masoria-parser
v1.0.1
Published
A novel syntax parser built in typescript!
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Masoria Visual Novel Parser
A vanilla parser that I made for my visual novel project, Masoria. It's not very good, but it works for my purposes. I'm not planning on updating it, but I'm releasing it in case anyone wants to use it for their own projects.
⚠️ Warning: Masoria Language is recursive. Declare things from top to bottom.
Installation
npm i masoria-lang
Summary
Implementation
import parser from "masoria-parser";
import { readFileSync, writeFileSync } from "fs";
const fileName = "tutorial";
const readScript = readFileSync(`scripts/${fileName}.masoria`, "utf-8");
const result = parser(readScript);
writeFileSync(`output/${fileName}.json`, JSON.stringify(result));
Features
Arrow Pointer
By default, the next scene reference is always the following one (except if they contain choices inside them). You can overwrite this by using the arrow pointer ->
, which will label the next scene of the current scene with the name you provide after the arrow pointer.
scene sceneName -> sceneName2:
Character Declaration
You have to declare characters on the top of the file, and save their emotions to the variable, so they can be referenced afterwards.
character alice:
emotion frowning: data/Characters/Alice/AliceFrowning.png
emotion smiling: data/Characters/Alice/AliceSmiling.png
emotion blushing: data/Characters/Alice/AliceBlushing.png
emotion waving: data/Characters/Alice/AliceWaving.png
emotion sad: data/Characters/Alice/AliceSad.png
emotion bookShy: data/Characters/Alice/AliceBookShy.png
emotion bookSad: data/Characters/Alice/AliceBookSad.png
Dynamic Emotions and Dialogues
You can declare the emotion to be used on the next dialogues. If no other emotion is declared in the scene, all the other dialogues inherit the declared one. This works recursively.
use emotion alice frowning
|---------| |--| |------|
keyword character emotion
Scenes with Javascript Conditions
Regular scenes can have names between <
and >
to reference javascript conditions that must be executed BEFORE the scene changes.
scene sceneName<condition>:
Keywords
⚠️ Keep reading for syntax examples.
choice
: Must be used inside a scene. Appends the choice to an array in the output.
use emotion
: Must be used inside a scene. Use an emotion in the current scene.
ending scene
: Defines an ending scene. Program should close after this.
character
: Declares a character.
emotion
: Declare an emotion inside a character declaration block.
Syntax Examples
character characterName:
emotion emotionName1: path/to/file.png
emotion emotionName2: path/to/file2.png
scene sceneName<optionalCondition>:
use emotion characterName emotionName1
[characterName]: characterSpeech
scene sceneName2:
use emotion characterName emotionName1
[characterName]: characterSpeech
choice<sceneName3>: promptText
choice<sceneName4>: promptText
ending scene sceneName3:
use emotion characterName emotionName1
[characterName]: characterSpeech
use emotion characterName emotionName2
[characterName]: characterSpeech
scene sceneName4:
use emotion characterName emotionName2
[characterName]: characterSpeech
Package Output
This is the expected result if syntax is followed correctly.
{
"scenes": [
{
"label": "sceneName",
"isEndingScene": false,
"condition": "optionalCondition",
"dialogues": [
{
"character": "characterName",
"emotion": "emotionName1",
"text": ["characterSpeech"]
}
],
"nextScene": "sceneName2"
},
{
"label": "sceneName2",
"isEndingScene": false,
"dialogues": [
{
"character": "characterName",
"emotion": "emotionName1",
"text": ["characterSpeech"]
}
],
"previousScene": "sceneName",
"choices": [
{
"label": "promptText",
"targetScene": "sceneName3"
},
{
"label": "promptText",
"targetScene": "sceneName4"
}
]
},
{
"label": "sceneName3",
"isEndingScene": true,
"dialogues": [
{
"character": "characterName",
"emotion": "emotionName1",
"text": ["characterSpeech"]
},
{
"character": "characterName",
"emotion": "emotionName2",
"text": ["characterSpeech"]
}
],
"nextScene": "sceneName4",
"previousScene": "sceneName2"
},
{
"label": "sceneName4",
"isEndingScene": false,
"dialogues": [
{
"character": "characterName",
"emotion": "emotionName2",
"text": ["characterSpeech"]
}
],
"previousScene": "sceneName2"
}
],
"characters": [
{
"name": "characterName",
"emotions": {
"emotionName1": "path/to/file.png",
"emotionName2": "path/to/file2.png"
}
}
]
}