thank you for your report!
regarding new rooms in the active stack - as of now this could be done by editing game data. i was planning to make 3d scenes more flexible, like having individual transforms for every room, allowing them to be parented to empty transforms and such, so more direct control over rooms and stacks would be coming together with these features
Got the dialog choices working, I think. Looks like the main problem with hacks is that they can overwrite the patched bitsy functions, so you need to make sure that all the patches are still in effect after the hacks are applied. I guess making all other patches happen inside the patched `startExportedGame` might take care of things?
I changed the code to this and it seems to be working:
document.addEventListener('DOMContentLoaded', function() { var interval; if (bitsy.EditMode === undefined) { // if we are in exported game, patch bitsy with 3d functions // if the project includes hacks, then when this runs startExportedGame is doAllInjections b3d.patch(bitsy, 'startExportedGame', function () { b3d.patch(bitsy, 'update', null, function () { b3d.update(); b3d.render(); }); // doing this before everything else runs ensures that the intro dialog is cleared // in case a hack overwrites bitsy.update (there's probably a better way to do this? // like i'm surprised starting the updates before the actual game works) // this will leave us with two running update intervals when the game actually starts, // which i guess is bad, so it'll need to be cleaned up afterwards interval = bitsy.update_interval = setInterval(bitsy.update, 16); }, function () { clearInterval(bitsy.update_interval); bitsy.update_interval = interval; b3d.init(); var py; // make position of the dialog box configurable through game settings b3d.patch(dialogRenderer, 'DrawTextbox', function () { py = bitsy.player().y; bitsy.player().y = b3d.settings.positionDialogBoxAtTheTop ? bitsy.mapsize : 0; }, function () { bitsy.player().y = py; }); // adjust movement direction relative to the camera b3d.patch(bitsy, 'movePlayer', function () { var rotationTable = {}; rotationTable[bitsy.Direction.Up] = bitsy.Direction.Left; rotationTable[bitsy.Direction.Left] = bitsy.Direction.Down; rotationTable[bitsy.Direction.Down] = bitsy.Direction.Right; rotationTable[bitsy.Direction.Right] = bitsy.Direction.Up; rotationTable[bitsy.Direction.None] = bitsy.Direction.None; b3d.rawDirection = bitsy.curPlayerDirection; var rotatedDirection = bitsy.curPlayerDirection; var ray = b3d.scene.activeCamera.getForwardRay().direction; var ray2 = new BABYLON.Vector2(ray.x, ray.z); ray2.normalize(); var a = (Math.atan2(ray2.y, ray2.x) / Math.PI + 1) * 2 + 0.5; if (a < 0) { a += 4; } for (var i = 0; i < a; ++i) { rotatedDirection = rotationTable[rotatedDirection]; } bitsy.curPlayerDirection = rotatedDirection; }, function () { bitsy.curPlayerDirection = b3d.rawDirection; }); // patching onready is useless at this point since it's already been called // remove borksy touch control fix that breaks mouse camera controls var touchTriggerEl = document.getElementById('touchTrigger'); if (touchTriggerEl) touchTriggerEl.parentElement.removeChild(touchTriggerEl); }); } });
oh, i wrote a temporary fix to make the dialog choices hack work with bitsy 7.0.
it works fine with regular bitsy, but when i tried it with bitsy 3d, i realized that when the old script tags are replaced, the patched functions are replaced too, so you still need to reapply the patches, or at least that's what i think is happening (a script tag will be executed when it's attached to the document, right? i may be wrong, i'm terrible at this)
see the screenshot - the dialog choices hack needs to alter the updateInput function (this is in the original hack, not something i added), so it replaces the tag that contains it, which in turn breaks the patched update function (and also restarts the renderer)
so if i'm right, it'd be safer to find a way to apply patches after the hacks, if i'm wrong, well, that's embarrassing, sorry about wasting your time