quest'n'click 4.5.0 · r1

Built for quest'n'click 4.5.0, revision r1. Whether it is published, and which one is current, is recorded at publication.json.

Characters

Français · Type: reference · Audience: author · Context: engine repository, created project · Status: ready · Applies from: 4.3.0

A character is declared once, in game.ts (characters, usually from cast.ts), and placed in a room as an actor. This page lists a character's fields, its poses and mouths, the variants its state selects, palette swaps, and characters that are seen but not acted on.

A character

characters: {
  grandma: {
    name: 'Grandma', color: '#f0c040', height: 124, kind: ['person'],
    portrait: 'grandma/r1c2',
    sprites: { idle: ['grandma/r3c3'], talk: ['grandma/r3c4', 'grandma/r3c3'], walk: ['grandma/r2c1', 'grandma/r2c2', …] },
    refuse: 'That is sweet, dear. But keep it, you will need it for your errand.',
    hug: 'Always. Even with a basket in my arms.',
  },
  talkie: { name: 'the walkie-talkie', color: '#ff6fb5', offscreen: true },   // speaks in a frame, no body
},
FieldWhat
nameThe display name.
colorThe colour of their lines. Make each character's distinct (dialogues).
heightOn-screen height in logical units, in the foreground (default skin.heights: actor 110, hero 84).
spritesPoses: pose name → list of images, played in a loop (at least idle).
fpsAnimation frames per second (default 8).
mouthsMouth images per pose (below).
portraitFor the map, calls and conversation menus.
kindKinds, for the reactions by kind (['person'], ['cat']; reactions).
refuseThe answer to any Give that has no rule.
hugThe answer to the global "hug" topic (globalTalk.hug); without it, "♥".
offscreenSpeaks in a frame at the top of the screen, no body (narrator, plush toy, phone).
glowA soft glow around the character (a CSS colour), e.g. an apparition.
roomStarting room of a character that moves between rooms (moving characters).
variants, palette, paletteToleranceLooks that depend on state (below).
descriptionWhat they look like, in words, for the art prompts (npm run prompts). Not shown in the game.

The hero is a character too (hero in game.ts); several playable characters and choosing the hero are on heroes. A character speaks in a room only through an actor, except in a phone call (commands).

Poses

By convention: idle, talk, walk (profile, facing right; the engine flips the image for left), walk_front, walk_back, point, use, plus any special pose you want (sleep, sit, celebrate…). A pose is a list of images played in a loop. A missing pose falls back to idle (validate warns about an actor whose pose is missing). The template's cast.ts has helpers for the standard sheets: human(id) and cat(id) map a 6 × 4 sheet to these poses (images). { pose: ['cat', 'sleep'] } sets a lasting pose; { anim: ['hero', 'use'], ms: 600 } plays one for a while (commands).

Speech: only the mouth moves

A character with a talking sheet declares their mouths per pose. During a line the body never changes: the open-mouth images cycle at random (160 to 220 ms), and a blink passes by now and then at rest. The "mouth closed" image replaces the pose's rest image, so rest and speech come from the same drawing.

import { human, mouths } from './cast';
grandpa: { …, mouths: mouths('talk_grandpa', { idle: 'profile', front: 'face', seated: 'seated' }) },

mouths(folder, { pose: row }) reads <folder>/<row>/t1…t6 (t1 closed, t2 to t4 open, t5 blink, t6 smile), the frames tools/talk-apply.py produces. With no mouths for a pose, the character keeps the same image and bounces a pixel while talking; a long line starts with a gesture (the talk pose) played once.

Variants depending on state

import { cat } from './cast';
hero: { …, sprites: cat('hero'), variants: [{ if: { has: 'bucket' }, sprites: cat('hero_bucket'), mouths: … }] },

The first variant whose condition is true replaces sprites, mouths and portrait, and name when it has one (4.3.0: the hero the player chose, a character renamed after a reveal; heroes). The change shows right away (e.g. as soon as the bucket is picked up).

Palette swap (palette, also on variants)

One sheet, several looks: palette maps source colours to target colours, both #rrggbb. The room view recolours every sprite and mouth frame of the character once, in an offscreen canvas (cached, alpha kept). A variant's palette replaces the character's while its condition holds (a variant without one keeps the character's).

biscuit: { …, sprites: cat('cat'),
  palette: { '#2c1818': '#7a3416', '#492a25': '#b0592a', '#543329': '#c4703a' }, paletteTolerance: 14,
  variants: [{ if: 'muddy', palette: { '#492a25': '#5a4a3a' } }] },

Matches are exact RGB by default: this suits the pixel art style, whose cutter gives every material one exact value. Painted (cel) sheets and lossy WebP have many neighbouring tones: paletteTolerance (an RGB distance; 10 to 16 is a good start, below the distance to the outline colour) recolours every pixel near a source colour, keeping its offset from it; the nearest source colour wins. Pick the source colours from the cut PNG (the most frequent opaque colours of a cell). The demo's Biscuit uses this to become a ginger tabby.

Limit · portraits-not-recoloured Portraits in menus and calls are not recoloured. npm run validate warns about a palette key or value that is not #rrggbb.

Things with multiple states

A seagull that watches or snaps, an old dog that sleeps, sulks or yawns, a cat's eye glowing on a screen: a hotspot has only a name and a zone, so for a drawn thing that changes, use a stateful prop:

props: { seagull: { name: 'seagull', states: { watch: 'obj_yard/r2c4', snap: 'obj_yard/r2c5' }, initial: 'watch' } }

with a position per state in the layout (props.seagull.states.snap); the clickable zone follows the image. Change the state with { prop: ['seagull', 'snap'] } and react to it with if: { prop: ['seagull', 'snap'] }. For a zone of the background that changes name or shape, use two hotspots with opposite visible conditions (visible: 'x' / visible: '!x'), each with its own zone; a rule can target both (a: ['h1', 'h2']).

Presence without interaction

actors: { ghost: { char: 'ghost', interactive: false, visible: 'ghost_seen' } }: visible, but neither clickable nor named. Combine with { show: 'ghost', fade: 1500 } / { hide: 'ghost', fade: 1500 } and glow on the character's sheet.


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