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even-moar-
32
TODO.md
32
TODO.md
@ -2,30 +2,26 @@
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## Features
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- [ ] Saving and loading games
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- [ ] Character select
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- [ ] Stats
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- [ ] Better open / closed state graphics for rooms
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- [ ] Displaying sprites (characters, objects)
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- [ ] Inventory
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- [ ] Room labels
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- [ ] Background music
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- [ ] Sound effects
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- [ ] Custom debug console commands
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- Saving and loading games
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- Character select
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- Stats
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- Better open / closed state graphics for rooms
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- Displaying sprites (characters, objects)
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- Inventory
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- Room labels
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- Background music
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- Sound effects
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## Bugs
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- [x] Console rendering issues
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- [ ] DOM tree rendering issues
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- [x] Inconsistent text formatting
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- Fix console rendering issues
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### Dialogue
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- [x] Text formatting
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- [ ] Character profiles / speaker ID
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- [ ] Scrollable dialogue pane (like Citizen Sleeper / Disco Elysium)
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- Text formatting
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- Character profiles / speaker ID
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## Code architecture
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- [x] Move dialogue- and option-drawing out of `Game.hx`
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- [x] Use domkit for dialogue
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- Move dialogue- and option-drawing out of `Game.hx`
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- Use domkit for dialogue
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@ -2,4 +2,4 @@ compile-common.hxml
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-D windowTitle=StoneInAGlasshouse
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-lib hlsdl
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-hl bin/glasshouse.hl
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-hl bin/rewild.hl
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10
makefile
10
makefile
@ -1,23 +1,23 @@
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.PHONY: watch run
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default: bin/glasshouse.hl
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default: bin/rewild.hl
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SOURCES := $(shell find . -name \*.hx -print)
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bin/glasshouse.hl: $(SOURCES)
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bin/rewild.hl: $(SOURCES)
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haxe compile-hl.hxml
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bin/glasshouse.js: $(SOURCES)
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bin/rewild.js: $(SOURCES)
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haxe compile-js.hxml
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debug: $(SOURCES)
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haxe --debug compile-hl.hxml
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clean:
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rm -f bin/glasshouse.hl bin/glasshouse.js
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rm -f bin/rewild.hl bin/rewild.js
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watch:
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@inotifywait --recursive --monitor --event modify,move,create,delete --include '.*.hx$$' ./ | while read changed; do echo $$changed; make debug; done
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run:
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hl bin/glasshouse.hl
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hl bin/rewild.hl
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@ -55,30 +55,19 @@ menubutton:active {
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flow.dialogue-container {
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fill-width: true;
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min-height: 20;
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layout: vertical;
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height: 20;
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debug: true;
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}
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dialogue-box {
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fill-width: true;
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background: blue;
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padding: 10;
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alpha: 0.9;
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min-height: 20;
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height: 20;
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}
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dialogue-options {
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fill-width: true;
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layout: vertical;
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scale-grid#dialogueBackground {
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/* fill-width: true; */
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}
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dialogue-option {
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fill-width: true;
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background: green;
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padding: 10;
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alpha: 0.9;
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}
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dialogue-option.disabled {
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alpha: 0.5;
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}
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/* text#dialogueText { */
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/* font : url("res/font/minecraftia_regular_6.fnt"); */
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/* } */
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@ -1,42 +1,37 @@
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title: Room:quarters
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---
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<<declare $roll = 0>>
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<<declare $quartersIntroSeen = false>>
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<<declare $hangarKeyFound = false>>
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<<declare $sleepingMatSetUp = false>>
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<<if not $quartersIntroSeen>>
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You: It's the [room]crew quarters[/room].
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You: It's the crew quarters.
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You: Well, it will be. Set-up hasn't started yet.
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You: That was meant to be one of my first jobs after defrost...
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You: ...but it doesn't exactly seem like a priority now.
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<<set $quartersIntroSeen to true>>
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<<endif>>
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You: Maybe there's something useful here?
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-> Search the lockers [ability](perception)[/ability] <<if not $hangarKeyFound>>
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-> Search the lockers (perception) <<if not $hangarKeyFound>>
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<<set $roll to dice(6)>>
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<<if $roll > 0>>
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You: Aha! A small piece of paper with the [item]access code[/item] for the [room]hangar[/room].
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<<if $roll > 2>>
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You: Aha! A small piece of paper with the **hangar access code**.
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<<room hangar>>
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<<set $hangarKeyFound to true>>
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<<else>>
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You: Just some dust bunnies. Guess they stowed away from Earth.
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<<endif>>
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-> Set up a sleeping mat [ability](ingenuity)[/ability] <<if not $sleepingMatSetUp>>
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-> Set up a sleeping mat (ingenuity) <<if not $sleepingMatSetUp>>
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<<set $roll to dice(6)>>
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<<if $roll > 2>>
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You: Nice, at least I have somewhere to crash now.
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<<set $sleepingMatSetUp to true>>
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<<else>>
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You: [failure]Hmm, I was never good at this camping stuff. Maybe I can find somewhere else to rest.[/failure]
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You: Hmm, I was never good at this camping stuff. Maybe I can find somewhere else to rest.
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<<endif>>
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-> Leave
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===
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title: Room:hangar
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---
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You: The [room]hangar[/room] seems eerily deserted.
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You: The **hangar** seems eerily deserted.
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===
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title: Room not open
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---
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You: Hmm, that part of the ship is still inaccessible. I wonder how to get in?
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<<room hangar>>
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===
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@ -22,8 +22,6 @@ class GameContainer extends h2d.Flow implements h2d.domkit.Object {
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public function new(?parent) {
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super(parent);
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initComponent();
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this.maxWidth = Const.W;
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this.minWidth = Const.W;
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}
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}
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@ -85,8 +83,8 @@ class Game extends hxd.App {
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var dialogueParent = new h2d.Flow();
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dialogueParent.dom = domkit.Properties.create("flow", dialogueParent);
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dialogueParent.dom.addClass('dialogue-container');
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layer.addChildAt(dialogueParent, 2);
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style.addObject(dialogueParent);
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layer.addChildAt(dialogueParent, 2);
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dialogueBoxController = new DialogueBoxController(globalEventBus, dialogueParent, style);
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#if debug
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@ -1,12 +1,6 @@
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package components;
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import h2d.HtmlText;
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import hxyarn.dialogue.markup.MarkupParseResult;
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import dialogue.event.NextLine;
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import dialogue.event.LineShown;
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import dialogue.event.OptionSelected;
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import dialogue.event.OptionsShown.OptionChoice;
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@:uiComp("dialogue-option")
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class DialogueOptionComponent extends h2d.Flow implements h2d.domkit.Object {
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@ -24,16 +18,9 @@ class DialogueOptionComponent extends h2d.Flow implements h2d.domkit.Object {
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return s;
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}
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var choice:OptionChoice;
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public function new(choice:OptionChoice, ?parent) {
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public function new(label:String, ?parent) {
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super(parent);
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initComponent();
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this.choice = choice;
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this.label = choice.text;
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if (!choice.enabled) {
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this.dom.addClass('disabled');
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}
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enableInteractive = true;
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interactive.onClick = function(_) onClick();
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interactive.onOver = function(_) {
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@ -50,10 +37,7 @@ class DialogueOptionComponent extends h2d.Flow implements h2d.domkit.Object {
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};
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}
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public dynamic function onClick() {
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if (this.choice.enabled)
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Game.current.globalEventBus.publishEvent(new OptionSelected(this.choice.index));
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}
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public dynamic function onClick() {}
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}
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@:uiComp("dialogue-options")
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@ -62,23 +46,7 @@ class DialogueOptionsComponent extends h2d.Flow implements h2d.domkit.Object {
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${options}
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</dialogue-options>;
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public var options = new Array<DialogueOptionComponent>();
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public function new(options:Array<OptionChoice>, ?parent) {
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super(parent);
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initComponent();
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for (option in options) {
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this.options.push(
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new DialogueOptionComponent(option, this)
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);
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}
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}
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override function onRemove() {
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for (option in this.options)
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option.remove();
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super.onRemove();
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}
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public var options:Array<DialogueOptionComponent>;
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}
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@:uiComp("dialogue-box")
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@ -87,10 +55,11 @@ class DialogueBoxComponent extends h2d.Flow implements h2d.domkit.Object {
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var chan:hxd.snd.Channel;
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var textPos:Int = 0;
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var game:Game;
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public var lineMarkup:MarkupParseResult;
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static var SRC = <dialogue-box>
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<html-text text={displayedText} public font={Game.current.font} id="dialogueText" />
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<scale-grid id="dialogueBackground">
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<text text={displayedText} public font={Game.current.font} id="dialogueText" />
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</scale-grid>
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</dialogue-box>
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public var displayedText(get, set):String;
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@ -114,12 +83,18 @@ class DialogueBoxComponent extends h2d.Flow implements h2d.domkit.Object {
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return t;
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}
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public function new(lineShown:LineShown, ?parent) {
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public function new(text:String, ?parent) {
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this.game = Game.current;
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super(parent);
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initComponent();
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this.lineMarkup = lineShown.markUpResults;
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this.internalText = lineShown.line();
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internalText = text;
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this.dialogueBackground.tile = Res.ui.toTile();
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this.dialogueBackground.borderWidth = 5;
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this.dialogueBackground.borderHeight = 5;
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this.dialogueBackground.colorKey = 0xFF00FF;
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this.dialogueBackground.width = this.innerWidth;
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this.dialogueBackground.height = this.innerHeight;
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// trace(this.dialogueBackground.width);
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enableInteractive = true;
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interactive.onClick = function(_) onClick();
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@ -128,6 +103,7 @@ class DialogueBoxComponent extends h2d.Flow implements h2d.domkit.Object {
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function updateText() {
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if (textPos == internalText.length) {
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timer.stop();
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// onReady();
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// if (chan != null)
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// chan.stop();
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return;
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@ -144,66 +120,7 @@ class DialogueBoxComponent extends h2d.Flow implements h2d.domkit.Object {
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// }
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// }
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textPos++;
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displayedText = applyTextAttributes(internalText.substr(0, textPos));
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}
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function applyTextAttributes(text:String):String {
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var characterOffset = 0;
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var characterAttribute = lineMarkup.tryGetAttributeWithName("character");
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if (characterAttribute != null)
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characterOffset = -characterAttribute.length;
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var htmlTagsByIndex = new Map<Int, String>();
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for (attribute in lineMarkup.attributes) {
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var startTagIndex = attribute.position + characterOffset;
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if (startTagIndex < text.length) {
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var currrentStartTag = "";
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var currentEndTag = "";
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var endTagIndex = Std.int(Math.min(text.length, startTagIndex + attribute.length));
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if (htmlTagsByIndex.exists(startTagIndex))
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currrentStartTag = htmlTagsByIndex.get(startTagIndex);
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if (htmlTagsByIndex.exists(endTagIndex))
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currentEndTag = htmlTagsByIndex.get(endTagIndex);
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if (attribute.name == "room") {
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var openTag = '$currrentStartTag<font color="#00FF00">';
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var closeTag = '</font>$currentEndTag';
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htmlTagsByIndex.set(startTagIndex, openTag);
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htmlTagsByIndex.set(endTagIndex, closeTag);
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} else if (attribute.name == "item") {
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var openTag = '$currrentStartTag<font color="#CD853F">';
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var closeTag = '</font>$currentEndTag';
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htmlTagsByIndex.set(startTagIndex, openTag);
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htmlTagsByIndex.set(endTagIndex, closeTag);
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}
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}
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}
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var sb = new StringBuf();
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for (i in 0...text.length) {
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var char = text.charAt(i);
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if (htmlTagsByIndex.exists(i)) {
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sb.add(htmlTagsByIndex.get(i));
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}
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sb.add(char);
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}
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if (htmlTagsByIndex.exists(text.length)) {
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sb.add(htmlTagsByIndex.get(text.length));
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}
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return sb.toString();
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}
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override function onRemove() {
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super.onRemove();
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// if (chan != null)
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// chan.stop();
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// timer.stop();
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displayedText = internalText.substr(0, textPos);
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}
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public dynamic function onClick() {
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@ -211,7 +128,7 @@ class DialogueBoxComponent extends h2d.Flow implements h2d.domkit.Object {
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Game.current.globalEventBus.publishEvent(new NextLine());
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else if (textPos < internalText.length) {
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textPos = internalText.length;
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displayedText = applyTextAttributes(internalText);
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displayedText = internalText;
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updateText();
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};
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}
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|
@ -15,8 +15,7 @@ import dialogue.event.NextLine;
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import components.DialogueBoxComponent;
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class DialogueBoxController {
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public var dialogueBox:DialogueBoxComponent;
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public var dialogueOptions:DialogueOptionsComponent;
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public var curDialogue:DialogueBoxComponent;
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var game:Game;
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var bg:h2d.ScaleGrid;
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@ -29,40 +28,98 @@ class DialogueBoxController {
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public function new(eventBus:EventBus, parent:h2d.Object, style:h2d.domkit.Style) {
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this.parent = parent;
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this.style = style;
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// game = Game.current;
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// parent.getScene().add(this, 1);
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// bg = new h2d.ScaleGrid(Res.ui.toTile(), 5, 5, this);
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// bg.colorKey = 0xFF00FF;
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// tf = new h2d.Text(game.font, this);
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// tf.y = 5;
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// tf.x = 7;
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// tf.dropShadow = {
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// dx: 0,
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// dy: 1,
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// color: 0,
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// alpha: 0.3
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// };
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// int = new h2d.Interactive(0, 0, this);
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// int.onClick = function(_) click();
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eventBus.subscribe(LineShown, onLineShown);
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eventBus.subscribe(OptionsShown, onOptionsShown);
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eventBus.subscribe(OptionSelected, onOptionSelected);
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eventBus.subscribe(LineShown, dialogue);
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// eventBus.subscribe(OptionsShown, renderOptions);
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// eventBus.subscribe(OptionSelected, onOptionSelected);
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eventBus.subscribe(DialogueComplete, onDialogueComplete);
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}
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// override function onRemove() {
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// super.onRemove();
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// // if (chan != null)
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// // chan.stop();
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// // timer.stop();
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// }
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||||
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||||
public dynamic function onClick() {}
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||||
|
||||
public dynamic function onReady() {}
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||||
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function onLineShown(event:LineShown) {
|
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if (dialogueBox == null) {
|
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var d = new DialogueBoxComponent(event, this.parent);
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function dialogue(event:LineShown) {
|
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if (curDialogue != null) {
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curDialogue.remove();
|
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}
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var d = new DialogueBoxComponent(event.line(), this.parent);
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style.addObject(d);
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dialogueBox = d;
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} else {
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dialogueBox.lineMarkup = event.markUpResults;
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dialogueBox.internalText = event.line();
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}
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||||
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curDialogue = d;
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}
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function onOptionsShown(event:OptionsShown) {
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dialogueOptions = new DialogueOptionsComponent(event.options, this.parent);
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}
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function onOptionSelected(event:OptionSelected) {
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dialogueOptions.remove();
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}
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// function renderOptions(event:OptionsShown) {
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// for (option in event.options) {
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// addOption(option.text, option.enabled, function() {
|
||||
// if (option.enabled) {
|
||||
// globalEventBus.publishEvent(new OptionSelected(option.index));
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||||
// }
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||||
// });
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||||
// }
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||||
// }
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||||
//
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||||
// 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;
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||||
// }
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||||
//
|
||||
// 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();
|
||||
}
|
||||
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user