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3aab658b1e
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a3e2210195
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a3e2210195 | ||
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2f31e7a55f | ||
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5313af2e00 | ||
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db34f79650 | ||
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8cf53ab325 |
8 changed files with 259 additions and 85 deletions
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@ -5,7 +5,11 @@
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"Abyole"
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"Afua"
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"Alisha"
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"Aljoscha"
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"Amelia"
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"Ariadne"
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"Ashley"
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"Bertine"
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"Bob"
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"Bug"
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@ -20,12 +24,16 @@
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"Ida"
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"Innes"
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"Irene"
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"Irina"
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"Isisa"
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"Jamie"
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"Jamison"
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"Jess"
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"Jules"
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"Kabanga"
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"Karl"
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"Karo"
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"Kolja"
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"Lara"
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"Laura"
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"Lauren"
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@ -37,12 +45,16 @@
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"Merryl"
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"Mii'a"
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"Niels"
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"Nils"
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"Nina"
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"Nova"
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"Rami"
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"Ramona"
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"Richard"
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"Rob"
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"Robin"
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"Ronja"
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"Sam"
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"Sandra"
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"Simon"
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"Sironka"
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@ -2,6 +2,8 @@ import "math/observable" for Observable
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import "luxe: world" for Entity, Values, Tags
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import "globals" for Globals
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import "blocks/resources" for Resources
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import "math/stringUtil" for StringUtil
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import "blocks/human/human" for Human
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class Adventures{
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planning{_planning}
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@ -12,14 +14,41 @@ class Adventures{
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_in_progress = []
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_archive = []
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_max_distance = 10
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_game = Globals["Game"]
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}
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plan_new(){
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System.print("Start planning new Adventure")
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var adventure = Adventure.new()
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adventure.distance = 2
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_planning.value = adventure
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return adventure
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}
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dispatch(){
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var adventure = _planning.value
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if(!adventure){
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System.print("Tried to dispatch adventure, but none is planned")
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return
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}
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System.print("Dispatching adventure \"%(adventure)\"")
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adventure.setup()
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adventure.adventurers.each{|human|
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Human.set_active(human, false)
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}
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adventure.resources.list().each{|resource|
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_game.resources.remove(resource["base_name"], resource["amount"])
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}
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_in_progress.add(adventure)
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_planning.value = null
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}
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tick(){
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//check some stuff that needs to be checked from time to time
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//once per second/minute/whatever should be enough
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}
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new_or_current(){
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if(_planning.value) return _planning.value
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return plan_new()
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@ -44,6 +73,12 @@ class Adventure{
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distance{_distance}
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distance=(dist){_distance = dist}
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toString{
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return "%(adventurers.map{|id| Human.get_name(id)}.toList)"+
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" travelling %(distance)km towards %(StringUtil.direction(direction))"+
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" with %(resources.list().map{|resource| "%(resource["amount"]) %(resource["name"])"}.toList)"
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}
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construct new(){
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_adventurers = []
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_resources = Resources.new()
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@ -53,6 +88,10 @@ class Adventure{
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_distance = 0
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}
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setup(){
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}
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add_adventurer(adventurer){
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_adventurers.add(adventurer)
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}
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@ -50,6 +50,18 @@ class Human {
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data.adventure_count = data.adventure_count + 1
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}
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static get_active(entity){
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if(entity == 0 || !entity) return null
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var data = Modifiers.get(This, entity)
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return data.active
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}
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static set_active(entity, active){
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if(entity == 0 || !entity) return null
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var data = Modifiers.get(This, entity)
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data.active = active
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}
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} //Human
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//Your modifier system implementation.
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@ -114,28 +126,28 @@ class HumanSystem is ModifierSystem {
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game.focus.value = _hoverEnt
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}
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}
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update() //optimisation: consider running this less often
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} //tick
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update(){
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if(World.tag_has(_world, "edit")) return
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var size = Vector.new(player_size)
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var pos = Vector.new(player_start) + size / 2
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each {|entity, data|
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if(!data.active){
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Transform.destroy(entity)
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Sprite.destroy(entity)
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return
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if(Transform.has(entity))Transform.destroy(entity)
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if(Sprite.has(entity))Sprite.destroy(entity)
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} else {
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if(!Transform.has(entity)){
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Transform.create(entity)
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}
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if(!Sprite.has(entity)){
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Sprite.create(entity, _material, 10, 12)
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Sprite.set_color(entity, data.color.r, data.color.g, data.color.b, data.color.a)
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}
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Transform.set_pos(entity, pos.x, pos.y)
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pos.x = pos.x + size.x
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}
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if(!Transform.has(entity)){
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Transform.create(entity)
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}
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if(!Sprite.has(entity)){
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Sprite.create(entity, _material, 10, 12)
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Sprite.set_color(entity, data.color.r, data.color.g, data.color.b, data.color.a)
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}
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Transform.set_pos(entity, pos.x, pos.y)
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pos.x = pos.x + size.x
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}
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}
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} //HumanSystem
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@ -14,19 +14,24 @@ class Resources is Observable{
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value_no_update = this
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}
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toString{
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return list().map{|resource| "%(resource["amount"]) %(resource["name"])"}.toList.toString
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}
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list(){
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//construct map from name and amount
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var list = _nameList.map{ |res| {"name": res, "amount": _resources[res["name"]]}}.//<-- butt dot!
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var list = _nameList.map{ |res| {"name": res, "amount": _resources[res["name"]]}}.
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//filter out the ones without an amount
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where{ |res| res["amount"] }.
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toList //toList makes the each work ^^ otherwise the result sequence runs map twice
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//get correct name and respect plural rules //also this is its own line because each returns void >.>
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list.each{ |res|
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var name = res["name"]["name"]
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var singular = res["amount"] == 1 || res["name"]["alwaysSingular"]
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res["name"] = singular ? name : StringUtil.plural(name)
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}
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var name = res["name"]["name"]
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var singular = res["amount"] == 1 || res["name"]["alwaysSingular"]
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res["name"] = singular ? name : StringUtil.plural(name)
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res["base_name"] = name
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}
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return list
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}
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@ -1,32 +1,33 @@
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import "luxe: assets" for Assets, Strings
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import "luxe: color" for Color
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import "luxe: containers" for Lists
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import "luxe: draw" for Draw, PathStyle
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import "luxe: game" for Frame
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import "luxe: math" for Math
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import "luxe: render" for Material, TextAlign
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import "luxe: ui/control" for Control
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import "luxe: ui/image" for UIImage
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import "luxe: ui/label" for UILabel
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import "luxe: world" for Entity, Transform, UI, UIRenderMode, UIEvent
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import "luxe: world" for UILayout, UILayoutBehave, UILayoutContain
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import "luxe: ui/control" for Control
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import "luxe: ui/label" for UILabel
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import "luxe: ui/image" for UIImage
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import "luxe: assets" for Assets, Strings
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import "luxe: render" for Material, TextAlign
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import "luxe: color" for Color
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import "luxe: game" for Frame
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import "luxe: containers" for Lists
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import "luxe: math" for Math
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import "globals" for Globals
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import "blocks/ui/clickable" for Clickable
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import "blocks/ui/image_util" for UiImageUtil
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import "math/observable" for Observable
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import "blocks/ui/simple_text" for UISimpleText
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import "blocks/ui/ui" for Ui
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import "blocks/ui/slider" for UiSlider
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import "blocks/human/human" for Human
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import "blocks/ui/box" for UIBox
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import "blocks/ui/scroll_box" for UiScrollBox
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import "blocks/ui/clickable" for Clickable
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import "blocks/ui/compass" for UiCompass
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import "blocks/ui/image_util" for UiImageUtil
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import "blocks/ui/info" for UiInfo //this is a cyclic dependency waiting to happen...
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import "blocks/ui/number_field" for NumberField
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import "math/math" for M
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import "math/util" for Util
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import "blocks/ui/scroll_box" for UiScrollBox
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import "blocks/ui/simple_text" for UISimpleText
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import "blocks/ui/slider" for UiSlider
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import "blocks/ui/ui" for Ui
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import "globals" for Globals
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import "math/event" for MultiListenerToken
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import "blocks/human/human" for Human
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import "math/math" for M
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import "math/observable" for Observable
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import "math/stringUtil" for StringUtil
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import "math/util" for Util
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class UiAdventure{
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root{_root}
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@ -35,6 +36,7 @@ class UiAdventure{
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static people{"people"}
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static resources{"resources"}
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static depart{"depart"}
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static abort{"abort"}
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adventure{_game.adventures.planning} //shortcut to get currently planning adventure (observable)
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@ -50,17 +52,25 @@ class UiAdventure{
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setup(){
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var ui_rect = Globals["UiRect"]
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var game = Globals["Game"]
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_root = Control.create(_ent)
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Control.set_allow_input(_root, true)
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Control.set_size(_root, ui_rect.width, ui_rect.height)
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//if no adventure is planned anymore, leave adventure planning ui
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_game.adventures.planning.on_change{|adventure|
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if(!adventure){
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_ui.ui_mode = Ui.Info
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_page.value = UiAdventure.direction
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}
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}
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toolbar()
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direction()
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people()
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resources()
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depart()
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abort()
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}
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toolbar(){
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@ -78,11 +88,7 @@ class UiAdventure{
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_ui.list_button(list, [2, 0], "People") {_page.value = UiAdventure.people}
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_ui.list_button(list, [4, 0], "Stuff") {_page.value = UiAdventure.resources}
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_ui.list_button(list, [5, 0], "Depart") {_page.value = UiAdventure.depart}
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_ui.list_button(list, [0, 0], "Abort") {
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_ui.ui_mode = Ui.Info
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_game.adventures.discard()
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_page.value = UiAdventure.direction
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}
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_ui.list_button(list, [0, 0], "Abort") {_page.value = UiAdventure.abort}
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}
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direction(){
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@ -102,21 +108,6 @@ class UiAdventure{
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Control.set_size(compass, 32, 32)
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UILayout.set_margin(_ent, compass, 8, 0, 0, 0)
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var steps = 16 //compass steps
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var step_names = ["N","NNE","NE","ENE","E","ESE","SE","SSE","S","SSW","SW","WSW","W","WNW","NW","NNW"]
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var full_step_names = step_names.map{|short|
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var shorts = "NESW"
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var base_directions = ["north","east","south","west"]
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if(short.count == 1){
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return base_directions[shorts.indexOf(short)]
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} else if(short.count == 2) {
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return base_directions[shorts.indexOf(short[0])] +
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base_directions[shorts.indexOf(short[1])]
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} else { //assume 3
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return base_directions[shorts.indexOf(short[0])] + "-" +
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base_directions[shorts.indexOf(short[1])] +
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base_directions[shorts.indexOf(short[2])]
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}
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}.toList
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adventure.on_change(true){|val|
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if(val == null) return
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@ -176,7 +167,7 @@ class UiAdventure{
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adventure.on_change(true) { |val|
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if(val == null) return
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//this stuff does bad things
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var dir = full_step_names[val.direction]
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var dir = StringUtil.direction(val.direction)
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var dist = val.distance
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UILabel.set_text(text, "%(dist)km\n%(dir)")
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}
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@ -333,13 +324,13 @@ class UiAdventure{
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//change resource data
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Control.set_events(amount){|event|
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if(event.type == UIEvent.change){
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var value = event.change.round
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adventure.resources.set(resource["name"], value)
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var value = Math.clamp(event.change.round, 0, resource["amount"])
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adventure.resources.set(resource["base_name"], value)
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}
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}
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//change ui on resource data change
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var token = adventure.resources.on_change{|value|
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NumberField.set_value(amount, Math.clamp(value.get(resource["name"]), 0, resource["amount"]))
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NumberField.set_value(amount, value.get(resource["base_name"]))
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}
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_itemEvents.add(token)
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_itemListItems.add(item)
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@ -354,6 +345,9 @@ class UiAdventure{
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Control.child_add(_root, page)
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UILayout.set_behave(_ent, page, UILayoutBehave.fill)
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UILayout.set_margin(_ent, page, 0, 0, 0, 16)
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_page.on_change(true){|val|
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Control.set_visible(page, val == UiAdventure.depart)
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}
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var ready = UILabel.create(_ent)
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Control.child_add(page, ready)
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@ -372,6 +366,8 @@ class UiAdventure{
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UILabel.set_font(go, _ui.font)
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UILabel.set_text_size(go, 16)
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UILabel.set_text(go, "GO")
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UILabel.set_color(go, [1,1,1,1])
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UILabel.set_color_hover(go, [1,1,1,1])
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UILayout.set_behave(_ent, go, UILayoutBehave.left | UILayoutBehave.top) //|
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UILayout.set_margin(_ent, go, 56, 24, 0, 0)
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Clickable.make_clickable(go)
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@ -379,14 +375,48 @@ class UiAdventure{
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UILabel.set_text(go, data["hover"]?"GO!":"GO")
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}
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Clickable.set_on_click(go){
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//todo, start adventure, not discard!!
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_ui.ui_mode = Ui.Info
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_game.adventures.discard()
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_page.value = UiAdventure.direction
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_game.adventures.dispatch()
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}
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}
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abort(){
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var page = Control.create(_ent)
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Control.child_add(_root, page)
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UILayout.set_behave(_ent, page, UILayoutBehave.fill)
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UILayout.set_margin(_ent, page, 0, 0, 0, 16)
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_page.on_change(true){|val|
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Control.set_visible(page, val == UiAdventure.abort)
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}
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_page.on_change(true){|val|
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Control.set_visible(page, val == UiAdventure.depart)
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var ready = UILabel.create(_ent)
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Control.child_add(page, ready)
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Control.set_size(ready, 100, 10)
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UILabel.set_align_vertical(ready, TextAlign.bottom)
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UILabel.set_font(ready, _ui.font)
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UILabel.set_text_size(ready, 8)
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UILabel.set_text(ready, "This will discard the adventure")
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UILayout.set_behave(_ent, ready, UILayoutBehave.left | UILayoutBehave.top) //|
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UILayout.set_margin(_ent, ready, 12, 0, 0, 0)
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UILabel.set_color(ready, [0.7, 0.7, 0.7, 1])
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var abort = UILabel.create(_ent)
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Control.child_add(page, abort)
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Control.set_size(abort, 100, 20)
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UILabel.set_align_vertical(abort, TextAlign.bottom)
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UILabel.set_align(abort, TextAlign.right)
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UILabel.set_font(abort, _ui.font)
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UILabel.set_text_size(abort, 16)
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UILabel.set_text(abort, "ABORT")
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UILabel.set_color(abort, [1,1,1,1])
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UILabel.set_color_hover(abort, [1,1,1,1])
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UILayout.set_behave(_ent, abort, UILayoutBehave.left | UILayoutBehave.top) //|
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UILayout.set_margin(_ent, abort, 25, 8, 0, 0)
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Clickable.make_clickable(abort)
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Clickable.set_state_change(abort){ |data, button|
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UILabel.set_text(abort, data["hover"]?"ABORT!":"ABORT")
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}
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Clickable.set_on_click(abort){
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_game.adventures.discard()
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}
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}
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}
|
||||
|
|
@ -36,21 +36,17 @@ class UiCompass{
|
|||
Control.set_process(compass){|control, state, event, x,y,w,h|
|
||||
if(event.control != control) return
|
||||
|
||||
System.print("event: %(event) - currently captured: %(UI.get_captured(ent))")
|
||||
|
||||
if(event.type == UIEvent.press){
|
||||
var relative_pos = AABB.new(x, y, w, h).relative_pos([event.x, event.y])
|
||||
var inside = M.length(relative_pos.map{|comp| comp - 0.5}) < 0.5
|
||||
if(inside) {
|
||||
state["pressed"] = true
|
||||
UI.capture(control)
|
||||
System.print("CAPTURE COMPASS")
|
||||
}
|
||||
}
|
||||
if(event.type == UIEvent.release){
|
||||
state["pressed"] = false
|
||||
UI.uncapture(control)
|
||||
System.print("UNCAPTURE COMPASS")
|
||||
}
|
||||
if((event.type == UIEvent.move || event.type == UIEvent.press) && state["pressed"]){
|
||||
var center = [x + w/2, y + h/2]
|
||||
|
|
|
|||
|
|
@ -9,6 +9,7 @@ import "globals" for Globals
|
|||
import "math/rect" for AABB
|
||||
import "math/math" for M
|
||||
import "blocks/debug" for DrawDebug
|
||||
import "math/util" for Util
|
||||
|
||||
class UiSlider{
|
||||
static horizontal{"horiz"}
|
||||
|
|
@ -50,6 +51,7 @@ class UiSlider{
|
|||
}
|
||||
Control.set_process(slider){|control, state, event, x,y,w,h|
|
||||
if(event.control != control) return
|
||||
if(!Util.valid_event(event)) return
|
||||
if(event.type == UIEvent.press){
|
||||
state["pressed"] = true
|
||||
UI.capture(control)
|
||||
|
|
|
|||
|
|
@ -1,6 +1,28 @@
|
|||
|
||||
//a lot of this is bad and can only handle ASCII
|
||||
//too bad ¯\_(ツ)_/¯
|
||||
|
||||
class StringUtil{
|
||||
static directions{
|
||||
if(!__directions){
|
||||
var step_names = ["N","NNE","NE","ENE","E","ESE","SE","SSE","S","SSW","SW","WSW","W","WNW","NW","NNW"]
|
||||
__directions= step_names.map{|short|
|
||||
var shorts = "NESW"
|
||||
var base_directions = ["north","east","south","west"]
|
||||
if(short.count == 1){
|
||||
return base_directions[shorts.indexOf(short)]
|
||||
} else if(short.count == 2) {
|
||||
return base_directions[shorts.indexOf(short[0])] +
|
||||
base_directions[shorts.indexOf(short[1])]
|
||||
} else { //assume 3
|
||||
return base_directions[shorts.indexOf(short[0])] + "-" +
|
||||
base_directions[shorts.indexOf(short[1])] +
|
||||
base_directions[shorts.indexOf(short[2])]
|
||||
}
|
||||
}.toList
|
||||
}
|
||||
return __directions
|
||||
}
|
||||
|
||||
static possesive(string){
|
||||
if(string.endsWith("s")){
|
||||
return "%(string)'"
|
||||
|
|
@ -20,26 +42,82 @@ class StringUtil{
|
|||
//todo: this doesnt cover all cases perfectly, add more
|
||||
static a(string){
|
||||
var firstChar = string[0]
|
||||
if(isVowel(firstChar)){
|
||||
if(is_vowel(firstChar)){
|
||||
return "an %(string)"
|
||||
} else {
|
||||
return "a %(string)"
|
||||
}
|
||||
}
|
||||
|
||||
static isVowel(char){
|
||||
static is_vowel(char){
|
||||
return "aeiou".contains(char)
|
||||
}
|
||||
|
||||
//todo: do
|
||||
static capitalize(string){
|
||||
return string
|
||||
static direction(index){
|
||||
return directions[index]
|
||||
}
|
||||
|
||||
//todo: ths ignores words that arent preceeded by a space like (this) or "this". maybe fix that?
|
||||
//checks if a character (as codepoint is lowercase)
|
||||
static is_lower(char){
|
||||
return char >= 97 && char <= 122
|
||||
}
|
||||
|
||||
//checks if a character (as codepoint is uppercase)
|
||||
static is_upper(char){
|
||||
return char >= 65 && char <= 90
|
||||
}
|
||||
|
||||
static is_letter(char){
|
||||
return is_lower(char) || is_upper(char)
|
||||
}
|
||||
|
||||
static to_upper(string){
|
||||
return string.codePoints.map{|c|is_lower(c)?c-32:c}.map{|c|String.fromCodePoint(c)}.join()
|
||||
}
|
||||
|
||||
static to_lower(string){
|
||||
return string.codePoints.map{|c|is_upper(c)?c+32:c}.map{|c|String.fromCodePoint(c)}.join()
|
||||
}
|
||||
|
||||
static capitalize(string){
|
||||
return to_upper(string[0]) + string[1..-1]
|
||||
}
|
||||
|
||||
//todo: this ignores words that arent preceeded by a space like (this) or "this". maybe fix that?
|
||||
static capitalize_all(string){
|
||||
var words = string.split(" ")
|
||||
words = words.map{|word| capitalize(word)}
|
||||
return words.join(" ")
|
||||
//split by words/stuff between words and capitalize everything,
|
||||
//capitalize function doesnt know what to do with separators so it wont touch them
|
||||
return WordSequence.new(string).map{|word| capitalize(word)}.join()
|
||||
}
|
||||
}
|
||||
|
||||
class WordSequence is Sequence{
|
||||
static new(string){
|
||||
return new(string) {|c|
|
||||
return StringUtil.is_letter(c)
|
||||
}
|
||||
}
|
||||
|
||||
construct new(string, letterCheck){
|
||||
_string = string
|
||||
_check = letterCheck
|
||||
}
|
||||
|
||||
iterate(iterator){
|
||||
if(!iterator) iterator = [-1, -1, false] //fake value from -1 to -1
|
||||
if(iterator[1] >= _string.count-1) return false //abort when at end
|
||||
var start = iterator[1]+1
|
||||
var is_word = StringUtil.is_letter(_string.codePointAt_(start))
|
||||
var end = start + 1
|
||||
//count up until you find something thats not a word/separator depending on what the first letter was
|
||||
while(end < _string.count && StringUtil.is_letter(_string.codePointAt_(end)) == is_word){
|
||||
end = end + 1
|
||||
}
|
||||
end = end - 1
|
||||
return [start, end, is_word]
|
||||
}
|
||||
|
||||
iteratorValue(iterator){
|
||||
return _string[iterator[0]..iterator[1]]
|
||||
}
|
||||
}
|
||||
Loading…
Reference in a new issue