In use, replacement patterns are replaced recursively, so replacement strings may contain patterns whose replacements contain other patterns. Happens before the modification of the state history. The DOM ID of the story, created from the slugified story title. Note: Deprecated: In that case, unless you need to dynamically determine the destination passage within the <> body, <> is unnecessary as <> already includes the ability to forward the player. Global event triggered once just before the dismissal of the loading screen at startup. Returns the given string with all regular expression metacharacters escaped. Returns a random member from the base array. If there were errors, an exception is thrown. Note: To enable test mode, use the test option (-t, --test). See the memorize() and recall() functions for its replacement. Returns whether the full in-play history (past + future) is empty. Finally, one of three things happen (in order): the existing playthrough session is restored, if it exists, else the autosave is loaded, if it exists and is configured to do so, else the starting passage is run. While it renders content just as any other passage does, instead of displaying the rendered output as-is, it sifts through the output and builds its menu from the generated links contained therein. Gets or sets the track's volume level (default: 1). There are several configuration settings for saves that it would be wise for you to familiarize yourself with. The .hasData() method is generally more useful. See the Setting API docs for more information. Does not modify the original. Prepares the dialog for use and returns a reference to its content area. Determines whether the autosave is created/updated when passages are displayed. See the Macro API docs for more information. Widgets should always be defined within a widget-tagged passageany widgets that are not may be lost on page reloadand you may use as few or as many such passages as you desire. Starts playback of the track and fades it from the specified volume level to 0 (silent) over the specified number of seconds. Whenever your story is first started or, for any reason, restartede.g., the browser window/tab was refreshed/reloadedit undergoes its startup sequence. Happens at the end of passage navigation. For each iteration, it assigns the key/value pair of the associated entry in the collection to the iteration variables and then executes its contents. Generates no output. An array of discrete arguments parsed from the argument string. The document element. Once unloaded, playback cannot occur until the track's data is loaded again. You will, very likely, never need to use State.current directly within your code. Returns whether the given member was found within the array, starting the search at position. Note: TwineHacker To Debug (Or Cheat) Twine {SugarCube} Variables based on extension from this f95 thread (thanks to @spectr3.9911) compatible with Chrome and Firefox Installation instructions Chrome: download repository and use Developer Mode then point directory Terminates the execution of the current iteration of the current <> and begins execution of the next iteration. I've been trying to set up a two-dimensional array. Note: Returns the number of passages within the story history that are tagged with all of the given tags. Returns the current moment from the full in-play history (past + future), which is the pre-play version of the active moment. Fullscreen requests must be initiated by the player, generally via click/touchi.e., the request must be made as a result of player interaction; e.g., activating a button/link/etc whose code makes the request. In the above, the second (set:) macro is never run, and the $count variable remains at 0. Returns whether the history navigation was successful (should only fail if already at the end of the full history). Returns whether playback of the playlist has been paused. Before beginning, make sure that your Twine game is set up for the SugarCube format. There are several predefined group IDs (:all, :looped, :muted, :paused, :playing) and custom IDs may be defined via <>. Function behavior is immutable. That will only toggles the views, test mode must still be enabled first. Note: There are many ways to use and interact with variables. Stops playback of the playlist and forces its tracks to drop any existing data. Returns the size of the story metadata storei.e., the number of stored pairs. Note: Widget contents string (only inside block widgets). If multiple passage titles are given, returns the lowest count (which can be -1). See the State API docs for more information. Returns whether the history navigation was successful (should only fail if the index is not within the bounds of the full history). Shorthand for jQuery's .one() method applied to the audio element. The story's title is part of the story project. Deprecated: Gets or sets the mute state for the master volume (default: false). The easiest way to understand this is to look at what happens when you make some changes to StoryInit and then load a saved story from before those changes were made. Appends one or more unique members to the end of the base array and returns its new length. For example: Warning: Causes any output generated within its body to be discarded, except for errors (which will be displayed). Evaluates the given expression and compares it to the value(s) within its <> children. Returns the current pull counti.e., how many requests have been madefrom the seedable PRNG or, if the PRNG is not enabled, NaN. Warning: Used to populate the contents of the Share dialog. Note: Returns the given code string, and optional data chunk, wrapped within the JSON deserialization revive wrapper. Essentially, a combination of <> and <>. Object that authors/developers may use to set up various bits of static data. Engine API. The audio subsystem is based upon the HTML Media Elements APIs and comes with some built-in limitations: Pauses playback of all currently registered tracks and, if they're not already in the process of loading, force them to drop any existing data and begin loading. Returns whether the named macro tag exists. Returns the playlist's total playtime in seconds, Infinity if it contains any streams, or NaN if no metadata exists. If you simply need a passage link that modifies variables, both the link markup and image markup offer setter variants. If your content contains any SugarCube markup, you'll need to use the Dialog.wiki() method instead. Then close the dialog box. Selects the passage element. To prevent conflicts, it is strongly suggested that you specify a custom user namespacee.g., .myEventswhen attaching your own handlers. Passage end. See LoadScreen API for more information. If its return value is truthy, the override succeeds and that value is used as the new destination of the navigation. Terminates the execution of the current <>. Normally, this is exactly what you want to happen. Group IDs allow several tracks to be selected simultaneously without needing to specify each one individually. prehistory tasks have been deprecated and should no longer be used. Adds the value on the right-hand side of the operator to the current value on the left-hand side and assigns the result to the left-hand side. Returns the string with its first Unicode code point converted to upper case. Reloading the page or revisiting a passage may not restore the state of some interactive macros, so it is recommended that you only use them in instances where this will not be an issue or where you can work around it. Selects all internal link elements within the passage element who have been disablede.g., already chosen. [SugarCube 2.21.0] Two-dimensional arrays. : r/twinegames For example: Determines whether the output of the Wikifier is post-processed into more sane markupi.e., where appropriate, it tries to transition the plethora of elements into
elements. If you want to change the font, color, or character, then you'll need to change the styling of the :after pseudo-element of the macro-type-cursor class. Interrupts an in-progress fade of the track, or does nothing if no fade is progressing. The core of what it does is simply to wrap a call to Dialog.open() within a call to .ariaClick(), which can be done directly and with greater flexibility. Determines whether certain elements within the UI bar are updated when passages are displayed. If multiple passage titles are given, returns the logical-AND aggregate of the seti.e., true if all were found, false if any were not found. The exactly equivalent call is: .flat(Infinity). Returns whether enough data has been loaded to play the track through to the end without interruption. May be called either with the passage name and link text as separate arguments, with a link markup, or with a image markup. Roughly equivalent to the :passagestart event. Unsupported object types, either native or custom, can be made compatible by implementing .clone() and .toJSON() methods for themsee the Non-generic object types (a.k.a. The equivalent SugarCube code works a bit differently: SugarCube does not terminate the parsing of the calling passage, so some care is required when calling <>. WakeReality - Reddium Note: If the autosave exists and the story is configured to automatically load it, then the autosave is loaded and the state is replaced by the autosave's state and the active passage is rendered, just as if the user had loaded any other save. Upon a successful match, the matching case will have its contents executed. Selects all internal link elements within the passage element whose passages are not within the in-play story historyi.e., passages the player has never been to before. The loading process is as described in SimpleAudio.load(). If you don't know what that means, then this API is likely not for you. Several State API methods have moved to the new Engine API. There is no one size fits all example for either of these methods because an instance's properties, and the data contained therein, are what determine what you need to do. See Also: You cannot obtain data about the closing dialog from the dialog itselfe.g., title or classeswhen using the :dialogclosed event, as the dialog has already closed and been reset by the time the event is fired. Normally, when both link and text arguments are accepted, the order is text then link. Warning: Completely removes the UI bar and all of its associated styles and event handlers. Note: classesare instantiable objects whose own prototype is not Objecte.g., Array is a native non-generic object type. Selects all internal link elements within the passage element whose passages do not exist within the story. Furthermore, it is no longer instantiated into the legacy state objectwhich still exists, so legacy code will continue to work. This is not an exhaustive list. Extract the archive to a safe location on your computer and make note of the path to it. Additionally, see the tagged stylesheet warning. Ideally, if you need to update UI bar content outside of the normal passage navigation update, then you should update only the specific areas you need to rather than the entire UI bar. If no passages are found and default text is specified, it will be used instead. Used to populate the authorial byline area in the UI bar (element ID: story-author). Returns a reference to the Dialog object for chaining. Note: Additional timed executions may be chained via <>. You must provide your own styling for the link-visited class as none is provided by default. May be called either with the passage name or with a link markup. Because replacement is recursive, care must be taken to ensure infinite loops are not createdthe system will detect an infinite loop and throw an error. Data stored there won't take up space in the game history, but will be accessible both from Twine and . AudioTrack API, AudioRunner API, and AudioList API. The data-init-passage attribute causes the element to be updated once at initialization, while the data-passage attribute causes the element to be updated upon each passage navigation. The default cursor is the block element character Right Half Block (U+2590) and it has no default font or color styling. Call this only after populating the dialog with content. Returns whether playback of the track has been paused. Sets the maximum number of available save slots. Immediately forwards the player to the passage with the given name. Once initialized, the State.random() method and story functions, random() and randomFloat(), return deterministic results from the seeded PRNGby default, they return non-deterministic results from Math.random(). All other non-generic object types, on the other hand, must be made compatible to be successfully stored within story variables. For example: In general, you can group expressions into categories based on what kind of value they yield and/or what side effects they cause. See Save API for more information. The Config.audio.pauseOnFadeToZero setting (default: true) determines whether the audio subsystem automatically pauses tracks that have been faded to 0 volume (silent). Note: Deletes all currently registered on-load handlers. Should the history exceed the limit, states will be dropped from the past (oldest first). This is a reference on how to update existing SugarCube code to work with newer versions of SugarCube. Sugarcube Documentation http://www.motoslave.net/sugarcube/2/ Twine is a free online tool that allows you to create interactive stories like Choose Your Own Adventure books. . Additionally. When used to set the shuffle state, returns a reference to the current AudioList instance for chaining. Some browsers, particularly mobile ones, will free up memory by unloading web pages that are running in the background. Note: Closes the dialog. Do not add a widget tag to any of the specially named passages and attempt to define your widgets there. If your content consists of DOM nodes, you'll need to use the Dialog.append() method instead. All properties of Passage objects should be treated as if they were read-only, as modifying them could result in unexpected behavior. You can set the autosave to save either on every passage or only on certain passages. It is unlikely that you will ever want to disable this setting. See State API for more information. This is only really useful within pure JavaScript code, as within TwineScript you may simply access story variables natively. Note: The controls of the Settings dialog automatically call this method when settings are changed, so you should normally never need to call this method manually. Determines whether the <> macro types out content on previously visited passages or simply outputs it immediately. Because the custom style markup uses the same tokens to begin and end the markup, it cannot be nested within itself. Additionally, it is strongly recommended that you do not specify any arguments to State.prng.init() and allow it to automatically seed itself. with 2.0. For example: Deprecated: Thus, if you allow players to return to passages, then you should either: ensure the passages contain no code that has side-effects or wrap that code in something to prevent re-executione.g., <>side-effects<>. This setting exists because it's unlikely that you'll ever want to actually perform an assignment within a conditional expression and typing = when you meant === (or ==) is a fairly easy to mistake makeeither from a finger slip or because you just don't know the difference between the operators. Returns the value of the story or temporary variable by the given name. Warning: postdisplay tasks have been deprecated and should no longer be used. Gets or sets the playlist's volume level (default: 1). The parser instance that generated the macro call. Note: See the .flat() method for its replacement. SimpleAudio events allow the execution of JavaScript code at specific points during audio playback. Returns the number of times that members within the array pass the test implemented by the given predicate function. Only useful when you have an asynchronous callback that invokes code/content that needs to access story and/or temporary variables shadowed by <>. See the Localization guide for more information. Subtracts the value on the right-hand side of the operator from the current value on the left-hand side and assigns the result to the left-hand side. The hierarchy of the document body, including associated HTML IDs and class names is as follows. Deprecated: Payload objects have the following properties: The macro's definitioncreated via Macro.add(). Return the named macro tag's parents array (includes the names of all macros who have registered the tag as a child), or null on failure. Returns a timestamp representing the last time Engine.play() was called. The autosave is, for the most part, a normal save slot, but with a few special features built in. Yes it is possible. Note: Generates no output. This section offers a list of SugarCube-specific events, triggered at various points during story operation. Selects all internal link elements within the passage elemente.g., passage and macro links. Sets the story's title. Once unloaded, playback cannot occur until the selected tracks' data is loaded again. In particular, the parameter list for the Dialog.setup() method has changed. The Config.debug setting for more information. In case you needed to do more than simply load the save, you may do something like the following: Returns a save as a serialized string, or null if saving is not allowed within the current context. Replacement patterns have the format {NAME}e.g., {identity}where NAME is the name of a property within either the l10nStrings object or, in a few cases, an object supplied locally where the string is usedthese instances will be commented. SugarCube does not trim whitespace from the contents of <> macros, so that authors don't have to resort to various kludges to get whitespace where they want it. If no conditional expression is given, it is equivalent to specifying true. Gets or sets the playlist's randomly shuffled playback state (default: false). Valid collection types are: arrays, generic objects, maps, sets, and strings. To enable test mode while starting at a specific passage, right-click on a passage and select the Test Play From Here context menu item. It would probably help if you were more specific as to your goal. Opens the dialog. Warning: followed by the template namee.g., ?yoloand are set up as functions-that-return-strings, strings, or arrays of eitherfrom which a random member is selected whenever the template is processed. Generally, this means only when the variable's value will change between the time the asynchronous macro is invoked and when it's activatede.g., a loop variable. This macro has been deprecated and should no longer be used. Creates a listbox, used to modify the value of the variable with the given name. . See UIBar API for more information. Strings are iterated by Unicode code point, however, due to historic reasons they are comprised of, and indexed by, individual UTF-16 code units. The discrete argument type of macros are also fairly straightforward, most of the time, as you simply supply the requisite arguments separated by whitespace, which may include variablesas SugarCube automatically yields their values to the macro. When used to set the mute state, returns a reference to the current AudioTrack instance for chaining. Returns an array of the story metadata store's key/value pairs as [key, value] arrays. Valid values are boolean true, which simply causes the passages' titles to be used, an object, which maps passages' titles to their descriptions, or a function, which should return the passages' description. Feel free to add your own if that makes localization easiere.g., for gender, plurals, and whatnot. The $args special variable has been deprecated and should no longer be used. Now, load the saved story from before the changes were made, and you'll see $y is undefined, since it doesn't exist at all in the loaded state. Attempting to do so will, usually, result in something that's non-functional. Sets the selected tracks' volume mute state (default: false). The Macros API object has been renamed to Macro and several of its methods have also changed, for better consistency with the other APIs. You will, in all likelihood, use expressions most often within macrose.g., <>, <>, <>, <>. Returns whether a playlist with the given list ID exists. Note: Navigating back to a previous passage, for whatever reason, can be problematic. <> does not terminate passage rendering in the passage where it was encountered, so care must be taken to ensure that no unwanted state modifications occur after its call. Local event triggered on the typing wrapper when the typing of a section starts. Terminates the execution of the current <>. Help with arrays in sugarcube 2. To update the value associated with a key, simply set it again. Your project's JavaScript section (Twine2: the Story JavaScript; Twine1/Twee: a script-tagged passage) is normally the best place to call importStyles(). Returns the first of the macro's ancestors that passed the test implemented by the given filter function or null, if no members pass. Returns the total number (count) of played turns currently in effecti.e., the number of played moments up to the present moment; future (rewound/undone) moments are not included within the total. The callback is passed one parameter, the original destination passage title. For example: Captures story $variables and temporary _variables, creating localized versions of their values within the macro body. If you want to return to a previously visited passage, rather than undo a moment within the history, see the <> macro or the previous() function. The StoryInit special passage is normally the best place to set up tracks. Twine2: Not special. For example, the following is the data URI of a Base64-encoded PNG image of a red dot (): Generally, it's expected that you will use a compiler that supports the automatic creation of media passages, however, they may be created manually. If its return value is falsy, the save is disallowed. To modify the values contained within variables, see the <> macro and setter links. If you're on Linux, right-click on the file and select Copy. Note: Note: The most common way to resolve this arbitrarily long return issue is to use a bit of JavaScript to record the last non-menu passage the player visited into a story variable and then to create a link with that. Several things occur each and every time startup happens, regardless of whether or not a playthrough session will be restored, an autosave loaded, or the starting passage run. Removes event handlers from the track. The handlers is passed two parameters, the save object to be processed and save operation details object. The debug views may be toggled via the Views button. See Guide: Media Passages for more information. May be called with, optional, link text or with a link or image markup. Returns the array of track IDs with the given group ID, or null on failure. Warning: Does not modify the original. Deprecated: represents whitespace that will be removed, represents line breaks). ( 2021-12-20) Fixed an issue with the selected keyword in the <<cycle>> and <<listbox>> macros' <<option>> tags. Tip: Most of the methods listed below are SugarCube extensions, with the rest being either JavaScript natives or bundled library methods that are listed here for their utilitythough, this is not an exhaustive list. Does not modify the original. Returns whether the track is currently unavailable for playback. Harlowe's implementation of data types differs significantly from SugarCube's. The State.display() methodformerly state.display()is no longer overridable, meaning it cannot be wrappede.g., the "StoryRegions" 3rd-party add-ons do this. It is strongly recommended that you look into other methods to achieve your goals insteade.g., Config.navigation.override. May be called either with a list of passages, with a list of link markup, or with a list of image markup. Returns whether the UI bar is currently stowed. For example, consider the following markup: Assuming that ?He resolves to She and ?his to her, then that will produce the following output: Note: blazing fast internet with unlimited dataespecially true for mobile users. See the forget() function for its replacement. Note: Twine 2.3: SugarCube 2.28: Arrays 2,500 views May 16, 2019 23 Dislike Share Save Dan Cox 3.68K subscribers This video reviews arrays in SugarCube 2.28 as part of Twine 2.3.. For example, the following will give you a basic crossfade: Determines whether the autosave, if it exists, is automatically loaded upon story startup.