Difference between revisions of "Argo Bubbles"
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| colspan="2" | ''Quick note: The "Argo Bubbles" script is based on the "Advanced Speechbubble Script" by Sebastian aka [https://www.youtube.com/c/turbomodus turbomodus].'' | | colspan="2" | ''Quick note: The "Argo Bubbles" script is based on the "Advanced Speechbubble Script" by Sebastian aka [https://www.youtube.com/c/turbomodus turbomodus].'' |
Revision as of 19:01, 31 August 2022
Name | Type | By |
---|---|---|
Argo Speech Bubbles | Definition | The Argonauts |
This script allows you to turn texts spoken by characters into speech bubbles. It has been developed for Visionaire Studio 5.x.
Quick note: The "Argo Bubbles" script is based on the "Advanced Speechbubble Script" by Sebastian aka turbomodus. | |
Instructions
1. Add the main script to the Visionaire Studio Script Editor & set the script as a definition script.
2. Create the bubble graphics & add them into the gui subfolder of your projects root folder - if the gui folder doesn't already exist, create it.
The font used in the speech bubbles is the regular font defined in Visionaire for a specific character, so you may have to adjust that to match your bubble design. The bubble itself is made of up to five graphic files: one for the main bubble and optionally up to four different pointers (for different directions).
Since the dimensions (width, height) of a speech bubble depend on the length of the text and the number of lines, there are limitations to what the bubbles can look like. It is not possible with this script to have elliptical or fancy-shaped bubbles. They need to be more or less rectangular, but may have rounded or chamfered corners. That's because the script splits the main bubble graphic into 9 tiles which are individually scaled and then recombined to match the size of the text.
◻️ The four corners (1, 3, 7, 9) will keep their look and size
◻️ The horizontal borders (2, 8) will get stretched/shrinked to the required width
◻️ The vertical borders (4, 6) will get stretched/shrinked to the required height
◻️ The center tile (5) is strectched/shrinked horizontally and vertically to fill the bubble
You usually want to have a pointer attached to the bubble, pointing to the character who is currently speaking. Depending on the direction the character is facing, the script either uses the right-pointing or the left-pointing pointer graphics. So you should at least provide two graphic files.
You also have the option of positioning the speech bubble above the character (that's the default, where the pointer is attached to the bottom of the bubble) or below the character's head (with the pointer attached to the top of the bubble and pointing upwards). If you make use of both possibilities (through the custom bubble style option of the script), you must provide four different pointers.
However, you don't have to use pointers at all. Just set all pointer path options to nil to get a bubble without pointer.
3. The script offers several options to adjust the speech bubbles to your needs. The options are commented with explanations inside the script.
One main feature is the ability to define as many bubble styles as you like. You could have a different bubble color for each character, for example. Or depending on where a NPC stands, that character might need a different positioning of the bubble than the default one. You can even define multiple styles for the same character. It is then possible to choose the appropriate style by setting a Visionaire value. Please read the comments inside the script on how to achieve this.
The last options are related to the events which the bubble creation is bound to: "textStarted" and "textStopped". Remember that you can register each type of event handler only once in a Visionaire project. So if you have already registered an event handler for the "textStarted" and/or the "textStopped" event, you can't do it again in this bubble script. Instead you have to put all your functions that use the same event handler into one function and bind that one to the event. The Argo Bubble script offers a convenient way to do this without messing up the main code.
Main Script
--[[
Argo Bubbles
------------
Speech bubble script for Visionaire Studio 5.
Author: The Argonauts
Version: 2.1
Date: 2022-08-31
Play our games: https://the-argonauts.itch.io/
based on (with permission):
Advanced Speechbubble Script [v1.1] (10/13/2018) -- Written by TURBOMODUS
For a description on how to use it, please visit the official Visionaire wiki (download includes a demo):
https://wiki.visionaire-tracker.net/wiki/Compiled_Index_of_Lua_Scripts_for_Visionaire_Studio
MIT License
Copyright 2022 The Argonauts
Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
]]
-- GENERAL SETTINGS
local min_distance = 15 -- minimum distance a bubble has to keep from edge of screen
-- DEFAULT BUBBLE STYLE
local default_style = {
align_h = "center", -- horizontal alignment of bubble in relation to character (center, left, right, char_facing)
align_v = "top", -- vertical alignment of bubble in relation to character (top, bottom), defines position of pointer
bubble_offset_x = 0, -- horizontal bubble offset
bubble_offset_y = -25, -- vertical bubble offset
color = 0xffffff, -- color tint for bubble and pointer (set to white for none: 0xffffff)
linesgap = 3, -- gap between lines of text, as defined in font
text_align = "center", -- alignment of multi-line text inside the bubble (center, left, right)
padding = {
top = 15,
right = 20,
bottom = 12,
left = 20
}, -- distance between text block and outer edge of bubble
file_bubble = "vispath:gui/bubble.png", -- path to ninerect bubble graphic
ninerect_x = 20, -- width of top left corner in ninerect bubble graphic
ninerect_y = 15, -- height of top left corner in ninerect bubble graphic
ninerect_width = 30, -- width of center part of ninerect bubble graphic
ninerect_height = 20, -- height of center part of ninerect bubble graphic
-- Set the "file_pointer..." paths to nil for bubbles without pointers
file_pointer_bottom_right = "vispath:gui/bubble_pointer_br.png", -- path to right facing pointer at bubble bottom
file_pointer_bottom_left = "vispath:gui/bubble_pointer_bl.png", -- path to left facing pointer at bubble bottom
pointer_bottom_right_offset_x = -20, -- x offset of right facing pointer at bubble bottom
pointer_bottom_left_offset_x = 0, -- x offset of left facing pointer at bubble bottom
pointer_bottom_offset_y = 3, -- y offset of pointer at bubble bottom (positive numbers for moving inwards)
file_pointer_top_right = nil, -- path to right facing pointer at bubble top
file_pointer_top_left = nil, -- path to left facing pointer at bubble top
pointer_top_right_offset_x = 0, -- x offset of right facing pointer at bubble top
pointer_top_left_offset_x = 0, -- x offset of left facing pointer at bubble top
pointer_top_offset_y = 0 -- y offset of pointer at bubble top (positive numbers for moving inwards)
}
-- CUSTOM BUBBLE STYLES
--[[
Add custom bubble styles to the "custom_styles" table. You can override all properties of the default style. Undefined properties will fallback to default.
Each custom bubble style is defined for a specific character. Add the name of the character as an additional "char" property.
You can define multiple bubble styles per character. Add a Visionaire value called "argo_bubble" to the character to set the desired bubble style in-game. Counting starts with 1. If you don't add this value, the first bubble style definition for this character will be used. If you have only one custom style defined for a character, you don't need to add the Visionaire value.
Example:
local custom_styles = {
{
char = "Hero",
align_h = "left",
align_v = "bottom",
bubble_offset_x = -40,
bubble_offset_y = 80,
file_pointer_top_right = "vispath:gui/bubble_pointer_tr.png",
pointer_top_offset_y = 10
},
{
... next style definition here
}
}
]]
local custom_styles = {}
-- BIND TO HANDLERS
-- Set to false, if you are using the "textStarted" and "textStopped" event handlers in another script.
-- You'll then have to call "show_argo_bubble(text)" AND "destroy_argo_bubble(text)" over there.
local ab_bind_to_handlers = true
-- OPTIONAL: CALL EXTERNAL FUNCTIONS FOR THE "textStarted" EVENT HANDLER
function ab_on_text_started(text)
-- add your functions here
end
-- OPTIONAL: CALL EXTERNAL FUNCTIONS FOR THE "textStopped" EVENT HANDLER
function ab_on_text_stopped(text)
-- add your functions here
end
--------------------------------------------------------
-- USUALLY NO NEED TO CHANGE ANYTHING BELOW THIS LINE --
--------------------------------------------------------
-- Build new custom styles table "c_styles" and fill up with default values
local c_styles = {}
if custom_styles ~= nil then
for key, styles in pairs(custom_styles) do
local num_char_styles = 1
if c_styles[ styles["char"] ] ~= nil then
num_char_styles = #c_styles[ styles["char"] ] + 1
c_styles[ styles["char"] ][num_char_styles] = {}
else
c_styles[ styles["char"] ] = {{}}
end
for k, v in pairs(default_style) do
c_styles[ styles["char"] ][num_char_styles][k] = v
end
for k, v in pairs(styles) do
c_styles[ styles["char"] ][num_char_styles][k] = v
end
end
end
-- EVENT HANDLERS
local bubbles = {}
function show_argo_bubble(text)
-- Add current text to the bubbles table and prevent displaying
if text.Owner:getId().tableId == eCharacters then
bubbles[text:getId().id] = {Text = text.CurrentText, Owner = text.Owner:getName(), Background = text.Background}
text.CurrentText = ""
end
-- Call external functions that use the "textStarted" event handler
if ab_on_text_started ~= nil then
ab_on_text_started(text)
end
end
function destroy_argo_bubble(text)
-- Remove current text from bubbles table
bubbles[text:getId().id] = nil
-- Call external functions that use the "textStopped" event handler
if ab_on_text_stopped ~= nil then
ab_on_text_stopped(text)
end
end
if ab_bind_to_handlers then
registerEventHandler("textStarted","show_argo_bubble")
registerEventHandler("textStopped","destroy_argo_bubble")
end
-- DRAW FUNCTIONS
-- Draw background texts from bubbles table below interfaces (and cursors)
function bubble_below_interface()
for key, val in pairs(bubbles) do
if val.Background then
create_bubble(key, val)
end
end
end
-- Draw non-background texts from bubbles table above interfaces
function bubble_above_interface()
for key, val in pairs(bubbles) do
if not val.Background then
create_bubble(key, val)
end
end
end
-- Main bubble function
function create_bubble(key, val)
-- Get talking character
local char = Characters[val.Owner]
local pos = graphics.getCharacterTextPosition(char)
local char_facing = "right"
if char.Direction > 90 and char.Direction < 270 then
char_facing = "left"
end
graphics.font = char.Font
-- Use default bubble style or custom style depending on talking character
local bubble_style = default_style
if c_styles ~= nil and c_styles[char.name] ~= nil then
if Characters[char.name].Values["argo_bubble"] ~= nil then
if c_styles[char.name][ Characters[char.name].Values["argo_bubble"].Int ] ~= nil then
bubble_style = c_styles[char.name][ Characters[char.name].Values["argo_bubble"].Int ]
else
bubble_style = c_styles[char.name][1]
end
else
bubble_style = c_styles[char.name][1]
end
end
-- Calculate the text dimensions (width, height)
local txt = val.Text:gsub("<br/"..">", "\n")
local lines = graphics.performLinebreaks(txt)
local dim = {x = 0, y = 0}
for k,v in ipairs(lines) do
local tempdim = graphics.fontDimension(v)
if dim.x < tempdim.x then dim.x = tempdim.x end
end
dim.y = #lines * (char.Font.Size + bubble_style.linesgap) - bubble_style.linesgap
-- Calculate the bubble position
if bubble_style.align_h == "left" or (bubble_style.align_h == "char_facing" and char_facing == "left") then
pos.x = pos.x - game.ScrollPosition.x - dim.x - bubble_style.padding.right - bubble_style.padding.left + bubble_style.bubble_offset_x
elseif bubble_style.align_h == "right" or (bubble_style.align_h == "char_facing" and char_facing == "right") then
pos.x = pos.x - game.ScrollPosition.x + bubble_style.bubble_offset_x
else -- center
pos.x = pos.x - game.ScrollPosition.x - (dim.x + bubble_style.padding.right + bubble_style.padding.left) / 2 + bubble_style.bubble_offset_x
end
if pos.x < min_distance then
pos.x = min_distance
elseif pos.x > game.WindowResolution.x - dim.x - bubble_style.padding.right - bubble_style.padding.left - min_distance then
pos.x = game.WindowResolution.x - dim.x - bubble_style.padding.right - bubble_style.padding.left - min_distance
end
if bubble_style.align_v == "bottom" then
pos.y = pos.y - game.ScrollPosition.y + bubble_style.bubble_offset_y
else -- top
pos.y = pos.y - game.ScrollPosition.y - (dim.y + bubble_style.padding.top + bubble_style.padding.bottom) + bubble_style.bubble_offset_y
end
if pos.y < min_distance then
pos.y = min_distance
elseif pos.y > game.WindowResolution.y - dim.y - bubble_style.padding.top - bubble_style.padding.bottom - min_distance then
pos.y = game.WindowResolution.y - dim.y - bubble_style.padding.top - bubble_style.padding.bottom - min_distance
end
-- Get bubble graphic and define ninerect geometry
local sprite = graphics.loadFromFile(bubble_style.file_bubble)
local dest_rect = {
x = pos.x,
y = pos.y,
width = dim.x + bubble_style.padding.right + bubble_style.padding.left,
height = dim.y + bubble_style.padding.top + bubble_style.padding.bottom
}
local nine_rect = {
x = bubble_style.ninerect_x,
y = bubble_style.ninerect_y,
width = bubble_style.ninerect_width,
height = bubble_style.ninerect_height
}
-- Draw the bubble
graphics.drawSpriteWithNineRect(sprite, dest_rect, nine_rect, bubble_style.color, 1.0)
-- Get pointer graphic
local pointer = nil
local plus = 0
-- If bubble alignment is set to "left" or "right", the actual facing direction is irrelevant
if bubble_style.align_h == "left" then
char_facing = "left"
elseif bubble_style.align_h == "right" then
char_facing = "right"
end
if char_facing == "left" then
-- right pointer when char facing left
if bubble_style.align_v == "bottom" then
-- top pointer when bubble aligned to bottom
if bubble_style.file_pointer_top_right ~= nil then
pointer = graphics.loadFromFile(bubble_style.file_pointer_top_right)
plus = bubble_style.pointer_top_right_offset_x
end
else
-- bottom pointer when bubble aligned to top
if bubble_style.file_pointer_bottom_right ~= nil then
pointer = graphics.loadFromFile(bubble_style.file_pointer_bottom_right)
plus = bubble_style.pointer_bottom_right_offset_x
end
end
else
-- left pointer when char facing right
if bubble_style.align_v == "bottom" then
-- top pointer when bubble aligned to bottom
if bubble_style.file_pointer_top_left ~= nil then
pointer = graphics.loadFromFile(bubble_style.file_pointer_top_left)
plus = bubble_style.pointer_top_left_offset_x
end
else
-- bottom pointer when bubble aligned to top
if bubble_style.file_pointer_bottom_left ~= nil then
pointer = graphics.loadFromFile(bubble_style.file_pointer_bottom_left)
plus = bubble_style.pointer_bottom_left_offset_x
end
end
end
-- Continue with pointer, if graphic has been defined
if pointer ~= nil then
-- Calculate pointer position
local pointer_x = 0
local pointer_y = 0
if bubble_style.align_h == "left" or (bubble_style.align_h == "char_facing" and char_facing == "left") then
-- if bubble is aligned left, pointer is positioned rightmost
pointer_x = pos.x + dim.x + bubble_style.padding.right + bubble_style.padding.left - pointer.width + plus
-- Fix position, if you're too close to the edge
if pointer_x > char.Position.x - game.ScrollPosition.x + plus then
pointer_x = char.Position.x - game.ScrollPosition.x + plus
end
elseif bubble_style.align_h == "right" or (bubble_style.align_h == "char_facing" and char_facing == "right") then
-- if bubble is aligned right, pointer is positioned leftmost
pointer_x = pos.x + plus
-- Fix position, if you're too close to the edge
if pointer_x < char.Position.x - game.ScrollPosition.x + plus then
pointer_x = char.Position.x - game.ScrollPosition.x + plus
end
else -- center
-- if bubble is aligned center, pointer is positioned at character
pointer_x = char.Position.x - game.ScrollPosition.x + plus
end
if bubble_style.align_v == "bottom" then
-- pointer on top when bubble aligned to bottom
pointer_y = pos.y - pointer.height + bubble_style.pointer_top_offset_y
else
-- pointer on bottom when bubble aligned to top
pointer_y = pos.y + dim.y + bubble_style.padding.top + bubble_style.padding.bottom - bubble_style.pointer_bottom_offset_y
end
pointer.position = {x = pointer_x, y = pointer_y}
-- Draw the pointer
graphics.drawSprite(pointer, 1.0, bubble_style.color)
end
-- Draw the text line by line
for k,v in ipairs(lines) do
local tempdim = graphics.fontDimension(v)
local text_x = 0
if bubble_style.text_align == "left" then
text_x = math.floor(pos.x + bubble_style.padding.left)
elseif bubble_style.text_align == "right" then
text_x = math.floor(pos.x + bubble_style.padding.left + dim.x - tempdim.x)
else -- center
text_x = math.floor(pos.x + bubble_style.padding.left + dim.x / 2 - tempdim.x / 2)
end
graphics.drawFont(v,
text_x,
math.floor(pos.y + bubble_style.padding.top + (k - 1) * (char.Font.Size + bubble_style.linesgap)),
1.0
)
end
end -- end of bubble function
-- ADD DRAW FUNCTIONS TO THE RENDERING
graphics.addDrawFunc("bubble_below_interface()", 0)
graphics.addDrawFunc("bubble_above_interface()", 1)
Resources
Name | Description |
---|---|
argo_bubbles_2.1.zip | A working example of the script in action. Visionaire Studio 5.1.9.2+ required to run the included .ved file(s). |