Repository files navigation

Hello! This is my final project.
If you plan on writing a game in this, you should definitely read the "issues" section on the bottom of this readme #Playing a game The game consists of a series of messages that print out at specific times. The messages change depending on which "camera" the user is looking through. To start the game with the default camera, launch the game normally. To start the game with a different camera, launch the game with the camera's name as an argument. ##Commands The player interacts with the game using commands. Although not required, before writing a command, press enter to pause the messages, then write the command, then press enter again to unpause them. The commands are as follows.

Pausing the game

To pause the game, press enter

Changing the camera

To change the camera, type "camera <camera name>"
To get a list of available cameras, type "cameras"

Listing the commands

To get a list of commands, type "help"

Quitting

To quit, type "quit"

Writing a game!

Events!

Instant Events

To print a line of text to the screen, use an instant event. It will only print if the player is using the camera that the event is declared on when it is scheduled to print
to write an instant event, use i <text>

Ongoing Events

Ongoing events are events that are carried out over time. They will only print if the player switches to the camera that they are declared on after they are scheduled to start and before they are scheduled to end.

There are two different ways to specify the duration of the event. The first is telling it the time that it will end.
To do so, use oa <time that it will end> <text>

The other way is to tell it how long the event takes.
To do so, use or <duration> <text>

Delays

Pausing

The game can pause itself, in case that functionality is ever required.
To pause the game, use pause
This will print out a message informing the player that the game has been paused. If this is not desired, the game can be paused without telling the player. To do so, use pause_silent

Waiting

To advance the in-game time, the game can wait a certain amount of seconds.
To make the game wait until a specific time, use wa <time to wait until>
To make the game wait a specific amount of time, use wr <amount of time to wait>

Cameras!

The game runs using .txt files (which I call cameras, in this context) in the Cameras directory. By default, when the game launches, the camera will be start.txt. If you want to start the game with a different camera, you can launch it with the camera's name as an argument or have the first line of start.txt redirect the camera to a different file. To change the camera automatically, use camera <new camera name>

Exiting!

To exit the game, use quit

#Issues! (These will all be fixed in a future update)

  • The list of cameras doesn't automatically update. If a new camera is added, the CAMERA_LIST string in textadventure.c should be modified to reflect that.
  • There's nothing marking the end of an instruction type and the beginning of the instruction's arguments, which makes the camera files a bit annoying to read

About

Final Project

Resources

Stars

0 stars

Watchers

1 watching

Forks

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Add copy buttons to all
 blocks\n(function() {\n function addCopyButtons() {\n document.querySelectorAll('pre code').forEach(function(codeBlock) {\n if (codeBlock.parentElement.hasAttribute('data-copy-added')) return;\n codeBlock.parentElement.setAttribute('data-copy-added', 'true');\n \n var btn = document.createElement('button');\n btn.textContent = 'Copy';\n btn.style.cssText = 'position:absolute;top:4px;right:4px;padding:2px 8px;font-size:11px;background:#4ecdc4;border:none;border-radius:4px;color:#1a1a2e;cursor:pointer;opacity:0.7;transition:opacity 0.2s;';\n btn.onmouseover = function() { this.style.opacity = '1'; };\n btn.onmouseout = function() { this.style.opacity = '0.7'; };\n btn.onclick = function() {\n navigator.clipboard.writeText(codeBlock.textContent).then(function() {\n btn.textContent = 'Copied!';\n setTimeout(function() { btn.textContent = 'Copy'; }, 1500);\n });\n };\n codeBlock.parentElement.style.position = 'relative';\n codeBlock.parentElement.appendChild(btn);\n });\n }\n \n addCopyButtons();\n \n // Re-run on dynamic content\n var observer = new MutationObserver(addCopyButtons);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Add Copy Buttons to Code Blocks");
}
} catch(__e) { console.warn('[Userscript:Add Copy Buttons to Code Blocks]', __e); }
})();
(function(){
try {
var __m = "github.com";
var __re = new RegExp('^' + "github\\.com" + '
Skip to content

Repository files navigation

Hello! This is my final project.
If you plan on writing a game in this, you should definitely read the "issues" section on the bottom of this readme #Playing a game The game consists of a series of messages that print out at specific times. The messages change depending on which "camera" the user is looking through. To start the game with the default camera, launch the game normally. To start the game with a different camera, launch the game with the camera's name as an argument. ##Commands The player interacts with the game using commands. Although not required, before writing a command, press enter to pause the messages, then write the command, then press enter again to unpause them. The commands are as follows.

Pausing the game

To pause the game, press enter

Changing the camera

To change the camera, type "camera <camera name>"
To get a list of available cameras, type "cameras"

Listing the commands

To get a list of commands, type "help"

Quitting

To quit, type "quit"

Writing a game!

Events!

Instant Events

To print a line of text to the screen, use an instant event. It will only print if the player is using the camera that the event is declared on when it is scheduled to print
to write an instant event, use i <text>

Ongoing Events

Ongoing events are events that are carried out over time. They will only print if the player switches to the camera that they are declared on after they are scheduled to start and before they are scheduled to end.

There are two different ways to specify the duration of the event. The first is telling it the time that it will end.
To do so, use oa <time that it will end> <text>

The other way is to tell it how long the event takes.
To do so, use or <duration> <text>

Delays

Pausing

The game can pause itself, in case that functionality is ever required.
To pause the game, use pause
This will print out a message informing the player that the game has been paused. If this is not desired, the game can be paused without telling the player. To do so, use pause_silent

Waiting

To advance the in-game time, the game can wait a certain amount of seconds.
To make the game wait until a specific time, use wa <time to wait until>
To make the game wait a specific amount of time, use wr <amount of time to wait>

Cameras!

The game runs using .txt files (which I call cameras, in this context) in the Cameras directory. By default, when the game launches, the camera will be start.txt. If you want to start the game with a different camera, you can launch it with the camera's name as an argument or have the first line of start.txt redirect the camera to a different file. To change the camera automatically, use camera <new camera name>

Exiting!

To exit the game, use quit

#Issues! (These will all be fixed in a future update)

  • The list of cameras doesn't automatically update. If a new camera is added, the CAMERA_LIST string in textadventure.c should be modified to reflect that.
  • There's nothing marking the end of an instruction type and the beginning of the instruction's arguments, which makes the camera files a bit annoying to read

About

Final Project

Resources

Stars

0 stars

Watchers

1 watching

Forks

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Force GitHub README to respect dark mode\n(function() {\n var style = document.createElement('style');\n style.textContent = '\n .markdown-body {\n color-scheme: dark light;\n }\n .markdown-body pre { background: #161b22 !important; }\n .markdown-body code { background: rgba(110, 118, 129, 0.4) !important; }\n .markdown-body table th, .markdown-body table td { border-color: #30363d !important; }\n .markdown-body img { background: #0d1117; }\n .markdown-body blockquote { border-left-color: #8b949e; }\n .markdown-body hr { border-color: #30363d; }\n ';\n document.head.appendChild(style);\n})();", "GitHub Dark Mode README Fix"); } } catch(__e) { console.warn('[Userscript:GitHub Dark Mode README Fix]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

Repository files navigation

Hello! This is my final project.
If you plan on writing a game in this, you should definitely read the "issues" section on the bottom of this readme #Playing a game The game consists of a series of messages that print out at specific times. The messages change depending on which "camera" the user is looking through. To start the game with the default camera, launch the game normally. To start the game with a different camera, launch the game with the camera's name as an argument. ##Commands The player interacts with the game using commands. Although not required, before writing a command, press enter to pause the messages, then write the command, then press enter again to unpause them. The commands are as follows.

Pausing the game

To pause the game, press enter

Changing the camera

To change the camera, type "camera <camera name>"
To get a list of available cameras, type "cameras"

Listing the commands

To get a list of commands, type "help"

Quitting

To quit, type "quit"

Writing a game!

Events!

Instant Events

To print a line of text to the screen, use an instant event. It will only print if the player is using the camera that the event is declared on when it is scheduled to print
to write an instant event, use i <text>

Ongoing Events

Ongoing events are events that are carried out over time. They will only print if the player switches to the camera that they are declared on after they are scheduled to start and before they are scheduled to end.

There are two different ways to specify the duration of the event. The first is telling it the time that it will end.
To do so, use oa <time that it will end> <text>

The other way is to tell it how long the event takes.
To do so, use or <duration> <text>

Delays

Pausing

The game can pause itself, in case that functionality is ever required.
To pause the game, use pause
This will print out a message informing the player that the game has been paused. If this is not desired, the game can be paused without telling the player. To do so, use pause_silent

Waiting

To advance the in-game time, the game can wait a certain amount of seconds.
To make the game wait until a specific time, use wa <time to wait until>
To make the game wait a specific amount of time, use wr <amount of time to wait>

Cameras!

The game runs using .txt files (which I call cameras, in this context) in the Cameras directory. By default, when the game launches, the camera will be start.txt. If you want to start the game with a different camera, you can launch it with the camera's name as an argument or have the first line of start.txt redirect the camera to a different file. To change the camera automatically, use camera <new camera name>

Exiting!

To exit the game, use quit

#Issues! (These will all be fixed in a future update)

  • The list of cameras doesn't automatically update. If a new camera is added, the CAMERA_LIST string in textadventure.c should be modified to reflect that.
  • There's nothing marking the end of an instruction type and the beginning of the instruction's arguments, which makes the camera files a bit annoying to read

About

Final Project

Resources

Stars

0 stars

Watchers

1 watching

Forks

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Highlight search terms from Google/DuckDuckGo/Bing referrer\n(function() {\n var ref = document.referrer;\n var terms = [];\n \n if (ref.includes('google.com') || ref.includes('duckduckgo.com') || ref.includes('bing.com')) {\n var url = new URL(ref);\n var q = url.searchParams.get('q') || url.searchParams.get('p');\n if (q) {\n terms = q.split(/\\s+/).filter(function(t) { return t.length > 2; });\n }\n }\n \n if (terms.length === 0) return;\n \n var style = document.createElement('style');\n style.textContent = '.userscript-highlight { background: #fbbf24; color: #1a1a2e; padding: 1px 3px; border-radius: 2px; }';\n document.head.appendChild(style);\n \n function highlight(node) {\n if (node.nodeType === 3) { // text node\n var text = node.textContent;\n var found = false;\n terms.forEach(function(term) {\n var regex = new RegExp('(' + term.replace(/[.*+?^${}()|[\\]\\\\]/g, '\\\\') + ')', 'gi');\n if (regex.test(text)) {\n found = true;\n var frag = document.createDocumentFragment();\n var parts = text.split(regex);\n parts.forEach(function(part, i) {\n if (i % 2 === 0) {\n frag.appendChild(document.createTextNode(part));\n } else {\n var span = document.createElement('span');\n span.className = 'userscript-highlight';\n span.textContent = part;\n frag.appendChild(span);\n }\n });\n node.parentNode.replaceChild(frag, node);\n }\n });\n } else if (node.nodeType === 1 && node.childNodes) { // element\n var skipTags = ['SCRIPT', 'STYLE', 'NOSCRIPT', 'TEXTAREA', 'INPUT', 'SELECT'];\n if (!skipTags.includes(node.tagName)) {\n Array.from(node.childNodes).forEach(highlight);\n }\n }\n }\n \n highlight(document.body);\n \n // Re-highlight on dynamic content\n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1 || node.nodeType === 3) highlight(node);\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Highlight Search Terms"); } } catch(__e) { console.warn('[Userscript:Highlight Search Terms]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

Repository files navigation

Hello! This is my final project.
If you plan on writing a game in this, you should definitely read the "issues" section on the bottom of this readme #Playing a game The game consists of a series of messages that print out at specific times. The messages change depending on which "camera" the user is looking through. To start the game with the default camera, launch the game normally. To start the game with a different camera, launch the game with the camera's name as an argument. ##Commands The player interacts with the game using commands. Although not required, before writing a command, press enter to pause the messages, then write the command, then press enter again to unpause them. The commands are as follows.

Pausing the game

To pause the game, press enter

Changing the camera

To change the camera, type "camera <camera name>"
To get a list of available cameras, type "cameras"

Listing the commands

To get a list of commands, type "help"

Quitting

To quit, type "quit"

Writing a game!

Events!

Instant Events

To print a line of text to the screen, use an instant event. It will only print if the player is using the camera that the event is declared on when it is scheduled to print
to write an instant event, use i <text>

Ongoing Events

Ongoing events are events that are carried out over time. They will only print if the player switches to the camera that they are declared on after they are scheduled to start and before they are scheduled to end.

There are two different ways to specify the duration of the event. The first is telling it the time that it will end.
To do so, use oa <time that it will end> <text>

The other way is to tell it how long the event takes.
To do so, use or <duration> <text>

Delays

Pausing

The game can pause itself, in case that functionality is ever required.
To pause the game, use pause
This will print out a message informing the player that the game has been paused. If this is not desired, the game can be paused without telling the player. To do so, use pause_silent

Waiting

To advance the in-game time, the game can wait a certain amount of seconds.
To make the game wait until a specific time, use wa <time to wait until>
To make the game wait a specific amount of time, use wr <amount of time to wait>

Cameras!

The game runs using .txt files (which I call cameras, in this context) in the Cameras directory. By default, when the game launches, the camera will be start.txt. If you want to start the game with a different camera, you can launch it with the camera's name as an argument or have the first line of start.txt redirect the camera to a different file. To change the camera automatically, use camera <new camera name>

Exiting!

To exit the game, use quit

#Issues! (These will all be fixed in a future update)

  • The list of cameras doesn't automatically update. If a new camera is added, the CAMERA_LIST string in textadventure.c should be modified to reflect that.
  • There's nothing marking the end of an instruction type and the beginning of the instruction's arguments, which makes the camera files a bit annoying to read

About

Final Project

Resources

Stars

0 stars

Watchers

1 watching

Forks

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Strip utm_, fbclid, gclid, etc. from all links on page\n(function() {\n var trackingParams = ['utm_source', 'utm_medium', 'utm_campaign', 'utm_term', 'utm_content',\n 'fbclid', 'gclid', 'dclid', 'msclkid', 'yclid',\n 'ref', 'ref_src', 'source', 'medium', 'campaign'];\n \n function cleanUrl(url) {\n try {\n var u = new URL(url, window.location.origin);\n var changed = false;\n trackingParams.forEach(function(p) {\n if (u.searchParams.has(p)) {\n u.searchParams.delete(p);\n changed = true;\n }\n });\n return changed ? u.toString() : url;\n } catch (e) {\n return url;\n }\n }\n \n function cleanLinks() {\n document.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n \n cleanLinks();\n \n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1) {\n if (node.tagName === 'A') cleanLinks();\n node.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Remove Tracking Parameters from Links"); } } catch(__e) { console.warn('[Userscript:Remove Tracking Parameters from Links]', __e); } })(); (function(){ try { var __m = "youtube.com"; var __re = new RegExp('^' + "youtube\\.com" + '
Skip to content

Repository files navigation

Hello! This is my final project.
If you plan on writing a game in this, you should definitely read the "issues" section on the bottom of this readme #Playing a game The game consists of a series of messages that print out at specific times. The messages change depending on which "camera" the user is looking through. To start the game with the default camera, launch the game normally. To start the game with a different camera, launch the game with the camera's name as an argument. ##Commands The player interacts with the game using commands. Although not required, before writing a command, press enter to pause the messages, then write the command, then press enter again to unpause them. The commands are as follows.

Pausing the game

To pause the game, press enter

Changing the camera

To change the camera, type "camera <camera name>"
To get a list of available cameras, type "cameras"

Listing the commands

To get a list of commands, type "help"

Quitting

To quit, type "quit"

Writing a game!

Events!

Instant Events

To print a line of text to the screen, use an instant event. It will only print if the player is using the camera that the event is declared on when it is scheduled to print
to write an instant event, use i <text>

Ongoing Events

Ongoing events are events that are carried out over time. They will only print if the player switches to the camera that they are declared on after they are scheduled to start and before they are scheduled to end.

There are two different ways to specify the duration of the event. The first is telling it the time that it will end.
To do so, use oa <time that it will end> <text>

The other way is to tell it how long the event takes.
To do so, use or <duration> <text>

Delays

Pausing

The game can pause itself, in case that functionality is ever required.
To pause the game, use pause
This will print out a message informing the player that the game has been paused. If this is not desired, the game can be paused without telling the player. To do so, use pause_silent

Waiting

To advance the in-game time, the game can wait a certain amount of seconds.
To make the game wait until a specific time, use wa <time to wait until>
To make the game wait a specific amount of time, use wr <amount of time to wait>

Cameras!

The game runs using .txt files (which I call cameras, in this context) in the Cameras directory. By default, when the game launches, the camera will be start.txt. If you want to start the game with a different camera, you can launch it with the camera's name as an argument or have the first line of start.txt redirect the camera to a different file. To change the camera automatically, use camera <new camera name>

Exiting!

To exit the game, use quit

#Issues! (These will all be fixed in a future update)

  • The list of cameras doesn't automatically update. If a new camera is added, the CAMERA_LIST string in textadventure.c should be modified to reflect that.
  • There's nothing marking the end of an instruction type and the beginning of the instruction's arguments, which makes the camera files a bit annoying to read

About

Final Project

Resources

Stars

0 stars

Watchers

1 watching

Forks

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Auto-enable theater mode on YouTube\n(function() {\n function tryTheater() {\n var btn = document.querySelector('button[aria-label=\"Theater mode\"], ytd-player #player button[title=\"Theater mode\"]');\n if (btn && !btn.classList.contains('activated')) {\n btn.click();\n }\n }\n \n // Try immediately\n tryTheater();\n \n // Try after navigation (SPA)\n var lastUrl = location.href;\n setInterval(function() {\n if (location.href !== lastUrl) {\n lastUrl = location.href;\n setTimeout(tryTheater, 500);\n }\n }, 1000);\n \n // Also try on player load\n var observer = new MutationObserver(tryTheater);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "YouTube Theater Mode Default"); } } catch(__e) { console.warn('[Userscript:YouTube Theater Mode Default]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

Repository files navigation

Hello! This is my final project.
If you plan on writing a game in this, you should definitely read the "issues" section on the bottom of this readme #Playing a game The game consists of a series of messages that print out at specific times. The messages change depending on which "camera" the user is looking through. To start the game with the default camera, launch the game normally. To start the game with a different camera, launch the game with the camera's name as an argument. ##Commands The player interacts with the game using commands. Although not required, before writing a command, press enter to pause the messages, then write the command, then press enter again to unpause them. The commands are as follows.

Pausing the game

To pause the game, press enter

Changing the camera

To change the camera, type "camera <camera name>"
To get a list of available cameras, type "cameras"

Listing the commands

To get a list of commands, type "help"

Quitting

To quit, type "quit"

Writing a game!

Events!

Instant Events

To print a line of text to the screen, use an instant event. It will only print if the player is using the camera that the event is declared on when it is scheduled to print
to write an instant event, use i <text>

Ongoing Events

Ongoing events are events that are carried out over time. They will only print if the player switches to the camera that they are declared on after they are scheduled to start and before they are scheduled to end.

There are two different ways to specify the duration of the event. The first is telling it the time that it will end.
To do so, use oa <time that it will end> <text>

The other way is to tell it how long the event takes.
To do so, use or <duration> <text>

Delays

Pausing

The game can pause itself, in case that functionality is ever required.
To pause the game, use pause
This will print out a message informing the player that the game has been paused. If this is not desired, the game can be paused without telling the player. To do so, use pause_silent

Waiting

To advance the in-game time, the game can wait a certain amount of seconds.
To make the game wait until a specific time, use wa <time to wait until>
To make the game wait a specific amount of time, use wr <amount of time to wait>

Cameras!

The game runs using .txt files (which I call cameras, in this context) in the Cameras directory. By default, when the game launches, the camera will be start.txt. If you want to start the game with a different camera, you can launch it with the camera's name as an argument or have the first line of start.txt redirect the camera to a different file. To change the camera automatically, use camera <new camera name>

Exiting!

To exit the game, use quit

#Issues! (These will all be fixed in a future update)

  • The list of cameras doesn't automatically update. If a new camera is added, the CAMERA_LIST string in textadventure.c should be modified to reflect that.
  • There's nothing marking the end of an instruction type and the beginning of the instruction's arguments, which makes the camera files a bit annoying to read

About

Final Project

Resources

Stars

0 stars

Watchers

1 watching

Forks

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Remove or un-stick sticky/fixed headers that block content\n(function() {\n function unstick() {\n document.querySelectorAll('header, nav, [role=\"banner\"], .header, .navbar, .sticky, .fixed-top, [style*=\"position: fixed\"], [style*=\"position:sticky\"]').forEach(function(el) {\n if (el.style.position === 'fixed' || el.style.position === 'sticky' || \n getComputedStyle(el).position === 'fixed' || getComputedStyle(el).position === 'sticky') {\n el.style.position = 'static';\n el.style.top = 'auto';\n el.style.zIndex = 'auto';\n }\n });\n }\n \n unstick();\n \n var observer = new MutationObserver(unstick);\n observer.observe(document.body, { childList: true, subtree: true, attributes: true, attributeFilter: ['style', 'class'] });\n})();", "Kill Sticky Headers"); } } catch(__e) { console.warn('[Userscript:Kill Sticky Headers]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

Repository files navigation

Hello! This is my final project.
If you plan on writing a game in this, you should definitely read the "issues" section on the bottom of this readme #Playing a game The game consists of a series of messages that print out at specific times. The messages change depending on which "camera" the user is looking through. To start the game with the default camera, launch the game normally. To start the game with a different camera, launch the game with the camera's name as an argument. ##Commands The player interacts with the game using commands. Although not required, before writing a command, press enter to pause the messages, then write the command, then press enter again to unpause them. The commands are as follows.

Pausing the game

To pause the game, press enter

Changing the camera

To change the camera, type "camera <camera name>"
To get a list of available cameras, type "cameras"

Listing the commands

To get a list of commands, type "help"

Quitting

To quit, type "quit"

Writing a game!

Events!

Instant Events

To print a line of text to the screen, use an instant event. It will only print if the player is using the camera that the event is declared on when it is scheduled to print
to write an instant event, use i <text>

Ongoing Events

Ongoing events are events that are carried out over time. They will only print if the player switches to the camera that they are declared on after they are scheduled to start and before they are scheduled to end.

There are two different ways to specify the duration of the event. The first is telling it the time that it will end.
To do so, use oa <time that it will end> <text>

The other way is to tell it how long the event takes.
To do so, use or <duration> <text>

Delays

Pausing

The game can pause itself, in case that functionality is ever required.
To pause the game, use pause
This will print out a message informing the player that the game has been paused. If this is not desired, the game can be paused without telling the player. To do so, use pause_silent

Waiting

To advance the in-game time, the game can wait a certain amount of seconds.
To make the game wait until a specific time, use wa <time to wait until>
To make the game wait a specific amount of time, use wr <amount of time to wait>

Cameras!

The game runs using .txt files (which I call cameras, in this context) in the Cameras directory. By default, when the game launches, the camera will be start.txt. If you want to start the game with a different camera, you can launch it with the camera's name as an argument or have the first line of start.txt redirect the camera to a different file. To change the camera automatically, use camera <new camera name>

Exiting!

To exit the game, use quit

#Issues! (These will all be fixed in a future update)

  • The list of cameras doesn't automatically update. If a new camera is added, the CAMERA_LIST string in textadventure.c should be modified to reflect that.
  • There's nothing marking the end of an instruction type and the beginning of the instruction's arguments, which makes the camera files a bit annoying to read

About

Final Project

Resources

Stars

0 stars

Watchers

1 watching

Forks

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Universal Dark Mode - works on any site\n(function() {\n var enabled = true;\n \n function applyDarkMode() {\n if (!enabled) return;\n \n // Create style element if it doesn't exist\n var style = document.getElementById('universal-dark-mode-style');\n if (!style) {\n style = document.createElement('style');\n style.id = 'universal-dark-mode-style';\n document.head.appendChild(style);\n }\n \n // Dark mode CSS - inverts colors but preserves images/video\n style.textContent = '\n /* Invert everything except media */\n html {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #1a1a2e !important;\n }\n \n /* Restore images, videos, iframes, canvas */\n img, video, iframe, canvas, svg, picture, [style*=\"background-image\"] {\n filter: invert(1) hue-rotate(180deg) !important;\n }\n \n /* Preserve specific elements that should not be inverted */\n .no-dark-mode, .no-dark-mode *,\n [data-theme=\"light\"], [data-theme=\"light\"],\n .ace_editor, .ace_editor *,\n .CodeMirror, .CodeMirror *,\n .monaco-editor, .monaco-editor *,\n .markdown-body pre, .markdown-body pre *,\n .highlight, .highlight *,\n pre code, pre code * {\n filter: none !important;\n }\n \n /* Fix common UI elements */\n .modal, .popup, .dropdown-menu, .tooltip, .popover {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #2d2d44 !important;\n border-color: #444 !important;\n }\n \n /* Scrollbars */\n ::-webkit-scrollbar { background: #1a1a2e !important; }\n ::-webkit-scrollbar-thumb { background: #444 !important; }\n ::-webkit-scrollbar-thumb:hover { background: #555 !important; }\n \n /* Selection */\n ::selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ::-moz-selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ';\n }\n \n function removeDarkMode() {\n var style = document.getElementById('universal-dark-mode-style');\n if (style) style.remove();\n }\n \n // Toggle with Alt+Shift+D\n document.addEventListener('keydown', function(e) {\n if (e.altKey && e.shiftKey && e.key === 'D') {\n e.preventDefault();\n enabled = !enabled;\n if (enabled) {\n applyDarkMode();\n console.log('[Universal Dark Mode] Enabled');\n } else {\n removeDarkMode();\n console.log('[Universal Dark Mode] Disabled');\n }\n }\n });\n \n // Apply on load\n applyDarkMode();\n \n // Re-apply on dynamic content\n var observer = new MutationObserver(function(mutations) {\n if (enabled && !document.getElementById('universal-dark-mode-style')) {\n applyDarkMode();\n }\n });\n observer.observe(document.head, { childList: true });\n \n console.log('[Universal Dark Mode] Loaded - Press Alt+Shift+D to toggle');\n})();", "Universal Dark Mode"); } } catch(__e) { console.warn('[Userscript:Universal Dark Mode]', __e); } })(); })();
Skip to content

Repository files navigation

Hello! This is my final project.
If you plan on writing a game in this, you should definitely read the "issues" section on the bottom of this readme #Playing a game The game consists of a series of messages that print out at specific times. The messages change depending on which "camera" the user is looking through. To start the game with the default camera, launch the game normally. To start the game with a different camera, launch the game with the camera's name as an argument. ##Commands The player interacts with the game using commands. Although not required, before writing a command, press enter to pause the messages, then write the command, then press enter again to unpause them. The commands are as follows.

Pausing the game

To pause the game, press enter

Changing the camera

To change the camera, type "camera <camera name>"
To get a list of available cameras, type "cameras"

Listing the commands

To get a list of commands, type "help"

Quitting

To quit, type "quit"

Writing a game!

Events!

Instant Events

To print a line of text to the screen, use an instant event. It will only print if the player is using the camera that the event is declared on when it is scheduled to print
to write an instant event, use i <text>

Ongoing Events

Ongoing events are events that are carried out over time. They will only print if the player switches to the camera that they are declared on after they are scheduled to start and before they are scheduled to end.

There are two different ways to specify the duration of the event. The first is telling it the time that it will end.
To do so, use oa <time that it will end> <text>

The other way is to tell it how long the event takes.
To do so, use or <duration> <text>

Delays

Pausing

The game can pause itself, in case that functionality is ever required.
To pause the game, use pause
This will print out a message informing the player that the game has been paused. If this is not desired, the game can be paused without telling the player. To do so, use pause_silent

Waiting

To advance the in-game time, the game can wait a certain amount of seconds.
To make the game wait until a specific time, use wa <time to wait until>
To make the game wait a specific amount of time, use wr <amount of time to wait>

Cameras!

The game runs using .txt files (which I call cameras, in this context) in the Cameras directory. By default, when the game launches, the camera will be start.txt. If you want to start the game with a different camera, you can launch it with the camera's name as an argument or have the first line of start.txt redirect the camera to a different file. To change the camera automatically, use camera <new camera name>

Exiting!

To exit the game, use quit

#Issues! (These will all be fixed in a future update)

  • The list of cameras doesn't automatically update. If a new camera is added, the CAMERA_LIST string in textadventure.c should be modified to reflect that.
  • There's nothing marking the end of an instruction type and the beginning of the instruction's arguments, which makes the camera files a bit annoying to read

About

Final Project

Resources

Stars

0 stars

Watchers

1 watching

Forks

Releases

Packages

Contributors

Languages