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8 changed files with 135 additions and 183 deletions

32
TODO.md
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@ -2,30 +2,26 @@
## Features
- [ ] Saving and loading games
- [ ] Character select
- [ ] Stats
- [ ] Better open / closed state graphics for rooms
- [ ] Displaying sprites (characters, objects)
- [ ] Inventory
- [ ] Room labels
- [ ] Background music
- [ ] Sound effects
- [ ] Custom debug console commands
- Saving and loading games
- Character select
- Stats
- Better open / closed state graphics for rooms
- Displaying sprites (characters, objects)
- Inventory
- Room labels
- Background music
- Sound effects
## Bugs
- [x] Console rendering issues
- [ ] DOM tree rendering issues
- [x] Inconsistent text formatting
- Fix console rendering issues
### Dialogue
- [x] Text formatting
- [ ] Character profiles / speaker ID
- [ ] Scrollable dialogue pane (like Citizen Sleeper / Disco Elysium)
- Text formatting
- Character profiles / speaker ID
## Code architecture
- [x] Move dialogue- and option-drawing out of `Game.hx`
- [x] Use domkit for dialogue
- Move dialogue- and option-drawing out of `Game.hx`
- Use domkit for dialogue

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@ -2,4 +2,4 @@ compile-common.hxml
-D windowTitle=StoneInAGlasshouse
-lib hlsdl
-hl bin/glasshouse.hl
-hl bin/rewild.hl

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@ -1,23 +1,23 @@
.PHONY: watch run
default: bin/glasshouse.hl
default: bin/rewild.hl
SOURCES := $(shell find . -name \*.hx -print)
bin/glasshouse.hl: $(SOURCES)
bin/rewild.hl: $(SOURCES)
haxe compile-hl.hxml
bin/glasshouse.js: $(SOURCES)
bin/rewild.js: $(SOURCES)
haxe compile-js.hxml
debug: $(SOURCES)
haxe --debug compile-hl.hxml
clean:
rm -f bin/glasshouse.hl bin/glasshouse.js
rm -f bin/rewild.hl bin/rewild.js
watch:
@inotifywait --recursive --monitor --event modify,move,create,delete --include '.*.hx$$' ./ | while read changed; do echo $$changed; make debug; done
run:
hl bin/glasshouse.hl
hl bin/rewild.hl

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@ -55,30 +55,19 @@ menubutton:active {
flow.dialogue-container {
fill-width: true;
min-height: 20;
layout: vertical;
height: 20;
debug: true;
}
dialogue-box {
fill-width: true;
background: blue;
padding: 10;
alpha: 0.9;
min-height: 20;
height: 20;
}
dialogue-options {
fill-width: true;
layout: vertical;
scale-grid#dialogueBackground {
/* fill-width: true; */
}
dialogue-option {
fill-width: true;
background: green;
padding: 10;
alpha: 0.9;
}
dialogue-option.disabled {
alpha: 0.5;
}
/* text#dialogueText { */
/* font : url("res/font/minecraftia_regular_6.fnt"); */
/* } */

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@ -1,42 +1,37 @@
title: Room:quarters
---
<<declare $roll = 0>>
<<declare $quartersIntroSeen = false>>
<<declare $hangarKeyFound = false>>
<<declare $sleepingMatSetUp = false>>
<<if not $quartersIntroSeen>>
You: It's the [room]crew quarters[/room].
You: It's the crew quarters.
You: Well, it will be. Set-up hasn't started yet.
You: That was meant to be one of my first jobs after defrost...
You: ...but it doesn't exactly seem like a priority now.
<<set $quartersIntroSeen to true>>
<<endif>>
You: Maybe there's something useful here?
-> Search the lockers [ability](perception)[/ability] <<if not $hangarKeyFound>>
-> Search the lockers (perception) <<if not $hangarKeyFound>>
<<set $roll to dice(6)>>
<<if $roll > 0>>
You: Aha! A small piece of paper with the [item]access code[/item] for the [room]hangar[/room].
<<if $roll > 2>>
You: Aha! A small piece of paper with the **hangar access code**.
<<room hangar>>
<<set $hangarKeyFound to true>>
<<else>>
You: Just some dust bunnies. Guess they stowed away from Earth.
<<endif>>
-> Set up a sleeping mat [ability](ingenuity)[/ability] <<if not $sleepingMatSetUp>>
-> Set up a sleeping mat (ingenuity) <<if not $sleepingMatSetUp>>
<<set $roll to dice(6)>>
<<if $roll > 2>>
You: Nice, at least I have somewhere to crash now.
<<set $sleepingMatSetUp to true>>
<<else>>
You: [failure]Hmm, I was never good at this camping stuff. Maybe I can find somewhere else to rest.[/failure]
You: Hmm, I was never good at this camping stuff. Maybe I can find somewhere else to rest.
<<endif>>
-> Leave
===
title: Room:hangar
---
You: The [room]hangar[/room] seems eerily deserted.
You: The **hangar** seems eerily deserted.
===
title: Room not open
---
You: Hmm, that part of the ship is still inaccessible. I wonder how to get in?
<<room hangar>>
===

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@ -22,8 +22,6 @@ class GameContainer extends h2d.Flow implements h2d.domkit.Object {
public function new(?parent) {
super(parent);
initComponent();
this.maxWidth = Const.W;
this.minWidth = Const.W;
}
}
@ -85,8 +83,8 @@ class Game extends hxd.App {
var dialogueParent = new h2d.Flow();
dialogueParent.dom = domkit.Properties.create("flow", dialogueParent);
dialogueParent.dom.addClass('dialogue-container');
layer.addChildAt(dialogueParent, 2);
style.addObject(dialogueParent);
layer.addChildAt(dialogueParent, 2);
dialogueBoxController = new DialogueBoxController(globalEventBus, dialogueParent, style);
#if debug

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@ -1,12 +1,6 @@
package components;
import h2d.HtmlText;
import hxyarn.dialogue.markup.MarkupParseResult;
import dialogue.event.NextLine;
import dialogue.event.LineShown;
import dialogue.event.OptionSelected;
import dialogue.event.OptionsShown.OptionChoice;
@:uiComp("dialogue-option")
class DialogueOptionComponent extends h2d.Flow implements h2d.domkit.Object {
@ -24,16 +18,9 @@ class DialogueOptionComponent extends h2d.Flow implements h2d.domkit.Object {
return s;
}
var choice:OptionChoice;
public function new(choice:OptionChoice, ?parent) {
public function new(label:String, ?parent) {
super(parent);
initComponent();
this.choice = choice;
this.label = choice.text;
if (!choice.enabled) {
this.dom.addClass('disabled');
}
enableInteractive = true;
interactive.onClick = function(_) onClick();
interactive.onOver = function(_) {
@ -50,10 +37,7 @@ class DialogueOptionComponent extends h2d.Flow implements h2d.domkit.Object {
};
}
public dynamic function onClick() {
if (this.choice.enabled)
Game.current.globalEventBus.publishEvent(new OptionSelected(this.choice.index));
}
public dynamic function onClick() {}
}
@:uiComp("dialogue-options")
@ -62,23 +46,7 @@ class DialogueOptionsComponent extends h2d.Flow implements h2d.domkit.Object {
${options}
</dialogue-options>;
public var options = new Array<DialogueOptionComponent>();
public function new(options:Array<OptionChoice>, ?parent) {
super(parent);
initComponent();
for (option in options) {
this.options.push(
new DialogueOptionComponent(option, this)
);
}
}
override function onRemove() {
for (option in this.options)
option.remove();
super.onRemove();
}
public var options:Array<DialogueOptionComponent>;
}
@:uiComp("dialogue-box")
@ -87,10 +55,11 @@ class DialogueBoxComponent extends h2d.Flow implements h2d.domkit.Object {
var chan:hxd.snd.Channel;
var textPos:Int = 0;
var game:Game;
public var lineMarkup:MarkupParseResult;
static var SRC = <dialogue-box>
<html-text text={displayedText} public font={Game.current.font} id="dialogueText" />
<scale-grid id="dialogueBackground">
<text text={displayedText} public font={Game.current.font} id="dialogueText" />
</scale-grid>
</dialogue-box>
public var displayedText(get, set):String;
@ -114,12 +83,18 @@ class DialogueBoxComponent extends h2d.Flow implements h2d.domkit.Object {
return t;
}
public function new(lineShown:LineShown, ?parent) {
public function new(text:String, ?parent) {
this.game = Game.current;
super(parent);
initComponent();
this.lineMarkup = lineShown.markUpResults;
this.internalText = lineShown.line();
internalText = text;
this.dialogueBackground.tile = Res.ui.toTile();
this.dialogueBackground.borderWidth = 5;
this.dialogueBackground.borderHeight = 5;
this.dialogueBackground.colorKey = 0xFF00FF;
this.dialogueBackground.width = this.innerWidth;
this.dialogueBackground.height = this.innerHeight;
// trace(this.dialogueBackground.width);
enableInteractive = true;
interactive.onClick = function(_) onClick();
@ -128,6 +103,7 @@ class DialogueBoxComponent extends h2d.Flow implements h2d.domkit.Object {
function updateText() {
if (textPos == internalText.length) {
timer.stop();
// onReady();
// if (chan != null)
// chan.stop();
return;
@ -144,66 +120,7 @@ class DialogueBoxComponent extends h2d.Flow implements h2d.domkit.Object {
// }
// }
textPos++;
displayedText = applyTextAttributes(internalText.substr(0, textPos));
}
function applyTextAttributes(text:String):String {
var characterOffset = 0;
var characterAttribute = lineMarkup.tryGetAttributeWithName("character");
if (characterAttribute != null)
characterOffset = -characterAttribute.length;
var htmlTagsByIndex = new Map<Int, String>();
for (attribute in lineMarkup.attributes) {
var startTagIndex = attribute.position + characterOffset;
if (startTagIndex < text.length) {
var currrentStartTag = "";
var currentEndTag = "";
var endTagIndex = Std.int(Math.min(text.length, startTagIndex + attribute.length));
if (htmlTagsByIndex.exists(startTagIndex))
currrentStartTag = htmlTagsByIndex.get(startTagIndex);
if (htmlTagsByIndex.exists(endTagIndex))
currentEndTag = htmlTagsByIndex.get(endTagIndex);
if (attribute.name == "room") {
var openTag = '$currrentStartTag<font color="#00FF00">';
var closeTag = '</font>$currentEndTag';
htmlTagsByIndex.set(startTagIndex, openTag);
htmlTagsByIndex.set(endTagIndex, closeTag);
} else if (attribute.name == "item") {
var openTag = '$currrentStartTag<font color="#CD853F">';
var closeTag = '</font>$currentEndTag';
htmlTagsByIndex.set(startTagIndex, openTag);
htmlTagsByIndex.set(endTagIndex, closeTag);
}
}
}
var sb = new StringBuf();
for (i in 0...text.length) {
var char = text.charAt(i);
if (htmlTagsByIndex.exists(i)) {
sb.add(htmlTagsByIndex.get(i));
}
sb.add(char);
}
if (htmlTagsByIndex.exists(text.length)) {
sb.add(htmlTagsByIndex.get(text.length));
}
return sb.toString();
}
override function onRemove() {
super.onRemove();
// if (chan != null)
// chan.stop();
// timer.stop();
displayedText = internalText.substr(0, textPos);
}
public dynamic function onClick() {
@ -211,7 +128,7 @@ class DialogueBoxComponent extends h2d.Flow implements h2d.domkit.Object {
Game.current.globalEventBus.publishEvent(new NextLine());
else if (textPos < internalText.length) {
textPos = internalText.length;
displayedText = applyTextAttributes(internalText);
displayedText = internalText;
updateText();
};
}

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@ -15,8 +15,7 @@ import dialogue.event.NextLine;
import components.DialogueBoxComponent;
class DialogueBoxController {
public var dialogueBox:DialogueBoxComponent;
public var dialogueOptions:DialogueOptionsComponent;
public var curDialogue:DialogueBoxComponent;
var game:Game;
var bg:h2d.ScaleGrid;
@ -29,40 +28,98 @@ class DialogueBoxController {
public function new(eventBus:EventBus, parent:h2d.Object, style:h2d.domkit.Style) {
this.parent = parent;
this.style = style;
// game = Game.current;
// parent.getScene().add(this, 1);
// bg = new h2d.ScaleGrid(Res.ui.toTile(), 5, 5, this);
// bg.colorKey = 0xFF00FF;
// tf = new h2d.Text(game.font, this);
// tf.y = 5;
// tf.x = 7;
// tf.dropShadow = {
// dx: 0,
// dy: 1,
// color: 0,
// alpha: 0.3
// };
// int = new h2d.Interactive(0, 0, this);
// int.onClick = function(_) click();
eventBus.subscribe(LineShown, onLineShown);
eventBus.subscribe(OptionsShown, onOptionsShown);
eventBus.subscribe(OptionSelected, onOptionSelected);
eventBus.subscribe(LineShown, dialogue);
// eventBus.subscribe(OptionsShown, renderOptions);
// eventBus.subscribe(OptionSelected, onOptionSelected);
eventBus.subscribe(DialogueComplete, onDialogueComplete);
}
// override function onRemove() {
// super.onRemove();
// // if (chan != null)
// // chan.stop();
// // timer.stop();
// }
public dynamic function onClick() {}
public dynamic function onReady() {}
function onLineShown(event:LineShown) {
if (dialogueBox == null) {
var d = new DialogueBoxComponent(event, this.parent);
function dialogue(event:LineShown) {
if (curDialogue != null) {
curDialogue.remove();
}
var d = new DialogueBoxComponent(event.line(), this.parent);
style.addObject(d);
dialogueBox = d;
} else {
dialogueBox.lineMarkup = event.markUpResults;
dialogueBox.internalText = event.line();
}
curDialogue = d;
}
function onOptionsShown(event:OptionsShown) {
dialogueOptions = new DialogueOptionsComponent(event.options, this.parent);
}
function onOptionSelected(event:OptionSelected) {
dialogueOptions.remove();
}
// function renderOptions(event:OptionsShown) {
// for (option in event.options) {
// addOption(option.text, option.enabled, function() {
// if (option.enabled) {
// globalEventBus.publishEvent(new OptionSelected(option.index));
// }
// });
// }
// }
//
// function newPanel(w, h) {
// var g = new h2d.ScaleGrid(Res.ui.toTile(), 5, 5);
// g.width = w;
// g.height = h;
// g.colorKey = 0xFF00FF;
// root.scene.getH2dObject().getScene().add(g, 1);
// return g;
// }
//
// function addOption(o:String, enabled:Bool, callback:() -> Void) {
// var spr = newPanel(Const.W, 60);
// curDialogue.addChild(spr);
// var tf = new h2d.Text(font, spr);
// if (!enabled) {
// tf.color = new Vector4(0.5, 0.5, 0.5, 1);
// }
// tf.text = o;
// tf.x = 10;
// tf.y = 10;
// spr.x = 0;
// spr.y = 100 + options.length * 60;
// var int = new h2d.Interactive(spr.width, spr.height, spr);
// int.onClick = function(_) {
// callback();
// }
// int.cursor = Button;
// options.push(spr);
// return spr;
// }
//
// function onOptionSelected(event:OptionSelected) {
// for (o in options) {
// o.remove();
// }
// options.splice(0, options.length);
// }
function onDialogueComplete(event:DialogueComplete) {
dialogueBox.remove();
if (dialogueOptions != null)
dialogueOptions.remove();
dialogueBox = null;
curDialogue.remove();
}
}