
}
|
|
|
|
/**
|
|
* @param wordRaw A word that may need to have replacements applied.
|
|
* @returns The same word as an Array of characters, and with replacements applied.
|
|
*/
|
|
private filterWord(wordRaw: string | string[]): string[] {
|
|
if (wordRaw.constructor === Array) {
|
|
return wordRaw as string[];
|
|
}
|
|
|
|
const word: string = wordRaw as string;
|
|
const output: string[] = [];
|
|
let start: number;
|
|
let end: number;
|
|
let inside: string | string[];
|
|
|
|
start = word.indexOf("%%%%%%%", 0);
|
|
end = word.indexOf("%%%%%%%", start + 1);
|
|
|
|
if (start !== -1 && end !== -1) {
|
|
inside = this.getReplacement(word.substring(start + "%%%%%%%".length, end));
|
|
if (inside.constructor === Number) {
|
|
inside = inside.toString().split("");
|
|
} else if (inside.constructor === String) {
|
|
inside = (inside as string).split("");
|
|
}
|
|
|
|
output.push(...word.substring(0, start).split(""));
|
|
output.push(...(inside as string[]));
|
|
output.push(...this.filterWord(word.substring(end + "%%%%%%%".length)));
|
|
|
|
return output;
|
|
}
|
|
|
|
return word.split("");
|
|
}
|
|
|
|
/**
|
|
* Filters all String words in a menu's text using this.filterWord.
|
|
*
|
|
* @param words The words to filter, as Strings or command Objects.
|
|
* @returns The words, with all Strings filtered.
|
|
*/
|
|
private filterMenuWords(words: (string | IMenuWordCommand)[]): (string[] | IMenuWordCommand)[] {
|
|
const output: (string[] | IMenuWordCommand)[] = [];
|
|
|
|
for (const word of words) {
|
|
if (word.constructor === String) {
|
|
output.push(this.filterWord(word as string));
|
|
} else {
|
|
output.push(word as IMenuWordCommand);
|
|
}
|
|
}
|
|
|
|
return output;
|
|
}
|
|
|
|
/**
|
|
* @param textRaw Text that, if String(s), should be filtered using this.filterWord.
|
|
* @returns The words, filtered.
|
|
*/
|
|
private filterText(textRaw: IMenuDialogRaw): string[][] {
|
|
if (textRaw.constructor === Array) {
|
|
if (textRaw.length === 0) {
|
|
return [];
|
|
}
|
|
|
|
if (textRaw[0].constructor === String) {
|
|
return [textRaw as string[]];
|
|
}
|
|
|
|
return textRaw as string[][];
|
|
}
|
|
|
|
const characters: string[] = [];
|
|
let total: string = textRaw as string;
|
|
let component: string = "";
|
|
let i: number;
|
|
|
|
for (i = 0; i < total.length; i += 1) {
|
|
if (/\s/.test(total[i])) {
|
|
if (component.length > 0) {
|
|
characters.push(...this.filterWord(component));
|
|
component = "";
|
|
}
|
|
|
|
characters.push(total[i]);
|
|
continue;
|
|
}
|
|
|
|
component += total[i];
|
|
}
|
|
|
|
if (component.length > 0) {
|
|
characters.push(...this.filterWord(component));
|
|
}
|
|
|
|
return [characters];
|
|
}
|
|
|
|
/**
|
|
* Converts a word command into its equivalent word text.
|
|
*
|
|
* @param wordCommand The word command.
|
|
* @param menu The menu containing the word command.
|
|
* @returns The equivalent word text for the command.
|
|
*/
|
|
private parseWordCommand(wordCommand: IMenuWordCommand, menu?: any): string[] {
|
|
// If no menu is provided, this is from a simulation; pretend there is a menu
|
|
if (!menu) {
|
|
menu = {};
|
|
}
|
|
|
|
switch (wordCommand.command) {
|
|
case "attribute":
|
|
menu[wordCommand.attribute + "Old"] = menu[wordCommand.attribute];
|
|
menu[wordCommand.attribute] = wordCommand.value;
|
|
if (wordCommand.applyUnitsize) {
|
|
menu[wordCommand.attribute] *= this.GameStarter.unitsize;
|
|
}
|
|
break;
|
|
|
|
case "attributeReset":
|
|
menu[wordCommand.attribute] = menu[wordCommand.attribute + "Old"];
|
|
break;
|
|
|
|
case "padLeft":
|
|
return this.parseWordCommandPadLeft(wordCommand as IMenuWordPadLeftCommand);
|
|
|
|
// Position is handled directly in addMenuWord
|
|
case "position":
|
|
break;
|
|
|
|
default:
|
|
throw new Error("Unknown word command: " + (wordCommand as any).command);
|
|
}
|
|
|
|
return wordCommand.word.split("");
|
|
}
|
|
|
|
/**
|
|
* Converts a word command to pad text from the left.
|
|
*
|
|
* @param wordCommand The word command.
|
|
* @returns The word command's parsed text.
|
|
*/
|
|
private parseWordCommandPadLeft(wordCommand: IMenuWordPadLeftCommand): string[] {
|
|
const filtered: string[] = this.filterWord(wordCommand.word);
|
|
let length: number;
|
|
|
|
// Length may be a String (for its length) or a direct number
|
|
switch (wordCommand.length.constructor) {
|
|
case String:
|
|
length = this.filterText(wordCommand.length as string)[0].length;
|
|
break;
|
|
|
|
case Number:
|
|
length = wordCommand.length as number;
|
|
break;
|
|
|
|
default:
|
|
throw new Error("Unknown padLeft command: " + wordCommand);
|
|
}
|
|
|
|
// Right-aligned commands reduce the amount of spacing by the length of the word
|
|
if (wordCommand.alignRight) {
|
|
length = Math.max(0, length - filtered.length);
|
|
}
|
|
|
|
// Tabs are considered to be a single space, so they're added to the left
|
|
filtered.unshift.apply(filtered, this.stringOf("\t", length).split(""));
|
|
|
|
return filtered;
|
|
}
|
|
|
|
/**
|
|
* Retrieves the value of a text replacement of the given key.
|
|
*
|
|
* @param key The key of the text replacement to retrieve.
|
|
* @returns The value of the text replacement, if it exists.
|
|
*/
|
|
private getReplacement(key: string): string[] {
|
|
const replacement: string[] | IReplacerFunction = this.replacements[key];
|
|
|
|
if (typeof replacement === "undefined") {
|
|
return [""];
|
|
}
|
|
|
|
if (typeof replacement === "function") {
|
|
return (replacement as IReplacerFunction).call(this.modifierScope, this.GameStarter);
|
|
}
|
|
|
|
return replacement as string[];
|
|
}
|
|
|
|
/**
|
|
* Creates a new String equivalent to an old String repeated any number of
|
|
* times. If times is 0, a blank String is returned.
|
|
*
|
|
* @param text The characters to repeat.
|
|
* @param times How many times to repeat (by default, 1).
|
|
* @returns The original string, repeated.
|
|
*/
|
|
private stringOf(text: string, times: number = 1): string {
|
|
return (times === 0) ? "" : new Array(1 + (times)).join(text);
|
|
}
|
|
|
|
/**
|
|
* Predicts how wide a word's area will be when displayed as dialog.
|
|
*
|
|
* @param wordRaw The word that will be displayed.
|
|
* @param textWidth How wide each character should be.
|
|
* @param textPaddingX How much space between each character.
|
|
* @returns The total predicted width of the word's area.
|
|
* @remarks This ignores commands under the assumption they shouldn't be
|
|
* used in dialogs that react to box size. This may be wrong.
|
|
*/
|
|
private computeFutureWordLength(wordRaw: string[] | IMenuWordCommand, textWidth: number, textPaddingX: number): number {
|
|
let total: number = 0;
|
|
let word: string[];
|
|
|
|
if (wordRaw.constructor === Array) {
|
|
word = wordRaw as string[];
|
|
} else {
|
|
word = this.parseWordCommand(wordRaw as IMenuWordCommand);
|
|
}
|
|
|
|
for (let i: number = 0; i < word.length; i += 1) {
|
|
if (/\s/.test(word[i])) {
|
|
total += textWidth + textPaddingX;
|
|
} else {
|
|
total += this.computeFutureLetterLength(word[i]) + textPaddingX;
|
|
}
|
|
}
|
|
|
|
return total;
|
|
}
|
|
|
|
/**
|
|
* Predicts how wide a letter will be, based on its equivalent Thing's width.
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*
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* @param letter The name of the letter to create.
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* @returns How wide the letter will be on the screen.
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*/
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private computeFutureLetterLength(letter: string): number {
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const title: string = "Char" + this.getCharacterEquivalent(letter);
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const properties: any = this.GameStarter.ObjectMaker.getFullPropertiesOf(title);
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return properties.width * this.GameStarter.unitsize;
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}
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}
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