https://github.com/kharism/hanashi
Story telling tools for ebitengine. Still in development, there MIGHT be breaking changes. Should be relatively stable
https://github.com/kharism/hanashi
ebiten ebitengine game-development visual-novel-engine
Last synced: 3 months ago
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Story telling tools for ebitengine. Still in development, there MIGHT be breaking changes. Should be relatively stable
- Host: GitHub
- URL: https://github.com/kharism/hanashi
- Owner: kharism
- License: mit
- Created: 2024-02-17T11:33:49.000Z (about 2 years ago)
- Default Branch: main
- Last Pushed: 2025-12-10T23:39:54.000Z (4 months ago)
- Last Synced: 2025-12-11T12:00:24.245Z (4 months ago)
- Topics: ebiten, ebitengine, game-development, visual-novel-engine
- Language: Go
- Homepage:
- Size: 4.51 MB
- Stars: 7
- Watchers: 1
- Forks: 0
- Open Issues: 3
-
Metadata Files:
- Readme: README.md
- License: LICENSE
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README
# HANASHI
this package provide some limited tools to convey story on ebitengine. As for now it only handle VN-like story telling with some way to handle branching options. Look up on sample directory for some example on how to use this package
## Installation
```
go get github.com/kharism/hanashi
```
## How to use
core.Scene is basically an object we use to store anything to do with the story we want to covey.
```
scene := core.NewScene()
```
each scene will have its own set of characters,event, and scene data. We basically put scene in our Update() and Draw(*ebiten.Image) function
```
func NewScene() *Scene {
return &Scene{Events: []Event{}, Characters: []*Character{}, SceneData: map[string]any{}}
}
```
Characters is characters we want to move around in a scene. We need to register each characters first before we can use them to tell a dialogue or monologue.
```
scene.Characters = []*core.Character{
core.NewCharacter("sven", "../sample/chr/8009774b-2341-4b31-b63d-e172b525841e.png", &imgPool),
}
```
After that we set events as if we write a screenplay
```
scene.Events = []core.Event{
core.NewBGChangeEventFromPath("../sample/bg/village.png", core.MoveParam{Sx: 0, Sy: 0, Tx: 0, Ty: -200, Speed: 1}, &imgPool, nil),
&core.ComplexEvent{Events: []core.Event{
core.NewCharacterAddEvent("sven", &core.MoveParam{-100, 200, 0, 200, 10}, &core.ScaleParam{0.4, 0.4}),
// core.NewCharacterAddShaderEvent("sven", &core.ShaderParam{ShaderName: core.DARKER_SHADER}),
core.NewDialogueEvent("sven", "(What a wonderful scenery)", nil),
}},
core.NewDialogueEvent("sven", "(I still have time before dusk to find a way home)", nil),
}
```
after that we execute the 1st event
```
scene.Events[0].Execute(scene)
```
Set background of the text and set layouter
```
txtBgImage := ebiten.NewImage(768, 300)
txtBgImage.Fill(color.NRGBA{0, 0, 255, 255})
scene.TxtBg = txtBgImage
scene.SetLayouter(layouter)
```
after that we set Done Callback
```
scene.Done = func() {
os.Exit(0)
}
```
The full example of this example is in sample2 directory. Sample directory is for more complex example where we use multiple scene, have scene transition, and dialogue option
the sampletopdown is not the most efficient or robust example, please look up [testtopdown](https://github.com/kharism/testtopdown) for better example
## Example of my game that uses Hanashi
[RogueSolitaire](https://kharism.itch.io/roguesolitaire)
[GrimoireGunner](https://kharism.itch.io/grimoiregunner)
[Solo Dev.Ops](https://kharism.itch.io/solodevops)