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(function(){function r(e,n,t){function o(i,f){if(!n[i]){if(!e[i]){var c="function"==typeof require&&require;if(!f&&c)return c(i,!0);if(u)return u(i,!0);var a=new Error("Cannot find module '"+i+"'");throw a.code="MODULE_NOT_FOUND",a}var p=n[i]={exports:{}};e[i][0].call(p.exports,function(r){var n=e[i][1][r];return o(n||r)},p,p.exports,r,e,n,t)}return n[i].exports}for(var u="function"==typeof require&&require,i=0;i<t.length;i++)o(t[i]);return o}return r})()({1:[function(require,module,exports){
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module.exports = {
    images_url: "/assets/images"
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},{}],2:[function(require,module,exports){
module.exports = {
    build: {
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        protected_dirs: ["assets", "style", "views", "standard"],
        default_meta_keys: ["title", "description", "image", "open_graph", "json_ld"],
    },
};

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},{}],3:[function(require,module,exports){
module.exports = {
    images_url: `/assets/images`,
    data_url: `/assets/data`,
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},{}],4:[function(require,module,exports){
"use strict";

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const MtlAnimation = require("./model/animation");
const MentaloEngine = require("./mentalo-engine");
const MtlScene = require("./model/scene");
const MtlGame = require("./model/game");
const MtlSoundTrack = require("./model/sound-track");
const SCENE_TYPES = require("./model/scene-types");
const MtlChoice = require("./model/choice");
const MtlGameObject = require("./model/game-object");
const FrameRateController = require("./lib/frame-rate-controller");
const font_tools = require("./lib/font-tools");
const color_tools = require("./lib/color-tools");
const shape_tools = require("./lib/shape-tools");
module.exports = {
    MentaloEngine,
    MtlAnimation,
    MtlScene,
    MtlGame,
    MtlSoundTrack,
    SCENE_TYPES,
    MtlChoice,
    MtlGameObject,
    FrameRateController,
    font_tools,
    color_tools,
    shape_tools,
};
},{"./lib/color-tools":5,"./lib/font-tools":6,"./lib/frame-rate-controller":7,"./lib/shape-tools":8,"./mentalo-engine":9,"./model/animation":10,"./model/choice":11,"./model/game":13,"./model/game-object":12,"./model/scene":17,"./model/scene-types":16,"./model/sound-track":18}],5:[function(require,module,exports){
"use strict";
/**
 * Helpers to work with color values
 */

/**
 * Get a RGB color value in String from either "rgb(x,x,x)" or #xxxxxx
 * @param {String} color A RGB color value as String in the form: #ffffff or rgb(x,x,x)
 * @returns {Array<Uint8>} An array of 3 values from 0 to 256 for [RED, GREEN, BLUE]
 */
function color_str_to_rgb_array(color) {
    color = color.toLowerCase(0);
    if (color.includes("rgb")) {
        return color.replaceAll(/[a-z\(\)w]/g, "")
            .split(",")
            .slice(0, 3)
            .map(n => parseInt(n));
    } else {
        return color.replace("#", "")
            .match(/.{0,2}/g)
            .slice(0, 3)
            .map(hex => parseInt(hex, 16));
    }
}

/**
 * @param {String} color A color value (#xxxxxx or rbg(x,x,x))
 * @returns The average between each tone of the given color.
 */
function get_average_rgb_color_tone(color) {
    return color_str_to_rgb_array(color).reduce((tot, n) => tot + n / 3, 0);
}

/**
 * Gets an array of 3 8bits integers for red green and blue and and return a color value as an hexadecimal string #xxxxxx
 * @param {Array<Uint8>} rgb 
 * @returns {String} The hexacdecimal rgb value of the color including the hash character: #xxxxxx
 */
function rgb_array_to_hex(rgb) {
    return `#${rgb.slice(0, 3).map(n => {
        const hex = n.toString(16);
        return hex.length < 2 ? '0' + hex : hex;
    }).join('')}`;
}

/**
 * Gets an array of 4 8bits integers for red green blue and transparency channel and return a color value as an hexadecimal string #xxxxxx
 * @param {Array<Uint8>} rgb
 * @returns {String} The hexacdecimal rgba value of the color including the hash character: #xxxxxxxx
 */
function rgba_array_to_hex(rgba) {
    rgba = rgba.length === 4 ? rgba : rgba.concat([255])
    return `#${rgba.slice(0, 4).map(n => {
        const hex = n.toString(16);
        return hex.length < 2 ? '0' + hex : hex;
    }).join('')}`;
}

/**
 * Gets a background color as argument and return a calculated optimal foreground color.
 * For example if the background is dark the function will return a lighten version of the background.
 * @param {String} base_color A RGB color value in hexadecimal form: #ffffff
 * @returns 
 */
function get_optimal_visible_foreground_color(base_color) {
    // create a 2D 1px canvas context
    const tmp_canvas = document.createElement("canvas");
    tmp_canvas.width = 1;
    tmp_canvas.height = 1;
    const ctx = tmp_canvas.getContext("2d");

    // fill it with the given color
    ctx.fillStyle = base_color;
    ctx.fillRect(0, 0, 1, 1);

    // Get either a semi-transparent black or semi-transparent white regarding the base color is above or below an avg of 127
    const superpo_color = get_average_rgb_color_tone(base_color) > 127 ? "#0000003f" : "#ffffff3f";

    // Fill the pixel with the semi-transparent black or white on top of the base color
    ctx.fillStyle = superpo_color;
    ctx.fillRect(0, 0, 1, 1);

    // Return the flatten result of the superposition
    return rgb_array_to_hex(Array.from(ctx.getImageData(0, 0, 1, 1).data));
}

/**
 * @param {Array<Uint8; 4>} col1 A RGBA color value as an array of 4 0 to 256 integers
 * @param {Array<Uint8; 4>} col2 A RGBA color value as an array of 4 0 to 256 integers
 * @returns {Boolean} true if the 2 colors are equals
 */
function same_rgba(col1, col2) {
    return col1[0] === col2[0]
        && col1[1] === col2[1]
        && col1[2] === col2[2]
        && col1[3] === col2[3];
}

module.exports = {
    get_average_rgb_color_tone,
    get_optimal_visible_foreground_color,
    color_str_to_rgb_array,
    rgb_array_to_hex,
    rgba_array_to_hex,
    same_rgba,
};
},{}],6:[function(require,module,exports){
"use strict";
/**
 * Helpers to works with default web fonts
 */


const FONT_FAMILIES = [
    {
        category: "Sans serif", values: [
            { value: "sans-serif", text: "sans-serif" },
            { text: "Arial", value: "Arial, sans-serif" },
            { text: "Helvetica", value: "Helvetica, sans-serif" },
            { text: "Verdana", value: "Verdana, sans-serif" },
            { text: "Trebuchet MS", value: "Trebuchet MS, sans-serif" },
            { text: "Noto Sans", value: "Noto Sans, sans-serif" },
            { text: "Gill Sans", value: "Gill Sans, sans-serif" },
            { text: "Avantgarde", value: "Avantgarde, TeX Gyre Adventor, URW Gothic L, sans-serif" },
            { text: "Optima", value: "Optima, sans-serif" },
            { text: "Arial Narrow", value: "Arial Narrow, sans-serif" }
        ],
    },
    {
        category: "Serif", values: [
            { text: "serif", value: "serif" },
            { text: "Times", value: "Times, Times New Roman, serif" },
            { text: "Didot", value: "Didot, serif" },
            { text: "Georgia", value: "Georgia, serif" },
            { text: "Palatino", value: "Palatino, URW Palladio L, serif" },
            { text: "Bookman", value: "Bookman, URW Bookman L, serif" },
            { text: "New Century Schoolbook", value: "New Century Schoolbook, TeX Gyre Schola, serif" },
            { text: "American Typewriter", value: "American Typewriter, serif" }
        ],
    },
    {
        category: "Monospace", values: [
            { text: "monospace", value: "monospace" },
            { text: "Andale Mono", value: "Andale Mono, monospace" },
            { text: "Courrier New", value: "Courier New, monospace" },
            { text: "Courrier", value: "Courier, monospace" },
            { text: "FreeMono", value: "FreeMono, monospace" },
            { text: "OCR A Std", value: "OCR A Std, monospace" },
            { text: "DejaVu Sans Mono", value: "DejaVu Sans Mono, monospace" },
        ],
    },
    {
        category: "Cursive", values: [
            { text: "cursive", value: "cursive" },
            { text: "Comic Sans MS", value: "Comic Sans MS, Comic Sans, cursive" },
            { text: "Apple Chancery", value: "Apple Chancery, cursive" },
            { text: "Bradley Hand", value: "Bradley Hand, cursive" },
            { text: "Brush Script MT", value: "Brush Script MT, Brush Script Std, cursive" },
            { text: "Snell Roundhand", value: "Snell Roundhand, cursive" },
            { text: "URW Chancery L", value: "URW Chancery L, cursive" },
        ],
    }
];

const TEXT_ALIGN_OPTIONS = [
    { value: "left", text: "Left" }, // TODO trad or icon
    { value: "right", text: "Right" },
    { value: "center", text: "Center" },
];

const FONT_STYLE_OPTIONS = [
    { value: "normal", text: "Normal" },
    { value: "italic", text: "Italic" }, // TODO trad or icon
];

const FONT_WEIGHT_OPTIONS = [
    { value: "1", text: "Thin" },
    { value: "normal", text: "Normal" },
    { value: "900", text: "Bold" },
];

/**
 * Gets an object description of a font and returns it formatted as a string that can be given to a 2D drawing context.
 * Example : ctx.font = get_canvas_font({font_family:"monospace", font_size: 32})
 * @param {Object} font_data An object description of the font settings, with font_size, font_family, font_style, font_weight.s
 * @returns {String}
 */
function get_canvas_font(font_data = {}) {
    const { font_size = 20, font_family = "sans-serif", font_style = "normal", font_weight = "normal" } = font_data;
    const font_variant = "normal";
    return `${font_style} ${font_variant} ${font_weight} ${font_size.toFixed()}px ${font_family}`;
}

/**
 * @returns {Object} A map of all defined constants for font families, text align options, font styles and font weights.
 */
function get_font_options() {
    return {
        font_families: FONT_FAMILIES,
        text_align_options: TEXT_ALIGN_OPTIONS,
        font_style_options: FONT_STYLE_OPTIONS,
        font_weight_options: FONT_WEIGHT_OPTIONS,
    };
}

/**
 * An approximation of the average width of a character for a 2D drawing context with a given font configuration.
 * @param {CanvasRenderingContext2D} ctx
 * @returns 
 */
function get_canvas_char_size(ctx) {
    const str = `Lorem ipsum dolor Sit amet, Consectetur adipiscing elit`;
    const width = ctx.measureText(str).width / str.length;
    const height = ctx.measureText("M").width * 1.1;
    const text_line_height = height * 1.2;
    return {
        width,
        height,
        text_line_height,
    }
}

module.exports = {
    get_canvas_font,
    get_font_options,
    get_canvas_char_size,
    FONT_FAMILIES,
    TEXT_ALIGN_OPTIONS,
    FONT_STYLE_OPTIONS,
    FONT_WEIGHT_OPTIONS
};
},{}],7:[function(require,module,exports){
"use strict";

/**
 * A little helper class to control the rendering frame rate
 */
class FrameRateController {
    /**
     * @param {Integer} fps The wanted frame rate in frame per second
     */
    constructor(fps) {
        this.tframe = performance.now();
        this.interval = 1000 / fps; // convert in milliseconds
        this.initial = true;
    }

    /**
     * @returns {Boolean} true if the defined interval is elapsed.
     */
    nextFrameReady() {
        if (this.initial) {
            this.initial = false;
            return true;
        }

        const now = performance.now();
        const elapsed = now - this.tframe;
        const ready = elapsed > this.interval;

        if (ready) {
            this.tframe = now - (elapsed % this.interval);
        }

        return ready;
    }
}

module.exports = FrameRateController;
},{}],8:[function(require,module,exports){
"use strict";

/**
 * Draws a rectangle on a canvas 2D context with support of corner rounding and border options.
 * @param {CanvasRenderingContext2D} ctx
 * @param {Integer} x 
 * @param {Integer} y 
 * @param {Integer} width 
 * @param {Integer} height 
 * @param {Object} options 
 */
function draw_rect(ctx, x, y, width, height, options = {
    rounded_corners_radius: 0,
    border: { width: 0, color: "rgba(0,0,0,0)" },
    fill_color: "black",
}) {
    const { rounded_corners_radius = 0, border = { width: 0, color: "rgba(0,0,0,0)" }, fill_color = "black", fill_image } = options;
    const smallest_axis = Math.min(width, height);
    const radius = rounded_corners_radius > smallest_axis / 2 ? smallest_axis / 2 : rounded_corners_radius;

    ctx.save();

    ctx.beginPath();
    ctx.arc(x + radius, y + radius, radius, Math.PI, 3 * Math.PI / 2);
    ctx.lineTo(x + width - radius, y);
    ctx.arc(x + width - radius, y + radius, radius, 3 * Math.PI / 2, 0);
    ctx.lineTo(x + width, y + height - radius);
    ctx.arc(x + width - radius, y + height - radius, radius, 0, Math.PI / 2);
    ctx.lineTo(x + radius, y + height);
    ctx.arc(x + radius, y + height - radius, radius, Math.PI / 2, Math.PI);
    ctx.closePath();

    ctx.clip();

    if (fill_image) {
        ctx.drawImage(
            fill_image.src,
            0, 0,
            fill_image.src.width, fill_image.src.height,
            fill_image.dx, fill_image.dy,
            fill_image.dw, fill_image.dh,
        )
    } else {
        ctx.fillStyle = fill_color;
        ctx.fillRect(x, y, width, height);
    }

    if (border.width > 0) {
        ctx.strokeStyle = border.color;
        ctx.lineWidth = border.width;
        ctx.stroke();
    }

    ctx.restore();
}

module.exports = {
    draw_rect,
}
},{}],9:[function(require,module,exports){
"use strict";

const MtlGame = require("./model/game");
const SCENE_TYPES = require("./model/scene-types");
const MtlRender = require("./render/render");
const { supported_locales, get_translated } = require("./translation");

/**
 * The encapsulating class of all the components of the Mentalo game engine.
 * This is the class that should be used from outside to run a game.
 */
class MentaloEngine {
    /**
     * Initialize A MtlGame instance, populates it with the gama_data given as param.
     * Initializes the DOM element to contain the rendering of the engine.
     * Defines the listeners for Escape key and initialize a MtlRender instance.
     * @param {Object} params 
     * Parameter params.game_data is required and should be the result of the exportation format of the Mentalo editor app.
     */
    constructor(params) {
        this.game = new MtlGame();
        this.game.load_data(params.game_data);

        this.game.on_load_resources(() => this.loading = false);

        this.use_locale = params.use_locale && supported_locales.includes(params.use_locale)
            ? params.use_locale
            : "en";

        /**
         * Allow to exit game by typing Escape or q
         * @param {Event} e 
         */
        this.escape_listener = e => {
            const k = e.key.toLowerCase();
            (k === "escape" || k === "q") && this.quit();
        };

        window.addEventListener("keydown", this.escape_listener);

        this.on_quit_game = function () {
            if (this.used_default_container) {
                this.container.remove();
            }
            window.removeEventListener("keydown", this.escape_listener);
            params.on_quit_game && params.on_quit_game();
        };

        this.used_default_container = false;

        this.container = params.container || (() => {
            const el = document.createElement("div");
            el.style.display = "flex";
            el.style.justifyContent = "center";
            el.style.alignItems = "center";
            el.style.position = "absolute";
            el.style.top = 0;
            el.style.bottom = 0;
            el.style.left = 0;
            el.style.right = 0;
            el.style.zIndex = 1000;
            el.style.overflow = "hidden";
            document.body.appendChild(el);
            this.used_default_container = true
            return el;
        })();

        this.render = new MtlRender({
            container: this.container,
            fullscreen: params.fullscreen,
            frame_rate: params.frame_rate,
            get_game_settings: this.get_game_settings.bind(this),
            get_game_scenes: this.get_game_scenes.bind(this),
            get_scene: this.get_scene.bind(this),
            get_inventory: this.get_inventory.bind(this),
            on_game_object_click: this.on_game_object_click.bind(this),
            on_drop_inventory_object: this.on_drop_inventory_object.bind(this),
            on_choice_click: this.on_choice_click.bind(this),
        });

        this.loading = true;
        this.will_quit = false;
    }

    /**
     * Returns a fragment of the game instance ui_options, which are the styling settings of the game interface.
     * Can be the settings for text_boxes, choices_panel, inventory, etc.
     * @param {String} key The key of the wanted interface settings.
     * @returns {Object} The fragment of this.game.game_ui_options for the given key.
     */
    get_game_settings(key) {
        return this.game.game_ui_options[key];
    }

    /**
     * @returns {Array<MtlScene>} Returns an array of the scenes of the game.
     */
    get_game_scenes() {
        return this.game.scenes;
    }

    /**
     * @returns {MtlScene} The scene that is currently displayed
     */
    get_scene() {
        return this.game.get_scene();
    }

    /**
     * Returns the game objects currently saved in the inventory.
     * @returns {Set<MtlGameObject>}
     */
    get_inventory() {
        return this.game.state.inventory;
    }

    /**
     * Sets the flag this.will_quit to true.
     * This flag will be parsed in the rendering loop and the engine will then effectively exit the game calling __exit().
     */
    quit() {
        this.will_quit = true;
    }

    /**
     * Clean the render instance, stops the rendering loop and calls the on_quit_game callback.
     * This is called when the rendering loop reads the this.will_quit flag as true.
     */
    __quit() {
        window.cancelAnimationFrame(window.mentalo_engine_animation_id);
        this.render.exit_fullscreen();
        this.render.clear_event_listeners();
        this.game.get_soundtrack().stop();
        this.on_quit_game();
    }


    /**
     * Initialize the rendering loop and the MtlRender instance.
     * Also checks that the first loaded scene has an image to load. 
     * If it doesn't the game will exit immediately in order to avoid having a black screen.
     * ( If the first scene doesn't have an image to load, the game.on_load_resource callback will 
     * never be called and the engine will remain in loading state.  )
     */
    init() {
        window.requestAnimationFrame = window.requestAnimationFrame
            || window.mozRequestAnimationFrame
            || window.webkitRequestAnimationFrame
            || window.msRequestAnimationFrame;

        window.cancelAnimationFrame = window.cancelAnimationFrame
            || window.mozCancelAnimationFrame;

        if (window.mentalo_engine_animation_id) {
            window.cancelAnimationFrame(window.mentalo_engine_animation_id);
        }

        this.render.init();

        if (this.game.get_scene().animation.empty) {
            alert(get_translated("First scene has an empty image, game cannot be loaded", this.use_locale));
            this.quit();
        }
    }

    /**
     * Clear the event listeners and rendering element related to the current scene from the MtlRender instance,
     * And sets the game current scene state to a new index.
     * @param {Integer} index 
     */
    go_to_scene(index) {
        this.render.reset_user_error_popup();
        this.render.clear_event_listeners();
        this.game.get_soundtrack().stop();
        this.game.go_to_scene(index);
        this.render.clear_children();
        this.render.reset_text_box_visibility();
    }

    /**
     * Event listener for doubleclick on a game object.
     * Adds the object to inventory.
     * @param {MtlGameObject} obj 
     */
    on_game_object_click(obj) {
        this.game.inventory_has_empty_slot() && this.game.add_object_to_inventory(obj);
    }

    /**
     * All callback called from the inventory render component when an object image is clicked in the inventory.
     * Removes the object from inventory.
     * @param {MtlGameObject} obj 
     */
    on_drop_inventory_object(obj) {
        this.game.remove_object_from_inventory(obj);
    }

    /**
     * Callback called from the choices_panel render component.
     * Handles the click on a choice.
     * @param {MtlChoice} choice 
     * @returns 
     */
    on_choice_click(choice) {
        const { destination_scene_index, use_objects } = choice;
        if (destination_scene_index === -1) { // -1 is default index when the choice destination scene is not set.
            this.render.set_user_error_popup({
                text: get_translated("Destination scene has not been set.", this.use_locale),
            });
            return;
        }

        if (destination_scene_index === -2) { // -2 is the index used to indicate that destination scene is just the end of program.
            this.quit()
            return;
        }

        // Handle the case where the clicked choice requires some objects to be presents in the inventory.
        if (use_objects.value) {
            const inventory = this.get_inventory();
            const objs = [];
            for (const it of use_objects.items) {
                const ob = Array.from(inventory).find(o => o.name === it.name);
                if (ob) {
                    objs.push(ob);
                } else {
                    this.render.set_user_error_popup({
                        text: use_objects.missing_object_message,
                    });
                    return;
                }
            }

            objs.forEach(o => use_objects.items
                .find(it => o.name === it.name)
                .consume_object && this.game.consume_game_object(o));
        }

        this.go_to_scene(destination_scene_index);
    }

    /**
     * Callback called when a scene of type "Cinematic" reaches end.
     */
    on_cinematic_end() {
        const scene = this.game.get_scene();
        if (scene.end_cinematic_options.quit) {
            this.quit();
        } else if (scene.end_cinematic_options.destination_scene_index === -1) {
            this.render.set_user_error_popup({
                text: get_translated("Next scene has not been set.", this.use_locale),
                on_close: this.quit.bind(this),
            });
        } else {
            this.go_to_scene(scene.end_cinematic_options.destination_scene_index);
        }
    }

    /**
     * The rendering loop.
     * Handles the different states of the engine (quit, loading or runnning normally)
     * @returns The id of the registered window.requestAnimationFrame
     */
    run_game() {
        if (this.will_quit) {
            this.__quit();
            return;
        } else if (this.loading) {
            this.render.draw_loading();
        } else {
            if (this.get_scene()._type === SCENE_TYPES.CINEMATIC) {
                this.game.update_cinematic_timeout();
                if (this.game.is_cinematic_ended()) {
                    this.on_cinematic_end();
                }
            }

            const sound_track = this.game.get_soundtrack();
            if (sound_track.loaded && !sound_track.is_playing()) {
                sound_track.play();
            }

            this.render.draw_game();
        }

        window.mentalo_engine_animation_id = requestAnimationFrame(this.run_game.bind(this));
    }
}

module.exports = MentaloEngine;
},{"./model/game":13,"./model/scene-types":16,"./render/render":19,"./translation":20}],10:[function(require,module,exports){
"use strict";
const Loadable = require("./loadable");

/**
 * The data type used for a MtlScene animation
 */
class MtlAnimation extends Loadable {
    /**
     * Initialize an empty instance of Image HtmlElement,
     * and registers the onload callback to update the instance with the loaded image actual dimensions.
     */
    constructor() {
        super(new Image(), "image", "load");
        this.image.onload = () => this.update_dimensions();

        this.name = "";
        this.dimensions = {
            width: 0,
            height: 0,
        };
        this.frame_nb = 1;
        this.frame = 0;
        this.speed = 1;
        this.play_once = false;
        this.initialized = false;
        this.finished = false;
    }

    /**
     * Copies the dimensions of the loaded image at the root level of the instance.
     * Deletes the canvas dimensions precalculations created by the SceneAnimation component
     */
    update_dimensions() {
        this.dimensions = {
            width: this.image.width / this.frame_nb,
            height: this.image.height,
        };

        if (this.canvas_precalc) {
            delete this.canvas_precalc;
        }
    }

    /**
     * Populates the instance with loaded litteral data.
     * @param {Object} data 
     */
    init(data) {
        this.empty = data.src === "";
        this.name = data.name;
        this.image.src = data.src;
        this.frame_nb = data.frame_nb;
        this.frame = 0;
        this.speed = data.speed;
        this.play_once = data.play_once;
        this.initialized = true;
    }

    /**
     * Increments the framcount argument if the animation next frame is ready to be rendered.
     * @param {Integer} framecount 
     */
    update_frame(framecount) {
        this.finished = this.play_once && this.frame === this.frame_nb - 1;
        if (this.frame_nb > 1 && framecount % this.speed === 0 && !this.finished) {
            this.frame = this.frame + 1 <= this.frame_nb - 1 ? this.frame + 1 : 0;
        }
    }

    /**
     * Reset the frame state.
     */
    reset_frame() {
        this.finished = false;
        this.frame = 0;
    }
}

module.exports = MtlAnimation;
},{"./loadable":15}],11:[function(require,module,exports){
"use strict";
/**
 * The data type used for the choices of a MtlScene
 */
class MtlChoice {
    /**
     * Initializes the instance with given data or default empty data.
     * @param {Object} data 
     */
    constructor(data = {
        text: "",
        destination_scene_index: -1,
        use_objects: {
            value: false,
            items: [],
            missing_object_message: "",
        }
    }) {
        this.load_data(data);
    }

    /**
     * Populates the instance with litteral description data
     * @param {Object} data 
     */
    load_data(data) {
        this.text = data.text;
        this.destination_scene_index = data.destination_scene_index;
        this.use_objects = data.use_objects;
    }
}

module.exports = MtlChoice;
},{}],12:[function(require,module,exports){
"use strict";
const Loadable = require("./loadable");

/**
 * The data type used for the game_objects field of a MtlScene
 */
class MtlGameObject extends Loadable {
    /**
     * Initializes the instance with an empty image and zero position.
     */
    constructor() {
        super(new Image(), "image", "load");
        this.name = "";
        this.position = { x: 0, y: 0 };
        this.state = {};
    }

    /**
     * Populates the instance with a litteral description data object
     * @param {Object} data 
     */
    load_data(data) {
        this.image.src = data.image;
        this.name = data.name;
        this.position = data.position;
    }

    /**
     * @returns {Object<Integer, Integer} A {width, height} object for the dimensions of the image.
     */
    get_dimensions() {
        return {
            width: this.image.width,
            height: this.image.height,
        }
    }

    /**
     * Returns the bounding box coordinates of the object image as a {top, right, bottom, left} object.
     * @returns {Object<Int, Int, Int, Int>} 
     */
    get_bounds() {
        const dims = this.get_dimensions();
        return {
            top: this.position.y,
            right: this.position.x + dims.width,
            bottom: this.position.y + dims.height,
            left: this.position.x,
        }
    }
}

module.exports = MtlGameObject;
},{"./loadable":15}],13:[function(require,module,exports){
"use strict";

const MtlScene = require("./scene");
const SCENE_TYPES = require("./scene-types");

/**
 * The data type to encapsulate a loaded game.
 */
class MtlGame {
    /**
     * Initialize the instance with default data.
     */
    constructor() {
        this.name = "";
        this.scenes = [new MtlScene()];

        // Game interface styling preferences
        this.game_ui_options = {
            // The overall look of the innterface
            general: {
                background_color: "#000000",
                animation_canvas_dimensions: {
                    width: 600,
                    ratio: "4:3",
                    height: function () {
                        const split_ratio = this.ratio.split(":").map(n => parseInt(n));
                        const factor = split_ratio[1] / split_ratio[0];
                        return Number((this.width * factor).toFixed());
                    },
                },
            },
            // The text box displayed on top of a scene image if a message is defined
            text_boxes: {
                background_color: "#222222",
                font_size: 20,
                font_style: "normal",
                font_weight: "normal",
                font_family: "Arial, sans-serif",
                font_color: "#ffffff",
                text_align: "left",
                padding: 20,
                margin: 20,
                border_width: 0,
                rounded_corners_radius: 0,
            },
            // The panel containing the choices buttons below the scene image.
            choices_panel: {
                background_color: "#222222",
                font_size: 20,
                font_family: "sans",
                font_color: "#ffffff",
                font_style: "normal",
                text_align: "left",
                font_weight: "normal",
                container_padding: 2,// unit em (font size related)
                choice_padding: 1.2,// idem
                active_choice_background_color: "rgba(255,255,255,.4)",
                active_choice_border_width: 0,
                active_choice_rounded_corners_radius: 0,
            },
            // the inventory grid drawn at the right of the scene image
            inventory: {
                background_color: "#222222",
                columns: 1,
                rows: 4,
                gap: 10,
                padding: 20,
                slot_rounded_corner_radius: 0,
                slot_border_width: 2,
            },
        };

        this.starting_scene_index = 0;

        // The state of the running game
        this.state = {
            scene: this.starting_scene_index,
            inventory: new Set(),
            cinematic_timeout: {
                inc: 0,
                last_update_time: -1,
                timeout: false,
            },
        };

        // This state will be incremented for each when it finishes to load its image and sound resources.
        // The loaded_scenes value must be equal to the scenes number for the game to consider that all resources are loaded.
        this.load_state = {
            loaded_scenes: 0,
        };
    }

    /**
     * Returns the scene that is currently displayed
     * @returns {MtlScene}
     */
    get_scene() {
        return this.scenes[this.state.scene];
    }

    /**
     * @returns {MtlSoundTrack} the soundtrack that is set for the current scene
     */
    get_soundtrack() {
        return this.get_scene().sound_track;
    }

    /**
     * Updates the state with a new scene index.
     * @param {Integer} index The index of the wanted scene
     */
    go_to_scene(index) {
        const current_scene = this.get_scene();
        current_scene.animation.reset_frame();
        if (current_scene._type == SCENE_TYPES.CINEMATIC) {
            this.state.cinematic_timeout = {
                inc: 0,
                last_update_time: -1,
                timeout: false,
            };
        }
        this.state.scene = index;
    }

    /**
     * This is called if the current scene is of type Cinematic.
     * UIncrements the cinematic_timeout counter and update the 
     * cinematic_timeout.timeout state to true if the cinematic 
     * has been running as much or more time than what is defined in scene.cinematic_duration.
     */
    update_cinematic_timeout() {
        if (this.state.cinematic_timeout.timeout) return;

        const t = new Date().getTime();

        if (this.state.cinematic_timeout.last_update_time === -1) {
            this.state.cinematic_timeout.last_update_time = t;
        }

        this.state.cinematic_timeout.inc = t - this.state.cinematic_timeout.last_update_time;
        this.state.cinematic_timeout.timeout = this.get_scene().cinematic_duration * 1000 <= this.state.cinematic_timeout.inc;
    }

    /**
     * Returns a state wether the running cinematic is ended or not
     * @returns {Boolean}
     */
    is_cinematic_ended() {
        const scene = this.get_scene();
        if (scene.cinematic_duration === 0) return scene.animation.finished;
        return this.state.cinematic_timeout.timeout;
    }

    /**
     * Takes a game object as parameter and references it in the inventory state.
     * @param {MtlGameObject} obj 
     */
    add_object_to_inventory(obj) {
        this.state.inventory.add(obj);
    }

    /**
     * @returns {Boolean} true if inventory has an empty slot.