Add readme for trees game

main
Elijah Voigt 4 months ago
parent 7d1dcc9de2
commit 7b813b54f9

@ -0,0 +1,193 @@
# 🌲 Trees 🌳
## How to Play
> currently in hella alpha so subject to change and/or be out of date
* Left click a tree to start a Monologue
* Right click + drag to move a tree
* Middle Click to delete a tree
* F12: Debug Menu
* Click a monologue script to spawn a tree
## Monologue File Format
In `assets/trees/` there are `.mono` files that contain the monologues that drive this game.
Here is an example of a simple monologue:
```
This is a simple monologue
There are two options for this fist batch
---
This is the second batch of lines
There are three options
You get the idea
---
This has one option
```
* Files contain "Monologues"
* Monologues are broken up into "Line Option" batches
* Lines are separated by one or more blank newlines
* Batches are broken up by lines with `---`
> Monologue vs monologue, Batch vs batch, and Line vs line.
> The capitalized versions specify a game object, the lower case specifies the common meaning of the word.
### Comments
Comments are lines that start with a `#`.
Comments are discarded by the parser so are only for the reader of the raw text files.
```
# This is a comment
This is a dialog line
# If you connect two lines with a comment
They count as part of the same line
# Comments can exist on their own
This line of monologue # Will include the comment
# So always start a line with the comment
```
### Empty batches
Batches with no lines are a no-op.
Even if the batches contain comments and/or directives.
## Monologue Directives
> This feature is in planning, not implmeneted
Monologue Directives are basically how we "script" monologues.
With directives you can:
* Set variables based on what a user sees or does.
* Add pre-requisites to a line or entire Monologue.
* Requirement that an "actor" meets some criteria.
In general directives can be set at the Monologue, Batch, and the Line scopes.
* At the Monologue scope they must be set at the top before any batches.
* At the Batch scope they must be separated from Lines by at least one blank line.
* At the Line scope they must be on an adjacent Line.
Example:
```
# This directive affects the monologue as a whole
@directive
---
# This directive affects this entire group
@directive
this is a line
# This directive just affects this line
@directive
this is another line
# This directive also affects the entire group
@directive
last line in this batch
---
# This batch has no directives
option one
option two
```
### `@set var val`
The `@set` directive sets a variable to a given value upon the user interacting with the affected scope.
* At the Monologue scope this is set when the monologue starts.
* At the Batch scope this is set when the user views the Batch.
* At the Line scope this is set iff the user chooses the Line.
Example:
```
# Monologue scope
@set foo 1
---
# batch scope
@set bar true
# Line scope
@set baz "value"
this line sets baz to "value"
---
this batch...
...has no directives
```
### `@if var op val`
The `@if` directive is a constraint requiring `var op val` to return true for the scope to be visible.
* At the Monologue scope this causes the monologue to either be or not be in rotation.
* At the Batch scope this causes the Batch to be included or skipped from a Monologue.
* At the Line scope this causes the line to be included or excluded from a Batch.
### `@has var op val`
The `@has` directive constrains which trees can deliver a given monologue.
For example if a tree has `family` set to `fir` it could deliver a monologue about being a fir tree.
```
@has family = "fir"
---
man i love being a fir tree
```
At all scopes this operates similarly to `@if`, skipping/including Monologues/Groups/Lines based on tree properties.
### Other possible directives
The following directives are not strictly required but might be "nice to have":
* `@after a.mono`: This monologue should happen _after_ `a.mono`.
* Could be achieved with `@set` and `@if`
* `@in scenario`: This monologue relates to a specific random scenario.
* Could be achieved with backend setting values and `@if`
* `@bump var`: Increases a variable's value by 1.
* Requires a specific use-case.
* Causes types headaches if `var` is not an integer.
* `@event event_name`: This Monologue/Batch/Line triggers an in-game event.
* Could be achieved with `@set` and `@if`
### Monologue Templating
With variables we can template monologues like so:
```
This is a regular line of dialog
This line is templated, mentioning {{ some_event_outcome }}
```
Templated variables add an implicit constraint to that line, so the above is equivlent to:
```
This is a regular line of dialog
@require some_event_outcome
This line is templated, mentioning {{ some_event_outcome }}
```

@ -431,6 +431,7 @@ fn dialog_box_visibility(
}; };
} }
/// Add the "script: path/to/file.mono" tooltip info
fn monologue_asset_tooltip( fn monologue_asset_tooltip(
mut over_events: EventReader<Pointer<Over>>, mut over_events: EventReader<Pointer<Over>>,
mut out_events: EventReader<Pointer<Out>>, mut out_events: EventReader<Pointer<Out>>,
@ -516,8 +517,8 @@ fn scale_window(events: EventReader<WindowResized>, mut window: Single<&mut Wind
} }
fn delete_tree(trigger: Trigger<Pointer<Click>>, mut commands: Commands) { fn delete_tree(trigger: Trigger<Pointer<Click>>, mut commands: Commands) {
if matches!(trigger.event.button, PointerButton::Secondary) { if matches!(trigger.event.button, PointerButton::Middle) {
info!("Right Click -> Despawning {}", trigger.target()); info!("Middle Click -> Despawning {}", trigger.target());
commands.entity(trigger.target()).despawn(); commands.entity(trigger.target()).despawn();
} }
} }
@ -559,7 +560,8 @@ fn spawn_debug_buttons(
.observe(toggle_debug_button_color_over) .observe(toggle_debug_button_color_over)
.observe(toggle_debug_button_color_out); .observe(toggle_debug_button_color_out);
}); });
// Spawn a tree too to make the game feel like it's doing something
// Spawn a tree too to make the game feel like it's doing something at startup
commands.spawn((Tree, TreeMonologue(handle.clone()))); commands.spawn((Tree, TreeMonologue(handle.clone())));
} }
}); });

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