This documentation is a reference for SugarCube, a free (gratis and libre) story format for Twine/Twee.
Tip: This document is a single page, so you may use your browser's find-in-page functionality—CTRL+F or F3—to search for specific terms.
Note: If you believe that you've found a bug in SugarCube, or simply wish to make a suggestion, you may do so by creating a new issue at its source code repository.
Contributions to this documentation have been graciously made by:
Note:
Except where noted, all markup has been available since v2.0.0.
In addition to using one of the print macros (<<print>>, <<=>>, <<->>) to print the values of TwineScript variables, SugarCube's naked variable markup allows printing them simply by including them within your normal passage text—i.e., variables in passage text are interpolated into a string representation of their values.
The following forms are supported by the naked variable markup:
| Type | Syntax | Example |
|---|---|---|
| Simple variable | |
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| Property access, dot notation |
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| Index/property access, square bracket notation |
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If you need to print anything more complex—e.g., using a calculation, $variable[_i + 1], or a method call, $variable.someMethod()—then you will still need to use one of the print macros.
For example:
/* Explicitly printing the value of $name via the <<print>> macro */
Well hello there, <<print $name>>.
/* Implicitly printing the value of $name via the naked variable markup */
Well hello there, $name.
/* Assuming $name is set to "Mr. Freeman", both should yield the following */
Well hello there, Mr. Freeman.
Because variables within your passage text are transformed into their values automatically, if you actually want to output a variable as-is—i.e., without interpolation; e.g., for a tutorial, debug output, or whatever—then you'll need to escape it in some fashion. For example:
/* Using the nowiki markup: """…""" (triple double-quotes) */
The variable """$name""" is set to: $name
/* Using the nowiki markup: <nowiki>…</nowiki> */
The variable <nowiki>$name</nowiki> is set to: $name
/* Using the double dollar-sign markup (which escapes the $-sigil): $$ */
The variable $$name is set to: $name
/* Assuming $name is set to "Mr. Freeman", all of the above should yield the following */
The variable $name is set to: Mr. Freeman
Additionally, you could use the inline code markup to escape the variable, though it will also wrap the escaped variable within a <code> element, so it's probably best used for examples and tutorials. For example:
/* Using the inline code markup: {{{…}}} (triple curly braces) */
The variable {{{$name}}} is set to: $name
/* Assuming $name is set to "Mr. Freeman", it should yield the following */
The variable <code>$name</code> is set to: Mr. Freeman
SugarCube's link markup consists of a required Link component and optional Text and Setter components. The Link and Text components may be either plain text or any valid TwineScript expression, which will be evaluated early—i.e., when the link is initially processed. The Setter component, which only works with passage links, must be a valid TwineScript expression, of the <<set>> macro variety, which will be evaluated late—i.e., when the link is clicked on.
The Link component value may be the title of a passage or any valid URL to a resource (local or remote).
In addition to the standard pipe separator (|) used to separate the Link and Text components (as seen below), SugarCube also supports the arrow separators (-> & <-). Particular to the arrow separators, the arrows' direction determines the order of the components, with the arrow always pointing at the Link component—i.e., the right arrow works like the pipe separator, Text->Link, while the left arrow is reversed, Link<-Text.
Warning (Twine 2):
Due to how the Twine 2 automatic passage creation feature currently works, using any TwineScript expression for the Link component will cause a passage named after the expression to be created that will need to be deleted. To avoid this problem, it's suggested that you use the separate argument form of the <<link>> macro in Twine 2 when you need to use an expression.
| Syntax | Example |
|---|---|
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SugarCube's image markup consists of a required Image component and optional Title, Link, and Setter components. The Image, Title, and Link components may be either plain text or any valid TwineScript expression, which will be evaluated early—i.e., when the link is initially processed. The Setter component, which only works with passage links, must be a valid TwineScript expression, of the <<set>> macro variety, which will be evaluated late—i.e., when the link is clicked on.
The Image component value may be any valid URL to an image resource (local or remote) or the title of an embedded image passage (Twine 1 & Tweego only). The Link component value may be the title of a passage or any valid URL to a resource (local or remote).
In addition to the standard pipe separator (|) used to separate the Image and Title components (as seen below), SugarCube also supports the arrow separators (-> & <-). Particular to the arrow separators, the arrows' direction determines the order of the components, with the arrow always pointing at the Image component—i.e., the right arrow works like the pipe separator, Title->Image, while the left arrow is reversed, Image<-Title.
Warning (Twine 2):
Due to how the Twine 2 automatic passage creation feature currently works, using any TwineScript expression for the Link component will cause a passage named after the expression to be created that will need to be deleted. To avoid this problem, it's suggested that you use the separate argument form of the <<link>> macro in Twine 2 when you need to use an expression.
| Syntax | Example |
|---|---|
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A restricted subset of the image markup, allowing only the Image component, may be used within stylesheets—primarily to allow the easy use of image passages. For example:
/* Using the external image "forest.png" as the <body> background. */
body {
background-image: [img[forest.png]];
}
/* Using the image passage "lagoon" as the <body> background. */
body {
background-image: [img[lagoon]];
}
Warning: None of these features work within the verbatim HTML markup.
SugarCube provides a few special HTML attributes, which you may add to HTML tags to enable special behaviors. There are attributes for passage links, media passages, and setters.
| Type | Attribute | Example |
|---|---|---|
| Passage, Link | |
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| Passage, Audio | |
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| Passage, Image | |
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| Passage, Source | |
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| Passage, Video | |
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| Setter | |
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v2.0.0: Introduced.v2.24.0: Added data-passage attribute support to <audio>, <source>, and <video> tags.HTML attributes may be prefixed with directives, special text, which trigger special processing of such attributes.
sc-eval:, @The evaluation directive causes the attribute's value to be evaluated as TwineScript. Post-evaluation, the directive will be removed from the attribute's name and the result of the evaluation will be used as the actual value of the attribute.
Warning:
The evaluation directive is not allowed on the data-setter attribute—as its function is to evaluate its contents upon activation of its own element—and any such attempt will cause an error.
| Syntax | Example | Rendered As |
|---|---|---|
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v2.21.0: Introduced.v2.23.5: Fixed an issue with the evaluation directive where using multiple directives on a single HTML tag would result in some being unprocessed.See Also:
The various no-break features—<<nobr>> macro, nobr special tag, and Config.passages.nobr setting—all perform a similar, though slightly different, function.
Warning: Line continuations, or any markup that relies on line positioning, are incompatible with the no-break features because of how the latter function.
A backslash (\) that begins or ends a line is the line continuation markup. Upon processing the backslash, associated line break, and all whitespace between them are removed—thus, joining the nearby lines together. This is mostly useful for controlling whitespace when you want to wrap lines for readability, but not generate extra whitespace upon display, and the <<silently>> macro isn't an option because you need to generate output.
For example, all of the following: (n.b., · represents whitespace that will be removed, ¬ represents line breaks)
The rain in Spain falls \¬
mainly on the plain.
The rain in Spain falls \····¬
mainly on the plain.
The rain in Spain falls¬
\ mainly on the plain.
The rain in Spain falls¬
····\ mainly on the plain.
Yield the single line in the final output:
The rain in Spain falls mainly on the plain.
An exclamation point (!) that begins a line defines the heading markup. It consists of one to six exclamation points, each additional one beyond the first signifying a lesser heading.
| Type | Syntax & Example | Rendered As | Displays As (roughly) |
|---|---|---|---|
| Level 1 | |
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Level 1 Heading |
| Level 2 | |
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Level 2 Heading |
| Level 3 | |
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Level 3 Heading |
| Level 4 | |
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Level 4 Heading |
| Level 5 | |
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Level 5 Heading |
| Level 6 | |
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Level 6 Heading |
Warning: Because the style markups use the same tokens to begin and end each markup, the same style cannot be nested within itself.
| Type | Syntax & Example | Rendered As | Displays As (roughly) |
|---|---|---|---|
| Emphasis | |
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Emphasis |
| Strong | |
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Strong |
| Underline | |
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Underline |
| Strikethrough | |
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| Superscript | |
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Superscript |
| Subscript | |
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Subscript |
An asterisk (*) or number sign (#) that begins a line defines a member of the unordered or ordered list markup, respectively.
| Type | Syntax & Example | Rendered As | Displays As (roughly) |
|---|---|---|---|
| Unordered | |
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| Ordered | |
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A right angle bracket (>) that begins a line defines the blockquote markup. It consists of one or more right angle brackets, each additional one beyond the first signifying a level of nested blockquote.
| Syntax & Example | Rendered As | Displays As (roughly) |
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Line 1 |
| Type | Syntax & Example | Rendered As | Displays As (roughly) |
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| Inline | |
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A set of four hyphen/minus characters (-) that begins a line defines the horizontal rule markup.
| Type | Syntax & Example | Rendered As | Displays As (roughly) |
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| Horizontal rule | |
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The verbatim text markup disables processing of all markup contained within—both SugarCube and HTML—passing its contents directly into the output as plain text.
| Type | Syntax & Example | Rendered As | Displays As (roughly) |
|---|---|---|---|
| Triple double quotes | |
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No //format// |
| <nowiki> tag | |
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No //format// |
A set of opening and closing <html> tags—i.e., <html></html>—defines the verbatim HTML markup. The verbatim HTML markup disables processing of all markup contained within—both SugarCube and HTML—passing its contents directly into the output as HTML markup for the browser. Thus, you should only use plain HTML markup within the verbatim markup—meaning using none of SugarCube's special HTML attributes or directives.
Note: You should virtually never need to use the verbatim HTML markup.
Warning: Because the custom style markup uses the same tokens to begin and end the markup, it cannot be nested within itself.
| Type | Syntax | Example | Rendered As |
|---|---|---|---|
| Inline | |
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| Block | |
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;) separated list consisting of one or more of the following:
#alfa..bravo.color:red.v2.31.0, the ID and class names components may be conjoined without need of extra semi-colons—e.g., #alfa;.bravo;.charlie; may also be written as #alfa.bravo.charlie;.
A text replacement markup. The template markup begins with a question mark (?) followed by the template name—e.g., ?yolo—and are set up as functions-that-return-strings, strings, or arrays of either—from which a random member is selected whenever the template is processed. They are defined via the Template API.
For example, consider the following markup:
?He was always willing to lend ?his ear to anyone.
Assuming that ?He resolves to She and ?his to her, then that will produce the following output:
She was always willing to lend her ear to anyone.
v2.29.0: Introduced.Note: Comments used within passage markup are not rendered into the page output.
| Type | Syntax & Example | Supported Within… |
|---|---|---|
| C-style, Block | |
Passage markup, JavaScript, Stylesheets |
| TiddlyWiki, Block | |
Passage markup |
| HTML, Block | |
Passage markup |
TwineScript in SugarCube is, essentially, JavaScript with an extra spoonful of sugar on top to make it a bit nicer for the uninitiated.
Note:
Temporary variables were added in v2.3.0.
A variable is a bit of storage where you may stash a value for later use. In SugarCube, they come in two types: story variables and temporary variables. Story variables are a part of the story history and exist for the lifetime of a playthrough session. Temporary variables do not become part of the story history and only exist for the lifetime of the moment/turn that they're created in. You'll likely use story variables most often throughout your project—though, temporary variables are perfect candidates for things like loop variables, if you're using the <<for>> macro.
For example, you might use the story variable $name to store the main player character's name or the story variable $cash to store how much money the player has on hand.
Values may be of most primitive types and some object types, see Supported Types for more information.
The names of both story and temporary variables have a certain format that they must follow—which signifies that they are variables and not some other kind of data.
The very first, and mandatory, character is their sigil, which denotes whether they are a story or temporary variable. The sigil must be a dollar sign ($) for story variables or an underscore (_) for temporary variables.
The second, and also mandatory, character of the variable name may be one of the following: the letters A though Z (in upper or lower case), the dollar sign, and the underscore (i.e., A-Za-z$_)—after their initial use as the sigil, the dollar sign and underscore become regular variable characters.
Subsequent, optional, characters have the same set as the second with the addition of numerals (i.e., 0-9, so the full set is A-Za-z0-9$_). No other characters are allowed.
A few examples of valid names:
/* Story variables */
$cash
$hasKeyCard5
$met_alice
$TIMES_POKED_MR_BEAR
/* Temporary variables */
_i
_something2
_some_loop_value
_COUNT
Note: This is not an exhaustive list. There are many ways to use and interact with variables.
To modify the values contained within variables, see the <<set>> macro and setter links.
To print the values contained within variables, see the naked variable markup and the <<print>>, <<=>>, and <<->> macros.
To control aspects of your project based on the values contained within variables, see the <<if>> and <<switch>> macros.
The following types of values are natively supported by SugarCube and may be safely used within story and temporary variables.
true & false42, 3.14, & -17.01"I like pie" & 'You like pie'nullundefinedArrayDateMapSetAny supported object type may itself contain any supported primitive or object type.
Unsupported object types, either native or custom, can be made compatible by implementing .clone() and .toJSON() methods for them—see the Non-generic object types (a.k.a. classes) guide for more information.
Due to how SugarCube stores the state history a few constructs are not supported within story variables.
Functions, including static—i.e., non-instance—methods, due to a few issues.
Instance methods of classes are not affected by either issue, as they're never actually stored within story variables, being referenced from their classes' prototypes instead.
See Also: While not specifically about SugarCube, the About Expressions section of the Twine 1 reference documentation may also be helpful.
Expressions are simply units of code that yield values when evaluated. For example:
2 + 2 → Yields: 4
"a" + "bc" → Yields: "abc"
turns() → Yields: 1 (assuming that it is the first turn)
While every valid expression—even those you might not expect—yields a value, there are essentially two types of expressions: those with side effects and those without. A side effect simply means that the evaluation of the expression modifies some state. For example:
$a = 5 → Yields: 5; Side effect: assigns 5 to the story variable $a
$x + 10 → Yields: 25 (assuming $x is 15); No side effects
In general, you can group expressions into categories based on what kind of value they yield and/or what side effects they cause. For example: (not an exhaustive list)
42 or 3.14."Lulamoon" or "5678".true or false.$a = 5.You will, in all likelihood, use expressions most often within macros—e.g., <<set>>, <<print>>, <<if>>, <<for>>.
Macros fall into two broad categories based on the kind of arguments they accept: those that want an expression—e.g., <<set>> and <<print>>—and those that want discrete arguments separated by whitespace—e.g., <<link>> and <<audio>>. The documentation for each macro will tell you what it expects.
Those that want an expression are fairly straightforward, as you simply supply an expression.
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 variables—as SugarCube automatically yields their values to the macro. There are cases, however, where things get a bit more complicated, namely: instances where you need to pass the name of a variable as an argument, rather than its value, and those where you want to pass the result of an expression as argument.
Passing the name of a variable as an argument is problematic because variable substitution occurs automatically in SugarCube macros. Meaning that when you pass a variable as an argument, its value is passed to the macro rather than its name.
Normally, this is exactly what you want to happen. Occasionally, however, macros will need the name of a variable rather than its value—e.g., data input macros like <<textbox>>—so that they may modify the variable. To resolve these instances, you will need to quote the name of the variable—i.e., instead of passing $pie as normal, you'd pass "$pie". These, rare, instances are noted in the macros' documentation and shown in their examples.
Passing the result of an expression as an argument is problematic for a couple of reasons: because the macro argument parser doesn't treat arguments as expressions by default and because it separates arguments with whitespace.
Normally, those aren't issues as you should not need to use the result of an expression as an argument terribly often. To resolve instances where you do, however, you'll want to use either a temporary variable or a backquote expression.
For example, the following will not work because the macro parser will think that you're passing five discrete arguments, rather than a single expression:
<<link "Wake " + $friend + ".">> … <</link>>
You could solve the problem by using a temporary variable to hold the result of the expression, then pass that to the macro. For example:
<<set _text to "Wake " + $friend + ".">>\
<<link _text>> … <</link>>
A better solution, however, would be to use a backquote1 (`) expression, which is really just a special form of quoting available in macro arguments that causes the contents of the backquotes to be evaluated and then yields the result as a singular argument. For example:
<<link `"Wake " + $friend + "."`>> … <</link>>
~) on keyboards.<<capture variableList>> … <</capture>> Captures story $variables and temporary _variables, creating localized versions of their values within the macro body.
Note:
Use of this macro is only necessary when you need to localize a variable's value for use with an asynchronous macro—i.e., a macro whose contents are executed at some later time, rather than when it's invoked; e.g., interactive macros, <<repeat>>, <<timed>>. Generally, this means only when the variable's value will change between the time the asynchronous macro is invoked and when it's activated—e.g., a loop variable.
v2.14.0: Introduced.variableList: A list of story $variables and/or temporary _variables.→ Using <<capture>> to localize a temporary loop variable for use within a <<linkappend>>
<<set _what to [
"a crab rangoon",
"a gaggle of geese",
"an aardvark",
"the world's smallest violin"
]>>
<<for _i to 0; _i lt _what.length; _i++>>
<<capture _i>>
I spy with my little <<linkappend "eye" t8n>>, _what[_i]<</linkappend>>.
<</capture>>
<</for>>
→ Capturing several variables at once
<<capture $aStoryVar, $anotherStoryVar, _aTempVar>> … <</capture>>
<<set expression>> Sets story $variables and temporary _variables based on the given expression.
v2.0.0: Introduced.expression: A valid expression. See Variables and Expressions for more information.| Operator | Description | Example |
|---|---|---|
to |
Assigns the value on the right-hand side of the operator to the left-hand side. | |
| Operator | Description | Example |
|---|---|---|
= |
Assigns the value on the right-hand side of the operator to the left-hand side. | |
+= |
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. | |
-= |
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. | |
*= |
Multiplies the current value on the left-hand side of the operator by the value on the right-hand side and assigns the result to the left-hand side. | |
/= |
Divides the current value on the left-hand side of the operator by the value on the right-hand side and assigns the result to the left-hand side. | |
%= |
Divides the current value on the left-hand side of the operator by the value on the right-hand side and assigns the remainder to the left-hand side. | |
→ Using the TwineScript "to" operator
<<set $cheese to "a nice, sharp cheddar">> → Assigns "a nice, sharp cheddar" to story variable $cheese
<<set $chestEmpty to true>> → Assigns boolean true to story variable $chestEmpty
<<set $gold to $gold + 5>> → Adds 5 to the value of story variable $gold
<<set _counter to _counter + 1>> → Adds 1 to the value of temporary variable _counter
→ Using standard JavaScript operators
<<set $cheese = "a nice, sharp cheddar">> → Assigns "a nice, sharp cheddar" to story variable $cheese
<<set $chestEmpty = true>> → Assigns boolean true to story variable $chestEmpty
<<set $gold += 5>> → Adds 5 to the value of story variable $gold
<<set _counter += 1>> → Adds 1 to the value of temporary variable _counter
<<unset variableList>> Unsets story $variables and temporary _variables.
v2.0.0: Introduced.variableList: A list of story $variables and/or temporary _variables.<<unset $cheese, $chestEmpty, $gold>>
<<unset _someTempVar>>
<<remember expression>> Deprecated:
This macro has been deprecated and should no longer be used. See the memorize() and recall() functions for its replacement.
v2.0.0: Introduced.v2.29.0: Deprecated in favor of memorize() and recall().<<forget variableList>> Deprecated:
This macro has been deprecated and should no longer be used. See the forget() function for its replacement.
v2.0.0: Introduced.v2.29.0: Deprecated in favor of forget().<<run expression>> Functionally identical to <<set>>. Intended to be mnemonically better for uses where the expression is arbitrary code, rather than variables to set—i.e., <<run>> to run code, <<set>> to set variables.
<<script>> … <</script>> Silently executes its contents as pure JavaScript code—i.e., it performs no story or temporary variable substitution or TwineScript operator processing. For instances where you need to run some pure JavaScript and don't want to waste time performing extra processing on code that has no story or temporary variables or TwineScript operators in it and/or worry about the parser possibly clobbering the code.
Note:
The predefined variable output, which is a reference to a local content buffer, is available for use within the macro's code contents. Once the code has been fully executed, the contents of the buffer, if any, will be output.
v2.0.0: Introduced.→ Basic
<<script>>
/* pure JavaScript code */
<</script>>
→ Modifying the content buffer
<<script>>
/* Parse some markup and append the result to the output buffer. */
$(output).wiki("Cry 'Havoc!', and let slip the //ponies// of ''friendship''.");
<</script>>
<<= expression>> Outputs a string representation of the result of the given expression. This macro is an alias for <<print>>.
Tip: If you only need to print the value of a TwineScript variable, then you may simply include it in your normal passage text and it will be printed automatically via the naked variable markup.
v2.0.0: Introduced.expression: A valid expression. See Expressions for more information.→ Assuming $gold is 5
You found <<= $gold>> gold. → Outputs: You found 5 gold.
→ Assuming $weight is 74.6466266
You weigh <<= $weight.toFixed(2)>> kg. → Outputs: You weigh 74.65 kg.
<<- expression>> Outputs a string representation of the result of the given expression. This macro is functionally identical to <<print>>, save that it also encodes HTML special characters in the output.
Tip: If you only need to print the value of a TwineScript variable, then you may simply include it in your normal passage text and it will be printed automatically via the naked variable markup.
v2.0.0: Introduced.expression: A valid expression. See Expressions for more information.→ Assuming $gold is 5
You found <<- $gold>> gold. → Outputs: You found 5 gold.
→ Assuming $weight is 74.6466266
You weigh <<- $weight.toFixed(2)>> kg. → Outputs: You weigh 74.65 kg.
<<include passageName [elementName]>><<include linkMarkup [elementName]>> Outputs the contents of the passage with the given name, optionally wrapping it within an HTML element. May be called either with the passage name or with a link markup.
v2.15.0: Introduced.passageName: The name of the passage to include.elementName: (optional) The HTML element to wrap the included passage in. If used, the element will include the passage's name normalized into a class name. See CSS passage conversions for more information.linkMarkup: The link markup to use (regular syntax only, no setters).elementName: Identical to the passage name form.<<include "Go West">> → Include the passage "Go West"
<<include [[Go West]]>> → Include the passage "Go West"
<<include "Go West" "div">> → Include the passage "Go West", wrapping it within a <div>
<<include [[Go West]] "div">> → Include the passage "Go West", wrapping it within a <div>
<<nobr>> … <</nobr>> Executes its contents and outputs the result, after removing leading/trailing newlines and replacing all remaining sequences of newlines with single spaces.
Note:
The nobr special tag and Config.passages.nobr setting applies the same processing to an entire passage or all passages, respectively. The line continuation markup performs a similar function, though in a slightly different way.
v2.0.0: Introduced.→ Given: $feeling eq "blue", outputs: I'd like a blueberry pie.
I'd like a <<nobr>>
<<if $feeling eq "blue">>
blueberry
<<else>>
cherry
<</if>>
<</nobr>> pie.
<<print expression>> Outputs a string representation of the result of the given expression.
Tip: If you only need to print the value of a TwineScript variable, then you may simply include it in your normal passage text and it will be printed automatically via the naked variable markup.
v2.0.0: Introduced.expression: A valid expression. See Expressions for more information.→ Assuming $gold is 5
You found <<print $gold>> gold. → Outputs: You found 5 gold.
→ Assuming $weight is 74.6466266
You weigh <<print $weight.toFixed(2)>> kg. → Outputs: You weigh 74.65 kg.
<<silently>> … <</silently>> Causes any output generated within its body to be discarded, except for errors (which will be displayed). Generally, only really useful for formatting blocks of macros for ease of use/readability, while ensuring that no output is generated, from spacing or whatnot.
v2.0.0: Introduced.→ Basic
<<silently>>
You'll never see any of this!
<</silently>>
→ Hiding the guts of a countdown timer
<<set $seconds to 10>>\
Countdown: <span id="countdown">$seconds seconds remaining</span>!\
<<silently>>
<<repeat 1s>>
<<set $seconds to $seconds - 1>>
<<if $seconds gt 0>>
<<replace "#countdown">>$seconds seconds remaining<</replace>>
<<else>>
<<replace "#countdown">>Too Late<</replace>>
/* do something useful here */
<<stop>>
<</if>>
<</repeat>>
<</silently>>
<<type speed [start delay] [class classes] [element tag] [id ID] [keep|none] [skipkey key]>>…<</type>> Outputs its contents a character—technically, a code point—at a time, mimicking a teletype/typewriter. Can type most content: links, markup, macros, etc.
Warning:
Interactions with macros or other code that inject content only after some external action or period—e.g., <<linkreplace>>, <<timed>>, etc.—may or may not behave as you'd expect. Testing is strongly advised.
See Also:
Config.macros.typeSkipKey, Config.macros.typeVisitedPassages, <<type>> Events.
v2.32.0: Introduced.v2.33.0: Added class, element, and id options and macro-type-done class.v2.33.1: Added skipkey option.speed: The rate at which characters are typed, as a valid CSS time value—e.g., 1s and 40ms. Values in the range 20–60ms are a good starting point.start delay: (optional) The amount of time to delay the start of typing, as a valid CSS time value—e.g., 5s and 500ms. If omitted, defaults to 400ms.class classes: (optional) The space separated list of classes to be added to the typing container.element tag: (optional) The element to use as the typing container—e.g., div and span. If omitted, defaults to div.id ID: (optional) The unique ID to be assigned to the typing container.keep: (optional) Keyword, used to signify that the cursor should be kept after typing is complete.none: (optional) Keyword, used to signify that the cursor should not be used at all.skipkey: (optional) The key used to cause typing to finish immediately. If omitted, defaults to the value of Config.macros.typeSkipKey.<<type 40ms>>
Type characters from this content every 40 milliseconds. Including [[links]] and ''other markup''!
<</type>>
<<type 40ms start 2s>>
Type characters from this content every 40 milliseconds, starting after a 2 second delay.
<</type>>
<<type 40ms class "foo bar">>
Type characters from this content every 40 milliseconds, adding classes to the typing container.
<</type>>
<<type 40ms element "span">>
Type characters from this content every 40 milliseconds, using a <span> as the typing container.
<</type>>
<<type 40ms id "type01">>
Type characters from this content every 40 milliseconds, assigning an ID to the typing container.
<</type>>
<<type 40ms keep>>
Type characters from this content every 40 milliseconds, keeping the cursor after typing is complete.
<</type>>
<<type 40ms skipkey "Control">>
Type characters from this content every 40 milliseconds, using the Control (CTRL) key as the skip key.
<</type>>
The typed text has no default styling. If you want to change the font or color, then you'll need to change the styling of the macro-type class. For example:
.macro-type {
color: limegreen;
font-family: monospace, monospace;
}
There's also a macro-type-done class that is added to text that has finished typing, which may be used to style it differently from actively typing text.
The default cursor is the block element character Right Half Block (U+2590) and it has no default font or color styling. 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. For example:
.macro-type-cursor:after {
color: limegreen;
content: "\269C\FE0F"; /* Fleur-de-lis emoji */
font-family: monospace, monospace;
}
<<display passageName [elementName]>><<display linkMarkup [elementName]>> Deprecated:
This macro has been deprecated and should no longer be used. See the <<include>> macro for its replacement.
v2.0.0: Introduced.v2.15.0: Deprecated in favor of <<include>>.<<if conditional>> … [<<elseif conditional>> …] [<<else>> …] <</if>> Executes its contents if the given conditional expression evaluates to true. If the condition evaluates to false and an <<elseif>> or <<else>> exists, then other contents can be executed.
Note:
SugarCube does not trim whitespace from the contents of <<if>> macros, so that authors don't have to resort to various kludges to get whitespace where they want it. This means, however, that extra care must be taken when writing them to ensure that unwanted whitespace is not created within the final output.
v2.0.0: Introduced.conditional: A valid conditional expression, evaluating to either true or false. See Expressions for more information.| Operator | Description | Example |
|---|---|---|
is |
Evaluates to true if both sides are strictly equal. |
|
isnot |
Evaluates to true if both sides are strictly not equal. |
|
eq |
Evaluates to true if both sides are equivalent. |
|
neq |
Evaluates to true if both sides are not equivalent. |
|
gt |
Evaluates to true if the left side is greater than the right side. |
|
gte |
Evaluates to true if the left side is greater than or equal to the right side. |
|
lt |
Evaluates to true if the left side is less than the right side. |
|
lte |
Evaluates to true if the left side is less than or equal to the right side. |
|
not |
Flips a true evaluation to false, and vice versa. |
|
and |
Evaluates to true if all subexpressions evaluate to true. |
|
or |
Evaluates to true if any subexpressions evaluate to true. |
|
def |
Evaluates to true if the right side is defined. |
|
ndef |
Evaluates to true if the right side is not defined. |
|
Warning:
The def and ndef operators have very low precedence, so it is strongly recommended that if you mix them with other operators, that you wrap them in parentheses—e.g., (def $style) and ($style is "girly").
| Operator | Description | Example |
|---|---|---|
=== |
Evaluates to true if both sides are strictly equal. |
|
!== |
Evaluates to true if both sides are strictly not equal. |
|
== |
Evaluates to true if both sides are equivalent. |
|
!= |
Evaluates to true if both sides are not equivalent. |
|
> |
Evaluates to true if the left side is greater than the right side. |
|
>= |
Evaluates to true if the left side is greater than or equal to the right side. |
|
< |
Evaluates to true if the left side is less than the right side. |
|
<= |
Evaluates to true if the left side is less than or equal to the right side. |
|
! |
Flips a true evaluation to false, and vice versa. |
|
&& |
Evaluates to true if all subexpressions evaluate to true. |
|
|| |
Evaluates to true if any subexpressions evaluate to true. |
|
<<if $daysUntilLoanDue is 0>><<include "Panic">><</if>>
<<if $cash lt 5>>
I'm sorry, ma'am, but you don't have enough for the pie.
<<else>>
<<set $cash -= 5, $hasMeatPie = true>>
One meat pie, fresh out of the oven, coming up!
<</if>>
<<if $affection gte 75>>
I love you!
<<elseif $affection gte 50>>
I like you.
<<elseif $affection gte 25>>
I'm okay with you.
<<else>>
Get out of my face.
<</if>>
<<if $hullBreached>>
<<if $wearingHardSuit>>
<<include "That was close">>
<<elseif $wearingSoftSuit>>
<<include "Hole in suit">>
<<else>>
<<include "You die">>
<</if>>
<</if>>
<<for [conditional]>> … <</for>><<for [init] ; [conditional] ; [post]>> … <</for>><<for [keyVariable ,] valueVariable range collection>> … <</for>> Repeatedly executes its contents. There are three forms: a conditional-only form, a 3-part conditional form, and a range form.
See Also:
<<break>> and <<continue>>.
v2.0.0: Introduced.v2.20.0: Added range form._i.Executes its contents while the given conditional expression evaluates to true. If no conditional expression is given, it is equivalent to specifying true.
Note:
The maximum number of loop iterations in the conditional forms is not unlimited by default, however, it is configurable. See Config.macros.maxLoopIterations for more information.
init: (optional) A valid expression, evaluated once at loop initialization. Typically used to initialize counter variable(s). See <<set>> for more information.conditional: (optional) A valid conditional expression, evaluated prior to each loop iteration. As long as the expression evaluates to true, the loop is executed. See <<if>> for more information.post: (optional) A valid expression, evaluated after each loop iteration. Typically used to update counter variable(s). See <<set>> for more information.→ Example setup
<<set $dwarves to ["Doc", "Dopey", "Bashful", "Grumpy", "Sneezy", "Sleepy", "Happy"]>>
→ Loop
<<for _i to 0; _i lt $dwarves.length; _i++>>
<<print _i + 1>>. $dwarves[_i]
<</for>>
→ Result
1. Doc
2. Dopey
3. Bashful
4. Grumpy
5. Sneezy
6. Sleepy
7. Happy
Iterates through all enumerable entries of the given collection. 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. Valid collection types are: arrays, generic objects, maps, sets, and strings.
keyVariable: (optional) A story or temporary variable that will be set to the iteration key.valueVariable: A story or temporary variable that will be set to the iteration value.range: Keyword, used to signify that the loop is using the range form syntax.collection: An expression that yields a valid collection type, evaluated once at loop initialization.| Collection type | Iteration: key, value |
|---|---|
| Arrays & Sets | Member: index, value |
| Generic objects | Property: name, value |
| Maps | Entry: key, value |
| Strings | Code point: start index, value |
Note: Strings are iterated by Unicode code point, however, due to historic reasons they are comprised of, and indexed by, individual UTF-16 code units. This means that some code points may span multiple code units—e.g., the character 💩 is one code point, but two code units.
→ Example setup
<<set $dwarves to ["Doc", "Dopey", "Bashful", "Grumpy", "Sneezy", "Sleepy", "Happy"]>>
→ Loop
<<for _i, _name range $dwarves>>
<<print _i + 1>>. _name
<</for>>
→ Result
1. Doc
2. Dopey
3. Bashful
4. Grumpy
5. Sneezy
6. Sleepy
7. Happy
<<break>> Used within <<for>> macros. Terminates the execution of the current <<for>>.
v2.0.0: Introduced.<<continue>> Used within <<for>> macros. Terminates the execution of the current iteration of the current <<for>> and begins execution of the next iteration.
Note: May eat line-breaks in certain situations.
v2.0.0: Introduced.<<switch expression>>[<<case valueList>> …][<<default>> …]<</switch>> Evaluates the given expression and compares it to the value(s) within its <<case>> children. The value(s) within each case are compared to the result of the expression given to the parent <<switch>>. Upon a successful match, the matching case will have its contents executed. If no cases match and an optional <<default>> case exists, which must be the final case, then its contents will be executed. At most one case will execute.
Note:
SugarCube does not trim whitespace from the contents of <<case>>/<<default>> macros, so that authors don't have to resort to various kludges to get whitespace where they want it. However, this means that extra care must be taken when writing them to ensure that unwanted whitespace is not created within the final output.
v2.7.2: Introduced.<<switch>>expression: A valid expression. See Expressions for more information.<<case>>valueList: A space separated list of values to compare against the result of the switch expression.→ Without a default case
<<switch $hairColor>>
<<case "red" "auburn">>
You ginger.
<<case "black" "brown">>
Dark haired, eh?
<<case "blonde">>
You may have more fun.
<</switch>>
→ With a default case (assume the passage is about a waterfall)
<<switch visited()>>
<<case 1>>
You gaze in wonder at the magnificent waterfall for the first time, awestruck by its natural beauty.
<<case 2 3>>
You once again gaze upon the magnificent waterfall.
<<case 4 5>>
Yet again, you find yourself looking upon the waterfall.
<<default>>
Oh, look. It's that waterfall again. Meh.
<</switch>>
Interactive macros are both asynchronous and require interaction from the player. Thus, there are some potential pitfalls to consider:
<<capture>> macro due to their asynchronous nature.<<button linkText [passageName]>> … <</button>><<button linkMarkup>> … <</button>><<button imageMarkup>> … <</button>> Creates a button that silently executes its contents when clicked, optionally forwarding the player to another passage. May be called with either the link text and passage name as separate arguments, a link markup, or an image markup.
See: Interactive macro warning.
Note:
This macro is functionally identical to <<link>>, save that it uses a button element (<button>) rather than an anchor element (<a>).
v2.8.0: Introduced.linkText: The text of the link. May contain markup.passageName: (optional) The name of the passage to go to.linkMarkup: The link markup to use (regular syntax only, no setters).imageMarkup: The image markup to use (regular syntax only, no setters).→ Without forwarding: a very basic statistic setting example
Strength: <<set $pcStr to 10>><span id="stats-str"><<print $pcStr>></span> \
( <<button "[+]">><<set $pcStr++>><<replace "#stats-str">><<print $pcStr>><</replace>><</button>> \
| <<button "[-]">><<set $pcStr-->><<replace "#stats-str">><<print $pcStr>><</replace>><</button>> )
→ With forwarding: execute a script, then go to the specified passage
<<button "Onward, Reginald!" "On with the story">><<script>>/* (code) */<</script>><</button>>
<<button [[Onward, Reginald!|On with the story]]>><<script>>/* (code) */<</script>><</button>>
<<button [img[onward.jpg][On with the story]]>><<script>>/* (code) */<</script>><</button>>
<<checkbox receiverName uncheckedValue checkedValue [autocheck|checked]>> Creates a checkbox, used to modify the value of the variable with the given name.
See: Interactive macro warning.
v2.0.0: Introduced.v2.32.0: Added autocheck keyword.receiverName: The name of the variable to modify, which must be quoted—e.g., "$foo". Object and array property references are also supported—e.g., "$foo.bar", "$foo['bar']", & "$foo[0]".uncheckedValue: The value set by the checkbox when unchecked.checkedValue: The value set by the checkbox when checked.autocheck: (optional) Keyword, used to signify that the checkbox should be automatically set to the checked state based on the current value of the receiver variable. NOTE: Automatic checking may fail on non-primitive values—i.e., on arrays and objects.checked: (optional) Keyword, used to signify that the checkbox should be in the checked state.What pies do you enjoy?
* <<checkbox "$pieBlueberry" false true autocheck>> Blueberry?
* <<checkbox "$pieCherry" false true autocheck>> Cherry?
* <<checkbox "$pieCoconutCream" false true autocheck>> Coconut cream?
What pies do you enjoy?
* <<checkbox "$pieBlueberry" false true checked>> Blueberry?
* <<checkbox "$pieCherry" false true>> Cherry?
* <<checkbox "$pieCoconutCream" false true checked>> Coconut cream?
<label> elementTip:
For accessibility reasons, it's recommended that you wrap each <<checkbox>> and its accompanying text within a <label> element. Doing so allows interactions with the text to also trigger its <<checkbox>>.
What pies do you enjoy?
* <label><<checkbox "$pieBlueberry" false true autocheck>> Blueberry?</label>
* <label><<checkbox "$pieCherry" false true autocheck>> Cherry?</label>
* <label><<checkbox "$pieCoconutCream" false true autocheck>> Coconut cream?</label>
What pies do you enjoy?
* <label><<checkbox "$pieBlueberry" false true checked>> Blueberry?</label>
* <label><<checkbox "$pieCherry" false true>> Cherry?</label>
* <label><<checkbox "$pieCoconutCream" false true checked>> Coconut cream?</label>
<<cycle receiverName [once] [autoselect]>>[<<option label [value [selected]]>> …][<<optionsfrom collection>> …]<</cycle>> Creates a cycling link, used to modify the value of the variable with the given name. The cycling options are populated via <<option>> and/or <<optionsfrom>>.
See: Interactive macro warning.
v2.29.0: Introduced.v2.36.0: Fixed the selected keyword and added the once keyword.<<cycle>>receiverName: The name of the variable to modify, which must be quoted—e.g., "$foo". Object and array property references are also supported—e.g., "$foo.bar", "$foo['bar']", & "$foo[0]".once: (optional) Keyword, used to signify that the cycle should stop upon reaching the last option and deactivate itself. NOTE: Since you likely want to start at the first option when using this keyword, you should either not select an option, so it defaults to the first, or, if you do, select the first option only.autoselect: (optional) Keyword, used to signify that an option should be automatically selected as the cycle default based on the current value of the receiver variable. NOTE: Automatic option selection will fail on non-primitive values—i.e., on arrays and objects.<<option>>label: The label shown by the cycling link for the option.value: (optional) The value set by the cycling link when the option is selected. If omitted, the label will be used as the value.selected: (optional) Keyword, used to signify that the option should be the cycle default. Only one option may be so selected. If no options are selected as the default, the cycling link will default to the first option, unless the cycle autoselect keyword is specified. NOTE: If specified, the value argument is not optional.<<optionsfrom>>collection: An expression that yields a valid collection type.
| Collection type | Option: label, value |
|---|---|
| Arrays & Sets | Member: value, value |
| Generic objects | Property: name, value |
| Maps | Entry: key, value |
<<option>>The answer to the //Ultimate Question of Life, the Universe, and Everything// is?
<<cycle "$answer" autoselect>>
<<option "Towel">>
<<option "π" 3.14159>>
<<option 42>>
<<option 69>>
<<option "∞" Infinity>>
<</cycle>>
<<optionsfrom>> with an array→ Given: _pieOptions = ["blueberry", "cherry", "coconut cream"]
What's your favorite pie?
<<cycle "$pie" autoselect>>
<<optionsfrom _pieOptions>>
<</cycle>>
<<optionsfrom>> with an generic object→ Given: _pieOptions = { "Blueberry" : "blueberry", "Cherry" : "cherry", "Coconut cream" : "coconut cream" }
What's your favorite pie?
<<cycle "$pie" autoselect>>
<<optionsfrom _pieOptions>>
<</cycle>>
once keywordYou see a large red, candy-like button.
<<cycle "$presses" once>>
<<option "Should you press it?" 0>>
<<option "Nothing happened. Press it again?" 1>>
<<option "Again?" 2>>
<<option "That time it locked into place with a loud click and began to glow ominously." 3>>
<</cycle>>
<<link linkText [passageName]>> … <</link>><<link linkMarkup>> … <</link>><<link imageMarkup>> … <</link>> Creates a link that silently executes its contents when clicked, optionally forwarding the player to another passage. May be called with either the link text and passage name as separate arguments, a link markup, or an image markup.
See: Interactive macro warning.
Note: If you simply need a passage link that modifies variables, both the link markup and image markup offer setter variants.
v2.8.0: Introduced.linkText: The text of the link. May contain markup.passageName: (optional) The name of the passage to go to.linkMarkup: The link markup to use (regular syntax only, no setters).imageMarkup: The image markup to use (regular syntax only, no setters).→ Without forwarding: a very basic statistic setting example
Strength: <<set $pcStr to 10>><span id="stats-str"><<print $pcStr>></span> \
( <<link "[+]">><<set $pcStr++>><<replace "#stats-str">><<print $pcStr>><</replace>><</link>> \
| <<link "[-]">><<set $pcStr-->><<replace "#stats-str">><<print $pcStr>><</replace>><</link>> )
→ With forwarding: execute a script, then go to the specified passage
<<link "Onward, Reginald!" "On with the story">><<script>>/* (code) */<</script>><</link>>
<<link [[Onward, Reginald!|On with the story]]>><<script>>/* (code) */<</script>><</link>>
<<link [img[onward.jpg][On with the story]]>><<script>>/* (code) */<</script>><</link>>
<<linkappend linkText [transition|t8n]>> … <</linkappend>> Creates a single-use link that deactivates itself and appends its contents to its link text when clicked. Essentially, a combination of <<link>> and <<append>>.
See: Interactive macro warning.
v2.0.0: Introduced.linkText: The text of the link. May contain markup.transition: (optional) Keyword, used to signify that a CSS transition should be applied to the incoming insertions.t8n: (optional) Keyword, alias for transition.→ Without a transition
We—We should <<linkappend "take">> away their METAL BAWKSES<</linkappend>>!
→ With a transition
I spy with my little <<linkappend "eye" t8n>>, a crab rangoon<</linkappend>>.
<<linkprepend linkText [transition|t8n]>> … <</linkprepend>> Creates a single-use link that deactivates itself and prepends its contents to its link text when clicked. Essentially, a combination of <<link>> and <<prepend>>.
See: Interactive macro warning.
v2.0.0: Introduced.linkText: The text of the link. May contain markup.transition: (optional) Keyword, used to signify that a CSS transition should be applied to the incoming insertions.t8n: (optional) Keyword, alias for transition.→ Without a transition
You see a <<linkprepend "robot">>GIANT <</linkprepend>>.
→ With a transition
I <<linkprepend "like" t8n>>do not <</linkprepend>> lemons.
<<linkreplace linkText [transition|t8n]>> … <</linkreplace>> Creates a single-use link that deactivates itself and replaces its link text with its contents when clicked. Essentially, a combination of <<link>> and <<replace>>.
See: Interactive macro warning.
v2.0.0: Introduced.linkText: The text of the link. May contain markup.transition: (optional) Keyword, used to signify that a CSS transition should be applied to the incoming insertions.t8n: (optional) Keyword, alias for transition.→ Without a transition
I'll have a <<linkreplace "cupcake">>slice of key lime pie<</linkreplace>>, please.
→ With a transition
<<linkreplace "You'll //never// take me alive!" t8n>>On second thought, don't hurt me.<</linkreplace>>
<<listbox receiverName [autoselect]>>[<<option label [value [selected]]>> …][<<optionsfrom collection>> …]<</listbox>> Creates a listbox, used to modify the value of the variable with the given name. The list options are populated via <<option>> and/or <<optionsfrom>>.
See: Interactive macro warning.
v2.26.0: Introduced.v2.27.0: Added autoselect keyword.v2.28.0: <<optionsFrom>> child tag.v2.28.1: Fixed name of <<optionsfrom>> child tag, which was erroneously added as <<optionsFrom>> in v2.28.0.v2.29.0: Made the <<option>> child tag's value argument optional.v2.36.0: Fixed the selected keyword.<<listbox>>receiverName: The name of the variable to modify, which must be quoted—e.g., "$foo". Object and array property references are also supported—e.g., "$foo.bar", "$foo['bar']", & "$foo[0]".autoselect: (optional) Keyword, used to signify that an option should be automatically selected as the listbox default based on the current value of the receiver variable. NOTE: Automatic option selection will fail on non-primitive values—i.e., on arrays and objects.<<option>>label: The label shown by the listbox for the option.value: (optional) The value set by the listbox when the option is selected. If omitted, the label will be used as the value.selected: (optional) Keyword, used to signify that the option should be the listbox default. Only one option may be so selected. If no options are selected as the default, the listbox will default to the first option, unless the listbox autoselect keyword is specified. NOTE: If specified, the value argument is not optional.<<optionsfrom>>collection: An expression that yields a valid collection type.
| Collection type | Option: label, value |
|---|---|
| Arrays & Sets | Member: value, value |
| Generic objects | Property: name, value |
| Maps | Entry: key, value |
<<option>>The answer to the //Ultimate Question of Life, the Universe, and Everything// is?
<<listbox "$lbanswer" autoselect>>
<<option "Towel">>
<<option "π" 3.14159>>
<<option 42>>
<<option 69>>
<<option "∞" Infinity>>
<</listbox>>
<<optionsfrom>> with an array→ Given: _pieOptions = ["blueberry", "cherry", "coconut cream"]
What's your favorite pie?
<<listbox "$pie" autoselect>>
<<optionsfrom _pieOptions>>
<</listbox>>
<<optionsfrom>> with an generic object→ Given: _pieOptions = { "Blueberry" : "blueberry", "Cherry" : "cherry", "Coconut cream" : "coconut cream" }
What's your favorite pie?
<<listbox "$pie" autoselect>>
<<optionsfrom _pieOptions>>
<</listbox>>
<<numberbox receiverName defaultValue [passage] [autofocus]>> Creates a number input box, used to modify the value of the variable with the given name, optionally forwarding the player to another passage.
See: Interactive macro warning.
v2.32.0: Introduced.receiverName: The name of the variable to modify, which must be quoted—e.g., "$foo". Object and array property references are also supported—e.g., "$foo.bar", "$foo['bar']", & "$foo[0]".defaultValue: The default value of the number box.passage: (optional) The name of the passage to go to if the return/enter key is pressed. May be called either with the passage name or with a link markup.autofocus: (optional) Keyword, used to signify that the number box should automatically receive focus. Only use the keyword once per page; attempting to focus more than one element is undefined behavior.→ Creates a number box that modifies $wager
Wager how much on Buttstallion in the race? <<numberbox "$wager" 100>>
→ Creates an automatically focused number box that modifies $wager
Wager how much on Buttstallion in the race? <<numberbox "$wager" 100 autofocus>>
→ Creates a number box that modifies $wager and forwards to the "Result" passage
Wager how much on Buttstallion in the race? <<numberbox "$wager" 100 "Result">>
→ Creates an automatically focused number box that modifies $wager and forwards to the "Result" passage
Wager how much on Buttstallion in the race? <<numberbox "$wager" 100 "Result" autofocus>>
<<radiobutton receiverName checkedValue [autocheck|checked]>> Creates a radio button, used to modify the value of the variable with the given name. Multiple <<radiobutton>> macros may be set up to modify the same variable, which makes them part of a radio button group.
See: Interactive macro warning.
v2.0.0: Introduced.v2.32.0: Added autocheck keyword.receiverName: The name of the variable to modify, which must be quoted—e.g., "$foo". Object and array property references are also supported—e.g., "$foo.bar", "$foo['bar']", & "$foo[0]".checkedValue: The value set by the radio button when checked.autocheck: (optional) Keyword, used to signify that the radio button should be automatically set to the checked state based on the current value of the receiver variable. NOTE: Automatic checking may fail on non-primitive values—i.e., on arrays and objects.checked: (optional) Keyword, used to signify that the radio button should be in the checked state. NOTE: Only one radio button in a group—i.e., those using the same receiver variable—should be so checked.What's your favorite pie?
* <<radiobutton "$pie" "blueberry" autocheck>> Blueberry?
* <<radiobutton "$pie" "cherry" autocheck>> Cherry?
* <<radiobutton "$pie" "coconut cream" autocheck>> Coconut cream?
What's your favorite pie?
* <<radiobutton "$pie" "blueberry" checked>> Blueberry?
* <<radiobutton "$pie" "cherry">> Cherry?
* <<radiobutton "$pie" "coconut cream">> Coconut cream?
<label> elementTip:
For accessibility reasons, it's recommended that you wrap each <<radiobutton>> and its accompanying text within a <label> element. Doing so allows interactions with the text to also trigger its <<radiobutton>>.
What's your favorite pie?
* <label><<radiobutton "$pie" "blueberry" autocheck>> Blueberry?</label>
* <label><<radiobutton "$pie" "cherry" autocheck>> Cherry?</label>
* <label><<radiobutton "$pie" "coconut cream" autocheck>> Coconut cream?</label>
What's your favorite pie?
* <label><<radiobutton "$pie" "blueberry" checked>> Blueberry?</label>
* <label><<radiobutton "$pie" "cherry">> Cherry?</label>
* <label><<radiobutton "$pie" "coconut cream">> Coconut cream?</label>
<<textarea receiverName defaultValue [autofocus]>> Creates a multiline text input block, used to modify the value of the variable with the given name.
See: Interactive macro warning.
v2.0.0: Introduced.receiverName: The name of the variable to modify, which must be quoted—e.g., "$foo". Object and array property references are also supported—e.g., "$foo.bar", "$foo['bar']", & "$foo[0]".defaultValue: The default value of the text block.autofocus: (optional) Keyword, used to signify that the text block should automatically receive focus. Only use the keyword once per page; attempting to focus more than one element is undefined behavior.→ Creates a text block that modifies $pieEssay
Write a short essay about pies:
<<textarea "$pieEssay" "">>
→ Creates an automatically focused text block that modifies $pieEssay
Write a short essay about pies:
<<textarea "$pieEssay" "" autofocus>>
<<textbox receiverName defaultValue [passage] [autofocus]>> Creates a text input box, used to modify the value of the variable with the given name, optionally forwarding the player to another passage.
See: Interactive macro warning.
v2.0.0: Introduced.receiverName: The name of the variable to modify, which must be quoted—e.g., "$foo". Object and array property references are also supported—e.g., "$foo.bar", "$foo['bar']", & "$foo[0]".defaultValue: The default value of the text box.passage: (optional) The name of the passage to go to if the return/enter key is pressed. May be called either with the passage name or with a link markup.autofocus: (optional) Keyword, used to signify that the text box should automatically receive focus. Only use the keyword once per page; attempting to focus more than one element is undefined behavior.→ Creates a text box that modifies $pie
What's your favorite pie? <<textbox "$pie" "Blueberry">>
→ Creates an automatically focused text box that modifies $pie
What's your favorite pie? <<textbox "$pie" "Blueberry" autofocus>>
→ Creates a text box that modifies $pie and forwards to the "Cakes" passage
What's your favorite pie? <<textbox "$pie" "Blueberry" "Cakes">>
→ Creates an automatically focused text box that modifies $pie and forwards to the "Cakes" passage
What's your favorite pie? <<textbox "$pie" "Blueberry" "Cakes" autofocus>>
<<click linkText [passageName]>> … <</click>><<click linkMarkup>><<click imageMarkup>> Deprecated:
This macro has been deprecated and should no longer be used. See the <<link>> macro for its replacement.
v2.0.0: Introduced.v2.8.0: Deprecated in favor of <<link>>.<<actions passageList>><<actions linkMarkupList>><<actions imageMarkupList>> Creates a list of single-use passage links. Each link removes itself and all other <<actions>> links to the same passage after being activated. May be called either with a list of passages, with a list of link markup, or with a list of image markup. Probably most useful when paired with <<include>>. See the <<actions>> section of the Twine 1 reference documentation for more information.
v2.0.0: Introduced.passageList: A space separated list of passage names.linkMarkupList: A space separated list of link markup to use (full syntax supported, including setters).imageMarkupList: A space separated list of image markup to use (full syntax supported, including setters).→ Passage list form
<<actions "Look at the pie" "Smell the pie" "Taste the pie">>
→ Link markup list form
<<actions [[Look at the pie]] [[Smell the pie]] [[Taste the pie]]>>
<<actions [[Look|Look at the pie]] [[Smell|Smell the pie]] [[Taste|Taste the pie]]>>
→ Image markup list form
<<actions [img[look.png][Look at the pie]] [img[smell.png][Smell the pie]] [img[taste.png][Taste the pie]]>>
<<back [linkText]>><<back linkMarkup>><<back imageMarkup>> Creates a link that undoes past moments within the story history. May be called with, optional, link text or with a link or image markup.
Note:
If you want to return to a previously visited passage, rather than undo a moment within the history, see the <<return>> macro or the previous() function.
v2.0.0: Introduced.linkText: (optional) The text of the link.linkMarkup: The link markup to use (regular syntax only, no setters).imageMarkup: The image markup to use (regular syntax only, no setters).→ Creates a link that undoes the most recent moment, with default text
<<back>>
→ Creates a link that undoes the most recent moment, with text "Home."
<<back "Home.">>
→ Creates a link that undoes past moments until the most recent "HQ" moment is reached, with default text
<<back [[HQ]]>>
→ Creates a link that undoes past moments until the most recent "HQ" moment is reached, with text "Home."
<<back [[Home.|HQ]]>>
→ Creates a link that undoes the most recent moment, with image "home.png"
<<back [img[home.png]]>>
→ Creates a link that undoes past moments until the most recent "HQ" moment is reached, with image "home.png"
<<back [img[home.png][HQ]]>>
<<choice passageName [linkText]>><<choice linkMarkup>><<choice imageMarkup>> Creates a single-use passage link that deactivates itself and all other <<choice>> links within the originating passage when activated. May be called either with the passage name and link text as separate arguments, with a link markup, or with a image markup.
Warning:
Normally, when both link and text arguments are accepted, the order is text then link. However, due to a historical artifact, the arguments for the separate argument form of <<choice>> are in the reverse order (link then text).
v2.0.0: Introduced.passageName: The name of the passage to go to.linkText: (optional) The text of the link. If omitted, the passageName will be used instead.linkMarkup: The link markup to use (full syntax supported, including setters).imageMarkup: The image markup to use (full syntax supported, including setters).→ Separate argument form
<<choice "Take the red pill">>
<<choice $someAction>>
<<choice "Entered magic mirror" "Touch the strange mirror.">>
<<choice $go $show>>
→ Link markup form
<<choice [[Take the red pill]]>>
<<choice [[$someAction]]>>
<<choice [[Touch the strange mirror.|Entered magic mirror]]>>
<<choice [[$show|$go]]>>
→ Image markup form
<<choice [img[redpill.png][Take the red pill]]>>
<<choice [img[some-image.jpg][$someAction]]>>
<<choice [img[mirror.jpg][Entered magic mirror]]>>
<<choice [img[$show][$go]]>>
<<return [linkText]>><<return linkMarkup>><<return imageMarkup>> Creates a link that navigates forward to a previously visited passage. May be called with, optional, link text or with a link or image markup.
Note:
If you want to undo previous moments within the history, rather than return to a passage, see the <<back>> macro.
v2.0.0: Introduced.linkText: (optional) The text of the link.linkMarkup: The link markup to use (regular syntax only, no setters).imageMarkup: The image markup to use (regular syntax only, no setters).Note:
The versions that forward to a specific passage are largely unnecessary, as you could simply use a normal link, and exist solely for compatibility with the <<back>> macro.
→ Creates a link that forwards to the previous passage, with default text
<<return>>
→ Creates a link that forwards to the previous passage, with text "Home."
<<return "Home.">>
→ Creates a link that forwards to the "HQ" passage, with default text
<<return [[HQ]]>>
→ Creates a link that forwards to the "HQ" passage, with text "Home."
<<return [[Home.|HQ]]>>
→ Creates a link that forwards to the previous passage, with image "home.png"
<<return [img[home.png]]>>
→ Creates a link that forwards to the "HQ" passage, with image "home.png"
<<return [img[home.png][HQ]]>>
Warning:
All DOM macros require the elements to be manipulated to be on the page. As a consequence, you cannot use them directly within a passage to modify elements within said passage, since the elements they are targeting are still rendering, thus not yet on the page. You must, generally, use them with an interactive macro—e.g., <<link>> macro—the <<done>> macro, or within the PassageDone special passage. Elements that are already part of the page, on the other hand, present no issues.
<<addclass selector classNames>> Adds classes to the selected element(s).
See: DOM macro warning.
v2.0.0: Introduced.selector: The CSS/jQuery-style selector used to target element(s).classNames: The names of the classes, separated by spaces.<<addclass "body" "day rain">> → Add the classes "day" and "rain" to the <body> element
<<addclass "#pie" "cherry">> → Add the class "cherry" to the element with the ID "pie"
<<addclass ".joe" "angry">> → Add the class "angry" to all elements containing the class "joe"
<<append selector [transition|t8n]>> … <</append>> Executes its contents and appends the output to the contents of the selected element(s).
See: DOM macro warning.
v2.0.0: Introduced.v2.25.0: Added transition and t8n keywords.selector: The CSS/jQuery-style selector used to target element(s).transition: (optional) Keyword, used to signify that a CSS transition should be applied to the incoming insertions.t8n: (optional) Keyword, alias for transition.→ Example setup
I saw a <span id="dog">dog</span>.
→ Append to the contents of the target element
<<link "Doing">>
<<append "#dog">> chasing a cat<</append>>
<</link>>
→ Result, after clicking
I saw a <span id="dog">dog chasing a cat</span>.
→ Example setup
I saw a <span id="dog">dog</span>.
→ Append to the contents of the target element
<<link "Doing">>
<<append "#dog" t8n>> chasing a cat<</append>>
<</link>>
→ Result, after clicking
I saw a <span id="dog">dog<span class="macro-append-insert"> chasing a cat</span></span>.
<<copy selector>> Outputs a copy of the contents of the selected element(s).
Warning:
Most interactive elements—e.g., passage links, interactive macros, etc.—cannot be properly copied via <<copy>>. Attempting to do so will, usually, result in something that's non-functional.
See: DOM macro warning.
v2.0.0: Introduced.selector: The CSS/jQuery-style selector used to target element(s).→ Example setup
I'd like a <span id="snack-source">slice of Key lime pie</span>, please.
I'll have a <span id="snack-dest">breadstick</span>, thanks.
→ Replace the contents of the source target element with a copy of the destination target element
<<link "Have the same">>
<<replace "#snack-dest">><<copy "#snack-source">> too<</replace>>
<</link>>
→ Result, after the click
I'd like a <span id="snack-source">slice of Key lime pie</span>, please.
I'll have a <span id="snack-dest">slice of Key lime pie too</span>, thanks.
<<prepend selector [transition|t8n]>> … <</prepend>> Executes its contents and prepends the output to the contents of the selected element(s).
See: DOM macro warning.
v2.0.0: Introduced.v2.25.0: Added transition and t8n keywords.selector: The CSS/jQuery-style selector used to target element(s).transition: (optional) Keyword, used to signify that a CSS transition should be applied to the incoming insertions.t8n: (optional) Keyword, alias for transition.→ Example setup
I saw a <span id="dog">dog</span>.
→ Prepend to the contents of the target element
<<link "Size">>
<<prepend "#dog">>big <</prepend>>
<</link>>
→ Result, after clicking
I saw a <span id="dog">big dog</span>.
→ Example setup
I saw a <span id="dog">dog</span>.
→ Prepend to the contents of the target element
<<link "Size">>
<<prepend "#dog" t8n>>big <</prepend>>
<</link>>
→ Result, after clicking
I saw a <span id="dog"><span class="macro-prepend-insert">big </span>dog</span>.
<<remove selector>> Removes the selected element(s).
See: DOM macro warning.
Note:
If you simply want to empty the selected element(s), not remove them outright, you should use an empty <<replace>> macro instead.
v2.0.0: Introduced.selector: The CSS/jQuery-style selector used to target element(s).→ Given the following
I'd like a <span id="huge-cupcake">humongous </span>cupcake, please.
→ Remove the target element
<<link "Go small">>
<<remove "#huge-cupcake">>
<</link>>
→ Result, after the click
I'd like a cupcake, please.
<<removeclass selector [classNames]>> Removes classes from the selected element(s).
See: DOM macro warning.
v2.0.0: Introduced.selector: The CSS/jQuery-style selector used to target element(s).classNames: (optional) The names of the classes, separated by spaces. If no class names are given, removes all classes.<<removeclass "body" "day rain">> → Remove the classes "day" and "rain" from the <body> element
<<removeclass "#pie" "cherry">> → Remove the class "cherry" from the element with the ID "pie"
<<removeclass ".joe" "angry">> → Remove the class "angry" from all elements containing the class "joe"
<<removeclass "#begone">> → Remove all classes from the element with the ID "begone"
<<replace selector [transition|t8n]>> … <</replace>> Executes its contents and replaces the contents of the selected element(s) with the output.
See: DOM macro warning.
v2.0.0: Introduced.v2.25.0: Added transition and t8n keywords.selector: The CSS/jQuery-style selector used to target element(s).transition: (optional) Keyword, used to signify that a CSS transition should be applied to the incoming insertions.t8n: (optional) Keyword, alias for transition.→ Example setup
I saw a <span id="dog">dog</span>.
→ Replace the contents of the target element
<<link "Breed">>
<<replace "#dog">>Catahoula Cur<</replace>>
<</link>>
→ Result, after clicking
I saw a <span id="dog">Catahoula Cur</span>.
→ Example setup
I saw a <span id="dog">dog</span>.
→ Replace the contents of the target element
<<link "Breed">>
<<replace "#dog" t8n>>Catahoula Cur<</replace>>
<</link>>
→ Result, after clicking
I saw a <span id="dog"><span class="macro-replace-insert">Catahoula Cur</span></span>.
<<toggleclass selector classNames>> Toggles classes on the selected element(s)—i.e., adding them if they don't exist, removing them if they do.
See: DOM macro warning.
v2.0.0: Introduced.selector: The CSS/jQuery-style selector used to target element(s).classNames: The names of the classes, separated by spaces.<<toggleclass "body" "day rain">> → Toggle the classes "day" and "rain" on the <body> element
<<toggleclass "#pie" "cherry">> → Toggle the class "cherry" on the element with the ID "pie"
<<toggleclass ".joe" "angry">> → Toggle the class "angry" on all elements containing the class "joe"
Warning: The audio subsystem that supports the audio macros comes with some built-in limitations and it is strongly recommended that you familiarize yourself with them.
<<audio trackIdList actionList>> Controls the playback of audio tracks, which must be set up via <<cacheaudio>>.
See: Audio macro limitations.
Note:
The <<audio>> macro cannot affect playlist tracks that have been copied into their respective playlist—meaning those set up via <<createplaylist>> with its copy action or all tracks set up via, the deprecated, <<setplaylist>>—as playlist copies are solely under the control of their playlist.
Note:
The Config.audio.pauseOnFadeToZero setting (default: true) controls whether tracks that have been faded to 0 volume (silent) are automatically paused.
v2.0.0: Introduced.v2.1.0: Added fadeoverto action.v2.8.0: Added group ID(s).v2.28.0: Added load and unload actions.trackIdList: The list of track and/or group IDs, separated by spaces. See below for details on group IDs.actionList: The list of actions to perform. Available actions are:
fadein: Start playback of the selected tracks and fade them from their current volume level to 1 (loudest) over 5 seconds.fadeout: Start playback of the selected tracks and fade them from their current volume level to 0 (silent) over 5 seconds.fadeoverto seconds level: Start playback of the selected tracks and fade them from their current volume level to the specified level over the specified number of seconds.fadeto level: Start playback of the selected tracks and fade them from their current volume level to the specified level over 5 seconds.goto passage: Forwards the player to the passage with the given name when playback of the first of the selected tracks ends normally. May be called either with the passage name or with a link markup.load: Pause playback of the selected tracks and, if they're not already in the process of loading, force them to drop any existing data and begin loading. NOTE: This should not be done lightly if your audio sources are on the network, as it forces the player to begin downloading them.loop: Set the selected tracks to repeat playback upon ending normally.mute: Mute the volume of the selected tracks—effectively volume 0, except without changing the volume level.pause: Pause playback of the selected tracks.play: Start playback of the selected tracks.stop: Stop playback of the selected tracks.time seconds: Set the current playback time of the selected tracks to the specified number of seconds. Valid values are floating-point numbers in the range 0 (start) to the maximum duration—e.g., 60 is 60 is sixty seconds in, 90.5 is ninety-point-five seconds in.unload: Stop playback of the selected tracks and force them to drop any existing data. NOTE: Once unloaded, playback cannot occur until a load action is issued.unloop: Set the selected tracks to not repeat playback (this is the default).unmute: Unmute the volume of the selected tracks (this is the default).volume level: Set the volume of the selected tracks to the specified level. Valid values are floating-point numbers in the range 0 (silent) to 1 (loudest)—e.g., 0 is 0%, 0.5 is 50%, 1 is 100%.Group IDs allow several tracks to be selected simultaneously without needing to specify each one individually. There are several predefined group IDs (:all, :looped, :muted, :paused, :playing) and custom IDs may be defined via <<createaudiogroup>>. The :not() group modifier syntax (groupId:not(trackIdList)) allows a group to have some of its tracks excluded from selection.
→ Start playback of paused tracks
<<audio ":paused" play>>
→ Pause playback of playing tracks
<<audio ":playing" pause>>
→ Stop playback of playing tracks
<<audio ":playing" stop>>
→ Stop playback of all tracks
<<audio ":all" stop>>
→ Stop playback of playing tracks except those in the ":ui" group
<<audio ":playing:not(:ui)" stop>>
→ Change the volume of all tracks except those in the ":ui" group
→ to 40%, without changing the current playback state
<<audio ":all:not(:ui)" volume 0.40>>
→ Given the following (best done in the StoryInit special passage)
<<cacheaudio "bgm_space" "media/audio/space_quest.mp3" "media/audio/space_quest.ogg">>
→ Start playback
<<audio "bgm_space" play>>
→ Start playback at 50% volume
<<audio "bgm_space" volume 0.5 play>>
→ Start playback at 120 seconds in
<<audio "bgm_space" time 120 play>>
→ Start repeating playback
<<audio "bgm_space" loop play>>
→ Start playback and fade from 0% to 100% volume
<<audio "bgm_space" volume 0 fadein>>
→ Start playback and fade from 75% to 0% volume
<<audio "bgm_space" volume 0.75 fadeout>>
→ Start playback and fade from 25% to 75% volume
<<audio "bgm_space" volume 0.25 fadeto 0.75>>
→ Start playback and fade from 25% to 75% volume over 30 seconds
<<audio "bgm_space" volume 0.25 fadeoverto 30 0.75>>
→ Start playback and goto the "Peace Moon" passage upon ending normally
<<audio "bgm_space" play goto "Peace Moon">>
→ Pause playback
<<audio "bgm_space" pause>>
→ Stop playback
<<audio "bgm_space" stop>>
→ Mute playback, without changing the current playback state
<<audio "bgm_space" mute>>
→ Unmute playback, without changing the current playback state
<<audio "bgm_space" unmute>>
→ Change the volume to 40%, without changing the current playback state
<<audio "bgm_space" volume 0.40>>
→ Seek to 90 seconds in, without changing the current playback state
<<audio "bgm_space" time 90>>
load and unload actionsWarning: Be very careful with these if your audio sources are on the network, as you are forcing players to begin downloading them. Not everyone has blazing fast internet with unlimited data—especially true for mobile users. Pease, do not take your players' bandwidth and data usage lightly.
→ If it's not currently loading, drop existing data buffers and load the track
<<audio "bgm_space" load>>
→ Unload the track, dropping existing data buffers
<<audio "bgm_space" unload>>
<<cacheaudio trackId sourceList>> Caches an audio track for use by the other audio macros.
Note:
The StoryInit special passage is normally the best place to set up tracks.
v2.0.0: Introduced.v2.28.0: Deprecated the old optional format specifier syntax in favor of a new syntax (formatId|).trackId: The ID of the track, which will be used to reference it.sourceList: A space separated list of sources for the track. Only one is required, though supplying additional sources in differing formats is recommended, as no single format is supported by all browsers. A source must be either a URL (absolute or relative) to an audio resource, the name of an audio passage, or a data URI. In rare cases where the audio format cannot be automatically detected from the source (URLs are parsed for a file extension, data URIs are parsed for the media type), a format specifier may be prepended to the front of each source to manually specify the format (syntax: formatId|, where formatId is the audio format—generally, whatever the file extension would normally be; e.g., mp3, mp4, ogg, weba, wav).→ Cache a track with the ID "boom" and one source via relative URL
<<cacheaudio "boom" "media/audio/explosion.mp3">>
→ Cache a track with the ID "boom" and one source via audio passage
<<cacheaudio "boom" "explosion">>
→ Cache a track with the ID "bgm_space" and two sources via relative URLs
<<cacheaudio "bgm_space" "media/audio/space_quest.mp3" "media/audio/space_quest.ogg">>
→ Cache a track with the ID "what" and one source via URL with a format specifier
<<cacheaudio "what" "mp3|http://an-audio-service.com/a-user/a-track-id">>
<<createaudiogroup groupId>>[<<track trackId>> …]<</createaudiogroup>> Collects tracks, which must be set up via <<cacheaudio>>, into a group via its <<track>> children. Groups are useful for applying actions to multiple tracks simultaneously and/or excluding the included tracks from a larger set when applying actions.
Note:
The StoryInit special passage is normally the best place to set up groups.
v2.19.0: Introduced.<<createaudiogroup>>groupId: The ID of the group that will be used to reference it and must begin with a colon. NOTE: There are several predefined group IDs (:all, :looped, :muted, :paused, :playing) and the :not group modifier that cannot be reused/overwritten.<<track>>trackId: The ID of the track.→ Given the following (best done in the StoryInit special passage)
<<cacheaudio "ui_beep" "media/audio/ui/beep.mp3">>
<<cacheaudio "ui_boop" "media/audio/ui/boop.mp3">>
<<cacheaudio "ui_swish" "media/audio/ui/swish.mp3">>
→ Set up a group ":ui" with the tracks: "ui_beep", "ui_boop", and "ui_swish"
<<createaudiogroup ":ui">>
<<track "ui_beep">>
<<track "ui_boop">>
<<track "ui_swish">>
<</createaudiogroup>>
<<createplaylist listId>>[<<track trackId actionList>> …]<</createplaylist>> Collects tracks, which must be set up via <<cacheaudio>>, into a playlist via its <<track>> children.
Note:
The StoryInit special passage is normally the best place to set up playlists.
v2.8.0: Introduced.v2.29.0: Deprecated <<track>> copy keyword in favor of own.<<createplaylist>>listId: The ID of the playlist, which will be used to reference it.<<track>>trackId: The ID of the track.actionList: The list of actions to perform. Available actions are:
volume level: (optional) Set the base volume of the track within the playlist to the specified level. If omitted, defaults to the track's current volume. Valid values are floating-point numbers in the range 0 (silent) to 1 (loudest)—e.g., 0 is 0%, 0.5 is 50%, 1 is 100%.own: (optional) Keyword, used to signify that the playlist should create its own independent copy of the track, rather than simply referencing the existing version. Owned copies are solely under the control of their playlist—meaning <<audio>> actions cannot affect them, even when using group IDs.→ Given the following setup (best done in the StoryInit special passage)
<<cacheaudio "swamped" "media/audio/Swamped.mp3">>
<<cacheaudio "heavens_a_lie" "media/audio/Heaven's_A_Lie.mp3">>
<<cacheaudio "closer" "media/audio/Closer.mp3">>
<<cacheaudio "to_the_edge" "media/audio/To_The_Edge.mp3">>
→ Create a playlist "bgm_lacuna" with the tracks: "swamped", "heavens_a_lie", "closer", and "to_the_edge"
<<createplaylist "bgm_lacuna">>
<<track "swamped" volume 1>> → Add "swamped" at 100% volume
<<track "heavens_a_lie" volume 0.5>> → Add "heavens_a_lie" at 50% volume
<<track "closer" own>> → Add an owned copy of "closer" at its current volume
<<track "to_the_edge" volume 1 own>> → Add an owned copy of "to_the_edge" at 100% volume
<</createplaylist>>
<<masteraudio actionList>> Controls the master audio settings.
See: Audio macro limitations.
v2.8.0: Introduced.v2.28.0: Added load, muteonhide, nomuteonhide, and unload actions.actionList: The list of actions to perform. Available actions are:
load: Pause playback of all tracks and, if they're not already in the process of loading, force them to drop any existing data and begin loading. NOTE: This should not be done lightly if your audio sources are on the network, as it forces the player to begin downloading them.mute: Mute the master volume (effectively volume 0, except without changing the volume level).muteonhide: Enable automatic muting of the master volume when losing visibility—i.e., when switched to another tab or the browser window is minimized.nomuteonhide: Disable automatic muting of the master volume when losing visibility (this is the default).stop: Stop playback of all tracks.unload: Stop playback of all tracks and force them to drop any existing data. NOTE: Once unloaded, playback cannot occur until a load action is issued for each track—either a master load action, to affect all tracks, or an <<audio>>/<<playlist>> load action, to affect only certain tracks.unmute: Unmute the master volume (this is the default).volume level: Set the master volume to the specified level. Valid values are floating-point numbers in the range 0 (silent) to 1 (loudest)—e.g., 0 is 0%, 0.5 is 50%, 1 is 100%.→ Stop playback of all registered tracks, no exceptions
<<masteraudio stop>>
→ Change the master volume to 40%
<<masteraudio volume 0.40>>
→ Mute the master volume
<<masteraudio mute>>
→ Unmute the master volume
<<masteraudio unmute>>
→ Enable automatic muting of the master volume when losing visibility
<<masteraudio muteonhide>>
→ Disable automatic muting of the master volume when losing visibility
<<masteraudio nomuteonhide>>
load and unload actionsWarning: Be very careful with these if your audio sources are on the network, as you are forcing players to begin downloading them. Not everyone has blazing fast internet with unlimited data—especially true for mobile users. Pease, do not take your players' bandwidth and data usage lightly.
→ If they're not currently loading, drop existing data buffers and load all tracks
<<masteraudio load>>
→ Unload all tracks, dropping existing data buffers
<<masteraudio unload>>
<<playlist listId actionList>><<playlist actionList>> Controls the playback of the playlist, which must be set up via <<createplaylist>>—the deprecated <<setplaylist>> may be used instead, though it is not recommended.
See: Audio macro limitations.
Note:
The Config.audio.pauseOnFadeToZero setting (default: true) controls whether tracks that have been faded to 0 volume (silent) are automatically paused.
v2.0.0: Introduced, compatible with <<setplaylist>>.v2.1.0: Added fadeoverto action.v2.8.0: Added listId argument, compatible with <<createplaylist>>. Deprecated <<setplaylist>> compatible form.v2.28.0: Added load and unload actions.<<createplaylist>>-compatible formlistId: The ID of the playlist.actionList: The list of actions to perform. Available actions are:
fadein: Start playback of the playlist and fade the current track from its current volume level to 1 (loudest) over 5 seconds.fadeout: Start playback of the playlist and fade the current track from its current volume level to 0 (silent) over 5 seconds.fadeoverto seconds level: Start playback of the playlist and fade the current track from its current volume level to the specified level over the specified number of seconds.fadeto level: Start playback of the playlist and fade the current track from its current volume level to the specified level over 5 seconds.load: Pause playback of the playlist and, if its tracks are not already in the process of loading, force them to drop any existing data and begin loading. NOTE: This should not be done lightly if your audio sources are on the network, as it forces the player to begin downloading them.loop: Set the playlist to repeat playback upon ending.mute: Mute the volume of the playlist (effectively volume 0, except without changing the volume level).pause: Pause playback of the playlist.play: Start playback of the playlist.shuffle: Set the playlist to randomly shuffle.skip: Skip ahead to the next track in the queue. An empty queue will not be refilled unless repeat playback has been set.stop: Stop playback of the playlist.unload: Stop playback of the playlist and force its tracks to drop any existing data. NOTE: Once unloaded, playback cannot occur until a load action is issued.unloop: Set the playlist to not repeat playback (this is the default).unmute: Unmute the volume of the playlist (this is the default).unshuffle: Set the playlist to not randomly shuffle (this is the default).volume level: Set the volume of the playlist to the specified level. Valid values are floating-point numbers in the range 0 (silent) to 1 (loudest)—e.g., 0 is 0%, 0.5 is 50%, 1 is 100%.<<setplaylist>>-compatible formactionList: Identical to the <<createplaylist>>-compatible form.<<createplaylist>>-compatible form shown)→ Given the following (best done in the StoryInit special passage)
<<cacheaudio "swamped" "media/audio/Swamped.mp3">>
<<cacheaudio "heavens_a_lie" "media/audio/Heaven's_A_Lie.mp3">>
<<cacheaudio "closer" "media/audio/Closer.mp3">>
<<cacheaudio "to_the_edge" "media/audio/To_The_Edge.mp3">>
<<createplaylist "bgm_lacuna">>
<<track "swamped" volume 1>>
<<track "heavens_a_lie" volume 1>>
<<track "closer" volume 1>>
<<track "to_the_edge" volume 1>>
<</createplaylist>>
→ Start playback
<<playlist "bgm_lacuna" play>>
→ Start playback at 50% volume
<<playlist "bgm_lacuna" volume 0.5 play>>
→ Start non-repeating playback
<<playlist "bgm_lacuna" unloop play>>
→ Start playback with a randomly shuffled playlist
<<playlist "bgm_lacuna" shuffle play>>
→ Start playback and fade from 0% to 100% volume
<<playlist "bgm_lacuna" volume 0 fadein>>
→ Start playback and fade from 75% to 0% volume
<<playlist "bgm_lacuna" volume 0.75 fadeout>>
→ Start playback and fade from 25% to 75% volume
<<playlist "bgm_lacuna" volume 0.25 fadeto 0.75>>
→ Start playback and fade from 25% to 75% volume over 30 seconds
<<playlist "bgm_lacuna" volume 0.25 fadeoverto 30 0.75>>
→ Pause playback
<<playlist "bgm_lacuna" pause>>
→ Stop playback
<<playlist "bgm_lacuna" stop>>
→ Mute playback, without changing the current playback state
<<playlist "bgm_lacuna" mute>>
→ Unmute playback, without changing the current playback state
<<playlist "bgm_lacuna" unmute>>
→ Change the volume to 40%, without changing the current playback state
<<playlist "bgm_lacuna" volume 0.40>>
→ Set the playlist to randomly shuffle, without changing the current playback state
<<playlist "bgm_lacuna" shuffle>>
load and unload actionsWarning: Be very careful with these if your audio sources are on the network, as you are forcing players to begin downloading them. Not everyone has blazing fast internet with unlimited data—especially true for mobile users. Pease, do not take your players' bandwidth and data usage lightly.
→ If they're not currently loading, drop existing data buffers and load all of the playlist's tracks
<<playlist "bgm_lacuna" load>>
→ Unload all of the playlist's tracks, dropping existing data buffers
<<playlist "bgm_lacuna" unload>>
<<removeaudiogroup groupId>> Removes the audio group with the given ID.
Note:
You may not remove the predefined group IDs (:all, :looped, :muted, :paused, :playing) or the :not group modifier.
v2.28.0: Introduced.groupId: The ID of the group.→ Given a group set up via <<createaudiogroup ":ui">>…<</createplaylist>>
<<removeaudiogroup ":ui">>
<<removeplaylist listId>> Removes the playlist with the given ID.
v2.8.0: Introduced.listId: The ID of the playlist.→ Given a playlist set up via <<createplaylist "bgm_lacuna">>…<</createplaylist>>
<<removeplaylist "bgm_lacuna">>
<<waitforaudio>> Displays the loading screen until all currently registered audio has either loaded to a playable state or aborted loading due to errors. Requires tracks to be set up via <<cacheaudio>>.
Note:
This macro should be invoked once following any invocations of <<cacheaudio>> and <<createplaylist>>, if any <<track>> definitions used the copy keyword, for which you want the loading screen displayed.
v2.8.0: Introduced.<<cacheaudio "a" "a_track.…">>
<<cacheaudio "b" "b_track.…">>
<<cacheaudio "c" "c_track.…">>
<<cacheaudio "d" "d_track.…">>
<<waitforaudio>>
→ First, register the tracks that will be needed soon
<<cacheaudio "a" "a_track.…">>
<<cacheaudio "b" "b_track.…">>
→ Next, load all currently registered tracks (meaning: "a" and "b")
<<waitforaudio>>
→ Finally, register any tracks that won't be needed until later
<<cacheaudio "c" "c_track.…">>
<<cacheaudio "d" "d_track.…">>
<<setplaylist trackIdList>> Deprecated:
This macro has been deprecated and should no longer be used. See the <<createplaylist>> macro for its replacement.
v2.0.0: Introduced.v2.8.0: Deprecated in favor of <<createplaylist>>.<<stopallaudio>> Deprecated:
This macro has been deprecated and should no longer be used. See the <<audio>> macro for its replacement.
v2.0.0: Introduced.v2.8.0: Deprecated in favor of <<audio ":all" stop>>.<<done>> … <</done>> Silently executes its contents when the incoming passage is done rendering and has been added to the page. Generally, only really useful for running code that needs to manipulate elements from the incoming passage, since you must wait until they've been added to the page.
Tip:
If you need to run the same code on multiple passages, consider using the PassageDone special passage or, for a JavaScript/TwineScript solution, a :passagedisplay event instead. They serve the same basic purpose as the <<done>> macro, but are run each time passage navigation occurs.
v2.35.0: Introduced.v2.36.0: Changed delay mechanism to improve waiting on the DOM.@@#spy;@@
<<done>>
<<replace "#spy">>I spy with my little eye, a crab rangoon.<</replace>>
<</done>>
<<goto passageName>><<goto linkMarkup>> Immediately forwards the player to the passage with the given name. May be called either with the passage name or with a link markup.
Note:
In most cases, you will not need to use <<goto>> as there are often better and easier ways to forward the player. For example, a common use of <<link>> is to perform various actions before forwarding the player to another passage. In that case, unless you need to dynamically determine the destination passage within the <<link>> body, <<goto>> is unnecessary as <<link>> already includes the ability to forward the player.
Warning:
Using <<goto>> to automatically forward players from one passage to another with no input from them will both create junk moments within the story history and make it extremely difficult for players to navigate the history. It is strongly recommended that you look into other methods to achieve your goals instead—e.g., Config.navigation.override.
Warning:
<<goto>> 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.
v2.0.0: Introduced.passageName: The name of the passage to go to.linkMarkup: The link markup to use (regular syntax only, no setters).→ Passage name form
<<goto "Somewhere over yonder">>
<<goto $selectedPassage>>
→ Link markup form
<<goto [[Somewhere over yonder]]>>
<<goto [[$selectedPassage]]>>
<<repeat delay [transition|t8n]>> … <</repeat>> Repeatedly executes its contents after the given delay, inserting any output into the passage in its place. May be terminated by a <<stop>> macro.
Note: Passage navigation terminates all pending timed executions.
v2.0.0: Introduced.delay: The amount of time to delay, as a valid CSS time value—e.g., 5s and 500ms. The minimum delay is 40ms.transition: (optional) Keyword, used to signify that a CSS transition should be applied to the incoming insertions.t8n: (optional) Keyword, alias for transition.→ A countdown timer
<<set $seconds to 10>>\
Countdown: <span id="countdown">$seconds seconds remaining</span>!\
<<silently>>
<<repeat 1s>>
<<set $seconds to $seconds - 1>>
<<if $seconds gt 0>>
<<replace "#countdown">>$seconds seconds remaining<</replace>>
<<else>>
<<replace "#countdown">>Too Late<</replace>>
/* do something useful here */
<<stop>>
<</if>>
<</repeat>>
<</silently>>
<<stop>> Used within <<repeat>> macros. Terminates the execution of the current <<repeat>>.
v2.0.0: Introduced.<<timed delay [transition|t8n]>> …[<<next [delay]>> …]<</timed>> Executes its contents after the given delay, inserting any output into the passage in its place. Additional timed executions may be chained via <<next>>.
Note: Passage navigation terminates all pending timed executions.
v2.0.0: Introduced.<<timed>>delay: The amount of time to delay, as a valid CSS time value—e.g., 5s and 500ms. The minimum delay is 40ms.transition: (optional) Keyword, used to signify that a CSS transition should be applied to the incoming insertions.t8n: (optional) Keyword, alias for transition.<<next>>delay: (optional) The amount of time to delay, as a valid CSS time value—e.g., 5s and 500ms. The minimum delay is 40ms. If omitted, the last delay specified, from a <<next>> or the parent <<timed>>, will be used.→ Insert some text after 5 seconds with a transition
I want to go to…<<timed 5s t8n>> WONDERLAND!<</timed>>
→ Replace some text after 10 seconds
I like green <span id="eggs">eggs</span> and ham!\
<<timed 10s>><<replace "#eggs">>pancakes<</replace>><</timed>>
→ A execute <<goto>> after 10 seconds
<<timed 10s>><<goto "To the Moon, Alice">><</timed>>
→ Insert some text in 2 second intervals three times (at: 2s, 4s, 6s)
<<timed 2s>>Hi! Ho!
<<next>>Hi! Ho!
<<next>>It's off to work we go!
<</timed>>
→ Set a $variable after 4 seconds, 3 seconds, 2 seconds, and 1 second
<<silently>>
<<set $choice to 0>>
<<timed 4s>>
<<set $choice to 1>>
<<next 3s>>
<<set $choice to 2>>
<<next 2s>>
<<set $choice to 3>>
<<next 1s>>
<<set $choice to 4>>
<</timed>>
<<silently>>
→ Replace some text with a variable interval
→ Given: _delay is "2s" the interval will be 2 seconds
I'll have <span id="drink">some water</span>, please.\
<<timed _delay>><<replace "#drink">>a glass of milk<</replace>>\
<<next>><<replace "#drink">>a can of soda<</replace>>\
<<next>><<replace "#drink">>a cup of coffee<</replace>>\
<<next>><<replace "#drink">>tea, southern style, sweet<</replace>>\
<<next>><<replace "#drink">>a scotch, neat<</replace>>\
<<next>><<replace "#drink">>a bottle of your finest absinthe<</replace>>\
<</timed>>
<<widget widgetName [container]>> … <</widget>> Creates a new widget macro (henceforth, widget) with the given name. Widgets allow you to create macros by using the standard macros and markup that you use normally within your story. All widgets may access arguments passed to them via the _args special variable. Block widgets may access the contents they enclose via the _contents special variable.
Warning:
Widgets should always be defined within a widget-tagged passage—any widgets that are not may be lost on page reload—and you may use as few or as many such passages as you desire. Do not add a widget tag to any of the specially named passages and attempt to define your widgets there.
Warning:
The array-like object stored in the _args variable should be treated as though it were immutable—i.e., unable to be modified—because in the future it will be made thus, so any attempt to modify it will cause an error.
v2.0.0: Introduced.v2.36.0: Added the container keyword, _args variable, and _contents variable. Deprecated the $args variable in favor of _args.widgetName: The name of the created widget, which should not contain whitespace or angle brackets (<, >). If the name of an existing widget is chosen, the new widget will overwrite the older version. NOTE: The names of existing macros are invalid widget names and any attempts to use such a name will cause an error.container: (optional) Keyword, used to signify that the widget should be created as a container widget—i.e., non-void, requiring a closing tag; e.g., <<foo>>…<</foo>>._args & _contents:The _args special variable is used internally to store arguments passed to the widget—as zero-based indices; i.e., _args[0] is the first parsed argument, _args[1] is the second, etc—and the full argument string in raw and parsed forms—accessed via the _args.raw and _args.full properties.
The _contents special variable is used internally, by container widgets, to store the contents they enclose.
When a widget is called, any existing _args variable, and for container widgets _contents, is stored for the duration of the call and restored after. This means that non-widget uses of these special variable are completely safe, though this does have the effect that uses external to widgets are inaccessible within them unless passed in as arguments.
Warning:
Unless localized by use of the <<capture>> macro, any story or other temporary variables used within widgets are part of a story's normal variable store, so care must be taken not to accidentally either overwrite or pick up an existing value.
Note:
No line-break control mechanisms are used in the following examples for readability. In practice, you'll probably want to use either line continuations or one of the no-break methods: Config.passages.nobr setting, nobr special tag, <<nobr>> macro.
→ Creating a gender pronoun widget
<<widget "he">>
<<if $pcSex eq "male">>
he
<<elseif $pcSex eq "female">>
she
<<else>>
it
<</if>>
<</widget>>
→ Using it
"Are you sure that <<he>> can be trusted?"
→ Creating a silly print widget
<<widget "pm">>
<<if _args[0]>>
<<print _args[0]>>
<<else>>
Mum's the word!
<</if>>
<</widget>>
→ Using it
<<pm>> → Outputs: Mum's the word!
<<pm "Hi!">> → Outputs: Hi!
→ Creating a simple dialog box widget
<<widget "say" container>>
<div class="say-box">
<img class="say-image" @src="'images/' + _args[0].toLowerCase() + '.png'">
<p class="say-text">_contents</p>
</div>
<</widget>>
→ Using it
<<say "Chapel">>Tweego is a pathway to many abilities some consider to be… unnatural.<</say>>
clone(original) → any Returns a deep copy of the given value.
Note:
Only the primitives, generic objects, some JavaScript natives (specifically: Array, Date, Map, RegExp, and Set), and DOM node objects are supported by default. Unsupported object types, either native or custom, will need to implement .clone() method to be properly supported by the clone() function—when called on such an object, it will simply defer to the local method; see the Non-generic object types (a.k.a. classes) guide for more information.
v2.0.0: Introduced.original: (any) The object to value.// Without clone(); given the generic object: $foo = { id : 1 }
<<set $bar to $foo>>
<<set $bar.id to 5>>
$foo.id → Returns: 5
$bar.id → Returns: 5
// With clone(); given the generic object: $foo = { id : 1 }
<<set $bar to clone($foo)>>
<<set $bar.id to 5>>
$foo.id → Returns: 1
$bar.id → Returns: 5
either(list…) → any Returns a random value from its given arguments.
v2.0.0: Introduced.list: (any) The list of values to operate on. May be any combination of singular values, actual arrays, or array-like objects. All values will be concatenated into a single list for selection. NOTE: Does not flatten nested arrays—if this is required, the <Array>.flat() method may be used to flatten the nested arrays prior to passing them to either().// Using singular values
either("Blueberry", "Cherry", "Pecan") → Returns a random pie from the whole list
// Using arrays; given: $pies = ["Blueberry", "Cherry", "Pecan"]
either($pies) → Returns a random pie from the whole array
// Using singular values and arrays; given: $letters = ["A", "B"]
either($letters, "C", "D") → Returns a random value from the whole list—i.e., "A", "B", "C", "D"
// Using multiple arrays; given: $letters = ["A", "B"] & $numerals = ["1", "2"]
either($letters, $numerals) → Returns a random value from the whole list—i.e., "A", "B", "1", "2"
forget(key) Removes the specified key, and its associated value, from the story metadata store.
See Also:
memorize(), recall().
v2.29.0: Introduced.key: (string) The key to remove.<<run forget('achievements')>>
hasVisited(passages…) → boolean Returns whether the passage with the given title occurred within the story history. If multiple passage titles are given, returns the logical-AND aggregate of the set—i.e., true if all were found, false if any were not found.
v2.7.0: Introduced.passages: (string | Array<string>) The title(s) of the passage(s) to search for. May be a list or an array of passages.<<if hasVisited("Bar")>>…has been to the Bar…<</if>>
<<if not hasVisited("Bar")>>…has never been to the Bar…<</if>>
<<if hasVisited("Bar", "Café")>>…has been to both the Bar and Café<</if>>
<<if not hasVisited("Bar", "Café")>>…has never been to either the Bar, Café, or both…<</if>>
lastVisited(passages…) → integer Returns the number of turns that have passed since the last instance of the passage with the given title occurred within the story history or -1 if it does not exist. If multiple passage titles are given, returns the lowest count (which can be -1).
v2.0.0: Introduced.passages: (string | Array<string>) The title(s) of the passage(s) to search for. May be a list or an array of passages.<<if lastVisited("Bar") is -1>>…has never been to the Bar…<</if>>
<<if lastVisited("Bar") is 0>>…is currently in the Bar…<</if>>
<<if lastVisited("Bar") is 1>>…was in the Bar one turn ago…<</if>>
<<if lastVisited("Bar", "Café") is -1>>…has never been to the Bar, Café, or both…<</if>>
<<if lastVisited("Bar", "Café") is 2>>…has been to both the Bar and Café, most recently two turns ago…<</if>>
importScripts(urls…) → Promise object Load and integrate external JavaScript scripts.
Note:
Loading is done asynchronously at run time, so if the script must be available within a tight time frame, then you should use the Promise returned by the function to ensure that the script is loaded before it is needed.
Note:
Your project's JavaScript section (Twine 2: the Story JavaScript; Twine 1/Twee: a script-tagged passage) is normally the best place to call importScripts().
v2.16.0: Introduced.urls: (string | Array<string>) The URLs of the external scripts to import. Loose URLs are imported concurrently, arrays of URLs are imported sequentially.// Import all scripts concurrently
importScripts(
"https://somesite/a/path/a.js",
"https://somesite/a/path/b.js",
"https://somesite/a/path/c.js",
"https://somesite/a/path/d.js"
);
// Import all scripts sequentially
importScripts([
"https://somesite/a/path/a.js",
"https://somesite/a/path/b.js",
"https://somesite/a/path/c.js",
"https://somesite/a/path/d.js"
]);
// Import scripts a.js, b.js, and the c.js/d.js group concurrently,
// while importing c.js and d.js sequentially relative to each other
importScripts(
"https://somesite/a/path/a.js",
"https://somesite/a/path/b.js",
[
"https://somesite/a/path/c.js",
"https://somesite/a/path/d.js"
]
);
Promise object// Import a script while using the returned Promise to ensure that
// the script has been fully loaded before executing dependent code
importScripts("https://somesite/a/path/a.js")
.then(function () {
// Code that depends on the script goes here.
})
.catch(function (err) {
// There was an error loading the script, log it to the console.
console.log(err);
});
Promise object for later use// Import a script while saving the returned Promise so it may be used later
setup.aScriptImport = importScripts("https://somesite/a/path/aScript.js");
// Use the returned Promise later on to ensure that the script has been fully
// loaded before executing dependent code
setup.aScriptImport
.then(function () {
// Code that depends on the script goes here.
})
.catch(function (err) {
// There was an error loading the script, log it to the console.
console.log(err);
});
importStyles(urls…) → Promise object Load and integrate external CSS stylesheets.
Note:
Loading is done asynchronously at run time, so if the stylesheet must be available within a tight time frame, then you should use the Promise returned by the function to ensure that the stylesheet is loaded before it is needed.
Note:
Your project's JavaScript section (Twine 2: the Story JavaScript; Twine 1/Twee: a script-tagged passage) is normally the best place to call importStyles().
v2.16.0: Introduced.urls: (string | Array<string>) The URLs of the external stylesheets to import. Loose URLs are imported concurrently, arrays of URLs are imported sequentially.// Import all stylesheets concurrently
importStyles(
"https://somesite/a/path/a.css",
"https://somesite/a/path/b.css",
"https://somesite/a/path/c.css",
"https://somesite/a/path/d.css"
);
// Import all stylesheets sequentially
importStyles([
"https://somesite/a/path/a.css",
"https://somesite/a/path/b.css",
"https://somesite/a/path/c.css",
"https://somesite/a/path/d.css"
]);
// Import stylesheets a.css, b.css, and the c.css/d.css group concurrently,
// while importing c.css and d.css sequentially relative to each other
importStyles(
"https://somesite/a/path/a.css",
"https://somesite/a/path/b.css",
[
"https://somesite/a/path/c.css",
"https://somesite/a/path/d.css"
]
);
Promise object// Grab a loading screen lock
var lsLockId = LoadScreen.lock();
// Import a stylesheet while using the returned Promise to ensure that the
// stylesheet has been fully loaded before unlocking the loading screen
importStyles("https://somesite/a/path/a.css")
.then(function () {
// The stylesheet has been loaded, release the loading screen lock.
LoadScreen.unlock(lsLockId);
})
.catch(function (err) {
// There was an error loading the stylesheet, log it to the console.
console.log(err);
});
memorize(key, value) Sets the specified key and value within the story metadata store, which causes them to persist over story and browser restarts. To update the value associated with a key, simply set it again.
Note: The story metadata, like saves, is tied to the specific story it was generated with. It is not a mechanism for moving data between stories.
Warning: The story metadata store is not, and should not be used as, a replacement for saves. Examples of good uses: achievement tracking, new game+ data, playthrough statistics, etc.
Warning: This feature is largely incompatible with private browsing modes, which cause all in-browser storage mechanisms to either persist only for the lifetime of the browsing session or fail outright.
v2.29.0: Introduced.key: (string) The key that should be set.value: (any) The value to set.// Sets 'achievements', with the given value, in the metadata store.
<<run memorize('achievements', { ateYellowSnow : true })>>
// Sets 'ngplus', with the given value, in the metadata store.
<<run memorize('ngplus', true)>>
passage() → string Returns the title of the active (present) passage.
v2.0.0: Introduced.<<if passage() is "Café">>…the active passage is the Café passage…<</if>>
previous() → string Returns the title of the most recent previous passage whose title does not match that of the active passage or an empty string, if there is no such passage.
v2.0.0: Introduced.<<if previous() is "Café">>…the most recent non-active passage is the Café passage…<</if>>
→ Commonly used as part of a link to return to the most recent non-active passage
[[Return|previous()]]
random([min ,] max) → integer Returns a pseudo-random whole number (integer) within the range of the given bounds (inclusive)—i.e., [min, max].
Note:
By default, it uses Math.random() as its source of (non-deterministic) randomness, however, when the seedable PRNG has been enabled, via State.prng.init(), it uses that (deterministic) seeded PRNG instead.
v2.0.0: Introduced.min: (optional, integer) The lower bound of the random number (inclusive). If omitted, will default to 0.max: (integer) The upper bound of the random number (inclusive).random(5) → Returns a number in the range 0–5
random(1, 6) → Returns a number in the range 1–6
randomFloat([min ,] max) → float Returns a pseudo-random decimal number (floating-point) within the range of the given bounds (inclusive for the minimum, exclusive for the maximum)—i.e., [min, max).
Note:
By default, it simply returns non-deterministic results from Math.random(), however, when the seedable PRNG has been enabled, via State.prng.init(), it returns deterministic results from the seeded PRNG instead.
v2.0.0: Introduced.min: (optional, float) The lower bound of the random number (inclusive). If omitted, will default to 0.0.max: (float) The upper bound of the random number (exclusive).randomFloat(5.0) → Returns a number in the range 0.0–4.9999999…
randomFloat(1.0, 6.0) → Returns a number in the range 1.0–5.9999999…
recall(key [, defaultValue]) → any Returns the value associated with the specified key from the story metadata store or, if no such key exists, the specified default value, if any.
See Also:
forget(), memorize().
v2.29.0: Introduced.key: (string) The key whose value should be returned.defaultValue: (optional, any) The value to return if the key doesn't exist.// Set setup.achievements to the 'achievements' metadata or an empty generic object.
<<set setup.achievements to recall('achievements', {})>>
// Set setup.ngplus to the 'ngplus' metadata, with no default.
<<set setup.ngplus to recall('ngplus')>>
setPageElement(idOrElement , passages [, defaultText]) → HTMLElement object | null Renders the selected passage into the target element, replacing any existing content, and returns the element. If no passages are found and default text is specified, it will be used instead.
v2.0.0: Introduced.idOrElement: (string | HTMLElement object) The ID of the element or the element itself.passages: (string | Array<string>) The name(s) of the passage(s) to search for. May be a single passage or an array of passages. If an array of passage names is specified, the first passage to be found is used.defaultText: (optional, string) The default text to use if no passages are found.Note: As it is highly unlikely that either an array of passage names or default text will be needed in the vast majority of cases, only a few basic examples will be given.
// Using an ID; given an existing element on the page: <div id="my-display"></div>
setPageElement("my-display", "MyPassage");
// Using an element; given a reference to an existing element: myElement
setPageElement(myElement, "MyPassage");
tags([passages…]) → Array<string> Returns a new array consisting of all of the tags of the given passages.
v2.0.0: Introduced.passages: (optional, string | Array<string>) The passages from which to collect tags. May be a list or an array of passages. If omitted, will default to the active (present) passage—included passages do not count for this purpose; e.g., passages pulled in via <<include>>, PassageHeader, etc.<<if tags().includes("forest")>>…the active passage is part of the forest…<</if>>
<<if tags("Lonely Glade").includes("forest")>>…the Lonely Glade passage is part of the forest…<</if>>
temporary() → object Returns a reference to the current temporary variables store (equivalent to: State.temporary). This is only really useful within pure JavaScript code, as within TwineScript you may simply access temporary variables natively.
v2.19.0: Introduced.// Given: _selection is 'Zagnut Bar'
if (temporary().selection === 'Zagnut Bar') {
/* Do something… */
}
time() → integer Returns the number of milliseconds that have passed since the current passage was rendered to the page.
v2.0.0: Introduced.→ Links that vary based on the time
In the darkness, something wicked this way comes. Quickly! Do you \
<<link "try to run back into the light">>
<<if time() lt 5000>>
/% The player clicked the link in under 5s, so they escape %/
<<goto "Well lit passageway">>
<<else>>
/% Else, they're eaten by a grue %/
<<goto "Eaten by a grue">>
<</if>>
<</link>> \
or [[stand your ground|Eaten by a grue]]?
turns() → integer Returns the total number (count) of played turns currently in effect—i.e., the number of played moments up to the present moment; future (rewound/undone) moments are not included within the total.
v2.0.0: Introduced.<<print "This is turn #" + turns()>>
variables() → object Returns a reference to the active (present) story variables store (equivalent to: State.variables). This is only really useful within pure JavaScript code, as within TwineScript you may simply access story variables natively.
v2.0.0: Introduced.// Given: $hasGoldenKey is true
if (variables().hasGoldenKey) {
/* Do something… */
}
visited([passages…]) → integer Returns the number of times that the passage with the given title occurred within the story history. If multiple passage titles are given, returns the lowest count.
v2.0.0: Introduced.passages: (optional, string | Array<string>) The title(s) of the passage(s) to search for. May be a list or an array of passages. If omitted, will default to the current passage.<<if visited() is 3>>…this is the third visit to the current passage…<</if>>
<<if visited("Bar")>>…has been to the Bar at least once…<</if>>
<<if visited("Café") is 1>>…has been to the Café exactly once…<</if>>
<<if visited("Bar", "Café") is 4>>…has been to both the Bar and Café at least four times…<</if>>
visitedTags(tags…) → integer Returns the number of passages within the story history that are tagged with all of the given tags.
v2.0.0: Introduced.tags: (string | Array<string>) The tags to search for. May be a list or an array of tags.<<if visitedTags("forest")>>…has been to some part of the forest at least once…<</if>>
<<if visitedTags("forest", "haunted") is 1>>…has been to the haunted part of the forest exactly once…<</if>>
<<if visitedTags("forest", "burned") is 3>>…has been to the burned part of the forest three times…<</if>>
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 utility—though, this is not an exhaustive list.
For more information see:
Additionally. SugarCube includes polyfills for virtually all JavaScript (ECMAScript) 5 & 6 native object methods—via the es5-shim and es6-shim polyfill libraries (shims only, no shams)—so they may be safely used even if your project will be played in ancient browsers that do not natively support them.
<Array>.concat(members…) → Array<any> Concatenates one or more members to the end of the base array and returns the result as a new array. Does not modify the original.
members: (any…) The members to concatenate. Members that are arrays will be merged—i.e., their members will be concatenated, rather than the array itself.// Given: $fruits1 = ["Apples", "Oranges"], $fruits2 = ["Pears", "Plums"]
$fruits1.concat($fruits2) → Returns ["Apples", "Oranges", "Pears", "Plums"]
$fruits1.concat($fruits2, $fruits2) → Returns ["Apples", "Oranges", "Pears", "Plums", "Pears", "Plums"]
$fruits1.concat("Pears") → Returns ["Apples", "Oranges", "Pears"]
$fruits1.concat("Pears", "Pears") → Returns ["Apples", "Oranges", "Pears", "Pears"]
$fruits1.concat($fruits2, "Pears") → Returns ["Apples", "Oranges", "Pears", "Plums", "Pears"]
<Array>.concatUnique(members…) → Array<any> Concatenates one or more unique members to the end of the base array and returns the result as a new array. Does not modify the original.
v2.21.0: Introduced.members: (any…) The members to concatenate. Members that are arrays will be merged—i.e., their members will be concatenated, rather than the array itself.// Given: $fruits1 = ["Apples", "Oranges"], $fruits2 = ["Pears", "Plums"]
$fruits1.concatUnique($fruits2) → Returns ["Apples", "Oranges", "Pears", "Plums"]
$fruits1.concatUnique($fruits2, $fruits2) → Returns ["Apples", "Oranges", "Pears", "Plums"]
$fruits1.concatUnique("Pears") → Returns ["Apples", "Oranges", "Pears"]
$fruits1.concatUnique("Pears", "Pears") → Returns ["Apples", "Oranges", "Pears"]
$fruits1.concatUnique($fruits2, "Pears") → Returns ["Apples", "Oranges", "Pears", "Plums"]
<Array>.count(needle [, position]) → integer Returns the number of times that the given member was found within the array, starting the search at position.
v2.0.0: Introduced.needle: (any) The member to count.position: (optional, integer) The zero-based index at which to begin searching for needle. If omitted, will default to 0.// Given: $fruits = ["Apples", "Oranges", "Plums", "Oranges"]
$fruits.count("Oranges") → Returns 2
$fruits.count("Oranges", 2) → Returns 1
<Array>.countWith(predicate [, thisArg]) → integer Returns the number of times that members within the array pass the test implemented by the given predicate function.
v2.36.0: Introduced.predicate: (function) The function used to test each member. It is called with three arguments:
value: (any) The member being processed.index: (optional, integer) The index of member being processed.array: (optional, array) The array being processed.thisArg: (optional, any) The value to use as this when executing predicate.// Given: $fruits = ["Apples", "Oranges", "Plums", "Oranges"]
$fruits.countWith(function (fruit) { return fruit === "Oranges"; }) → Returns 2
// Given: $numbers = [1, 2.3, 4, 76, 3.1]
$numbers.countWith(Number.isInteger) → Returns 3
// Given: $items = [
// { name : 'Healing potion', kind : 'potion' },
// { name : 'Longsword', kind : 'weapon' },
// { name : 'Mana potion', kind : 'potion' },
// { name : 'Dead rat', kind : 'junk' },
// { name : 'Endurance potion', kind : 'potion' },
// { name : 'Shortbow', kind : 'weapon' }
// ]
$items.countWith(function (item) { return item.kind === 'junk'; }) → Returns 1
<Array>.delete(needles…) → Array<any> Removes all instances of the given members from the array and returns a new array containing the removed members.
v2.5.0: Introduced.needles: (any… | Array<any>) The members to remove. May be a list of members or an array.// Given: $fruits = ["Apples", "Oranges", "Plums", "Oranges"]
$fruits.delete("Oranges") → Returns ["Oranges", "Oranges"]; $fruits ["Apples", "Plums"]
$fruits.delete("Apples", "Plums") → Returns ["Apples", "Plums"]; $fruits ["Oranges", "Oranges"]
<Array>.deleteAt(indices…) → Array<any> Removes all of the members at the given indices from the array and returns a new array containing the removed members.
v2.5.0: Introduced.indices: (integer… | Array<integer>) The indices of the members to remove. May be a list or array of indices.// Given: $fruits = ["Apples", "Oranges", "Plums", "Oranges"]
$fruits.deleteAt(2) → Returns ["Plums"]; $fruits ["Apples", "Oranges", "Oranges"]
$fruits.deleteAt(1, 3) → Returns ["Oranges", "Oranges"]; $fruits ["Apples", "Plums"]
$fruits.deleteAt(0, 2) → Returns ["Apples", "Plums"]; $fruits ["Oranges", "Oranges"]
<Array>.deleteWith(predicate [, thisArg]) → Array<any> Removes all of the members from the array that pass the test implemented by the given predicate function and returns a new array containing the removed members.
v2.25.0: Introduced.predicate: (function) The function used to test each member. It is called with three arguments:
value: (any) The member being processed.index: (optional, integer) The index of member being processed.array: (optional, array) The array being processed.thisArg: (optional, any) The value to use as this when executing predicate.// Given: $fruits = ["Apples", "Apricots", "Oranges"]
→ Returns ["Apricots"]; $fruits ["Apples", "Oranges"]
$fruits.deleteWith(function (val) {
return val === "Apricots";
})
→ Returns ["Apples", "Apricots"]; $fruits ["Oranges"]
$fruits.deleteWith(function (val) {
return val.startsWith("Ap");
})
// Given: $fruits = [{ name : "Apples" }, { name : "Apricots" }, { name : "Oranges" }]
→ Returns [{ name : "Apricots" }]; $fruits [{ name : "Apples" }, { name : "Oranges" }]
$fruits.deleteWith(function (val) {
return val.name === "Apricots";
})
→ Returns [{ name : "Apples" }, { name : "Apricots" }]; $fruits [{ name : "Oranges" }]
$fruits.deleteWith(function (val) {
return val.name.startsWith("Ap");
})
<Array>.first() → any Returns the first member from the array. Does not modify the original.
v2.27.0: Introduced.// Given: $pies = ["Blueberry", "Cherry", "Cream", "Pecan", "Pumpkin"]
$pies.first() → Returns "Blueberry"
<Array>.flat(depth) → Array<any> Returns a new array consisting of the source array with all sub-array elements concatenated into it recursively up to the given depth. Does not modify the original.
depth: (optional, integer) The number of nested array levels should be flattened. If omitted, will default to 1.// Given: $npa = [["Alfa", "Bravo"], [["Charlie", "Delta"], ["Echo"]], "Foxtrot"]
$npa.flat() → Returns ["Alfa", "Bravo", ["Charlie", "Delta"], ["Echo"], "Foxtrot"]
$npa.flat(1) → Returns ["Alfa", "Bravo", ["Charlie", "Delta"], ["Echo"], "Foxtrot"]
$npa.flat(2) → Returns ["Alfa", "Bravo", "Charlie", "Delta", "Echo", "Foxtrot"]
<Array>.flatMap(callback [, thisArg]) → Array<any> Returns a new array consisting of the result of calling the given mapping function on every element in the source array and then concatenating all sub-array elements into it recursively up to a depth of 1. Does not modify the original.
Note:
Identical to calling <Array>.map(…).flat().
callback: (function) The function used to produce members of the new array. It is called with three arguments:
value: (any) The member being processed.index: (optional, integer) The index of member being processed.array: (optional, array) The array being processed.thisArg: (optional, any) The value to use as this when executing callback.// Given: $npa = ["Alfa", "Bravo Charlie", "Delta Echo Foxtrot"]
→ Returns ["Alfa", "Bravo", "Charlie", "Delta", "Echo", "Foxtrot"]
$npa.flatMap(function (val) {
return val.split(" ");
})
<Array>.includes(needle [, position]) → boolean Returns whether the given member was found within the array, starting the search at position.
needle: (any) The member to find.position: (optional, integer) The zero-based index at which to begin searching for needle. If omitted, will default to 0.// Given: $pies = ["Blueberry", "Cherry", "Cream", "Pecan", "Pumpkin"]
<<if $pies.includes("Cherry")>>…found Cherry pie…<</if>>
<<if $pies.includes("Pecan", 3)>>…found Pecan pie within ["Pecan", "Pumpkin"]…<</if>>
<Array>.includesAll(needles…) → boolean Returns whether all of the given members were found within the array.
v2.10.0: Introduced.needles: (any… | Array<any>) The members to find. May be a list of members or an array.// Given: $pies = ["Blueberry", "Cherry", "Cream", "Pecan", "Pumpkin"]
<<if $pies.includesAll("Cherry", "Pecan")>>…found Cherry and Pecan pies…<</if>>
// Given: $search = ["Blueberry", "Pumpkin"]
<<if $pies.includesAll($search)>>…found Blueberry and Pumpkin pies…<</if>>
<Array>.includesAny(needles…) → boolean Returns whether any of the given members were found within the array.
v2.10.0: Introduced.needles: (any… | Array<any>) The members to find. May be a list of members or an array.// Given: $pies = ["Blueberry", "Cherry", "Cream", "Pecan", "Pumpkin"]
<<if $pies.includesAny("Cherry", "Pecan")>>…found Cherry or Pecan pie…<</if>>
// Given: $search = ["Blueberry", "Pumpkin"]
<<if $pies.includesAny($search)>>…found Blueberry or Pumpkin pie…<</if>>
<Array>.last() → any Returns the last member from the array. Does not modify the original.
v2.27.0: Introduced.// Given: $pies = ["Blueberry", "Cherry", "Cream", "Pecan", "Pumpkin"]
$pies.last() → Returns "Pumpkin"
<Array>.pluck() → any Removes and returns a random member from the base array.
v2.0.0: Introduced.// Given: $pies = ["Blueberry", "Cherry", "Cream", "Pecan", "Pumpkin"]
$pies.pluck() → Removes and returns a random pie from the array
<Array>.pluckMany(want) → Array<any> Randomly removes the given number of members from the base array and returns the removed members as a new array.
v2.20.0: Introduced.want: (optional, integer) The number of members to pluck. Cannot pluck more members than the base array contains.// Given: $pies = ["Blueberry", "Cherry", "Cream", "Pecan", "Pumpkin"]
$pies.pluckMany(3) → Removes three random pies from the array and returns them as a new array
<Array>.pop() → any Removes and returns the last member from the array, or undefined if the array is empty.
// Given: $fruits = ["Apples", "Oranges", "Pears"]
$fruits.pop() → Returns "Pears"; $fruits ["Apples", "Oranges"]
<Array>.push(members…) → number Appends one or more members to the end of the base array and returns its new length.
members: (any…) The members to append.// Given: $fruits = ["Apples", "Oranges"]
$fruits.push("Apples") → Returns 3; $fruits ["Apples", "Oranges", "Apples"]
// Given: $fruits = ["Apples", "Oranges"]
$fruits.push("Plums", "Plums") → Returns 4; $fruits ["Apples", "Oranges", "Plums", "Plums"]
<Array>.pushUnique(members…) → number Appends one or more unique members to the end of the base array and returns its new length.
v2.21.0: Introduced.members: (any…) The members to append.// Given: $fruits = ["Apples", "Oranges"]
$fruits.pushUnique("Apples") → Returns 2; $fruits ["Apples", "Oranges"]
// Given: $fruits = ["Apples", "Oranges"]
$fruits.pushUnique("Plums", "Plums") → Returns 3; $fruits ["Apples", "Oranges", "Plums"]
<Array>.random() → any Returns a random member from the base array. Does not modify the original.
v2.0.0: Introduced.// Given: $pies = ["Blueberry", "Cherry", "Cream", "Pecan", "Pumpkin"]
$pies.random() → Returns a random pie from the array
<Array>.randomMany(want) → Array<any> Randomly selects the given number of unique members from the base array and returns the selected members as a new array. Does not modify the original.
v2.20.0: Introduced.want: (optional, integer) The number of members to select. Cannot select more members than the base array contains.// Given: $pies = ["Blueberry", "Cherry", "Cream", "Pecan", "Pumpkin"]
$pies.randomMany(3) → Returns a new array containing three unique random pies from the array
<Array>.shift() → any Removes and returns the first member from the array, or undefined if the array is empty.
// Given: $fruits = ["Apples", "Oranges", "Pears"]
$fruits.shift() → Returns "Apples"; $fruits ["Oranges", "Pears"]
<Array>.shuffle() → Array<any> Randomly shuffles the array.
v2.0.0: Introduced.// Given: $pies = ["Blueberry", "Cherry", "Cream", "Pecan", "Pumpkin"]
$pies.shuffle() → Randomizes the order of the pies in the array
<Array>.unshift(members…) → number Prepends one or more members to the beginning of the base array and returns its new length.
members: (any…) The members to append.// Given: $fruits = ["Oranges", "Plums"]
$fruits.unshift("Oranges") → Returns 3; $fruits ["Oranges", "Oranges", "Plums"]
// Given: $fruits = ["Oranges", "Plums"]
$fruits.unshift("Apples", "Apples") → Returns 4; $fruits ["Apples", "Apples", "Oranges", "Plums"]
<Array>.unshiftUnique(members…) → number Prepends one or more unique members to the beginning of the base array and returns its new length.
v2.21.0: Introduced.members: (any…) The members to append.// Given: $fruits = ["Oranges", "Plums"]
$fruits.unshiftUnique("Oranges") → Returns 2; $fruits ["Oranges", "Plums"]
// Given: $fruits = ["Oranges", "Plums"]
$fruits.unshiftUnique("Apples", "Apples") → Returns 3; $fruits ["Apples", "Oranges", "Plums"]
<Array>.contains(needle [, position]) → boolean Deprecated:
This method has been deprecated and should no longer be used. See the <Array>.includes() method for its replacement.
v2.0.0: Introduced.v2.10.0: Deprecated in favor of <Array>.includes().<Array>.containsAll(needles…) → boolean Deprecated:
This method has been deprecated and should no longer be used. See the <Array>.includesAll() method for its replacement.
v2.0.0: Introduced.v2.10.0: Deprecated in favor of <Array>.includesAll().<Array>.containsAny(needles…) → boolean Deprecated:
This method has been deprecated and should no longer be used. See the <Array>.includesAny() method for its replacement.
v2.0.0: Introduced.v2.10.0: Deprecated in favor of <Array>.includesAny().<Array>.flatten() → Array<any> Deprecated:
This method has been deprecated and should no longer be used. See the <Array>.flat() method for its replacement. The exactly equivalent call is: <Array>.flat(Infinity).
Returns a new array consisting of the flattened source array. Does not modify the original.
v2.0.0: Introduced.v2.29.0: Deprecated in favor of <Array>.flat().Array.random(array) → any Deprecated:
This method has been deprecated and should no longer be used. In general, look to the <Array>.random() method instead. If you need a random member from an array-like object, use the Array.from() method to convert it to an array, then use <Array>.random().
Returns a random member from the array or array-like object. Does not modify the original.
v2.0.0: Introduced.v2.20.0: Deprecated.JSON.reviveWrapper(codeString [, reviveData]) → array Returns the given code string, and optional data chunk, wrapped within the JSON deserialization revive wrapper. Intended to allow authors to easily wrap their custom object types (a.k.a. classes) revival code and associated data within the revive wrapper, which should be returned from an object instance's .toJSON() method, so that the instance may be properly revived upon deserialization.
See: The Non-generic object types (a.k.a. classes) guide for more detailed information.
v2.0.0: Introduced.v2.9.0: Added reviveData parameter.codeString: (string) The revival code string to wrap.reviveData: (optional, any) The data that should be made available to the evaluated revival code during deserialization via the special $ReviveData$ variable. WARNING: Attempting to pass the value of an object instance's this directly as the reviveData parameter will trigger out of control recursion in the serializer, so a clone of the instance's own data must be passed instead.JSON.reviveWrapper( /* valid JavaScript code string */ ); → Without data chunk
JSON.reviveWrapper( /* valid JavaScript code string */ , myOwnData); → With data chunk
// E.g., Assume that you're attempting to revive an instance of a custom class named
// `Character`, which is assigned to a story variable named `$pc`. The call
// to `JSON.reviveWrapper()` might look something like the following.
var ownData = {};
Object.keys(this).forEach(function (pn) { ownData[pn] = clone(this[pn]); }, this);
return JSON.reviveWrapper('new Character($ReviveData$)', ownData);
<jQuery>.ariaClick([options ,] handler) → jQuery object Makes the target element(s) WAI-ARIA-compatible clickables—meaning that various accessibility attributes are set and, in addition to mouse clicks, enter/return and spacebar key presses also activate them. Returns a reference to the current jQuery object for chaining.
v2.0.0: Introduced.options: (optional, object) The options to be used when creating the clickables.handler: (function) The callback to invoke when the target element(s) are activated.An options object should have some of the following properties:
namespace: (string) A period-separated list of event namespaces.one: (boolean) Whether the clickables are single-use—i.e., the handler callback runs only once and then removes itself. If omitted, defaults to false.selector: (string) A selector applied to the target element(s) to filter the descendants that triggered the event. If omitted or null, the event is always handled when it reaches the target element(s).data: (any) Data to be passed to the handler in event.data when an event is triggered.controls: (string) Value for the aria-controls attribute.pressed: (string) Value for the aria-pressed attribute (valid values: "true", "false").label: (string) Value for the aria-label and title attributes.// Given an existing element: <a id="so-clicky">Click me</a>
$('#so-clicky').ariaClick(function (event) {
/* do stuff */
});
// Creates a basic link and appends it to the `output` element
$('<a>Click me</a>')
.ariaClick(function (event) {
/* do stuff */
})
.appendTo(output);
// Creates a basic button and appends it to the `output` element
$('<button>Click me</button>')
.ariaClick(function (event) {
/* do stuff */
})
.appendTo(output);
// Creates a link with options and appends it to the `output` element
$('<a>Click me</a>')
.ariaClick({
one : true,
label : 'This single-use link does stuff.'
}, function (event) {
/* do stuff */
})
.appendTo(output);
<jQuery>.ariaDisabled(state) → jQuery object Changes the disabled state of the target WAI-ARIA-compatible clickable element(s). Returns a reference to the current jQuery object for chaining.
Note:
This method is meant to work with clickables created via <jQuery>.ariaClick() and may not work with clickables from other sources. SugarCube uses <jQuery>.ariaClick() internally to handle all of its various link markup and macros.
v2.26.0: Introduced.state: (boolean) The disabled state to apply. Truthy to disable the element(s), falsy to enable them.// Given an existing WAI-ARIA-compatible clickable element with the ID "so-clicky"
$('#so-clicky').ariaDisabled(true) → Disables the target element
$('#so-clicky').ariaDisabled(false) → Enables the target element
<jQuery>.ariaIsDisabled() → boolean Returns whether any of the target WAI-ARIA-compatible clickable element(s) are disabled.
Note:
This method is meant to work with clickables created via <jQuery>.ariaClick() and may not work with clickables from other sources. SugarCube uses <jQuery>.ariaClick() internally to handle all of its various link markup and macros.
v2.26.0: Introduced.// Given an existing WAI-ARIA-compatible clickable element with the ID "so-clicky"
// If "#so-clicky" is disabled:
$('#so-clicky').ariaIsDisabled() → Returns true
// If "#so-clicky" is enabled:
$('#so-clicky').ariaIsDisabled() → Returns false
jQuery.wiki(sources…) Wikifies the given content source(s) and discards the result. If there were errors, an exception is thrown. This is only really useful when you want to invoke a macro for its side-effects and aren't interested in its output.
v2.17.0: Introduced.sources: (string…) The list of content sources.$.wiki('<<somemacro>>'); → Invokes the <<somemacro>> macro, discarding any output
<jQuery>.wiki(sources…) → jQuery object Wikifies the given content source(s) and appends the result to the target element(s). Returns a reference to the current jQuery object for chaining.
v2.0.0: Introduced.sources: (string…) The list of content sources.// Given an element: <div id="the-box"></div>
$('#the-box').wiki('Who //are// you?'); → Appends "Who <em>are</em> you?" to the target element
Math.clamp(num , min , max) → number Returns the given number clamped to the specified bounds. Does not modify the original.
v2.0.0: Introduced.num: (number) The number to clamp. May be an actual number or a numerical string.min: (number) The lower bound of the number.max: (number) The upper bound of the number.Math.clamp($stat, 0, 200) → Clamps $stat to the bounds 0–200 and returns the new value
Math.clamp($stat, 1, 6.6) → Clamps $stat to the bounds 1–6.6 and returns the new value
Math.trunc(num) → integer Returns the whole (integer) part of the given number by removing its fractional part, if any. Does not modify the original.
num: (number) The number to truncate to an integer.Math.trunc(12.7) → Returns 12
Math.trunc(-12.7) → Returns -12
<Number>.clamp(min , max) → number Returns the number clamped to the specified bounds. Does not modify the original.
v2.0.0: Introduced.min: (number) The lower bound of the number.max: (number) The upper bound of the number.$stat.clamp(0, 200) → Clamps $stat to the bounds 0–200 and returns the new value
$stat.clamp(1, 6.6) → Clamps $stat to the bounds 1–6.6 and returns the new value
RegExp.escape(text) → string Returns the given string with all regular expression metacharacters escaped. Does not modify the original.
v2.0.0: Introduced.text: (string) The string to escape.RegExp.escape('That will be $5 (cash only)') → Returns 'That will be \$5 \(cash only\)'
Note: Strings in TwineScript/JavaScript are Unicode, however, due to historic reasons they are comprised of, and indexed by, individual UTF-16 code units rather than code points. This means that some code points may span multiple code units—e.g., the emoji 💩 is one code point, but two code units.
<String>.count(needle [, position]) → integer Returns the number of times that the given substring was found within the string, starting the search at position.
v2.0.0: Introduced.needle: (any) The substring to count.position: (optional, integer) The zero-based index at which to begin searching for needle. If omitted, will default to 0.// Given: $text = "How now, brown cow."
$text.count("ow") → Returns 4
$text.count("ow", 8) → Returns 2
<String>.first() → string Returns the first Unicode code point within the string. Does not modify the original.
See: String methods note.
v2.27.0: Introduced.// Given: $text = "abc"
$text.first() → Returns "a"
// Given: $text = "🙈🙉🙊"
$text.first() → Returns "🙈"
String.format(format , arguments…) → string Returns a formatted string, after replacing each format item in the given format string with the text equivalent of the corresponding argument's value.
v2.0.0: Introduced.format: (string) The format string, which consists of normal text and format items.arguments: (any… | Array<any>) Either a list of arguments, which correspond by-index to the format items within the format string, or an array, whose members correspond by-index.A format item has the syntax {index[,alignment]}, square-brackets denoting optional elements.
index: (integer) The (zero-based) index of the argument whose string representation will replace the format item.alignment: (optional, integer) The total length of the field into which the argument is inserted, and whether it's right- or left-aligned (positive aligns right, negative aligns left).String.format("{0}, {1}!", "Hello", "World") → List of arguments; Returns "Hello, World!"
String.format("{0}, {1}!", [ "Hello", "World" ]) → Array argument; Returns "Hello, World!"
String.format("{0,6}", "foo") → Returns " foo"
String.format("{0,-6}", "foo") → Returns "foo "
<String>.includes(needle [, position]) → boolean Returns whether the given substring was found within the string, starting the search at position.
needle: (any) The substring to find.position: (optional, integer) The zero-based index at which to begin searching for needle. If omitted, will default to 0.// Given: $text = "How now, brown cow."
$text.includes("row") → Returns true
$text.includes("row", 14) → Returns false
$text.includes("cow", 14) → Returns true
$text.includes("pow") → Returns false
<String>.last() → string Returns the last Unicode code point within the string. Does not modify the original.
See: String methods note.
v2.27.0: Introduced.// Given: $text = "abc"
$text.last() → Returns "c"
// Given: $text = "🙈🙉🙊"
$text.last() → Returns "🙊"
<String>.toLocaleUpperFirst() → string Returns the string with its first Unicode code point converted to upper case, according to any locale-specific rules. Does not modify the original.
See: String methods note.
v2.9.0: Introduced.// Using the Turkish (Türkçe) locale and given: $text = "ışık"
$text.toLocaleUpperFirst() → Returns "Işık"
// Using the Turkish (Türkçe) locale and given: $text = "iki"
$text.toLocaleUpperFirst() → Returns "İki"
<String>.toUpperFirst() → string Returns the string with its first Unicode code point converted to upper case. Does not modify the original.
See: String methods note.
v2.9.0: Introduced.// Given: $text = "hello."
$text.toUpperFirst() → Returns "Hello."
// Given: $text = "χαίρετε."
$text.toUpperFirst() → Returns "Χαίρετε."
Passage, tag, and variable names that have special meaning to SugarCube.
PassageDone Used for post-passage-display tasks, like redoing dynamic changes (happens after the rendering and display of each passage). Generates no output.
Roughly equivalent to the :passagedisplay event.
v2.0.0: Introduced.PassageFooter Appended to each rendered passage.
Roughly equivalent to the :passagerender event.
v2.0.0: Introduced.PassageHeader Prepended to each rendered passage.
Roughly equivalent to the :passagestart event.
v2.0.0: Introduced.PassageReady Used for pre-passage-display tasks, like redoing dynamic changes (happens before the rendering of each passage). Generates no output.
Roughly equivalent to the :passagestart event.
v2.0.0: Introduced.Start Twine 2: Not special. Any passage may be chosen as the starting passage by selecting it via the Start Story Here passage context-menu item—n.b. older versions of Twine 2 used a icon for the same purpose.
Twine 1/Twee: Required. The starting passage, the first passage displayed. Configurable, see Config.passages.start for more information.
v2.0.0: Introduced.StoryAuthor Used to populate the authorial byline area in the UI bar (element ID: story-author).
v2.0.0: Introduced.StoryBanner Used to populate the story's banner area in the UI bar (element ID: story-banner).
v2.0.0: Introduced.StoryCaption Used to populate the story's caption area in the UI bar (element ID: story-caption). May also be, and often is, used to add additional story UI elements and content to the UI bar.
v2.0.0: Introduced.StoryDisplayTitle Sets the story's display title in the browser's titlebar and the UI bar (element ID: story-title). If omitted, the story title will be used instead.
v2.31.0: Introduced.StoryInit Used for pre-story-start initialization tasks, like variable initialization (happens at the beginning of story initialization). Generates no output.
v2.0.0: Introduced.StoryInterface Used to replace SugarCube's default UI. Its contents are treated as raw HTML markup—i.e., none of SugarCube's special HTML processing is performed. It must contain, at least, an element with the ID passages that will be the main passage display area.
Additional elements, aside from the #passages element, may include either the data-init-passage or data-passage content attribute, whose value is the name of the passage used to populate the element—the passage will be processed as normal, meaning that markup and macros will work as expected. 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.
Warning:
Elements that include either a data-init-passage or data-passage content attribute should not themselves contain additional elements—since such elements' contents are replaced each turn via their associated passage, any child elements would be lost.
v2.18.0: Introduced.v2.28.0: Added processing of the data-passage content attribute.v2.36.0: Added processing of the data-init-passage content attribute.<div id="passages"></div>
data-init-passage and data-passage content attributes<div id="interface">
<div id="menu" data-init-passage="Menu"></div>
<div id="notifications" data-passage="Notifications"></div>
<div id="passages"></div>
</div>
StoryMenu Used to populate the story's menu items in the UI bar (element ID: menu-story).
Note:
The story menu only displays links—specifically, anything that creates an anchor element (<a>). 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.
v2.0.0: Introduced.[[Inventory]]
<<link "Schedule">>…<</link>>
StorySettings Warning:
Unused by SugarCube. The Config API serves the same basic purpose.
StoryShare Used to populate the contents of the Share dialog. Intended for social media links.
Note:
The Share dialog only displays links—specifically, anything that creates an anchor element (<a>). 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 contents from the generated links contained therein.
v2.0.0: Introduced.StorySubtitle Sets the story's subtitle in the UI bar (element ID: story-subtitle).
v2.0.0: Introduced.StoryTitle Warning: The story title is used to create the storage ID that is used to store all player data, both temporary and persistent. It should be plain text, containing no code, markup, or macros of any kind.
Tip:
If you want to set a title for display that contains code, markup, or macros, see the StoryDisplayTitle special passage.
Twine 2: Unused. The story's title is part of the story project.
Twine 1/Twee: Required. Sets the story's title.
v2.0.0: Introduced.bookmark Registers the passage into the Jump To menu.
v2.0.0: Introduced.nobr Causes leading/trailing newlines to be removed and all remaining sequences of newlines to be replaced with single spaces before the passage is rendered. Equivalent to wrapping the entire passage in a <<nobr>> macro. See the Config.passages.nobr setting for a way to apply the same processing to all passages at once.
Note:
Does not affect script or stylesheet tagged passages, for Twine 1/Twee.
v2.0.0: Introduced.init Registers the passage as an initialization passage. Used for pre-story-start initialization tasks, like variable initialization (happens at the beginning of story initialization). Generates no output.
Note:
This is chiefly intended for use by add-ons/libraries. For normal projects, authors are encouraged to continue to use the StoryInit special named passage.
v2.36.0: Introduced.script Twine 2: Not special. Use the Edit Story JavaScript story editor menu item for scripts.
Twine 1/Twee: Registers the passage as JavaScript code, which is executed during startup.
v2.0.0: Introduced.stylesheet Twine 2: Not special. Use the Edit Story Stylesheet story editor menu item for styles.
Twine 1/Twee: Registers the passage as a CSS stylesheet, which is loaded during startup. It is strongly recommended that you use only one stylesheet passage. Additionally, see the tagged stylesheet warning.
v2.0.0: Introduced.Twine.audio Registers the passage as an audio passage. See Guide: Media Passages for more information.
v2.24.0: Introduced.Twine.image Registers the passage as an image passage. See Guide: Media Passages for more information.
v2.0.0: Introduced.Twine.video Registers the passage as a video passage. See Guide: Media Passages for more information.
v2.24.0: Introduced.Twine.vtt Registers the passage as a VTT passage. See Guide: Media Passages for more information.
v2.24.0: Introduced.widget Registers the passage as <<widget>> macro definitions, which are loaded during startup.
v2.0.0: Introduced.$ Alias for jQuery, by default. NOTE: This should not be confused with story variables, which start with a $—e.g., $foo.
v2.0.0: Introduced._args Widget arguments array (only inside widgets). See <<widget>> for more information.
v2.36.0: Introduced._contents Widget contents string (only inside block widgets). See <<widget>> for more information.
v2.36.0: Introduced.Config Configuration API. See Config API for more information.
v2.0.0: Introduced.Dialog Dialog API. See Dialog API for more information.
v2.0.0: Introduced.Engine Engine API. See Engine API for more information.
v2.0.0: Introduced.Fullscreen Fullscreen API. See Fullscreen API for more information.
v2.31.0: Introduced.jQuery jQuery library function.
v2.0.0: Introduced.l10nStrings Strings localization object. See Localization for more information.
v2.10.0: Introduced.LoadScreen LoadScreen API. See LoadScreen API for more information.
v2.15.0: Introduced.Macro Macro API. See Macro API for more information.
v2.0.0: Introduced.Passage Passage API. See Passage API for more information.
v2.0.0: Introduced.Save Save API. See Save API for more information.
v2.0.0: Introduced.Setting Setting API. See Setting API for more information.
v2.0.0: Introduced.settings Player settings object, set up by the author/developer. See Setting API for more information.
v2.0.0: Introduced.setup Object that authors/developers may use to set up various bits of static data. Generally, you would use this for data that does not change and should not be stored within story variables, which would make it part of the history.
v2.0.0: Introduced.SimpleAudio SimpleAudio API. See SimpleAudio API for more information.
v2.28.0: Introduced.State State API. See State API for more information.
v2.0.0: Introduced.Story Story API. See Story API for more information.
v2.0.0: Introduced.Template Template API. See Template API for more information.
v2.29.0: Introduced.UI UI API. See UI API for more information.
v2.0.0: Introduced.UIBar UIBar API. See UIBar API for more information.
v2.17.0: Introduced.$args Deprecated:
The $args special variable has been deprecated and should no longer be used. See the _args special variable for its replacement.
v2.0.0: Introduced.v2.36.0: Deprecated.postdisplay Deprecated:
postdisplay tasks have been deprecated and should no longer be used. See the :passagedisplay event for its replacement.
v2.0.0: Introduced.v2.31.0: Deprecated.postrender Deprecated:
postrender tasks have been deprecated and should no longer be used. See the :passagerender event for its replacement.
v2.0.0: Introduced.v2.31.0: Deprecated.predisplay Deprecated:
predisplay tasks have been deprecated and should no longer be used. See the :passagestart event for its replacement.
v2.0.0: Introduced.v2.31.0: Deprecated.prehistory Deprecated:
prehistory tasks have been deprecated and should no longer be used. See the :passageinit event for its replacement.
v2.0.0: Introduced.v2.31.0: Deprecated.prerender Deprecated:
prerender tasks have been deprecated and should no longer be used. See the :passagestart event for its replacement.
v2.0.0: Introduced.v2.31.0: Deprecated.IDs and classes automatically generated from passage names and tags are normalized to kebab case with all lowercase letters—which entails: removing characters that are not alphanumerics, underscores, hyphens, en-/em-dashes, or whitespace, then replacing any remaining non-alphanumeric characters with hyphens, one per group, and finally converting the result to lowercase.
Passage names have passage- prepended to their converted forms and are converted both into IDs and classes depending on how the passage is used—an ID for the active passage, classes for included (via <<include>>) passages.
For example, if the passage name was Gone fishin', then:
passage-gone-fishin (selector: #passage-gone-fishin).passage-gone-fishin (selector: .passage-gone-fishin).When displaying a passage, its tags are:
<html> element, and <body> element as a space separated list within the data-tags attribute.<body> element as classes. The following special tags are excluded from this mapping:
| Twine 2: | debug, nobr, passage, widget, and any tag starting with twine. |
|---|---|
| Twine 1/Twee: | debug, nobr, passage, script, stylesheet, widget, and any tag starting with twine. |
For example, if the tag name was Sector_42, then it would become both the data-tags attribute member Sector_42 (selector: [data-tags~="Sector_42"]) and the class sector-42 (selector: .sector-42).
| Selector | Description |
|---|---|
html |
The document element. The default font stack is set here. The active passage's tags will be added to its |
body |
The body of the page. The default foreground and background colors are set here. The active passage's tags will be added to its |
#story |
Selects the story element. |
#passages |
Selects the element that contains passage elements. All created passage elements will be children of this element. |
.passage |
Selects the passage element. Normally, there will be only one such passage per turn, however, during passage navigation there may briefly be two—the incoming (a.k.a. active) and outgoing passages. The active passage's name will be added as its ID (see: Passage Conversions). The active passage's tags will be added to its |
.passage a |
Selects all <a> elements within the passage element. |
.passage a:hover |
Selects <a> elements within the passage element that are being hovered over. |
.passage a:active |
Selects <a> elements within the passage element that are being clicked on. |
.passage .link-broken |
Selects all internal link elements within the passage element whose passages do not exist within the story. |
.passage .link-disabled |
Selects all internal link elements within the passage element who have been disabled—e.g., already chosen <<choice>> macro links. |
.passage .link-external |
Selects all external link elements within the passage element—e.g., links to other pages and websites. |
.passage .link-internal |
Selects all internal link elements within the passage element—e.g., passage and macro links. |
.passage .link-visited1 |
Selects all internal link elements within the passage element whose passages are within the in-play story history—i.e., passages the player has been to before. |
.passage .link-internal:not(.link-visited)1 |
Selects all internal link elements within the passage element whose passages are not within the in-play story history—i.e., passages the player has never been to before. |
.link-visited class is not enabled by default, see the Config API's Config.addVisitedLinkClass property for more information.When using Twine 1/Twee, it is strongly recommended that you use only a single stylesheet tagged passage. CSS styles cascade in order of load, so if you use multiple stylesheet tagged passages, then it is all too easy for your styles to be loaded in the wrong order, since Twine 1/Twee gives you no control over the order that multiple stylesheet tagged passages load.
SugarCube does not support the Twine 1.4+ vanilla story formats' tagged stylesheets. In SugarCube, you would instead simply prefix the selectors of your styles with the appropriate tag-based selectors—e.g., either [data-tags~="…"] attribute selectors or class selectors.
For example, if some story passages were tagged with forest, then styles for those forest passages might look like this:
/* Using [data-tags~="…"] attribute selectors on <html> */
html[data-tags~="forest"] { background-image: url(forest-bg.jpg); }
html[data-tags~="forest"] .passage { color: darkgreen; }
html[data-tags~="forest"] a { color: green; }
html[data-tags~="forest"] a:hover { color: lime; }
/* Using [data-tags~="…"] attribute selectors on <body> */
body[data-tags~="forest"] { background-image: url(forest-bg.jpg); }
body[data-tags~="forest"] .passage { color: darkgreen; }
body[data-tags~="forest"] a { color: green; }
body[data-tags~="forest"] a:hover { color: lime; }
/* Using class selectors on <body> */
body.forest { background-image: url(forest-bg.jpg); }
body.forest .passage { color: darkgreen; }
body.forest a { color: green; }
body.forest a:hover { color: lime; }
These are SugarCube's built-in stylesheets, in order of load/cascade. The most interesting of which, from an end-user's standpoint, are 4–10. The links go to the most recent release versions of each in SugarCube's source code repository.
The hierarchy of the document body, including associated HTML IDs and class names is as follows.
…) signify data that is dynamically generated at run time.#story-title-separator element is normally unused.#menu-story, will only exist if the StoryMenu special passage is used.#menu-item-settings, will only exist if the Setting API is used.#menu-item-share, will only exist if the StoryShare special passage is used.<body class="…">
<div id="init-screen"></div>
<div id="ui-overlay" class="ui-close"></div>
<div id="ui-dialog" tabindex="0" role="dialog" aria-labelledby="ui-dialog-title">
<div id="ui-dialog-titlebar">
<h1 id="ui-dialog-title"></h1>
<button id="ui-dialog-close" class="ui-close" tabindex="0" aria-label="…"></button>
</div>
<div id="ui-dialog-body"></div>
</div>
<div id="ui-bar">
<div id="ui-bar-tray">
<button id="ui-bar-toggle" tabindex="0" title="…" aria-label="…"></button>
<div id="ui-bar-history">
<button id="history-backward" tabindex="0" title="…" aria-label="…">…</button>
<button id="history-jumpto" tabindex="0" title="…" aria-label="…">…</button>
<button id="history-forward" tabindex="0" title="…" aria-label="…">…</button>
</div>
</div>
<div id="ui-bar-body">
<header id="title" role="banner">
<div id="story-banner"></div>
<h1 id="story-title"></h1>
<div id="story-subtitle"></div>
<div id="story-title-separator"></div>
<p id="story-author"></p>
</header>
<div id="story-caption"></div>
<nav id="menu" role="navigation">
<ul id="menu-story">…<ul>
<ul id="menu-core">
<li id="menu-item-saves"><a tabindex="0">…</a></li>
<li id="menu-item-settings"><a tabindex="0">…</a></li>
<li id="menu-item-restart"><a tabindex="0">…</a></li>
<li id="menu-item-share"><a tabindex="0">…</a></li>
</ul>
</nav>
</div>
</div>
<div id="story" role="main">
<div id="passages">
<div class="passage …" id="…" data-passage="…">
<!-- The active (present) passage content -->
</div>
</div>
</div>
<!-- The story data chunk, which depends on the compiler release (see below) -->
<script id="script-sugarcube" type="text/javascript"><!-- The main SugarCube module --></script>
</body>
Periods of ellipsis (…) signify data that is generated at compile time.
<tw-storydata name="…" startnode="…" creator="…" creator-version="…"
ifid="…" zoom="…" format="…" format-version="…" options="…" hidden>
<!-- Passage data nodes… -->
</tw-storydata>
<div id="store-area" data-size="…" hidden>
<!-- Passage data nodes… -->
</div>
Events are messages that are sent (a.k.a.: fired, triggered) to notify code that something has taken place, from player interactions to automated happenings. Each event is represented by an object that has properties that may be used to get additional information about what happened.
This section offers a list of SugarCube-specific events, triggered at various points during story operation.
See Also: For standard browser/DOM events, see the Event reference @MDN.
Dialog Events Dialog events allow the execution of JavaScript code at specific points during the opening and closing of dialogs.
See:
Dialog API.
:dialogclosed event Global event triggered as the last step in closing the dialog when Dialog.close() is called.
Warning:
You cannot obtain data about the closing dialog from the dialog itself—e.g., title or classes—when using the :dialogclosed event, as the dialog has already closed and been reset by the time the event is fired. If you need that kind of information from the dialog itself, then you may use the :dialogclosing event instead.
v2.29.0: Introduced.Note:
While there are no custom properties, the event is fired from the dialog's body, thus the target property will refer to its body element—i.e., #ui-dialog-body.
/* Execute the handler function when the event triggers. */
$(document).on(':dialogclosed', function (ev) {
/* JavaScript code */
});
/* Execute the handler function exactly once. */
$(document).one(':dialogclosed', function (ev) {
/* JavaScript code */
});
:dialogclosing event Global event triggered as the first step in closing the dialog when Dialog.close() is called.
v2.29.0: Introduced.Note:
While there are no custom properties, the event is fired from the dialog's body, thus the target property will refer to its body element—i.e., #ui-dialog-body.
/* Execute the handler function when the event triggers. */
$(document).on(':dialogclosing', function (ev) {
/* JavaScript code */
});
/* Execute the handler function exactly once. */
$(document).one(':dialogclosing', function (ev) {
/* JavaScript code */
});
:dialogopened event Global event triggered as the last step in opening the dialog when Dialog.open() is called.
v2.29.0: Introduced.Note:
While there are no custom properties, the event is fired from the dialog's body, thus the target property will refer to its body element—i.e., #ui-dialog-body.
/* Execute the handler function when the event triggers. */
$(document).on(':dialogopened', function (ev) {
/* JavaScript code */
});
/* Execute the handler function exactly once. */
$(document).one(':dialogopened', function (ev) {
/* JavaScript code */
});
:dialogopening event Global event triggered as the first step in opening the dialog when Dialog.open() is called.
v2.29.0: Introduced.Note:
While there are no custom properties, the event is fired from the dialog's body, thus the target property will refer to its body element—i.e., #ui-dialog-body.
/* Execute the handler function when the event triggers. */
$(document).on(':dialogopening', function (ev) {
/* JavaScript code */
});
/* Execute the handler function exactly once. */
$(document).one(':dialogopening', function (ev) {
/* JavaScript code */
});
Navigation events allow the execution of JavaScript code at specific points during passage navigation.
In order of processing: (for reference, this also shows tasks and various special passages)
:passageinit event.prehistory tasks. (deprecated)predisplay tasks. (deprecated)PassageReady special passage.:passagestart event.prerender tasks. (deprecated)PassageHeader special passage.PassageFooter special passage.:passagerender event.postrender tasks. (deprecated)PassageDone special passage.:passagedisplay event.postdisplay tasks. (deprecated):passageend event.:passageinit event Triggered before the modification of the state history.
v2.20.0: Introduced.passage: (Passage object) The incoming passage object. See the Passage API for more information./* Execute the handler function each time the event triggers. */
$(document).on(':passageinit', function (ev) {
/* JavaScript code */
});
/* Execute the handler function exactly once. */
$(document).one(':passageinit', function (ev) {
/* JavaScript code */
});
:passagestart event Triggered before the rendering of the incoming passage.
v2.20.0: Introduced.content: (HTMLElement object) The, currently, empty element that will eventually hold the rendered content of the incoming passage.passage: (Passage object) The incoming passage object. See the Passage API for more information./* Execute the handler function each time the event triggers. */
$(document).on(':passagestart', function (ev) {
/* JavaScript code */
});
/* Execute the handler function exactly once. */
$(document).one(':passagestart', function (ev) {
/* JavaScript code */
});
/*
Process the markup "In the //beginning//." and append the result
to the incoming passage's element.
*/
$(document).on(':passagestart', function (ev) {
$(ev.content).wiki("In the //beginning//.");
});
:passagerender event Triggered after the rendering of the incoming passage.
v2.20.0: Introduced.content: (HTMLElement object) The element holding the fully rendered content of the incoming passage.passage: (Passage object) The incoming passage object. See the Passage API for more information./* Execute the handler function each time the event triggers. */
$(document).on(':passagerender', function (ev) {
/* JavaScript code */
});
/* Execute the handler function exactly once. */
$(document).one(':passagerender', function (ev) {
/* JavaScript code */
});
/*
Process the markup "At the //end// of some renderings." and append the result
to the incoming passage's element.
*/
$(document).on(':passagerender', function (ev) {
$(ev.content).wiki("At the //end// of some renderings.");
});
:passagedisplay event Triggered after the display—i.e., output—of the incoming passage.
v2.20.0: Introduced.v2.31.0: Added content property to event object.content: (HTMLElement object) The element holding the fully rendered content of the incoming passage.passage: (Passage object) The incoming passage object. See the Passage API for more information./* Execute the handler function each time the event triggers. */
$(document).on(':passagedisplay', function (ev) {
/* JavaScript code */
});
/* Execute the handler function exactly once. */
$(document).one(':passagedisplay', function (ev) {
/* JavaScript code */
});
/*
Process the markup "It's //showtime//!" and append the result
to the incoming passage's element.
*/
$(document).on(':passagedisplay', function (ev) {
$(ev.content).wiki("It's //showtime//!");
});
:passageend event Triggered at the end of passage navigation.
v2.20.0: Introduced.v2.31.0: Added content property to event object.content: (HTMLElement object) The element holding the fully rendered content of the incoming passage.passage: (Passage object) The incoming passage object. See the Passage API for more information./* Execute the handler function each time the event triggers. */
$(document).on(':passageend', function (ev) {
/* JavaScript code */
});
/* Execute the handler function exactly once. */
$(document).one(':passageend', function (ev) {
/* JavaScript code */
});
/*
Process the markup "So long and //thanks for all the fish//!" and append the result
to the incoming passage's element.
*/
$(document).on(':passageend', function (ev) {
$(ev.content).wiki("So long and //thanks for all the fish//!");
});
prehistory tasks Deprecated:
prehistory tasks have been deprecated and should no longer be used. See the :passageinit event for its replacement.
v2.0.0: Introduced.v2.31.0: Deprecated.predisplay tasks Deprecated:
predisplay tasks have been deprecated and should no longer be used. See the :passagestart event for its replacement.
v2.0.0: Introduced.v2.31.0: Deprecated.prerender tasks Deprecated:
prerender tasks have been deprecated and should no longer be used. See the :passagestart event for its replacement.
v2.0.0: Introduced.v2.31.0: Deprecated.postrender tasks Deprecated:
postrender tasks have been deprecated and should no longer be used. See the :passagerender event for its replacement.
v2.0.0: Introduced.v2.31.0: Deprecated.postdisplay tasks Deprecated:
postdisplay tasks have been deprecated and should no longer be used. See the :passagedisplay event for its replacement.
v2.0.0: Introduced.v2.31.0: Deprecated.SimpleAudio Events SimpleAudio events allow the execution of JavaScript code at specific points during audio playback.
SimpleAudio API see:
:faded event Track event triggered when a fade completes normally.
v2.29.0: Introduced./* Execute the handler function when the event triggers for one track via <AudioTrack>. */
aTrack.on(':faded', function (ev) {
/* JavaScript code */
});
/* Execute the handler function when the event triggers for multiple tracks via <AudioRunner>. */
someTracks.on(':faded', function (ev) {
/* do something */
});
:fading event Track event triggered when a fade starts.
v2.29.0: Introduced./* Execute the handler function when the event triggers for one track via <AudioTrack>. */
aTrack.on(':fading', function (ev) {
/* JavaScript code */
});
/* Execute the handler function when the event triggers for multiple tracks via <AudioRunner>. */
someTracks.on(':fading', function (ev) {
/* do something */
});
:stopped event Track event triggered when playback is stopped after <AudioTrack>.stop() or <AudioRunner>.stop() is called—either manually or as part of another process.
See Also:
ended and pause for information on somewhat similar native events.
v2.29.0: Introduced./* Execute the handler function when the event triggers for one track via <AudioTrack>. */
aTrack.on(':stopped', function (ev) {
/* JavaScript code */
});
/* Execute the handler function when the event triggers for multiple tracks via <AudioRunner>. */
someTracks.on(':stopped', function (ev) {
/* do something */
});
System events allow the execution of JavaScript code at specific points during story startup and teardown.
:storyready event Global event triggered once just before the dismissal of the loading screen at startup.
v2.31.0: Introduced./* Execute the handler function exactly once, since it's only fired once. */
$(document).one(':storyready', function (ev) {
/* JavaScript code */
});
:enginerestart event Global event triggered once just before the page is reloaded when Engine.restart() is called.
v2.23.0: Introduced./* Execute the handler function when the event triggers. */
$(document).one(':enginerestart', function (ev) {
/* JavaScript code */
});
<<type>> Events <<type>> macro events allow the execution of JavaScript code at specific points during typing.
:typingcomplete event Global event triggered when all <<type>> macros within a passage have completed.
Note:
Injecting additional <<type>> macro invocations after a :typingcomplete event has been fired will cause another event to eventually be generated, since you're creating a new sequence of typing.
v2.32.0: Introduced./* Execute the handler function when the event triggers. */
$(document).on(':typingcomplete', function (ev) {
/* JavaScript code */
});
:typingstart event Local event triggered on the typing wrapper when the typing of a section starts.
v2.32.0: Introducedv2.33.0: Changed to a local event that bubbles up the DOM tree./* Execute the handler function when the event triggers. */
$(document).on(':typingstart', function (ev) {
/* JavaScript code */
});
:typingstop event Local event triggered on the typing wrapper when the typing of a section stops.
v2.32.0: Introducedv2.33.0: Changed to a local event that bubbles up the DOM tree./* Execute the handler function when the event triggers. */
$(document).on(':typingstop', function (ev) {
/* JavaScript code */
});
Config API The Config object controls various aspects of SugarCube's behavior.
Note:
Config object settings should be placed within your project's JavaScript section (Twine 2: the Story JavaScript; Twine 1/Twee: a script-tagged passage).
Config.audio.pauseOnFadeToZero ↔ boolean (default: true) Determines whether the audio subsystem automatically pauses tracks that have been faded to 0 volume (silent).
v2.28.0: Introduced.Config.audio.pauseOnFadeToZero = false;
Config.audio.preloadMetadata ↔ boolean (default: true) Determines whether the audio subsystem attempts to preload track metadata—meaning information about the track (e.g., duration), not its audio frames.
Note: It is unlikely that you will ever want to disable this setting.
v2.28.0: Introduced.Config.audio.preloadMetadata = false;
Config.history.controls ↔ boolean (default: true) Determines whether the story's history controls (Backward, Jump To, & Forward buttons) are enabled within the UI bar.
v2.0.0: Introduced.Config.history.controls = false;
Config.history.maxStates ↔ integer (default: 40) Sets the maximum number of states (moments) to which the history is allowed to grow. Should the history exceed the limit, states will be dropped from the past (oldest first).
Tip:
For game-oriented projects, as opposed to more story-oriented interactive fiction, a setting of 1 is strongly recommended.
v2.0.0: Introduced.v2.36.0: Reduced the default to 40.// Limit the history to a single state (recommended for games)
Config.history.maxStates = 1;
// Limit the history to 80 states
Config.history.maxStates = 80;
Config.macros.ifAssignmentError ↔ boolean (default: true) Determines whether the <<if>> macro returns an error when the = assignment operator is used within its conditional—e.g., <<if $suspect = "Bob">>. Does not flag other assignment operators.
Note:
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 make—either from a finger slip or because you just don't know the difference between the operators.
v2.0.0: Introduced.// No error is returned when = is used within an <<if>> or <<elseif>> conditional
Config.macros.ifAssignmentError = false;
Config.macros.maxLoopIterations ↔ integer (default: 1000) Sets the maximum number of iterations allowed before the <<for>> macro conditional forms are terminated with an error.
Note: This setting exists to prevent a misconfigured loop from making the browser unresponsive.
v2.0.0: Introduced.// Allow only 5000 iterations
Config.macros.maxLoopIterations = 5000;
Config.macros.typeSkipKey ↔ string (default: " ", space) Sets the default KeyboardEvent.key value that causes the currently running <<type>> macro instance to finish typing its content immediately.
v2.33.1: Introduced.// Change the default skip key to Control (CTRL)
Config.macros.typeSkipKey = "Control";
Config.macros.typeVisitedPassages ↔ boolean (default: true) Determines whether the <<type>> macro types out content on previously visited passages or simply outputs it immediately.
v2.32.0: Introduced.// Do not type on previously visited passages
Config.macros.typeVisitedPassages = false;
Config.navigation.override ↔ function (default: none) Allows the destination of passage navigation to be overridden. The callback is passed one parameter, the original destination passage title. If its return value is falsy, the override is cancelled and navigation to the original destination continues unperturbed. If its return value is truthy, the override succeeds and that value is used as the new destination of the navigation.
v2.13.0: Introduced.Config.navigation.override = function (destinationPassage) {
/* code */
};
// Force the player to the "You Died" passage if they let $health get too low.
Config.navigation.override = function (dest) {
var sv = State.variables;
// If $health is less-than-or-equal to 0, go to the "You Died" passage instead.
if (sv.health <= 0) {
return "You Died";
}
};
Config.passages.descriptions ↔ boolean | object | function (default: none) Determines whether alternate passage descriptions are used by the Saves and Jump To menus—by default an excerpt from the passage is used. 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.
this value. If the function returns falsy, then the passage's excerpt is used instead.v2.0.0: Introduced.// Uses passages' titles
Config.passages.descriptions = true;
// Uses the description mapped by the title
Config.passages.descriptions = {
"title" : "description"
};
// Returns the description to be used
Config.passages.descriptions = function () {
if (this.title === "title") {
return "description";
}
};
Config.passages.displayTitles ↔ boolean (default: false) Determines whether passage titles are combined with the story title, within the browser's/tab's titlebar, when passages are displayed.
v2.0.0: Introduced.Config.passages.displayTitles = true;
Config.passages.nobr ↔ boolean (default: false) Determines whether rendering passages have their leading/trailing newlines removed and all remaining sequences of newlines replaced with single spaces before they're rendered. Equivalent to including the nobr special tag on every passage.
Note:
Does not affect script or stylesheet tagged passages, for Twine 1/Twee, or the Story JavaScript or Story Stylesheet sections, for Twine 2.
v2.19.0: Introduced.Config.passages.nobr = true;
Config.passages.onProcess ↔ function (default: none) Allows custom processing of passage text. The function is invoked each time the <Passage>.processText() method is called. It is passed an abbreviated version of the associated passage's Passage instance—containing only the tags, text, and title properties. Its return value should be the post-processed text.
Note:
Does not affect script or stylesheet tagged passages, for Twine 1/Twee, or the Story JavaScript or Story Stylesheet sections, for Twine 2.
Note:
The function will be called just before the built-in no-break passage processing if you're also using that—see the Config.passages.nobr setting and nobr special tag.
v2.30.0: Introduced./* Change instancess of "cat" to "dog". */
Config.passages.onProcess = function (p) {
return p.text.replace(/\bcat(s?)\b/g, 'dog$1');
};
Config.passages.start ↔ string (Twine 2 default: user-selected; Twine 1/Twee default: "Start") Sets the starting passage, the very first passage that will be displayed.
v2.0.0: Introduced.Config.passages.start = "That Other Starting Passage";
Config.passages.transitionOut ↔ string | integer (default: none) Determines whether outgoing passage transitions are enabled. Valid values are the name of the property being animated, which causes the outgoing passage element to be removed once that transition animation is complete, or an integer delay (in milliseconds), which causes the outgoing passage element to be removed once the delay has expired. You will also need some CSS styles to make this work—examples given below.
Note: If using an integer delay, ideally, it should probably be slightly longer than the outgoing transition delay that you intend to use—e.g., an additional 10ms or so should be sufficient.
v2.0.0: Introduced.// Remove outgoing elements when their opacity animation ends
Config.passages.transitionOut = "opacity";
// Remove outgoing elements after 1010ms (1.01s)
Config.passages.transitionOut = 1010;
At the very least you will need to specify a .passage-out style that defines the transition's end state. For example:
.passage-out {
opacity: 0;
}
That probably won't be very pleasing to the eye, however, so you will likely need several styles to make something that looks half-decent. For example, the following will give you a basic crossfade:
#passages {
position: relative;
}
.passage {
left: 0;
position: absolute;
top: 0;
transition: opacity 1s ease;
}
.passage-out {
opacity: 0;
}
Config.saves.autoload ↔ boolean | string | function (default: none) Determines whether the autosave, if it exists, is automatically loaded upon story startup. Valid values are boolean true, which simply causes the autosave to be loaded, the string "prompt", which prompts the player via a dialog to load the autosave, or a function, which causes the autosave to be loaded if its return value is truthy.
Note: If the autosave cannot be loaded, for any reason, then the start passage is loaded instead.
v2.0.0: Introduced.// Automatically loads the autosave
Config.saves.autoload = true;
// Prompts the player about loading the autosave
Config.saves.autoload = "prompt";
// Loads the autosave if it returns a truthy value
Config.saves.autoload = function () {
/* code */
};
Config.saves.autosave ↔ boolean | Array<string> | function (default: none) Determines whether the autosave is created/updated when passages are displayed.
Valid values are:
true, which causes the autosave to be updated with every passage.false, which causes the autosave to never update automatically—i.e., you must do it manually via the Save.autosave.save() static method.Warning:
When setting the value to boolean true, you will likely also need to use the Config.saves.isAllowed property to disallow saving on the start passage. Or, if you use the start passage as real part of your story and allow the player to reenter it, rather than just as the initial landing/cover page, then you may wish to only disallow saving on the start passage the very first time it's displayed—i.e., at story startup.
v2.0.0: Introduced.v2.30.0: Added function values and deprecated string values.// Autosaves every passage
Config.saves.autosave = true;
// Allows manual autosaving
Config.saves.autosave = false;
// Autosaves on passages tagged with any of "bookmark" or "autosave"
Config.saves.autosave = ["bookmark", "autosave"];
// Autosaves on passages if it returns a truthy value
Config.saves.autosave = function () {
/* code */
};
Config.saves.id ↔ string (default: slugified story title) Sets the story ID associated with saves.
v2.0.0: Introduced.Config.saves.id = "a-big-huge-story-part-1";
Config.saves.isAllowed ↔ function (default: none) Determines whether saving is allowed within the current context. The callback is invoked each time a save is requested. If its return value is falsy, the save is disallowed. If its return value is truthy, the save is allowed to continue unperturbed.
v2.0.0: Introduced.Config.saves.isAllowed = function () {
/* code */
};
Config.saves.slots integer (default: 8) Sets the maximum number of available save slots.
v2.0.0: Introduced.Config.saves.slots = 4;
Config.saves.tryDiskOnMobile ↔ boolean (default: true) Determines whether saving to disk is enabled on mobile devices—i.e., smartphones, tablets, etc.
Warning: Mobile browsers can be fickle, so saving to disk may not work as expected in all browsers.
v2.34.0: Introduced./* To disable saving to disk on mobile devices. */
Config.saves.tryDiskOnMobile = false;
Config.saves.version ↔ any (default: none) Sets the version property of saves.
Note:
This setting is only used to set the version property of saves. Thus, it is only truly useful if you plan to upgrade out-of-date saves via a Config.saves.onLoad callback.
v2.0.0: Introduced.// As an integer (recommended)
Config.saves.version = 3;
// As a string (not recommended)
Config.saves.version = "v3";
Config.saves.onLoad ↔ function (default: none) Deprecated:
This setting has been deprecated and should no longer be used. See the Save.onLoad.add() method for its replacement.
v2.0.0: Introduced.v2.36.0: Deprecated in favor of the Save Events API.Config.saves.onSave ↔ function (default: none) Deprecated:
This setting has been deprecated and should no longer be used. See the Save.onSave.add() method for its replacement.
v2.0.0: Introduced.v2.33.0: Added save operation details object parameter to the callback function.v2.36.0: Deprecated in favor of the Save Events API.Config.ui.stowBarInitially ↔ boolean | integer (default: 800) Determines whether the UI bar (sidebar) starts in the stowed (shut) state initially. Valid values are boolean true/false, which causes the UI bar to always/never start in the stowed state, or an integer, which causes the UI bar to start in the stowed state if the viewport width is less-than-or-equal-to the specified number of pixels.
v2.11.0: Introduced.// As a boolean; always start stowed
Config.ui.stowBarInitially = true;
// As a boolean; never start stowed
Config.ui.stowBarInitially = false;
// As an integer; start stowed if the viewport is 800px or less
Config.ui.stowBarInitially = 800;
Config.ui.updateStoryElements ↔ boolean (default: true) Determines whether certain elements within the UI bar are updated when passages are displayed. The affected elements are the story: banner, subtitle, author, caption, and menu.
Note: The story title is not included in updates because SugarCube uses it as the basis for the key used to store and load data used when playing the story and for saves.
v2.0.0: Introduced.// If you don't need those elements to update
Config.ui.updateStoryElements = false;
Config.addVisitedLinkClass ↔ boolean (default: false) Determines whether the link-visited class is added to internal passage links that go to previously visited passages—i.e., the passage already exists within the story history.
Note:
You must provide your own styling for the link-visited class as none is provided by default.
v2.0.0: Introduced.Config.addVisitedLinkClass = true;
You will also need to specify a .link-visited style that defines the properties visited links should have. For example:
.link-visited {
color: purple;
}
Config.cleanupWikifierOutput ↔ boolean (default: false) Determines whether the output of the Wikifier is post-processed into more sane markup—i.e., where appropriate, it tries to transition the plethora of <br> elements into <p> elements.
v2.0.0: Introduced.Config.cleanupWikifierOutput = true;
Config.debug ↔ boolean (default: false) Indicates whether SugarCube is running in test mode, which enables debug views. See the Test Mode guide for more information.
Note:
This property is automatically set based on whether you're using a testing mode in a Twine compiler—i.e., Test mode in Twine 2, Test Play From Here in Twine 1, or the test mode option (-t, --test) in Tweego. You may, however, forcibly enable it if you need to for some reason—e.g., if you're using another compiler, which doesn't offer a way to enable test mode.
v2.2.0: Introduced.// Forcibly enable test mode
Config.debug = true;
// Check if test mode is enabled in JavaScript
if (Config.debug) {
/* do something debug related */
}
// Check if test mode is enabled via the <<if>> macro
<<if Config.debug>>
/* do something debug related */
<</if>>
Config.loadDelay ↔ integer (default: 0) Sets the integer delay (in milliseconds) before the loading screen is dismissed, once the document has signaled its readiness. Not generally necessary, however, some browsers render slower than others and may need a little extra time to get a media-heavy page done. This allows you to fine tune for those cases.
v2.0.0: Introduced.// Delay the dismissal of the loading screen by 2000ms (2s)
Config.loadDelay = 2000;
Dialog API Dialog.append(content) → Dialog object Appends the given content to the dialog's content area. Returns a reference to the Dialog object for chaining.
Note:
If your content contains any SugarCube markup, you'll need to use the Dialog.wiki() method instead.
v2.9.0: Introduced.content: The content to append. As this method is essentially a shortcut for jQuery(Dialog.body()).append(…), see jQuery's append() method for the range of valid content types.Dialog.append("Cry 'Havoc!', and let slip the <em>ponies</em> of <strong>friendship</strong>.");
Dialog.append( /* some DOM nodes */ );
Dialog.body() → HTMLElement object Returns a reference to the dialog's content area.
v2.0.0: Introduced.jQuery(Dialog.body()).append("Cry 'Havoc!', and let slip the <em>ponies</em> of <strong>friendship</strong>.");
jQuery(Dialog.body()).wiki("Cry 'Havoc!', and let slip the //ponies// of ''friendship''.");
Dialog.close() → Dialog object Closes the dialog. Returns a reference to the Dialog object for chaining.
v2.0.0: Introduced.Dialog.close();
Dialog.isOpen([classNames]) → boolean Returns whether the dialog is currently open.
v2.0.0: Introduced.classNames: (optional, string) The space-separated-list of classes to check for when determining the state of the dialog. Each of the built-in dialogs contains a name-themed class that can be tested for in this manner—e.g., the Saves dialog contains the class saves.if (Dialog.isOpen()) {
/* code to execute if the dialog is open… */
}
if (Dialog.isOpen("saves")) {
/* code to execute if the Saves dialog is open… */
}
Dialog.open([options [, closeFn]]) → Dialog object Opens the dialog. Returns a reference to the Dialog object for chaining.
Note: Call this only after populating the dialog with content.
v2.0.0: Introduced.options: (optional, null | object) The options to be used when opening the dialog.closeFn: (optional, null | function) The function to execute whenever the dialog is closed.An options object should have some of the following properties:
top: Top y-coordinate of the dialog (default: 50; in pixels, but without the unit).Dialog.open();
Dialog.setup([title [, classNames]]) → HTMLElement object Prepares the dialog for use and returns a reference to its content area.
v2.0.0: Introduced.title: (optional, string) The title of the dialog.classNames: (optional, string) The space-separated-list of classes to add to the dialog.// Basic example.
Dialog.setup();
Dialog.wiki("Blah //blah// ''blah''.");
Dialog.open();
// Adding a title to the dialog.
Dialog.setup("Character Sheet");
Dialog.wiki(Story.get("PC Sheet").processText());
Dialog.open();
// Adding a title and class to the dialog.
Dialog.setup("Character Sheet", "charsheet");
Dialog.wiki(Story.get("PC Sheet").processText());
Dialog.open();
Dialog.wiki(wikiMarkup) → Dialog object Renders the given markup and appends it to the dialog's content area. Returns a reference to the Dialog object for chaining.
Note:
If your content consists of DOM nodes, you'll need to use the Dialog.append() method instead.
v2.9.0: Introduced.wikiMarkup: The markup to render.Dialog.wiki("Cry 'Havoc!', and let slip the //ponies// of ''friendship''.");
Dialog.addClickHandler(targets [, options [, startFn [, doneFn [, closeFn]]]]) Deprecated:
This method has been deprecated and should no longer be used. The core of what it does is simply to wrap a call to Dialog.open() within a call to <jQuery>.ariaClick(), which can be done directly and with greater flexibility.
v2.0.0: Introduced.v2.29.0: Deprecated.Engine API Engine.lastPlay → number Returns a timestamp representing the last time Engine.play() was called.
v2.0.0: Introduced.Engine.lastPlay → The timestamp at which Engine.play() was last called
Engine.state → string Returns the current state of the engine ("idle", "playing", "rendering").
v2.7.0: Introduced."idle": The engine is idle, awaiting the triggering of passage navigation—the default state."playing": Passage navigation has been triggered and a turn is being processed."rendering": The incoming passage is being rendered and added to the page—takes place during turn processing, so implies "playing".Engine.state → Returns the current state of the engine
Engine.backward() → boolean Moves backward one moment within the full history (past + future), if possible, activating and showing the moment moved to. Returns whether the history navigation was successful (should only fail if already at the beginning of the full history).
v2.0.0: Introduced.Engine.backward() → Rewinds the full history by one moment—i.e., undoes the moment
Engine.forward() → boolean Moves forward one moment within the full history (past + future), if possible, activating and showing the moment moved to. Returns whether the history navigation was successful (should only fail if already at the end of the full history).
v2.0.0: Introduced.Engine.forward() → Fast forwards the full history by one moment—i.e., redoes the moment
Engine.go(offset) → boolean Activates the moment at the given offset from the active (present) moment within the full state history and show it. Returns whether the history navigation was successful (should only fail if the offset from the active (present) moment is not within the bounds of the full history).
v2.0.0: Introduced.offset: (integer) The offset from the active (present) moment of the moment to go to.Engine.go(2) → Fast forwards the full history by two moments—i.e., redoes the moments
Engine.go(-4) → Rewinds the full history by four moments—i.e., undoes the moments
Engine.goTo(index) → boolean Activates the moment at the given index within the full state history and show it. Returns whether the history navigation was successful (should only fail if the index is not within the bounds of the full history).
v2.0.0: Introduced.index: (integer) The index of the moment to go to.Engine.goTo(0) → Goes to the first moment
Engine.goTo(9) → Goes to the tenth moment
Engine.isIdle() → boolean Returns whether the engine is idle.
v2.16.0: Introduced.Engine.isIdle() → Returns whether the engine is idle
Engine.isPlaying() → boolean Returns whether the engine is processing a turn—i.e., passage navigation has been triggered.
v2.16.0: Introduced.Engine.isPlaying() → Returns whether the engine is playing
Engine.isRendering() → boolean Returns whether the engine is rendering the incoming passage.
v2.16.0: Introduced.Engine.isRendering() → Returns whether the engine is rendering
Engine.play(passageTitle [, noHistory]) → HTMLElement object Renders and displays the passage referenced by the given title, optionally without adding a new moment to the history.
v2.0.0: Introduced.passageTitle: (string) The title of the passage to play.noHistory: (optional, boolean) Disables the update of the history—i.e., no moment is added to the history.Engine.play("Foo") → Renders, displays, and adds a moment for the passage "Foo" to the history
Engine.play("Foo", true) → Renders and displays the passage "Foo", but does not add new history
Engine.restart() Restarts the story.
Warning: The player will not be prompted and all unsaved state will be lost.
Note:
In general, you should not call this method directly. Instead, call the UI.restart() static method, which prompts the player with an OK/Cancel dialog before itself calling Engine.restart(), if they accept.
v2.0.0: Introduced.Engine.restart() → Restarts the story
Engine.show() → HTMLElement object Renders and displays the active (present) moment's associated passage without adding a new moment to the history.
v2.0.0: Introduced.Engine.show() → Renders and displays the present passage without adding new history
Fullscreen API Provides access to browsers' fullscreen functionality.
If you wish to use custom backgrounds, either simply colors or with images, then you should place them on the body element. For example:
body {
background: #111 fixed url("images/background.png") center / contain no-repeat;
}
Warning:
It is strongly recommended that you do not place background properties on the html element in addition to the body element as this can cause background jitter in Internet Explorer when scrolling outside of fullscreen mode.
Warning:
If setting a background image via the background shorthand property, then you should also specify a background-color value with it or include a separate background-color property after the background property. The reason being is that the background property resets the background color, so if you do not set one either as one of its values or via a following background-color property, then the browser's default background color could show through if the background image does not cover the entire viewport or includes transparency.
The Fullscreen API comes with some built-in limitations:
Fullscreen.element → HTMLElement object | null Returns the current fullscreen element or, if fullscreen mode is not active, null.
v2.31.0: Introduced.Fullscreen.element → The current fullscreen element
Fullscreen.isEnabled() → boolean Returns whether fullscreen is both supported and enabled.
v2.31.0: Introduced.Fullscreen.isEnabled() → Whether fullscreen mode is available
Fullscreen.isFullscreen() → boolean Returns whether fullscreen mode is currently active.
v2.31.0: Introduced.Fullscreen.isFullscreen() → Whether fullscreen mode is active
Fullscreen.request([options [, requestedEl]]) → Promise object Request that the browser enter fullscreen mode.
See: Backgrounds and limitations.
v2.31.0: Introduced.options: (optional, object) The fullscreen options object.requestedEl: (optional, HTMLElement object) The element to enter fullscreen mode with. If omitted, defaults to the entire page.A fullscreen options object should have some of the following properties:
navigationUI: (string) Determines the fullscreen navigation UI preference. Valid values are (default: "auto"):
"auto": Indicates no preference."hide": Request that the browser's navigation UI be hidden. The full dimensions of the screen will be used to display the element."show": Request that the browser's navigation UI be shown. The screen dimensions allocated to the element will be clamped to leave room for the UI.Note:
Browsers are not currently required to honor the navigationUI setting.
/* Request to enter fullscreen mode. */
Fullscreen.request();
/* Request to enter fullscreen mode while showing its navigation UI and with the given element. */
Fullscreen.request({ navigationUI : "show" }, myElement);
Fullscreen.exit() → Promise object Request that the browser exit fullscreen mode.
v2.31.0: Introduced./* Request to exit fullscreen mode. */
Fullscreen.exit();
Fullscreen.toggle([options [, requestedEl]]) → Promise object Request that the browser toggle fullscreen mode—i.e., enter or exit as appropriate.
v2.31.0: Introduced.options: (optional, object) The fullscreen options object. See Fullscreen.request() for more information.requestedEl: (optional, HTMLElement object) The element to toggle fullscreen mode with. If omitted, defaults to the entire page./* Request to toggle fullscreen mode. */
Fullscreen.toggle();
/* Request to toggle fullscreen mode while showing its navigation UI and with the given element. */
Fullscreen.toggle({ navigationUI : "show" }, myElement);
Fullscreen.onChange(handlerFn [, requestedEl]) Attaches fullscreen change event handlers.
v2.31.0: Introduced.handlerFn: (function) The function to invoke when fullscreen mode is changed.requestedEl: (optional, HTMLElement object) The element to attach the handler to./* Attach a hander to listen for fullscreen change events. */
Fullscreen.onChange(function (ev) {
/* Fullscreen mode changed, so do something. */
});
/* Attach a hander to the given element to listen for fullscreen change events. */
Fullscreen.onChange(function (ev) {
/* Fullscreen mode changed on myElement, so do something. */
}, myElement);
Fullscreen.offChange([handlerFn [, requestedEl]]) Removes fullscreen change event handlers.
v2.31.0: Introduced.handlerFn: (optional, function) The function to remove. If omitted, will remove all handler functions.requestedEl: (optional, HTMLElement object) The element to remove the handler(s) from./* Remove all fullscreen change event handers. */
Fullscreen.offChange();
/* Remove the given fullscreen change event hander. */
/* NOTE: Requires that the original handler function was saved. */
Fullscreen.offChange(originalHandlerFn);
/* Remove all fullscreen change event handers from myElement. */
Fullscreen.offChange(null, myElement);
/* Remove the given fullscreen change event hander from myElement. */
/* NOTE: Requires that the original handler function was saved. */
Fullscreen.offChange(originalHandlerFn, myElement);
Fullscreen.onError(handlerFn [, requestedEl]) Attaches fullscreen error event handlers.
v2.31.0: Introduced.handlerFn: (function) The function to invoke when fullscreen mode encounters an error.requestedEl: (optional, HTMLElement object) The element to attach the handler to./* Attach a hander to listen for fullscreen error events. */
Fullscreen.onError(function (ev) {
/* Fullscreen mode changed, so do something. */
});
/* Attach a hander to the given element to listen for fullscreen error events. */
Fullscreen.onError(function (ev) {
/* Fullscreen mode changed on myElement, so do something. */
}, myElement);
Fullscreen.offError([handlerFn [, requestedEl]]) Removes fullscreen error event handlers.
v2.31.0: Introduced.handlerFn: (optional, function) The function to remove. If omitted, will remove all handler functions.requestedEl: (optional, HTMLElement object) The element to remove the handler(s) from./* Remove all fullscreen error event handers. */
Fullscreen.offError();
/* Remove the given fullscreen error event hander. */
/* NOTE: Requires that the original handler function was saved. */
Fullscreen.offError(originalHandlerFn);
/* Remove all fullscreen error event handers from myElement. */
Fullscreen.offError(null, myElement);
/* Remove the given fullscreen error event hander from myElement. */
/* NOTE: Requires that the original handler function was saved. */
Fullscreen.offError(originalHandlerFn, myElement);
LoadScreen API Note:
To simply add a delay to the dismissal of the loading screen to hide initial flashes of unstyled content (FOUC)—e.g., style changes and page reflows—you do not need to use this API. See the Config.loadDelay configuration setting.
LoadScreen.lock() → number Acquires a loading screen lock and returns its ID. Displays the loading screen, if necessary.
v2.15.0: Introduced.LoadScreen.lock() → Locks the loading screen and returns the lock ID
LoadScreen.unlock(lockId) Releases the loading screen lock with the given ID. Hides the loading screen, if no other locks exist.
v2.15.0: Introduced.lockId: (integer) The loading screen lock ID.var lockId = LoadScreen.lock();
// Do something whose timing is unpredictable that should be hidden by the loading screen
LoadScreen.unlock(lockId);
Macro API See Also:
MacroContext API.
Macro.add(name , definition) Add new macro(s).
v2.0.0: Introducedv2.33.0: Obsoleted the deep parameter.name: (string | Array<string>) Name, or array of names, of the macro(s) to add. NOTE: Names must consist of characters from the basic Latin alphabet and start with a letter, which may be optionally followed by any number of letters, numbers, the underscore, or the hyphen.definition: (object | string) Definition of the macro(s) or the name of an existing macro whose definition to copy.A macro definition object should have some of the following properties (only handler is absolutely required):
skipArgs: (optional, boolean | Array<string>) Disables parsing argument strings into discrete arguments. Used by macros that only use the raw/full argument strings. Boolean true to affect all tags or an array of tag names to affect.tags: (optional, null | Array<string>) Signifies that the macro is a container macro—i.e., not self-closing. An array child tag names or null, if there are no child tags.handler: (function) The macro's main function. It will be called without arguments, but with its this set to a macro context object.Additional properties may be added for internal use.
/*
Example of a very simple/naive <<if>>/<<elseif>>/<<else>> macro implementation.
*/
Macro.add('if', {
skipArgs : true,
tags : ['elseif', 'else'],
handler : function () {
try {
for (var i = 0, len = this.payload.length; i < len; ++i) {
if (
this.payload[i].name === 'else' ||
!!Scripting.evalJavaScript(this.payload[i].args.full)
) {
jQuery(this.output).wiki(this.payload[i].contents);
break;
}
}
}
catch (ex) {
return this.error('bad conditional expression: ' + ex.message);
}
}
});
Macro.delete(name) Remove existing macro(s).
v2.0.0: Introduced.name: (string | Array<string>) Name, or array of names, of the macro(s) to remove.Macro.delete("amacro")
Macro.delete(["amacro", "bmacro"])
Macro.get(name) → object Return the named macro definition, or null on failure.
v2.0.0: Introduced.name: (string) Name of the macro whose definition should be returned.Macro.get("print")
Macro.has(name) → boolean Returns whether the named macro exists.
v2.0.0: Introduced.name: (string) Name of the macro to search for.Macro.has("print")
Macro.tags.get(name) → Array<string> 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.
v2.0.0: Introduced.name: (string) Name of the macro tag whose parents array should be returned.Macro.tags.get("else") → For the standard library, returns: ["if"]
Macro.tags.has(name) → boolean Returns whether the named macro tag exists.
v2.0.0: Introduced.name: (string) Name of the macro tag to search for.Macro.tags.has("else")
MacroContext API See Also:
Macro API.
Macro handlers are called with no arguments, but with their this set to a macro (execution) context object. Macro context objects contain the following data and method properties.
<MacroContext>.args → Array<any> An array of discrete arguments parsed from the argument string.
v2.0.0: Introduced.// Given: <<someMacro "a" "b" "c">>
this.args.length → Returns 3
this.args[0] → Returns 'a'
this.args[1] → Returns 'b'
this.args[2] → Returns 'c'
<MacroContext>.args.full → string The argument string after converting all TwineScript syntax elements into their native JavaScript counterparts.
v2.0.0: Introduced.// Given: <<if "a" is "b">>
this.args.full → Returns '"a" === "b"'
<MacroContext>.args.raw → string The unprocessed argument string.
v2.0.0: Introduced.// Given: <<if "a" is "b">>
this.args.raw → Returns '"a" is "b"'
<MacroContext>.name → string The name of the macro.
v2.0.0: Introduced.// Given: <<someMacro …>>
this.name → Returns 'someMacro'
<MacroContext>.output → HTMLElement object The current output element.
v2.0.0: Introduced.<MacroContext>.parent → null | object The (execution) context object of the macro's parent, or null if the macro has no parent.
v2.0.0: Introduced.<MacroContext>.parser → object The parser instance that generated the macro call.
v2.0.0: Introduced.<MacroContext>.payload → null | Array<object> The text of a container macro parsed into discrete payload objects by tag. Payload objects have the following properties:
name: (string) Name of the current tag.args: (Array<any>) The current tag's argument string parsed into an array of discrete arguments. Equivalent in function to <MacroContext>.args.
args.full: (string) The current tag's argument string after converting all TwineScript syntax elements into their native JavaScript counterparts. Equivalent in function to <MacroContext>.args.full.args.raw: (string) The current tag's unprocessed argument string. Equivalent in function to <MacroContext>.args.raw.contents: (string) The current tag's contents—i.e., the text between the current tag and the next.v2.0.0: Introduced.<MacroContext>.self → object The macro's definition—created via Macro.add().
v2.0.0: Introduced.<MacroContext>.contextHas(filter) → boolean Returns whether any of the macro's ancestors passed the test implemented by the given filter function.
v2.0.0: Introduced.filter: (function) The function used to test each ancestor execution context object, which is passed in as its sole parameter.var includeAncestor = function (ctx) { return ctx.name === "include"; };
this.contextHas(includeAncestor); → Returns true if any ancestor was an <<include>> macro
<MacroContext>.contextSelect(filter) → null | object Returns the first of the macro's ancestors that passed the test implemented by the given filter function or null, if no members pass.
v2.0.0: Introduced.filter: (function) The function used to test each ancestor execution context object, which is passed in as its sole parameter.var includeAncestor = function (ctx) { return ctx.name === "include"; };
this.contextSelect(includeAncestor); → Returns the first <<include>> macro ancestor
<MacroContext>.contextSelectAll(filter) → Array<object> Returns a new array containing all of the macro's ancestors that passed the test implemented by the given filter function or an empty array, if no members pass.
v2.0.0: Introduced.filter: (function) The function used to test each ancestor execution context object, which is passed in as its sole parameter.var includeAncestor = function (ctx) { return ctx.name === "include"; };
this.contextSelectAll(includeAncestor); → Returns an array of all <<include>> macro ancestors
<MacroContext>.createShadowWrapper(callback [, doneCallback [, startCallback]]) → function Returns a callback function that wraps the specified callback functions to provide access to the variable shadowing system used by the <<capture>> macro.
Note:
All of the specified callbacks are invoked as the wrapper is invoked—meaning, with their this set to the this of the wrapper and with whatever parameters were passed to the wrapper.
Warning:
Only useful when you have an asynchronous callback that invokes code/content that needs to access story and/or temporary variables shadowed by <<capture>>. If you don't know what that means, then this API is likely not for you.
v2.14.0: Introduced.v2.23.3: Fixed an issue where shadows would fail for multiple layers of nested asynchronous code due to loss of context.callback: (function) The main callback function, executed when the wrapper is invoked. Receives access to variable shadows.doneCallback: (optional, function) The finalization callback function, executed after the main callback returns. Does not receive access to variable shadows.startCallback: (optional, function) The initialization callback function, executed before the main callback is invoked. Does not receive access to variable shadows.$someElement.on('some_event', this.createShadowWrapper(function (ev) {
/* main asynchronous code */
}));
doneCallback$someElement.on('some_event', this.createShadowWrapper(
function (ev) {
/* main asynchronous code */
},
function (ev) {
/* asynchronous code invoked after the main code */
}
));
doneCallback and startCallback$someElement.on('some_event', this.createShadowWrapper(
function (ev) {
/* main asynchronous code */
},
function (ev) {
/* asynchronous code invoked after the main code */
},
function (ev) {
/* asynchronous code invoked before the main code */
}
));
<MacroContext>.error(message) → boolean:false Renders the message prefixed with the name of the macro and returns false.
v2.0.0: Introduced.message: (string) The error message to output.// Given: <<someMacro …>>
return this.error("oops"); → Outputs '<<someMacro>>: oops'
Passage API Instances of the Passage object are returned by the Story.get() static method.
All properties of Passage objects should be treated as if they were read-only, as modifying them could result in unexpected behavior.
<Passage>.domId → string The DOM ID of the passage, created from the slugified passage title.
v2.0.0: Introduced.<Passage>.tags → Array<string> The tags of the passage.
v2.0.0: Introduced.<Passage>.text → string The raw text of the passage.
v2.0.0: Introduced.<Passage>.title → string The title of the passage.
v2.0.0: Introduced.<Passage>.description() → string Returns the description of the passage, created from either an excerpt of the passage or the Config.passages.descriptions setting.
v2.0.0: Introduced.var passage = Story.get("The Ducky");
passage.description() → Returns the description of "The Ducky" passage
<Passage>.processText() → string Returns the processed text of the passage, created from applying nobr tag and image passage processing to its raw text.
v2.0.0: Introduced.var passage = Story.get("The Ducky");
passage.processText() → Returns the fully processed text of "The Ducky" passage
Save API Note: There are several configuration settings for saves that it would be wise for you to familiarize yourself with.
Warning: In-browser saves—i.e., autosave and slot saves—are largely incompatible with private browsing modes, which cause all in-browser storage mechanisms to either persist only for the lifetime of the browsing session or fail outright.
Note:
Adding additional properties directly to save objects is not recommended. Instead, use the metadata property.
Save objects have some of the following properties:
id: (string) The story's save ID.state: (object) The marshaled story history (see below for details).title: (string) The title of the save.date: (integer) The date when the save was created (in milliseconds elapsed since epoch).metadata: (optional, any) Save metadata (end-user specified; must be JSON-serializable).version: (optional, any) Save version (end-user specified via Config.saves.version).The state object has the following properties:
history: (Array<object>) The array of moment objects (see below for details).index: (integer) The index of the active moment.expired: (optional, Array<string>) The array of expired moment passage titles, exists only if any moments have expired.seed: (optional, string) The seed of SugarCube's seedable PRNG, exists only if enabled.Each moment object has the following properties:
title: (string) The title of the associated passage.variables: (object) The current variable store object, which contains sigil-less name ⇒ value pairs—e.g., $foo exists as foo.pull: (optional, integer) The current pull count of SugarCube's seedable PRNG, exists only if enabled.Save.clear() Deletes all slot saves and the autosave, if it's enabled.
v2.0.0: Introduced.Save.clear()
Save.get() Returns the saves object.
v2.0.0: Introduced.Save.get()
Save.ok() → boolean Returns whether both the slot saves and autosave are available and ready.
v2.0.0: Introduced.if (Save.ok()) {
/* Code to manipulate saves. */
}
Save.slots.length → integer Returns the total number of available slots.
v2.0.0: Introduced.Save.slots.length
Save.slots.count() → integer Returns the total number of filled slots.
v2.0.0: Introduced.Save.slots.count()
Save.slots.delete(slot) Deletes a save from the given slot.
v2.0.0: Introduced.slot: (integer) Save slot index (0-based).Save.slots.delete(5) → Deletes the sixth slot save
Save.slots.get(slot) → object Returns a save object from the given slot or null, if there was no save in the given slot.
v2.0.0: Introduced.slot: (integer) Save slot index (0-based).Save.slots.get(5) → Returns the sixth slot save
Save.slots.has(slot) → boolean Returns whether the given slot is filled.
v2.0.0: Introduced.slot: (integer) Save slot index (0-based).if (Save.slots.has(5)) {
/* Code to manipulate the sixth slot save. */
}
Save.slots.isEmpty() → boolean Returns whether there are any filled slots.
v2.0.0: Introduced.Save.slots.isEmpty() → Effectively returns: Save.slots.count() === 0
Save.slots.load(slot) Loads a save from the given slot.
v2.0.0: Introduced.slot: (integer) Save slot index (0-based).Save.slots.load(5) → Load the sixth slot save
Save.slots.ok() → boolean Returns whether the slot saves are available and ready.
v2.0.0: Introduced.if (Save.slots.ok()) {
/* Code to manipulate slot saves. */
}
Save.slots.save(slot [, title [, metadata]]) Saves to the given slot.
v2.0.0: Introduced.slot: (integer) Save slot index (0-based).title: (optional, string) The title of the save. If omitted or null, defaults to the passage's description.metadata: (optional, any) The data to be stored in the save object's metadata property. Must be JSON-serializable.→ Save to the sixth slot save with the default title and no metadata
Save.slots.save(5)
→ Save to the sixth slot save with the title "Midgar" and no metadata
Save.slots.save(5, "Midgar")
→ Save to the sixth slot save with the default title and metadata someMetadata
Save.slots.save(5, null, someMetadata)
→ Save to the sixth slot save with the title "Midgar" and metadata someMetadata
Save.slots.save(5, "Midgar", someMetadata)
Save.autosave.delete() Deletes the autosave.
v2.0.0: Introduced.Save.autosave.delete() → Deletes the autosave
Save.autosave.get() → object Returns the save object from the autosave or null, if there was no autosave.
v2.0.0: Introduced.Save.autosave.get() → Returns the autosave
Save.autosave.has() → boolean Returns whether the autosave is filled.
v2.0.0: Introduced.if (Save.autosave.has()) {
/* Code to manipulate the autosave. */
}
Save.autosave.load() Loads the autosave.
v2.0.0: Introduced.Save.autosave.load() → Load the autosave
Save.autosave.ok() → boolean Returns whether the autosave is available and ready.
v2.0.0: Introduced.if (Save.autosave.ok()) {
/* Code to manipulate the autosave. */
}
Save.autosave.save([title [, metadata]]) Saves to the autosave.
v2.0.0: Introduced.title: (optional, string) The title of the save. If omitted or null, defaults to the passage's description.metadata: (optional, any) The data to be stored in the save object's metadata property. Must be JSON-serializable.→ Save to the autosave with the default title and no metadata
Save.autosave.save()
→ Save to the autosave with the title "Midgar" and no metadata
Save.autosave.save("Midgar")
→ Save to the autosave with the default title and metadata someMetadata
Save.autosave.save(null, someMetadata)
→ Save to the autosave with the title "Midgar" and metadata someMetadata
Save.autosave.save("Midgar", someMetadata)
Save.export([filename [, metadata]]) Saves to disk.
v2.0.0: Introduced.v2.8.0: Added metadata parameter.filename: (optional, string) The base filename of the save, which gets slugified to remove most symbols. Appended to this is a datestamp (format: YYYMMDD-hhmmss) and the file extension .save—e.g., "The Scooby Chronicles" would result in the full filename: the-scooby-chronicles-{datestamp}.save. If omitted or null, defaults to the story's title.metadata: (optional, any) The data to be stored in the save object's metadata property. Must be JSON-serializable.→ Export a save with the default filename and no metadata
Save.export()
→ Export a save with the filename "the-7th-fantasy-{datestamp}.save" and no metadata
Save.export("The 7th Fantasy")
→ Export a save with the default filename and metadata someMetadata
Save.export(null, someMetadata)
→ Export a save with the filename "the-7th-fantasy-{datestamp}.save" and metadata someMetadata
Save.export("The 7th Fantasy", someMetadata)
Save.import(event) Loads a save from disk.
NOTE: You do not call this manually, it must be called by the change event handler of an <input type="file"> element.
v2.0.0: Introduced.event: (event object) The event object that was passed to the change event handler of the associated <input type="file"> element.// Assuming you're creating a file input something like the following
var input = document.createElement('input');
input.type = 'file';
input.id = 'saves-import-file';
input.name = 'saves-import-file';
// Set up Save.import() as the event handler for when a file has been chosen
jQuery(input).on('change', Save.import);
In case you needed to do more than simply load the save, you may do something like the following:
// Assuming you're creating a file input something like the following
var input = document.createElement('input');
input.type = 'file';
input.id = 'saves-import-file';
input.name = 'saves-import-file';
// Set up a custom event handler for when a file has been chosen, which will call Save.import()
jQuery(input).on('change', function (ev) {
// You must pass in the event when calling Save.import() manually
Save.import(ev);
// Put anything else you needed to do here
});
<<link "Load From Disk">>
<<script>>
jQuery(document.createElement('input'))
.prop('type', 'file')
.on('change', Save.import)
.trigger('click');
<</script>>
<</link>>
Save.serialize([metadata]) → string | null Returns a save as a serialized string, or null if saving is not allowed within the current context.
v2.21.0: Introduced.metadata: (optional, any) The data to be stored as metadata. Must be JSON-serializable.→ Serialize a save with no metadata
const myGameState = Save.serialize();
if (myGameState === null) {
/* Failure. You've disallowed saving. */
}
→ Serialize a save with metadata someMetadata
const myGameState = Save.serialize(someMetadata);
if (myGameState === null) {
/* Failure. You've disallowed saving. */
}
Save.deserialize(saveStr) → any | null Deserializes the given save string, created via Save.serialize(), and loads the save. Returns the bundled metadata, if any, or null if the given save could not be deserialized and loaded.
v2.21.0: Introduced.saveStr: (string) The serialized save string.→ Deserialize a save with no metadata
const loadResult = Save.deserialize(myGameState);
if (loadResult === null) {
/* Failure. An error was displayed to the player. */
}
→ Deserialize a save with metadata
const loadResult = Save.deserialize(myGameState);
if (loadResult !== null) {
/* Success. Do something with loadResult, which contains the metadata. */
}
else {
/* Failure. An error was displayed to the player. */
}
Save.onLoad.add(handler) Performs any required processing before the save data is loaded—e.g., upgrading out-of-date save data. The handler is passed one parameter, the save object to be processed. If it encounters an unrecoverable problem during its processing, it may throw an exception containing an error message; the message will be displayed to the player and loading of the save will be terminated.
v2.36.0: Introduced.handler: (function) The handler function to be executed upon the loading of a save.save: (object) The save object to be processed.Save.onLoad.add(function (save) {
/* code to process the save object before it's loaded */
});
Save.onLoad.clear() Deletes all currently registered on-load handlers.
v2.36.0: Introduced.Save.onLoad.clear();
Save.onLoad.delete(handler) → boolean Deletes the specified on-load handler, returning true if the handler existed or false if not.
v2.36.0: Introduced.handler: (function) The handler function to be deleted.// Given:
// let myOnLoadHandler = function (save) {
// /* code to process the save object before it's loaded */
// };
// Save.onLoad.add(myOnLoadHandler);
Save.onLoad.delete(myOnLoadHandler);
Save.onLoad.size → integer Returns the number of currently registered on-load handlers.
v2.36.0: Introduced.console.log('There are %d onLoad handlers registered.', Save.onLoad.size);
Save.onSave.add(handler) Performs any required processing before the save data is saved. The handlers is passed two parameters, the save object to be processed and save operation details object.
v2.36.0: Introduced.handler: (function) The handler function to be executed upon the saving of a save.save: (object) The save object to be processed.details: (object) The save operation details object.A save operation details object will have the following properties:
type: (string) A string representing what caused the save operation. Possible values are: 'autosave', 'disk', 'serialize', 'slot'.Save.onSave.add(function (save) {
/* code to process the save object before it's saved */
});
Save.onSave.add(function (save, details) {
switch (details.type) {
case 'autosave': {
/* code to process the save object from autosaves before it's saved */
break;
}
case 'disk': {
/* code to process the save object from disk saves before it's saved */
break;
}
case 'serialize': {
/* code to process the save object from serialize saves before it's saved */
break;
}
default: { /* slot */
/* code to process the save object from slot saves before it's saved */
break;
}
}
});
Save.onSave.clear() Deletes all currently registered on-save handlers.
v2.36.0: Introduced.Save.onSave.clear();
Save.onSave.delete(handler) → boolean Deletes the specified on-save handler, returning true if the handler existed or false if not.
v2.36.0: Introduced.handler: (function) The handler function to be deleted.// Given:
// let myOnSaveHandler = function (save, details) {
// /* code to process the save object before it's saved */
// };
// Save.onSave.add(myOnSaveHandler);
Save.onSave.delete(myOnSaveHandler);
Save.onSave.size → integer Returns the number of currently registered on-save handlers.
v2.36.0: Introduced.console.log('There are %d onSave handlers registered.', Save.onSave.size);
Setting API Manages the Settings dialog and settings object.
Warning:
Setting API method calls must be placed within your project's JavaScript section (Twine 2: the Story JavaScript; Twine 1/Twee: a script-tagged passage) or settings will not function correctly.
Setting.addHeader(name [, desc]) Adds a header to the Settings dialog.
v2.7.1: Introduced.name: (string) Name of the header.desc: (optional, string) Description explaining the header in greater detail.// Setting up a basic header
Setting.addHeader("Content Settings");
// Setting up a header w/ a description
Setting.addHeader("Content Settings", "Settings controlling what content is made available in the game.");
Setting.addToggle(name, definition) Adds the named property to the settings object and a toggle control for it to the Settings dialog.
v2.0.0: Introduced.v2.26.0: Added desc property to definition object.name: (string) Name of the settings property to add, which the control will manage.definition: (object) Definition of the control.A toggle definition object should have some of the following properties:
label: (string) Label to use for the control.desc: (optional, string) Description explaining the control in greater detail.default: (optional, boolean) The default value for the setting and default state of the control. Leaving it undefined means to use false as the default.onInit: (optional, function) The function to call during initialization.onChange: (optional, function) The function to call when the control's state is changed.// Setting up a basic toggle control for the settings property 'mature'
Setting.addToggle("mature", {
label : "Content for mature audiences?"
}); // default value not defined, so false is used
// Setting up a toggle control for the settings property 'widescreen' w/ callbacks
var settingWidescreenHandler = function () {
if (settings.widescreen) { // is true
$("html").addClass("widescreen");
}
else { // is false
$("html").removeClass("widescreen");
}
};
Setting.addToggle("widescreen", {
label : "Allow the story to use the full width of your browser window?",
default : false,
onInit : settingWidescreenHandler,
onChange : settingWidescreenHandler
});
And the requisite CSS style rule:
html.widescreen #passages {
max-width: none;
}
Setting.addList(name, definition) Adds the named property to the settings object and a list control for it to the Settings dialog.
v2.0.0: Introduced.v2.26.0: Added desc property to definition object.name: (string) Name of the settings property to add, which the control will manage.definition: (object) Definition of the control.A list definition object should have some of the following properties:
label: (string) Label to use for the control.list: (Array<string>) The array of items.desc: (optional, string) Description explaining the control in greater detail.default: (optional, [as list array]) The default value for the setting and default state of the control. It should have the same value as one of the members of the list array. Leaving it undefined means to use the first array member as the default.onInit: (optional, function) The function to call during initialization.onChange: (optional, function) The function to call when the control's state is changed.// Setting up a basic list control for the settings property 'difficulty'
Setting.addList("difficulty", {
label : "Choose a difficulty level.",
list : ["Easy", "Normal", "Hard", "INSANE"],
default : "Normal"
});
// Setting up a list control for the settings property 'theme' w/ callbacks
var settingThemeNames = ["(none)", "Bright Lights", "Charcoal", "Midnight", "Tinsel City"];
var settingThemeHandler = function () {
// cache the jQuery-wrapped <html> element
var $html = $("html");
// remove any existing theme class
$html.removeClass("theme-bright-lights theme-charcoal theme-midnight theme-tinsel-city");
// switch on the theme name to add the requested theme class
switch (settings.theme) {
case "Bright Lights":
$html.addClass("theme-bright-lights");
break;
case "Charcoal":
$html.addClass("theme-charcoal");
break;
case "Midnight":
$html.addClass("theme-midnight");
break;
case "Tinsel City":
$html.addClass("theme-tinsel-city");
break;
}
};
Setting.addList("theme", {
label : "Choose a theme.",
list : settingThemeNames,
onInit : settingThemeHandler,
onChange : settingThemeHandler
}); // default value not defined, so the first array member "(none)" is used
Setting.addRange(name, definition) Adds the named property to the settings object and a range control for it to the Settings dialog.
v2.26.0: Introduced.name: (string) Name of the settings property to add, which the control will manage.definition: (object) Definition of the control.A range definition object should have some of the following properties:
label: (string) Label to use for the control.min: (number) The minimum value.max: (number) The maximum value.step: (number) Limits the increments to which the value may be set. It must be evenly divisible into the full range—i.e., max - min.desc: (optional, string) Description explaining the control in greater detail.default: (optional, number) The default value for the setting and default state of the control. Leaving it undefined means to use the value of max as the default.onInit: (optional, function) The function to call during initialization.onChange: (optional, function) The function to call when the control's state is changed.// Setting up a volume control for the settings property 'masterVolume' w/ callback
Setting.addRange("masterVolume", {
label : "Master volume.",
min : 0,
max : 10,
step : 1,
onChange : function () {
SimpleAudio.volume(settings.masterVolume / 10);
}
}); // default value not defined, so max value (10) is used
Setting.load() Loads the settings from storage.
Note: The API automatically calls this method at startup, so you should never need to call this method manually.
v2.0.0: Introduced.Setting.load();
Setting.reset([name]) Resets the setting with the given name to its default value. If no name is given, resets all settings.
v2.0.0: Introduced.name: (optional, string) Name of the settings object property to reset.// Reset the setting 'difficulty'
Setting.reset("difficulty");
// Reset all settings
Setting.reset();
Setting.save() Saves the settings to storage.
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. Only when manually modifying the values of settings object properties, outside of the controls, would you need to call this method.
v2.0.0: Introduced.Setting.save();
settings object A prototype-less generic object whose properties and values are defined by the Setting.addToggle(), Setting.addList(), and Setting.addRange() methods.
Normally, the values of its properties are automatically managed by their associated Settings dialog control. If necessary, however, you may manually change their values—n.b. you'll need to call the Setting.save() after having done so.
v2.0.0: Introduced.SimpleAudio API The core audio subsystem and backend for the audio macros.
See Also:
AudioTrack API, AudioRunner API, and AudioList API.
The audio subsystem is based upon the HTML Media Elements APIs and comes with some built-in limitations:
<<timed>>—though this ultimately depends on various factors. A simple solution for the former is to use some kind of click/touch-through screen—e.g., a splash screen, which the player goes through to the real starting passage. The latter is harder to resolve, so is best avoided.SimpleAudio.load() 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.
Warning: This should not be done lightly if your audio sources are on the network, as it forces players to begin downloading them.
v2.28.0: Introduced.SimpleAudio.load();
SimpleAudio.loadWithScreen() Displays the loading screen until all currently registered audio tracks have either loaded to a playable state or aborted loading due to errors. The loading process is as described in SimpleAudio.load().
Warning: This should not be done lightly if your audio sources are on the network, as it forces players to begin downloading them.
v2.28.0: Introduced.SimpleAudio.loadWithScreen();
SimpleAudio.mute([state]) → get: boolean | set: undefined Gets or sets the mute state for the master volume (default: false).
v2.28.0: Introduced.state: (optional, boolean) The mute state.// Get the current master volume mute state.
var isMuted = SimpleAudio.mute();
// Mute the master volume.
SimpleAudio.mute(true);
// Unmute the master volume.
SimpleAudio.mute(false);
SimpleAudio.muteOnHidden([state]) → get: boolean | set: undefined Gets or sets the mute-on-hidden state for the master volume (default: false). The mute-on-hidden state controls whether the master volume is automatically muted/unmuted when the story's browser tab loses/gains visibility. Loss of visibility is defined as when the browser window is either switched to another tab or minimized.
v2.28.0: Introduced.state: (optional, boolean) The mute-on-hidden state.// Get the current master volume mute-on-hidden state.
var isMuteOnHidden = SimpleAudio.muteOnHidden();
// Enable automatic muting of the master volume when visibility is lost.
SimpleAudio.muteOnHidden(true);
// Disable automatic muting of the master volume when visibility is lost.
SimpleAudio.muteOnHidden(false);
SimpleAudio.select(selector) → AudioRunner object Returns an AudioRunner instance for the tracks matching the given selector.
v2.28.0: Introduced.selector: (string) The list of audio track(s) and/or group ID(s), separated by spaces. There are several predefined group IDs (:all, :looped, :muted, :paused, :playing). The :not() group modifier syntax (groupId:not(selector)) allows a group to have some of its tracks excluded from selection.SimpleAudio.select(":ui") → Returns the AudioRunner instance for the tracks matching ":ui"
// Return the AudioTrack instance matching "swamped" and do something with it
SimpleAudio.select("swamped").volume(1).play();
// Start playback of paused audio tracks
SimpleAudio.select(":paused").play();
// Pause playback of playing audio tracks
SimpleAudio.select(":playing").pause();
// Stop playback of playing audio tracks
SimpleAudio.select(":playing").stop();
// Stop playback of all audio tracks (not uniquely part of a playlist)
SimpleAudio.select(":all").stop();
// Stop playback of playing audio tracks except those in the ":ui" group
SimpleAudio.select(":playing:not(:ui)").stop();
// Change the volume of all audio tracks except those in the ":ui" group
// to 40%, without changing the current playback state
SimpleAudio.select(":all:not(:ui)").volume(0.40);
SimpleAudio.stop() Stops playback of all currently registered tracks.
v2.28.0: Introduced.SimpleAudio.stop();
SimpleAudio.unload() Stops playback of all currently registered tracks and force them to drop any existing data.
Note: Once a track has been unloaded, playback cannot occur until it is reloaded.
v2.28.0: Introduced.SimpleAudio.unload();
SimpleAudio.volume([level]) → get: number | set: undefined Gets or sets the master volume level (default: 1).
v2.28.0: Introduced.level: (optional, number) The volume level to set. Valid values are floating-point numbers in the range 0 (silent) to 1 (loudest)—e.g., 0 is 0%, 0.5 is 50%, 1 is 100%.// Get the current master volume level.
var currentMasterVolume = SimpleAudio.volume();
// Set the master volume level to 75%.
SimpleAudio.volume(0.75);
SimpleAudio.tracks.add(trackId, sources…) Adds an audio track with the given track ID.
v2.28.0: Introduced.trackId: (string) The ID of the track, which will be used to reference it.sources: (string… | Array<string>) The audio sources for the track, which may be a list of sources or an array. Only one is required, though supplying additional sources in differing formats is recommended, as no single format is supported by all browsers. A source must be either a URL (absolute or relative) to an audio resource, the name of an audio passage, or a data URI. In rare cases where the audio format cannot be automatically detected from the source (URLs are parsed for a file extension, data URIs are parsed for the media type), a format specifier may be prepended to the front of each source to manually specify the format (syntax: formatId|, where formatId is the audio format—generally, whatever the file extension would normally be; e.g., mp3, mp4, ogg, weba, wav).// Cache a track with the ID "boom" and one source via relative URL
SimpleAudio.tracks.add("boom", "media/audio/explosion.mp3");
// Cache a track with the ID "boom" and one source via audio passage
SimpleAudio.tracks.add("boom", "explosion");
// Cache a track with the ID "bgm_space" and two sources via relative URLs
SimpleAudio.tracks.add("bgm_space", "media/audio/space_quest.mp3", "media/audio/space_quest.ogg");
// Cache a track with the ID "what" and one source via URL with a format specifier
SimpleAudio.tracks.add("what", "mp3|http://an-audio-service.com/a-user/a-track-id");
SimpleAudio.tracks.clear() Deletes all audio tracks.
Note: Cannot delete tracks solely under the control of a playlist.
v2.28.0: Introduced.SimpleAudio.tracks.clear();
SimpleAudio.tracks.delete(trackId) Deletes the audio track with the given track ID.
Note: Cannot delete tracks solely under the control of a playlist.
Warning: Does not currently remove the track from either groups or playlists. Thus, any groups or playlists containing the deleted track should be rebuilt.
v2.28.0: Introduced.trackId: (string) The ID of the track.SimpleAudio.tracks.delete("bgm_space");
SimpleAudio.tracks.get(trackId) → AudioTrack object | null Returns the AudioTrack instance with the given track ID, or null on failure.
Note:
To affect multiple tracks and/or groups at once, see the SimpleAudio.select() method.
v2.28.0: Introduced.trackId: (string) The ID of the track.SimpleAudio.tracks.get("swamped") → Returns the AudioTrack instance matching "swamped"
// Return the AudioTrack instance matching "swamped" and do something with it
SimpleAudio.tracks.get("swamped").volume(1).play();
SimpleAudio.tracks.has(trackId) → boolean Returns whether an audio track with the given track ID exists.
v2.28.0: Introduced.trackId: (string) The ID of the track.if (SimpleAudio.tracks.has("bgm_space")) {
// Track "bgm_space" exists.
}
SimpleAudio.groups.add(groupId, trackIds…) Adds an audio group with the given group ID. Groups are useful for applying actions to multiple tracks simultaneously and/or excluding the included tracks from a larger set when applying actions.
Note: If you want to play tracks in a sequence, then you want a playlist instead.
v2.28.0: Introduced.groupId: (string) The ID of the group, which will be used to reference it and must begin with a colon. NOTE: There are several predefined group IDs (:all, :looped, :muted, :paused, :playing) and the :not group modifier that cannot be reused/overwritten.trackIds: (string… | Array<string>) The IDs of the tracks to make part of the group, which may be a list of track IDs or an array.// Set up a group ":ui" with the tracks: "ui_beep", "ui_boop", and "ui_swish"
SimpleAudio.groups.add(":ui", "ui_beep", "ui_boop", "ui_swish");
SimpleAudio.groups.clear() Deletes all audio groups.
Note: Only deletes the groups themselves, does not affect their component tracks.
v2.28.0: Introduced.SimpleAudio.groups.clear();
SimpleAudio.groups.delete(groupId) Deletes the audio group with the given group ID.
Note: Only deletes the group itself, does not affect its component tracks.
v2.28.0: Introduced.groupId: (string) The ID of the group.SimpleAudio.groups.delete(":ui");
SimpleAudio.groups.get(groupId) → Array<string> | null Returns the array of track IDs with the given group ID, or null on failure.
Note:
To actually affect multiple tracks and/or groups, see the SimpleAudio.select() method.
v2.28.0: Introduced.groupId: (string) The ID of the group.SimpleAudio.groups.get(":ui") → Returns the array of track IDs matching ":ui"
SimpleAudio.groups.has(groupId) → boolean Returns whether an audio group with the given group ID exists.
v2.28.0: Introduced.groupId: (string) The ID of the group.if (SimpleAudio.groups.has(":ui")) {
// Group ":ui" exists.
}
SimpleAudio.lists.add(listId, sources…) Adds a playlist with the given list ID. Playlists are useful for playing tracks in a sequence—i.e., one after another.
Note: If you simply want to apply actions to multiple tracks simultaneously, then you want a group instead.
v2.28.0: Introduced.v2.29.0: Changed descriptor object copy property to own.listId: (string) The ID of the list, which will be used to reference it.sources: (string | object | Array<string | object>) The track IDs or descriptors of the tracks to make part of the list, which may be specified as a list or an array.Track descriptor objects come in two forms and should have some of the noted properties:
{ id, [own], [volume] }
id: (string) The ID of an existing track.own: (optional, boolean) When true, signifies that the playlist should create its own independent copy of the track, rather than simply referencing the existing instance. Owned copies are solely under the control of their playlist and cannot be selected with either the SimpleAudio.tracks.get() method or the SimpleAudio.select() method.volume: (optional, number) The base volume level of the track within the playlist. If omitted, defaults to the track's current volume. Valid values are floating-point numbers in the range 0 (silent) to 1 (loudest)—e.g., 0 is 0%, 0.5 is 50%, 1 is 100%.{ sources, [volume] }
sources: (Array<string>) The audio sources for the track. Only one is required, though supplying additional sources in differing formats is recommended, as no single format is supported by all browsers. A source must be either a URL (absolute or relative) to an audio resource, the name of an audio passage, or a data URI. In rare cases where the audio format cannot be automatically detected from the source (URLs are parsed for a file extension, data URIs are parsed for the media type), a format specifier may be prepended to the front of each source to manually specify the format (syntax: formatId|, where formatId is the audio format—generally, whatever the file extension would normally be; e.g., mp3, mp4, ogg, weba, wav).volume: (optional, number) The base volume level of the track within the playlist. If omitted, defaults to 1 (loudest). Valid values are floating-point numbers in the range 0 (silent) to 1 (loudest)—e.g., 0 is 0%, 0.5 is 50%, 1 is 100%.// Add existing tracks at their current volumes
SimpleAudio.lists.add("bgm_lacuna", "swamped", "heavens_a_lie", "closer", "to_the_edge");
SimpleAudio.lists.add("bgm_lacuna",
// Add existing track "swamped" at its current volume
"swamped",
// Add existing track "heavens_a_lie" at 50% volume
{
id : "heavens_a_lie",
volume : 0.5
},
// Add an owned copy of existing track "closer" at its current volume
{
id : "closer",
own : true
},
// Add an owned copy of existing track "to_the_edge" at 100% volume
{
id : "to_the_edge",
own : true,
volume : 1
}
);
SimpleAudio.lists.add("bgm_lacuna",
// Add a track from the given sources at the default volume (100%)
{
sources : ["media/audio/Swamped.mp3"]
}
// Add a track from the given sources at 50% volume
{
sources : ["media/audio/Heaven's_A_Lie.mp3"],
volume : 0.5
},
// Add a track from the given sources at the default volume (100%)
{
sources : ["media/audio/Closer.mp3"]
},
// Add a track from the given sources at 100% volume
{
sources : ["media/audio/To_The_Edge.mp3"],
volume : 1
}
);
SimpleAudio.lists.clear() Deletes all playlists.
v2.28.0: Introduced.SimpleAudio.lists.clear();
SimpleAudio.lists.delete(listId) Deletes the playlist with the given list ID.
v2.28.0: Introduced.listId: (string) The ID of the playlist.SimpleAudio.lists.delete("bgm_lacuna");
SimpleAudio.lists.get(listId) → AudioList object | null Returns the AudioList instance with the given list ID, or null on failure.
v2.28.0: Introduced.listId: (string) The ID of the playlist.SimpleAudio.lists.get("bgm_lacuna") → Returns the AudioList instance matching "bgm_lacuna"
// Return the AudioList instance matching "bgm_lacuna" and do something with it
SimpleAudio.lists.get("bgm_lacuna").volume(1).loop(true).play();
SimpleAudio.lists.has(listId) → boolean Returns whether a playlist with the given list ID exists.
v2.28.0: Introduced.listId: (string) The ID of the playlist.if (SimpleAudio.lists.has("bgm_lacuna")) {
// Playlist "bgm_lacuna" exists.
}
AudioTrack API Audio tracks encapsulate and provide a consistent interface to an audio resource.
See Also:
SimpleAudio API, AudioRunner API, and AudioList API.
<AudioTrack>.clone() → AudioTrack object Returns a new independent copy of the track.
v2.28.0: Introduced.var trackCopy = aTrack.clone();
<AudioTrack>.duration() → number Returns the track's total playtime in seconds, Infinity for a stream, or NaN if no metadata exists.
v2.28.0: Introduced.var trackLength = aTrack.duration();
<AudioTrack>.fade(duration , toVol [, fromVol]) → Promise object Starts playback of the track and fades it between the specified starting and destination volume levels over the specified number of seconds.
Note:
The Config.audio.pauseOnFadeToZero setting (default: true) determines whether the audio subsystem automatically pauses tracks that have been faded to 0 volume (silent).
v2.28.0: Introduced.duration: (number) The number of seconds over which the track should be faded.toVol: (number) The destination volume level.fromVol: (optional, number) The starting volume level. If omitted, defaults to the track's current volume level.// Fade the track from volume 0 to 1 over 6 seconds.
aTrack.fade(6, 1, 0);
<AudioTrack>.fadeIn(duration [, fromVol]) → Promise object Starts playback of the track and fades it from the specified volume level to 1 (loudest) over the specified number of seconds.
v2.28.0: Introduced.v2.29.0: Updated to return a Promise.duration: (number) The number of seconds over which the track should be faded.fromVol: (optional, number) The starting volume level. If omitted, defaults to the track's current volume level.// Fade the track in from volume 0 over 5 seconds.
aTrack.fadeIn(5, 0);
<AudioTrack>.fadeOut(duration [, fromVol]) → Promise object Starts playback of the track and fades it from the specified volume level to 0 (silent) over the specified number of seconds.
Note:
The Config.audio.pauseOnFadeToZero setting (default: true) determines whether the audio subsystem automatically pauses tracks that have been faded to 0 volume (silent).
v2.28.0: Introduced.v2.29.0: Updated to return a Promise.duration: (number) The number of seconds over which the track should be faded.fromVol: (optional, number) The starting volume level. If omitted, defaults to the track's current volume level.// Fade the track out from volume 1 over 8 seconds.
aTrack.fadeOut(8, 1);
<AudioTrack>.fadeStop() Interrupts an in-progress fade of the track, or does nothing if no fade is progressing.
Note: This does not alter the volume level.
v2.28.0: Introduced.aTrack.fadeStop();
<AudioTrack>.hasData() → boolean Returns whether enough data has been loaded to play the track through to the end without interruption.
Note: This is an estimate calculated by the browser based upon the currently downloaded data and the download rate.
v2.28.0: Introduced.if (aTrack.hasData()) {
/* do something */
}
<AudioTrack>.hasMetadata() → boolean Returns whether, at least, the track's metadata has been loaded.
v2.28.0: Introduced.if (aTrack.hasMetadata()) {
/* do something */
}
<AudioTrack>.hasNoData() → boolean Returns whether none of the track's data has been loaded.
v2.28.0: Introduced.if (aTrack.hasNoData()) {
/* do something */
}
<AudioTrack>.hasSomeData() → boolean Returns whether, at least, some of the track's data has been loaded.
Tip:
The <AudioTrack>.hasData() method is generally more useful.
v2.28.0: Introduced.if (aTrack.hasSomeData()) {
/* do something */
}
<AudioTrack>.hasSource() → boolean Returns whether any valid sources were registered.
v2.28.0: Introduced.if (aTrack.hasSource()) {
/* do something */
}
<AudioTrack>.isEnded() → boolean Returns whether playback of the track has ended.
v2.28.0: Introduced.if (aTrack.isEnded()) {
/* do something */
}
<AudioTrack>.isFading() → boolean Returns whether a fade is in-progress on the track.
v2.28.0: Introduced.if (aTrack.isFading()) {
/* do something */
}
<AudioTrack>.isFailed() → boolean Returns whether an error has occurred.
v2.28.0: Introduced.if (aTrack.isFailed()) {
/* do something */
}
<AudioTrack>.isLoading() → boolean Returns whether the track is loading data.
v2.28.0: Introduced.if (aTrack.isLoading()) {
/* do something */
}
<AudioTrack>.isPaused() → boolean Returns whether playback of the track has been paused.
v2.28.0: Introduced.if (aTrack.isPaused()) {
/* do something */
}
<AudioTrack>.isPlaying() → boolean Returns whether the track is playing.
v2.28.0: Introduced.if (aTrack.isPlaying()) {
/* do something */
}
<AudioTrack>.isSeeking() → boolean Returns whether the track is seeking.
v2.28.0: Introduced.if (aTrack.isSeeking()) {
/* do something */
}
<AudioTrack>.isStopped() → boolean Returns whether playback of the track has been stopped.
v2.29.0: Introduced.if (aTrack.isStopped()) {
/* do something */
}
<AudioTrack>.isUnavailable() → boolean Returns whether the track is currently unavailable for playback. Possible reasons include: no valid sources are registered, no sources are currently loaded, an error has occurred.
v2.28.0: Introduced.if (aTrack.isUnavailable()) {
/* do something */
}
<AudioTrack>.isUnloaded() → boolean Returns whether the track's sources are currently unloaded.
v2.28.0: Introduced.if (aTrack.isUnloaded()) {
/* do something */
}
<AudioTrack>.load() Pauses playback of the track and, if it's not already in the process of loading, forces it to drop any existing data and begin loading.
Warning: This should not be done lightly if your audio sources are on the network, as it forces players to begin downloading them.
v2.28.0: Introduced.aTrack.load();
<AudioTrack>.loop([state]) → get: boolean | set: AudioTrack object Gets or sets the track's repeating playback state (default: false). When used to set the loop state, returns a reference to the current AudioTrack instance for chaining.
v2.28.0: Introduced.state: (optional, boolean) The loop state.// Get the track's current loop state.
var isLooped = aTrack.loop();
// Loop the track.
aTrack.loop(true);
// Unloop the track.
aTrack.loop(false);
<AudioTrack>.mute([state]) → get: boolean | set: AudioTrack object Gets or sets the track's volume mute state (default: false). When used to set the mute state, returns a reference to the current AudioTrack instance for chaining.
v2.28.0: Introduced.state: (optional, boolean) The mute state.// Get the track's current volume mute state.
var isMuted = aTrack.mute();
// Mute the track's volume.
aTrack.mute(true);
// Unmute the track's volume.
aTrack.mute(false);
<AudioTrack>.off(...args) → AudioTrack object Removes event handlers from the track. Returns a reference to the current AudioTrack instance for chaining.
Note:
Shorthand for jQuery's .off() method applied to the audio element.
Warning:
The SimpleAudio APIs use events internally for various pieces of functionality. To prevent conflicts, it is strongly suggested that you specify a custom user namespace—e.g., .myEvents—when attaching your own handlers. It is further strongly suggested that you provide that same custom user namespace when removing them.
v2.28.0: Introduced.See:
<jQuery>.off() in the jQuery API docs for more information.
// Remove any handlers for the ended event.
aTrack.off('ended.myEvents');
<AudioTrack>.on(...args) → AudioTrack object Attaches event handlers to the track. Returns a reference to the current AudioTrack instance for chaining.
Note:
Shorthand for jQuery's .on() method applied to the audio element.
Warning:
The SimpleAudio APIs use events internally for various pieces of functionality. To prevent conflicts, it is strongly suggested that you specify a custom user namespace—e.g., .myEvents—when attaching your own handlers. It is further strongly suggested that you provide that same custom user namespace when removing them.
v2.28.0: Introduced.See:
<jQuery>.on() in the jQuery API docs for more information.
// Add a handler for the ended event.
aTrack.on('ended.myEvents', function () {
/* do something */
});
<AudioTrack>.one(...args) → AudioTrack object Attaches single-use event handlers to the track. Returns a reference to the current AudioTrack instance for chaining.
Note:
Shorthand for jQuery's .one() method applied to the audio element.
Warning:
The SimpleAudio APIs use events internally for various pieces of functionality. To prevent conflicts, it is strongly suggested that you specify a custom user namespace—e.g., .myEvents—when attaching your own handlers. It is further strongly suggested that you provide that same custom user namespace when removing them.
v2.28.0: Introduced.See:
<jQuery>.one() in the jQuery API docs for more information.
// Add a single-use handler for the ended event.
aTrack.one('ended.myEvents', function () {
/* do something */
});
<AudioTrack>.pause() Pauses playback of the track.
v2.28.0: Introduced.aTrack.pause();
<AudioTrack>.play() → Promise object Begins playback of the track.
v2.28.0: Introduced.aTrack.play();
PromiseaTrack.play()
.then(function () {
console.log('The track is playing.');
})
.catch(function (problem) {
console.warn('There was a problem with playback: ' + problem);
});
<AudioTrack>.playWhenAllowed() Begins playback of the track or, failing that, sets the track to begin playback as soon as the player has interacted with the document.
v2.28.0: Introduced.aTrack.playWhenAllowed();
<AudioTrack>.remaining() → number Returns how much remains of the track's total playtime in seconds, Infinity for a stream, or NaN if no metadata exists.
v2.28.0: Introduced.var trackRemains = aTrack.remaining();
<AudioTrack>.stop() Stops playback of the track.
v2.28.0: Introduced.someTrack.stop();
<AudioTrack>.time([seconds]) → get: number | set: AudioTrack object Gets or sets the track's current time in seconds. When used to set a value, returns a reference to the current AudioTrack instance for chaining.
v2.28.0: Introduced.seconds: (optional, number) The time to set. Valid values are floating-point numbers in the range 0 (start) to the maximum duration—e.g., 60 is 60 is sixty seconds in, 90.5 is ninety-point-five seconds in.// Get the track's current time.
var trackTime = aTrack.time();
// Set the track's current time to 30 seconds from its beginning.
aTrack.time(30);
// Set the track's current time to 30 seconds from its end.
aTrack.time(aTrack.duration() - 30);
<AudioTrack>.unload() Stops playback of the track and forces it to drop any existing data.
Note: Once unloaded, playback cannot occur until the track's data is loaded again.
v2.28.0: Introduced.aTrack.unload();
<AudioTrack>.volume([level]) → get: number | set: AudioTrack object Gets or sets the track's volume level (default: 1). When used to set the volume, returns a reference to the current AudioTrack instance for chaining.
v2.28.0: Introduced.level: (optional, number) The volume level to set. Valid values are floating-point numbers in the range 0 (silent) to 1 (loudest)—e.g., 0 is 0%, 0.5 is 50%, 1 is 100%.// Get the track's current volume level.
var trackVolume = aTrack.volume();
// Set the track's volume level to 75%.
aTrack.volume(0.75);
AudioRunner API Audio runners are useful for performing actions on multiple tracks at once.
See Also:
SimpleAudio API, AudioTrack API, and AudioList API.
<AudioRunner>.fade(duration , toVol [, fromVol]) Starts playback of the selected tracks and fades them between the specified starting and destination volume levels over the specified number of seconds.
Note:
The Config.audio.pauseOnFadeToZero setting (default: true) determines whether the audio subsystem automatically pauses tracks that have been faded to 0 volume (silent).
v2.28.0: Introduced.duration: (number) The number of seconds over which the tracks should be faded.toVol: (number) The destination volume level.fromVol: (optional, number) The starting volume level. If omitted, defaults to the tracks' current volume level.// Fade the selected tracks from volume 0 to 1 over 6 seconds.
someTracks.fade(6, 1, 0);
<AudioRunner>.fadeIn(duration [, fromVol]) Starts playback of the selected tracks and fades them from the specified volume level to 1 (loudest) over the specified number of seconds.
v2.28.0: Introduced.duration: (number) The number of seconds over which the tracks should be faded.fromVol: (optional, number) The starting volume level. If omitted, defaults to the tracks' current volume level.// Fade the selected tracks in from volume 0 over 5 seconds.
someTracks.fadeIn(5, 0);
<AudioRunner>.fadeOut(duration [, fromVol]) Starts playback of the selected tracks and fades them from the specified volume level to 0 (silent) over the specified number of seconds.
Note:
The Config.audio.pauseOnFadeToZero setting (default: true) determines whether the audio subsystem automatically pauses tracks that have been faded to 0 volume (silent).
v2.28.0: Introduced.duration: (number) The number of seconds over which the tracks should be faded.fromVol: (optional, number) The starting volume level. If omitted, defaults to the tracks' current volume level.// Fade the selected tracks out from volume 1 over 8 seconds.
someTracks.fadeOut(8, 1);
<AudioRunner>.fadeStop() Interrupts an in-progress fade of the selected tracks, or does nothing if no fade is progressing.
Note: This does not alter the volume level.
v2.28.0: Introduced.someTracks.fadeStop();
<AudioRunner>.load() Pauses playback of the selected tracks and, if they're not already in the process of loading, forces them to drop any existing data and begin loading.
Warning: This should not be done lightly if your audio sources are on the network, as it forces players to begin downloading them.
v2.28.0: Introduced.someTracks.load();
<AudioRunner>.loop(state) → AudioRunner object Sets the selected tracks' repeating playback state (default: false). Returns a reference to the current AudioRunner instance for chaining.
v2.28.0: Introduced.state: (boolean) The loop state.// Loop the selected tracks.
someTracks.loop(true);
// Unloop the selected tracks.
someTracks.loop(false);
<AudioRunner>.mute(state) → AudioRunner object Sets the selected tracks' volume mute state (default: false). Returns a reference to the current AudioRunner instance for chaining.
v2.28.0: Introduced.state: (boolean) The mute state.// Mute the selected tracks' volume.
someTracks.mute(true);
// Unmute the selected tracks' volume.
someTracks.mute(false);
<AudioRunner>.off(...args) → AudioRunner object Removes event handlers from the selected tracks. Returns a reference to the current AudioRunner instance for chaining.
Note:
Shorthand for jQuery's .off() method applied to each of the audio elements.
Warning:
The SimpleAudio APIs use events internally for various pieces of functionality. To prevent conflicts, it is strongly suggested that you specify a custom user namespace—e.g., .myEvents—when attaching your own handlers. It is further strongly suggested that you provide that same custom user namespace when removing them.
v2.28.0: Introduced.See:
<jQuery>.off() in the jQuery API docs for more information.
// Remove any handlers for the ended event.
someTracks.off('ended.myEvents');
<AudioRunner>.on(...args) → AudioRunner object Attaches event handlers to the selected tracks. Returns a reference to the current AudioRunner instance for chaining.
Note:
Shorthand for jQuery's .on() method applied to each of the audio elements.
Warning:
The SimpleAudio APIs use events internally for various pieces of functionality. To prevent conflicts, it is strongly suggested that you specify a custom user namespace—e.g., .myEvents—when attaching your own handlers. It is further strongly suggested that you provide that same custom user namespace when removing them.
v2.28.0: Introduced.See:
<jQuery>.on() in the jQuery API docs for more information.
// Add a handler for the ended event.
someTracks.on('ended.myEvents', function () {
/* do something */
});
<AudioRunner>.one(...args) → AudioRunner object Attaches single-use event handlers to the selected tracks. Returns a reference to the current AudioRunner instance for chaining.
Note:
Shorthand for jQuery's .one() method applied to each of the audio elements.
Warning:
The SimpleAudio APIs use events internally for various pieces of functionality. To prevent conflicts, it is strongly suggested that you specify a custom user namespace—e.g., .myEvents—when attaching your own handlers. It is further strongly suggested that you provide that same custom user namespace when removing them.
v2.28.0: Introduced.See:
<jQuery>.one() in the jQuery API docs for more information.
// Add a single-use handler for the ended event.
someTracks.one('ended.myEvents', function () {
/* do something */
});
<AudioRunner>.pause() Pauses playback of the selected tracks.
v2.28.0: Introduced.someTracks.pause();
<AudioRunner>.play() Begins playback of the selected tracks.
v2.28.0: Introduced.someTracks.play();
<AudioRunner>.playWhenAllowed() Begins playback of the selected tracks or, failing that, sets the tracks to begin playback as soon as the player has interacted with the document.
v2.28.0: Introduced.someTracks.playWhenAllowed();
<AudioRunner>.stop() Stops playback of the selected tracks.
v2.28.0: Introduced.someTracks.stop();
<AudioRunner>.time(seconds) → AudioRunner object Sets the selected tracks' current time in seconds. Returns a reference to the current AudioRunner instance for chaining.
v2.28.0: Introduced.seconds: (number) The time to set. Valid values are floating-point numbers in the range 0 (start) to the maximum duration—e.g., 60 is 60 is sixty seconds in, 90.5 is ninety-point-five seconds in.// Set the selected tracks' current time to 30 seconds from their beginning.
someTracks.time(30);
<AudioRunner>.unload() Stops playback of the selected tracks and forces them to drop any existing data.
Note: Once unloaded, playback cannot occur until the selected tracks' data is loaded again.
v2.28.0: Introduced.someTracks.unload();
<AudioRunner>.volume(level) → AudioRunner object Sets the selected tracks' volume level (default: 1). Returns a reference to the current AudioRunner instance for chaining.
v2.28.0: Introduced.level: (number) The volume level to set. Valid values are floating-point numbers in the range 0 (silent) to 1 (loudest)—e.g., 0 is 0%, 0.5 is 50%, 1 is 100%.// Set the selected tracks' volume level to 75%.
someTracks.volume(0.75);
AudioList API Audio lists (playlists) are useful for playing tracks in a sequence—i.e., one after another.
See Also:
SimpleAudio API, AudioTrack API, and AudioRunner API.
<AudioList>.duration() → number Returns the playlist's total playtime in seconds, Infinity if it contains any streams, or NaN if no metadata exists.
v2.28.0: Introduced.var listLength = aList.duration();
<AudioList>.fade(duration , toVol [, fromVol]) → Promise object Starts playback of the playlist and fades the currently playing track between the specified starting and destination volume levels over the specified number of seconds.
Note:
The Config.audio.pauseOnFadeToZero setting (default: true) determines whether the audio subsystem automatically pauses tracks that have been faded to 0 volume (silent).
v2.28.0: Introduced.v2.29.0: Updated to return a Promise.duration: (number) The number of seconds over which the currently playing track should be faded.toVol: (number) The destination volume level.fromVol: (optional, number) The starting volume level. If omitted, defaults to the currently playing track's current volume level.// Fade the playlist from volume 0 to 1 over 6 seconds.
aList.fade(6, 1, 0);
<AudioList>.fadeIn(duration [, fromVol]) → Promise object Starts playback of the playlist and fades the currently playing track from the specified volume level to 1 (loudest) over the specified number of seconds.
v2.28.0: Introduced.v2.29.0: Updated to return a Promise.duration: (number) The number of seconds over which the currently playing track should be faded.fromVol: (optional, number) The starting volume level. If omitted, defaults to the currently playing track's current volume level.// Fade the playlist in from volume 0 over 5 seconds.
aList.fadeIn(5, 0);
<AudioList>.fadeOut(duration [, fromVol]) → Promise object Starts playback of the playlist and fades the currently playing track from the specified volume level to 0 (silent) over the specified number of seconds.
Note:
The Config.audio.pauseOnFadeToZero setting (default: true) determines whether the audio subsystem automatically pauses tracks that have been faded to 0 volume (silent).
v2.28.0: Introduced.v2.29.0: Updated to return a Promise.duration: (number) The number of seconds over which the currently playing track should be faded.fromVol: (optional, number) The starting volume level. If omitted, defaults to the currently playing track's current volume level.// Fade the playlist out from volume 1 over 8 seconds.
aList.fadeOut(8, 1);
<AudioList>.fadeStop() Interrupts an in-progress fade of the currently playing track, or does nothing if no fade is progressing.
Note: This does not alter the volume level.
v2.29.0: Introduced.aList.fadeStop();
<AudioList>.isEnded() → boolean Returns whether playback of the playlist has ended.
v2.28.0: Introduced.if (aList.isEnded()) {
/* do something */
}
<AudioList>.isFading() → boolean Returns whether a fade is in-progress on the currently playing track.
v2.29.0: Introduced.if (aList.isFading()) {
/* do something */
}
<AudioList>.isPaused() → boolean Returns whether playback of the playlist has been paused.
v2.28.0: Introduced.if (aList.isPaused()) {
/* do something */
}
<AudioList>.isPlaying() → boolean Returns whether the playlist is playing.
v2.28.0: Introduced.if (aList.isPlaying()) {
/* do something */
}
<AudioList>.isStopped() → boolean Returns whether playback of the playlist has been stopped.
v2.29.0: Introduced.if (aList.isStopped()) {
/* do something */
}
<AudioList>.load() Pauses playback of the playlist and, if they're not already in the process of loading, forces its tracks to drop any existing data and begin loading.
Warning: This should not be done lightly if your audio sources are on the network, as it forces players to begin downloading them.
v2.28.0: Introduced.aList.load();
<AudioList>.loop([state]) → get: boolean | set: AudioList object Gets or sets the playlist's repeating playback state (default: false). When used to set the loop state, returns a reference to the current AudioList instance for chaining.
v2.28.0: Introduced.state: (optional, boolean) The loop state.// Get the playlist's current loop state.
var isLooped = aList.loop();
// Loop the playlist.
aList.loop(true);
// Unloop the playlist.
aList.loop(false);
<AudioList>.mute([state]) → get: boolean | set: AudioList object Gets or sets the playlist's volume mute state (default: false). When used to set the mute state, returns a reference to the current AudioList instance for chaining.
v2.28.0: Introduced.state: (optional, boolean) The mute state.// Get the playlist's current volume mute state.
var isMuted = aList.mute();
// Mute the playlist's volume.
aList.mute(true);
// Unmute the playlist's volume.
aList.mute(false);
<AudioList>.pause() Pauses playback of the playlist.
v2.28.0: Introduced.aList.pause();
<AudioList>.play() → Promise object Begins playback of the playlist.
v2.28.0: Introduced.v2.29.0: Updated to return a Promise.aList.play();
PromiseaList.play()
.then(function () {
console.log('The playlist is playing.');
})
.catch(function (problem) {
console.warn('There was a problem with playback: ' + problem);
});
<AudioList>.playWhenAllowed() Begins playback of the playlist or, failing that, sets the playlist to begin playback as soon as the player has interacted with the document.
v2.29.0: Introduced.aList.playWhenAllowed();
<AudioList>.remaining() → number Returns how much remains of the playlist's total playtime in seconds, Infinity if it contains any streams, or NaN if no metadata exists.
v2.28.0: Introduced.var listRemains = aList.remaining();
<AudioList>.shuffle([state]) → get: boolean | set: AudioList object Gets or sets the playlist's randomly shuffled playback state (default: false). When used to set the shuffle state, returns a reference to the current AudioList instance for chaining.
v2.28.0: Introduced.state: (optional, boolean) The shuffle state.// Get the playlist's current shuffle state.
var isShuffled = aList.shuffle();
// Enable shuffling of the playlist.
aList.shuffle(true);
// Disable shuffling of the playlist.
aList.shuffle(false);
<AudioList>.skip() Skips ahead to the next track in the playlist, if any.
v2.28.0: Introduced.someTrack.skip();
<AudioList>.stop() Stops playback of the playlist.
v2.28.0: Introduced.someTrack.stop();
<AudioList>.time() → number Returns the playlist's current time in seconds, or NaN if no metadata exists.
v2.28.0: Introduced.var listTime = aList.time();
<AudioList>.unload() Stops playback of the playlist and forces its tracks to drop any existing data.
Note: Once unloaded, playback cannot occur until the track's data is loaded again.
v2.28.0: Introduced.aList.unload();
<AudioList>.volume([level]) → get: number | set: AudioList object Gets or sets the playlist's volume level (default: 1). When used to set the volume, returns a reference to the current AudioList instance for chaining.
v2.28.0: Introduced.level: (optional, number) The volume level to set. Valid values are floating-point numbers in the range 0 (silent) to 1 (loudest)—e.g., 0 is 0%, 0.5 is 50%, 1 is 100%.// Get the playlist's current volume level.
var trackVolume = aList.volume();
// Set the playlist's volume level to 75%.
aList.volume(0.75);
State API The story history contains moments (states) created during play. Since it is possible to navigate the history—i.e., move backward and forward though the moments within the history—it may contain both past moments—i.e., moments that have been played—and future moments—i.e., moments that had been played, but have been rewound/undone, yet are still available to be restored.
In addition to the history, there is also the active moment—i.e., present—and expired moments—i.e., moments that had been played, but have expired from the history, thus cannot be navigated to.
API members dealing with the history work upon either the active moment—i.e., present—or one of the history subsets: the full in-play history—i.e., past + future—the past in-play subset—i.e., past only—or the extended past subset—i.e., expired + past. These instances will be noted.
State.active → object Returns the active (present) moment.
Note:
Using State.active directly is generally unnecessary as there exist a number of shortcut properties, State.passage and State.variables, and story functions, passage() and variables(), which grant access to its normal properties.
v2.0.0: Introduced.State.active.title → The title of the present moment
State.active.variables → The variables of the present moment
State.bottom → object Returns the bottommost (least recent) moment from the full in-play history (past + future).
v2.0.0: Introduced.State.bottom.title → The title of the least recent moment within the full in-play history
State.bottom.variables → The variables of the least recent moment within the full in-play history
State.current → object Returns the current moment from the full in-play history (past + future), which is the pre-play version of the active moment.
Warning:
State.current is not a synonym for State.active. You will, very likely, never need to use State.current directly within your code.
v2.8.0: Introduced.State.current.title → The title of the current moment within the full in-play history
State.current.variables → The variables of the current moment within the full in-play history
State.length → integer Returns the number of moments within the past in-play history (past only).
v2.0.0: Introduced.if (State.length === 0) {
/* No moments within the past in-play history. Egad! */
}
State.passage → string Returns the title of the passage associated with the active (present) moment.
v2.0.0: Introduced.State.passage → The passage title of the present moment
State.size → integer Returns the number of moments within the full in-play history (past + future).
v2.0.0: Introduced.if (State.size === 0) {
/* No moments within the full in-play history. Egad! */
}
State.temporary → object Returns the current temporary variables.
v2.13.0: Introduced.State.temporary → The current temporary variables
State.top → object Returns the topmost (most recent) moment from the full in-play history (past + future).
Warning:
State.top is not a synonym for State.active. You will, very likely, never need to use State.top directly within your code.
v2.0.0: Introduced.State.top.title → The title of the most recent moment within the full in-play history
State.top.variables → The variables of the most recent moment within the full in-play history
State.turns → integer Returns the total number (count) of played moments within the extended past history (expired + past).
v2.0.0: Introduced.if (State.turns === 1) {
/* Initial turn. The starting passage is displayed. */
}
State.variables → object Returns the variables from the active (present) moment.
v2.0.0: Introduced.State.variables → The variables of the present moment
State.getVar(varName) → any Returns the value of the story or temporary variable by the given name.
v2.22.0: Introduced.varName: (string) The name of the story or temporary variable, including its sigil—e.g., $charName.State.getVar("$charName") → Returns the value of $charName
State.has(passageTitle) → boolean Returns whether any moments with the given title exist within the past in-play history (past only).
Note:
State.has() does not check expired moments. If you need to know if the player has ever been to a particular passage, then you must use the State.hasPlayed() method or the hasVisited() story function.
v2.0.0: Introduced.passageTitle: (string) The title of the moment whose existence will be verified.State.has("The Ducky") → Returns whether a moment matching "The Ducky" exists
State.hasPlayed(passageTitle) → boolean Returns whether any moments with the given title exist within the extended past history (expired + past).
Note:
If you need to check for multiple passages, the hasVisited() story function will likely be more convenient to use.
v2.0.0: Introduced.passageTitle: (string) The title of the moment whose existence will be verified.State.hasPlayed("The Ducky") → Returns whether a moment matching "The Ducky" ever existed
State.index(index) → object Returns the moment, relative to the bottom of the past in-play history (past only), at the given index.
v2.0.0: Introduced.index: (integer) The index of the moment to return.State.index(0) → Returns the least recent moment within the past in-play history
State.index(1) → Returns the second to least recent moment within the past in-play history
State.index(State.length - 1) → Returns the most recent moment within the past in-play history
State.isEmpty() → boolean Returns whether the full in-play history (past + future) is empty.
v2.0.0: Introduced.if (State.isEmpty()) {
/* No moments within the full in-play history. Egad! */
}
State.peek([offset]) → object Returns the moment, relative to the top of the past in-play history (past only), at the, optional, offset.
v2.0.0: Introduced.offset: (optional, integer) The offset, from the top of the past in-play history, of the moment to return. If not given, an offset of 0 is used.State.peek() → Returns the most recent moment within the past in-play history
State.peek(0) → Returns the most recent moment within the past in-play history
State.peek(1) → Returns the second most recent moment within the past in-play history
State.peek(State.length - 1) → Returns the least recent moment within the past in-play history
State.metadata.size → integer Returns the size of the story metadata store—i.e., the number of stored pairs.
v2.30.0: Introduced.// Determines whether the metadata store has any members.
if (State.metadata.size > 0) {
/* store is not empty */
}
State.metadata.clear() Empties the story metadata store.
v2.29.0: Introduced.// Removes all values from the metadata store.
State.metadata.clear();
State.metadata.delete(key) Removes the specified key, and its associated value, from the story metadata store.
v2.29.0: Introduced.key: (string) The key to delete.// Removes 'achievements' from the metadata store.
State.metadata.delete('achievements');
State.metadata.entries() → Array<Array<string, any>> Returns an array of the story metadata store's key/value pairs as [key, value] arrays.
v2.36.0: Introduced.// Iterate over the pairs with a `for` loop.
var metadata = State.metadata.entries();
for (var i = 0; i < metadata.length; ++i) {
var key = metadata[i][0];
var value = metadata[i][1];
/* do something */
}
// Iterate over the pairs with `<Array>.forEach()`.
State.metadata.entries().forEach(function (pair) {
var key = pair[0];
var value = pair[1];
/* do something */
});
State.metadata.get(key) → any Returns the value associated with the specified key from the story metadata store.
v2.29.0: Introduced.key: (string) The key whose value should be returned.// Returns the value of 'achievements' from the metadata store.
var playerAchievements = State.metadata.get('achievements');
State.metadata.has(key) → boolean Returns whether the specified key exists within the story metadata store.
v2.29.0: Introduced.key: (string) The key whose existence should be tested.// Returns whether 'achievements' exists within the metadata store.
if (State.metadata.has('achievements')) {
/* do something */
}
State.metadata.keys() → Array<string> Returns an array of the story metadata store's keys.
v2.36.0: Introduced.// Iterate over the keys with a `for` loop.
var metadataKeys = State.metadata.keys();
for (var i = 0; i < metadataKeys.length; ++i) {
var key = metadataKeys[i];
/* do something */
}
// Iterate over the keys with `<Array>.forEach()`.
State.metadata.keys().forEach(function (key) {
/* do something */
});
State.metadata.set(key, value) Sets the specified key and value within the story metadata store, which causes them to persist over story and browser restarts—n.b. private browsing modes do interfere with this. To update the value associated with a key, simply set it again.
Note: The story metadata, like saves, is tied to the specific story it was generated with. It is not a mechanism for moving data between stories.
Warning: The story metadata store is not, and should not be used as, a replacement for saves. Examples of good uses: achievement tracking, new game+ data, playthrough statistics, etc.
Warning: This feature is largely incompatible with private browsing modes, which cause all in-browser storage mechanisms to either persist only for the lifetime of the browsing session or fail outright.
v2.29.0: Introduced.key: (string) The key that should be set.value: (any) The value to set.// Sets 'achievements', with the given value, in the metadata store.
State.metadata.set('achievements', { ateYellowSnow : true });
// Sets 'ngplus', with the given value, in the metadata store.
State.metadata.set('ngplus', true);
State.prng.init([seed [, useEntropy]]) Initializes the seedable pseudo-random number generator (PRNG) and integrates it into the story state and saves. Once initialized, the State.random() method and story functions, random() and randomFloat(), return deterministic results from the seeded PRNG—by default, they return non-deterministic results from Math.random().
Note:
State.prng.init() must be called during story initialization, within either your project's JavaScript section (Twine 2: the Story JavaScript; Twine 1/Twee: a script-tagged passage) or the StoryInit special passage. Additionally, it is strongly recommended that you do not specify any arguments to State.prng.init() and allow it to automatically seed itself. If you should chose to use an explicit seed, however, it is strongly recommended that you also enable additional entropy, otherwise all playthroughs for all players will be exactly the same.
v2.29.0: Introduced.seed: (optional, string) The explicit seed used to initialize the pseudo-random number generator.useEntropy: (optional, boolean) Enables the use of additional entropy to pad the specified explicit seed.State.prng.init() → Automatically seed the PRNG (recommended)
State.prng.init("aVeryLongSeed") → Seed the PRNG with "aVeryLongSeed" (not recommended)
State.prng.init("aVeryLongSeed", true) → Seed the PRNG with "aVeryLongSeed" and pad it with extra entropy
State.prng.isEnabled() → boolean Returns whether the seedable PRNG has been enabled.
v2.29.0: Introduced.State.prng.isEnabled() → Returns whether the seedable PRNG is enabled
State.prng.pull → integer | NaN Returns the current pull count—i.e., how many requests have been made—from the seedable PRNG or, if the PRNG is not enabled, NaN.
Note: The pull count is automatically included within saves and sessions, so this is not especially useful outside of debugging purposes.
v2.29.0: Introduced.State.prng.pull → Returns the current PRNG pull count
State.prng.seed → string | null Returns the seed from the seedable PRNG or, if the PRNG is not enabled, null.
Note: The seed is automatically included within saves and sessions, so this is not especially useful outside of debugging purposes.
v2.29.0: Introduced.State.prng.seed → Returns the PRNG seed
State.random() → number Returns a pseudo-random decimal number (floating-point) in the range 0 (inclusive) up to, but not including, 1 (exclusive).
Note:
By default, it simply returns non-deterministic results from Math.random(), however, when the seedable PRNG has been enabled, via State.prng.init(), it returns deterministic results from the seeded PRNG instead.
v2.0.0: Introduced.State.random() → Returns a pseudo-random floating-point number in the range [0, 1)
State.setVar(varName, value) → boolean Sets the value of the story or temporary variable by the given name. Returns whether the operation was successful.
v2.22.0: Introduced.varName: (string) The name of the story or temporary variable, including its sigil—e.g., $charName.value: (any) The value to assign.State.setVar("$charName", "Jane Doe") → Assigns the string "Jane Doe" to $charName
State.initPRNG([seed [, useEntropy]]) Deprecated:
This method has been deprecated and should no longer be used. See the State.prng.init() method for its replacement.
v2.0.0: Introduced.v2.29.0: Deprecated in favor of State.prng.init().Story API Story.domId → string The DOM ID of the story, created from the slugified story title.
v2.0.0: Introduced.Story.ifId → string The IFID (Interactive Fiction IDentifier) of the story, if any.
v2.5.0: Introduced.Story.title → string The title of the story.
v2.0.0: Introduced.Story.get(title) → Passage object Returns the Passage object referenced by the given title, or an empty Passage object on failure.
Note: This method will not return "code" passages—i.e., script, stylesheet, and widget passages.
v2.0.0: Introduced.title: (string) The title of the Passage object to return.Story.get("The Ducky") → Returns the Passage object matching "The Ducky"
Story.has(title) → boolean Returns whether a Passage object referenced by the given title exists.
Note: This method will not detect "code" passages—i.e., script, stylesheet, and widget passages.
v2.0.0: Introduced.title: (string) The title of the Passage object whose existence will be verified.Story.has("The Ducky") → Returns whether a Passage object matching "The Ducky" exists
Story.lookup(propertyName , searchValue [, sortProperty]) → Passage object array Returns a new array filled with all Passage objects that contain the given property, whose value matches the given search value, or an empty array, if no matches are made.
Note: This method will not return "code" passages—i.e., script, stylesheet, and widget passages.
v2.0.0: Introduced.propertyName: (string) The name of property whose value will be compared to the search value.searchValue: (string | number) The value to search for within the matched property. The type of the property determines how the search occurs—non-arrays are directly compared, while arrays are searched. If the property's value, for non-arrays, or any of its members, for arrays, match, then the Passage object is added to the results.sortProperty: (optional, string) The property whose value will be used to lexicographically sort the returned array. If not given, the Passage object's title property is used.→ Returns all 'forest'-tagged Passage objects, sorted by their titles
Story.lookup("tags", "forest");
Story.lookupWith(predicate [, sortProperty]) → Passage object array Returns a new array filled with all Passage objects that pass the test implemented by the given predicate function or an empty array, if no objects pass.
Note: This method will not return "code" passages—i.e., script, stylesheet, and widget passages.
v2.11.0: Introduced.predicate: (function) The function used to test each Passage object, which is passed into the function as its sole parameter. If the function returns true, then the Passage object is added to the results.sortProperty: (optional, string) The property whose value will be used to lexicographically sort the returned array. If not given, the Passage object's title property is used.→ Returns all 'forest'-tagged Passage objects, sorted by their titles
Story.lookupWith(function (p) {
return p.tags.includes("forest");
});
→ Returns all Passage objects whose titles contain whitespace, sorted by their titles
var hasWhitespaceRegExp = /\s/;
Story.lookupWith(function (p) {
return hasWhitespaceRegExp.test(p.title);
});
Template API Template.size → number Returns the number of existing templates.
v2.29.0: Introduced.if (Template.size === 0) {
/* No templates exist. */
}
Template.add(name , definition) Add new template(s).
v2.29.0: Introduced.name: (string | Array<string>) Name, or array of names, of the template(s) to add. NOTE: Names must consist of characters from the basic Latin alphabet and start with a letter, which may be optionally followed by any number of letters, numbers, the underscore, or the hyphen.definition: (function | string | Array<function | string>) Definition of the template(s), which may be a: function, string, or an array of either. NOTE: Each time array definitions are referenced, one of their member templates is randomly selected to be the output source.Function templates should return a string, which may itself contain markup. They are called with no arguments, but with their this set to a template (execution) context object that contains the following data properties:
name: (string) The template's name.String templates consist solely of a string, which may itself contain markup.
/* Define a function template named ?yolo. */
Template.add('yolo', function () {
return either('YOLO', 'You Only Live Once');
});
/* Define a string template named ?nolf. */
Template.add('nolf', 'No One Lives Forever');
/* Define an array of string templates named ?alsoYolo. */
Template.add('alsoYolo', ['YOLO', 'You Only Live Once']);
/* Define an array of mixed string and function templates named ?cmyk. */
Template.add('cmyk', [
'Cyan',
function () {
return either('Magenta', 'Yellow');
},
'Black'
]);
this)/* Define a function template with two names, ?color and ?Color, whose output changes based on its name. */
Template.add(['color', 'Color'], function () {
var color = either('red', 'green', 'blue');
return this.name === 'Color' ? color.toUpperFirst() : color;
});
Template.delete(name) Remove existing template(s).
v2.29.0: Introduced.name: (string | Array<string>) Name, or array of names, of the template(s) to remove./* Deletes the template ?yolo. */
Template.delete('yolo');
/* Deletes the templates ?yolo and ?nolf. */
Template.delete(['yolo', 'nolf']);
Template.get(name) → function | string | Array<function | string> Return the named template definition, or null on failure.
v2.29.0: Introduced.name: (string) Name of the template whose definition should be returned./* Returns the template ?yolo, or null if it doesn't exist. */
var yolo = Template.get('yolo');
Template.has(name) → boolean Returns whether the named template exists.
v2.29.0: Introduced.name: (string) Name of the template to search for.if (Template.has('yolo')) {
/* A ?yolo template exists. */
}
UI API UI.alert(message [, options [, closeFn]]) Opens the built-in alert dialog, displaying the given message to the player.
v2.0.0: Introduced.message: (string) The message to display to the player.options: (optional, null | object) The options object. See Dialog.open() for more information.closeFn: (optional, null | function) The function to execute whenever the dialog is closed.UI.alert("You smell of elderberries!");
UI.jumpto([options [, closeFn]]) Opens the built-in jump to dialog, which is populated via the bookmark tag.
v2.0.0: Introduced.options: (optional, null | object) The options object. See Dialog.open() for more information.closeFn: (optional, null | function) The function to execute whenever the dialog is closed.UI.jumpto();
UI.restart([options]) Opens the built-in restart dialog, prompting the player to restart the story.
v2.0.0: Introduced.options: (optional, null | object) The options object. See Dialog.open() for more information.UI.restart();
UI.saves([options [, closeFn]]) Opens the built-in saves dialog.
v2.0.0: Introduced.options: (optional, null | object) The options object. See Dialog.open() for more information.closeFn: (optional, null | function) The function to execute whenever the dialog is closed.UI.saves();
UI.settings([options [, closeFn]]) Opens the built-in settings dialog, which is populated from the Setting API.
v2.0.0: Introduced.options: (optional, null | object) The options object. See Dialog.open() for more information.closeFn: (optional, null | function) The function to execute whenever the dialog is closed.UI.settings();
UI.share([options [, closeFn]]) Opens the built-in share dialog, which is populated from the StoryShare passage.
v2.0.0: Introduced.options: (optional, null | object) The options object. See Dialog.open() for more information.closeFn: (optional, null | function) The function to execute whenever the dialog is closed.UI.share();
UIBar API UIBar.destroy() Completely removes the UI bar and all of its associated styles and event handlers.
v2.17.0: Introduced.UIBar.destroy();
UIBar.hide() → UIBar object Hides the UI bar. Returns a reference to the UIBar object for chaining.
Note:
This does not reclaim the space reserved for the UI bar. Thus, a call to UIBar.stow() may also be necessary. Alternatively, if you simply want the UI bar gone completely and permanently, either using UIBar.destroy() or the StoryInterface special passage may be a better choice.
v2.29.0: Introduced.UIBar.hide();
UIBar.hide().stow();
UIBar.isHidden() → boolean Returns whether the UI bar is currently hidden.
v2.29.0: Introduced.if (UIBar.isHidden()) {
/* code to execute if the UI bar is hidden… */
}
if (!UIBar.isHidden()) {
/* code to execute if the UI bar is not hidden… */
}
UIBar.isStowed() → boolean Returns whether the UI bar is currently stowed.
v2.29.0: Introduced.if (UIBar.isStowed()) {
/* code to execute if the UI bar is stowed… */
}
if (!UIBar.isStowed()) {
/* code to execute if the UI bar is not stowed… */
}
UIBar.show() → UIBar object Shows the UI bar. Returns a reference to the UIBar object for chaining.
v2.29.0: Introduced.UIBar.show();
UIBar.unstow().show();
UIBar.stow([noAnimation]) → UIBar object Stows the UI bar, so that it takes up less space. Returns a reference to the UIBar object for chaining.
v2.17.0: Introduced.v2.29.0: Added returned UIBar chaining reference.noAnimation: (optional, boolean) Whether to skip the default animation.UIBar.stow();
UIBar.stow(true);
UIBar.unstow([noAnimation]) → UIBar object Unstows the UI bar, so that it is fully accessible again. Returns a reference to the UIBar object for chaining.
v2.17.0: Introduced.v2.29.0: Added returned UIBar chaining reference.noAnimation: (optional, boolean) Whether to skip the default animation.UIBar.unstow();
UIBar.unstow(true);
UIBar.update() Updates all sections of the UI bar that are populated by special passages—e.g., StoryBanner, StoryCaption, StoryMenu, etc.
Warning:
As all special passage populated sections are updated it is recommended that UIBar.update() be used sparingly. 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.
v2.29.0: Introduced.UIBar.update();
SugarCube preserves the state of the story as it's being played in a number of ways to both prevent the loss of progress and allow players to save stories. This guide will detail how these features work.
The story history is a collection of moments. A new moment is created whenever passage navigation occurs, and only when passage navigation occurs. Each moment contains data regarding the active passage and the state of all story variables—that is, the ones you use the $ sigil to interact with—as they exist when the moment is created. The history allows players to navigate through these moments.
The number of moments contained within the story history is, generally, limited, via the Config.history.maxStates setting. As new moments are added, older moments that exceed the maximum number are expired in order of age, oldest first. Expired moments are recorded in a separate expired collection and can no longer be navigated to. If you limit the moments within the history to 1, via setting Config.history.maxStates to 1, then there will only ever be one moment in the history, but passage navigation is still required for new moments to be created.
Note: All user functions and macros that check for the existence of moments within the history check both the story history and expired moments, so will work as expected even if the history is limited to a single moment as described above.
Saving the story records the story's state up until the last moment that was created. This is not necessarily the same as the current state of the story: because moment creation is tied to passage navigation, changes that occur between one passage navigation and the next are not part of the current moment and will not be preserved by a moment until the next navigation, when the next moment is created.
Consider the following:
:: one passage
<<set $var to 1>>
[[another passage]]
:: another passage
<<link "Click me!">>
<<set $var to 2>>
<</link>>
In the above example, if you save the story after reaching the passage called another passage, the $var variable will be saved in the state as 1, as you would expect. If you click the link that sets the variable to 2, and then save the story, the $var variable will still be saved as 1, because a new moment has not yet been created.
Note: The autosave feature is occasionally confused with the playthrough session feature, but they are in fact distinct systems.
SugarCube automatically stores the current playthrough state to the browser's session storage whenever a new moment is created. This can be thought of as a special, temporary saved story, which is automatically deleted after the player's current browsing session ends. This temporary playthrough session is intended to prevent players from losing data. Some browsers, particularly mobile ones, will free up memory by unloading web pages that are running in the background. This functionally refreshes the webpage, and can cause users to lose their progress. When SugarCube is reloaded by the browser, it checks if a playthrough session exists and loads it to prevent any inadvertent loss of progress.
This feature also prevents players from losing progress if they try to use the browser back and forward buttons to navigate, or if they refresh their browser for any reason. The built-in Restart button, along with the methods UI.restart() and Engine.restart() are provided so that the story can be restarted without restoring a session.
To recap:
Note: The playthrough session feature is occasionally confused with the autosave feature, but they are in fact distinct systems.
SugarCube features a configurable autosave system. The autosave is, for the most part, a normal save slot, but with a few special features built in. You can set the autosave to save either on every passage or only on certain passages. It can be loaded manually by the player or automatically by the autoload feature, which can be configured to, upon start up, either load the autosave automatically or prompt the player about loading it.
See:
Config.saves.autosave setting, Config.saves.autoload setting, and Save API: Autosave.
When a saved story is loaded, the state loaded from the save replaces the current state. This process is the same regardless of where the loaded state is coming from: it could be a normal save, the autosave, or the playthrough session. The previous state is completely lost—the new state is not added to or combined with the current state, instead it replaces it in its entirety. 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. For example:
:: StoryInit
<<set $x to 0>>
:: Start
$$x is <<if def $x>> $x <<else>> undefined <</if>>
If you run the above, you'll see $x is 0. Create a save, then edit the code as follows:
:: StoryInit
<<set $x to 0>>
<<set $y to 1>>
:: Start
$$x is <<if def $x>> $x <<else>> undefined <</if>>
$$y is <<if def $y>> $y <<else>> undefined <</if>>
Running that, you'll see $x is 0 and $y is 1. Now, load the saved story from before the changes were made, and you'll see $y is undefined, since it doesn't exist at all in the loaded state.
Whenever your story is first started or, for any reason, restarted—e.g., the browser window/tab was refreshed/reloaded—it undergoes its startup sequence. Several things occur each and every time startup happens, regardless of whether or not a playthrough session will be restored, an autosave loaded, or the starting passage run. First, the CSS, JavaScript, and Widget sections are processed. Next, the StoryInit special passage is processed. Finally, one of three things happen (in order): the existing playthrough session is restored, if it exists, else the autosave is loaded, if it exists and is configured to do so, else the starting passage is run.
Some users have the false impression that StoryInit is not run when the story is restarted when the playthrough session is restored or autosave is loaded. Code like <<set $y to 1>> seems to have no effect because the startup state is replaced by the of the incoming state, but they are still executed by the engine. You can see this effect by changing data outside the state. For example, let's return to the example above and change it again:
:: StoryInit
<<set $x to 0>>
<<set setup.y to 1>>
:: Start
$$x is <<if def $x>> $x <<else>> undefined <</if>>
setup.y is <<if def setup.y>> <<= setup.y>> <<else>> undefined <</if>>
You'll see that setup.y is being set to 1 and displayed properly regardless of whether you load a saved story or not, because it is not part of the state.
When the story is restarted by SugarCube rather than refreshed via the browser, the playthrough session, if any, is not loaded. StoryInit is run, as always. 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. If no autosave exists, then the starting passage is rendered.
This is a collection of tips, from how-tos to best practices.
Suggestions for new entries may be submitted by creating a new issue at SugarCube's source code repository.
Warning:
Navigating back to a previous passage, for whatever reason, can be problematic. There's no way for the system to know ahead of time whether it's safe to re-execute a passage's contents. Even if it did know that, there's no way for it to know which operations may or may not have side-effects—e.g., changing variables. 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-execution—e.g., <<if visited() is 1>>side-effects<</if>>.
Note:
An alternative to navigating to passages to create menus, inventories, and the like would be to use the Dialog API.
When you have a situation where you're using a set of passages as some kind of menu/inventory/etc and it's possible for the player to interact with several of those passages, or even simply the same one multiple times, then returning them to the passage they were at before entering the menu can be problematic as they're possibly several passages removed from that originating passage—thus, the <<return>> macro and link constructs like [[Return|previous()]] will not work.
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.
For example, you may use the following JavaScript code to record the last non-menu passage into the $return story variable: (Twine 2: the Story JavaScript, Twine 1/Twee: a script-tagged passage)
$(document).on(':passagestart', function (ev) {
if (!ev.passage.tags.includes('noreturn')) {
State.variables.return = ev.passage.title;
}
});
You'll need to tag each and every one of your menu passages with noreturn—you may use any tag you wish (e.g., menu, inventory), just ensure you change the name in the code if you decide upon another. If necessary, you may also use multiple tags by switching from <Array>.includes() to <Array>.includesAny() in the above example.
In your menu passages, your long return links will simply reference the $return story variable, like so:
→ Using link markup
[[Return|$return]]
→ Using <<link>> macro (separate argument form)
<<link "Return" $return>><</link>>
Warning (Twine 2):
Due to how the Twine 2 automatic passage creation feature currently works, using the link markup form will cause a passage named $return to be created that will need to be deleted. To avoid this problem, it's suggested that you use the separate argument form of the <<link>> macro in Twine 2—as shown above.
As a basic working definition, non-generic object types—a.k.a. classes—are instantiable objects whose own prototype is not Object—e.g., Array is a native non-generic object type.
Many of the commonly used native non-generic object types are already fully compatible with and supported for use within story variables—e.g., Array, Date, Map, and Set. All other non-generic object types, on the other hand, must be made compatible to be successfully stored within story variables.
Making custom non-generic object types fully compatible requires that two methods be added to their prototype, .clone() and .toJSON(), to support cloning—i.e., deep copying—instances of the type.
.clone() method needs to return a clone of the instance..toJSON() method needs to return a code string that when evaluated will return a clone of the instance.In both cases, since the end goal is roughly the same, this means creating a new instance of the base object type and populating it with clones of the original instance's data. 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:
The JSON.reviveWrapper() method for additional information on implementing the .toJSON() method.
Here's a simple example whose constructor takes a single config/option object parameter:
window.ContactInfo = function (config) {
// Set up our own data properties with some defaults.
this.name = '';
this.address = '';
this.phone = '';
this.email = '';
// Clone the given config object's own properties into our own properties.
//
// NOTE: We use the SugarCube built-in `clone()` function to make deep
// copies of each of the properties' values.
Object.keys(config).forEach(function (pn) {
this[pn] = clone(config[pn]);
}, this);
};
ContactInfo.prototype.clone = function () {
// Return a new instance containing our own data.
return new ContactInfo(this);
};
ContactInfo.prototype.toJSON = function () {
// Return a code string that will create a new instance containing our
// own data.
//
// NOTE: Supplying `this` directly as the `reviveData` parameter to the
// `JSON.reviveWrapper()` call will trigger out of control recursion in
// the serializer, so we must pass it a clone of our own data instead.
var ownData = {};
Object.keys(this).forEach(function (pn) {
ownData[pn] = clone(this[pn]);
}, this);
return JSON.reviveWrapper('new ContactInfo($ReviveData$)', ownData);
};
Creating a new instance of this ContactInfo example would be something like:
<<set $Joe to new ContactInfo({
name : 'Joe Blow',
phone : '1 555 555 1212',
email : 'joe@blow.com'
})>>
Here's a simple example whose constructor takes multiple discrete parameters:
window.ContactInfo = function (name, addr, phone, email) {
// Set up our own data properties with the given values or defaults.
this.name = name || '';
this.address = addr || '';
this.phone = phone || '';
this.email = email || '';
};
ContactInfo.prototype.clone = function () {
// Return a new instance containing our own data.
return new ContactInfo(
this.name,
this.address,
this.phone,
this.email
);
};
ContactInfo.prototype.toJSON = function () {
// Return a code string that will create a new instance containing our
// own data.
return JSON.reviveWrapper(String.format(
'new ContactInfo({0},{1},{2},{3})',
JSON.stringify(this.name),
JSON.stringify(this.address),
JSON.stringify(this.phone),
JSON.stringify(this.email)
));
};
Creating a new instance of this ContactInfo example would be something like:
<<set $Joe to new ContactInfo(
'Joe Blow',
'',
'1 555 555 1212',
'joe@blow.com'
)>>
Here's a simple example whose constructor takes multiple discrete parameters, but also includes an ._init() helper method to allow the .clone() and .toJSON() methods to require less manual tinkering than the previous discrete parameters example by automatically copying an instance's own data:
window.ContactInfo = function (name, addr, phone, email) {
// Set up our own data properties with the given values or defaults.
this.name = name || '';
this.address = addr || '';
this.phone = phone || '';
this.email = email || '';
};
ContactInfo.prototype._init = function (obj) {
// Clone the given object's own properties into our own properties.
Object.keys(obj).forEach(function (pn) {
this[pn] = clone(obj[pn]);
}, this);
// Return `this` to make usage easier.
return this;
};
ContactInfo.prototype.clone = function () {
// Return a new instance containing our own data.
return (new ContactInfo())._init(this);
};
ContactInfo.prototype.toJSON = function () {
// Return a code string that will create a new instance containing our
// own data.
//
// NOTE: Supplying `this` directly as the `reviveData` parameter to the
// `JSON.reviveWrapper()` call will trigger out of control recursion in
// the serializer, so we must pass it a clone of our own data instead.
var ownData = {};
Object.keys(this).forEach(function (pn) {
ownData[pn] = clone(this[pn]);
}, this);
return JSON.reviveWrapper('(new ContactInfo())._init($ReviveData$)', ownData);
};
Creating a new instance of this ContactInfo example would be something like:
<<set $Joe to new ContactInfo(
'Joe Blow',
'',
'1 555 555 1212',
'joe@blow.com'
)>>
Media passages are simply a way to embed media into your project—specially tagged passages that contain the data URI of a Base64-encoded media source. Audio, image, video, and VTT passages are supported.
For example, the following is the data URI of a Base64-encoded PNG image of a red dot ():
data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAAUAAAAFCAYAAACNbyblAAAAHE
lEQVQI12P4//8/w38GIAXDIBKE0DHxgljNBAAO9TXL0Y4OHwAAAABJRU5ErkJggg==
v2.0.0: Image passages.v2.24.0: Added audio, video, and VTT passages.Generally, it's expected that you will use a compiler that supports the automatic creation of media passages, however, they may be created manually.
Compilers supporting automatic creation of media passages:
Warning (Twine 2): Due to various limitations in its design, if you're using Twine 2 as your IDE/compiler, then it is strongly recommended that you do not create more than a few media passages and definitely do not use large sources.
To manually create a media passage:
See the MDN article Media formats for HTML audio and video for more information on formats commonly supported in browsers—pay special attention to the Browser compatibility section.
Note: As with all special tags, media passage tags are case sensitive, so their spelling and capitalization must be exactly as shown.
| Passage type | Tag |
|---|---|
| Audio passage | Twine.audio |
| Image passage | Twine.image |
| Video passage | Twine.video |
| VTT passage | Twine.vtt |
There are many differences between Harlowe and SugarCube, this guide will document some of the most critical you will need to account for if you're coming to SugarCube from a background in Harlowe.
Aside from general syntax, SugarCube macros do not use hooks, separate arguments differently, and don't allow other macros to be passed as arguments.
Like in Harlowe, some SugarCube macros accept expressions and others accept discreet arguments. In SugarCube, discreet arguments passed to a macro are separated by spaces instead of commas. To pass expressions or the results of functions to macros as an argument, you must wrap the expression in backquotes (`).
Additionally, macros in SugarCube do not return values, so macros cannot be used as arguments to other macros. SugarCube provides a variety of functions and methods that may be used instead, and standard JavaScript functions and methods may also be used.
Consider the following Harlowe code:
(link-goto: "Go somewhere else", (either: "this passage", "that passage", "the other passage"))
A version of the above code in SugarCube might look like this:
<<link "Go somewhere else" `either("this passage", "that passage", "the other passage")`>><</link>>
See: Macro Arguments.
Where Harlowe uses its hook syntax (square brackets) to associate a macro with its contents, SugarCube instead uses "container" macros—macros that can have content associated with them have opening and closing tags.
Consider the following Harlowe code:
(if: $var is 1)[
The variable is 1.
]
In SugarCube, you instead open and close the <<if>> macro itself:
<<if $var is 1>>
The variable is 1.
<</if>>
Some macros in Harlowe and SugarCube share a name but work a bit differently. We'll cover some of these differences below.
SugarCube does not have any equivalents to Harlowe's (click:) family of macros. Additionally, SugarCube's normal <<link>> macro does not have an output element associated with it and is not, by default, a single-use link like its Harlowe equivalent. Both of these features can be constructed in SugarCube, however, using macros like <<linkreplace>> or by combining <<link>> macros with DOM macros. Additionally, SugarCube's link macro accepts a passage argument, that, if included, turns any <<link>> into something similar to Harlowe's (link-goto:) macro.
Consider the following Harlowe link macros:
(link: "Hey there.")[Hay is for horses.]
(link-repeat: "Get some money")[(set: $cash to it + 1)]
(link-goto: "Move on", "next passage")
The equivalent SugarCube code for each link might look something like this:
<<linkreplace "Hey there.">>Hay is for horses.<</linkreplace>>
<<link "Get some money">><<set $cash += 1>><</link>>
<<link "Move on" "next passage">><</link>>
SugarCube's <<link>> and <<button>> macros can also accept the link markup as an argument:
<<link [[Move on|next passage]]>><</link>>
Note: Harlowe refers to these as "revision macros".
SugarCube's DOM macros can target any HTML element on the page, not just hooks, and unlike their Harlowe equivalents, they cannot target arbitrary strings. You can use custom style markup or HTML to create the elements, and then target them with a query selector.
Consider the following Harlowe code:
(set: _greetings to (a: "hi", "hello", "good day", "greetings"))\
The man says, "|target>[(either: ..._greetings)]."
{
(link-repeat: "Change")[
(replace: ?target)[(either: ..._greetings)]
]
}
The equivalent SugarCube code to achieve a similar result would be:
<<set _greetings to ["hi", "hello", "good day", "greetings"]>>\
The man says, "@@#target;<<= _greetings.random()>>@@."
<<link "Change">>
<<replace "#target">><<= _greetings.random()>><</replace>>
<</link>>
Note: The DOM macros do have a limitation that you should familiarize yourself with.
Harlowe's implementation of the (goto:) macro terminates the rendering passage. In SugarCube, the passage is not terminated, and anything in the code below the <<goto>> macro will have side effects.
Consider this Harlowe code:
:: some passage
(set: $count to 0)
(goto: "next")
(set: $count to it + 1)
:: next
$count <!-- 0 -->
In the above, the second (set:) macro is never run, and the $count variable remains at 0.
The equivalent SugarCube code works a bit differently:
:: some passage
<<set $count to 0>>
<<goto "next">>
<<set $count += 1>>
:: next
$count /* 1 */
SugarCube does not terminate the parsing of the calling passage, so some care is required when calling <<goto>>.
As with <<link>> and <<button>>, <<goto>> can accept link markup as its argument:
<<goto [[next]]>>
SugarCube's user input macros, like <<textbox>>, cannot be nested inside a <<set>> macro, as you might do with a (prompt:) and a (set:) in Harlowe. Instead, the macro is passed a receiver variable which is set to the value input by the user.
For example, if you wanted to ask the user to enter a name, your code may look like this in Harlowe:
(set: $name to (prompt: "What is your name?", "Frank"))
In SugarCube, you would likely want to use the <<textbox>> macro instead, and pass $name in as the receiving variable:
<label>What is your name? <<textbox "$name" "Frank">></label>
Harlowe's newer input macros, like (dropdown:) and (cycling-link:) use "bound" variables, which are similar in concept to SugarCube's receiver variables.
Harlowe's implementation of data types differs significantly from SugarCube's. A data type refers to the "type" of data a variable is holding, such as a number, a string, an array, or anything else. Harlowe has stricter typing than SugarCube, requiring authors to call macros like (str:) or (num:) on variables to change their type. SugarCube, like JavaScript, uses dynamic typing.
SugarCube, like JavaScript, will try to make sense of expressions passed to it by coercing their values if necessary:
<<set $number to 1>>
<<set $string to "2">>
<<= $string + $number>> /* "21" */
In the above case, since the string value "2" cannot be added to a number value, the number value is coerced into a string, and the two strings are then concatenated. In Harlowe, the same operation will yield an error:
(set: $number to 1)
(set: $string to "2")
(print: $string + $number) <!-- error! -->
You must convert the values to the same type in Harlowe. In SugarCube you can convert them if you need to.
In Harlowe:
(set: $number to 1)
(set: $string to "2")
(print: $string + $number) <!-- error! -->
(print: $string + (str: $number)) <!-- "21" -->
(print: (num: $string) + $number) <!-- 3 -->
In SugarCube:
<<set $number to 1>>
<<set $string to "2">>
<<= $string + $number>> /* "21" */
<<= $string + String($number)>> /* "21" */
<<= Number($string) + $number>> /* 3 */
Harlowe's arrays, datamaps, and datasets are functionally similar to JavaScript Arrays, Maps, and Sets, but with a few key differences. SugarCube requires authors to define and work with these data types using the standard JavaScript methods rather than providing macros for them.
Using an array in Harlowe:
(set: $array to (a:))
(set: $array to it + (a: "something"))
(if: $array contains "something")[…]
In SugarCube:
<<set $array to []>>
<<run $array.push("something")>>
<<if $array.includes("something")>>…<</if>>
Using a datamap in Harlowe:
(set: $map to (dm: "key", "value"))
(set: $map's key to "another value")
(if: $map contains key)[…]
In SugarCube:
<<set $map to new Map([["key", "value"]])>>
<<run $map.set("key", "another value")>>
<<if $map.has("key")>>…<</if>>
SugarCube also allows the use of JavaScript generic objects, which may be better in some situations than a map:
<<set $object to { key : "value" }>>
<<set $object.key to "another value">>
<<if $object.hasOwnProperty("key")>>…<</if>>
Another important difference in the way Harlowe handles its non-primitive data types like arrays, datamaps, and datasets is that they are passed by value rather than passed by reference.
Consider the following Harlowe code:
(set: $player to (dm: "hp", 100, "mp", 50))
(set: $partyMember to $player)
(set: $partyMember's hp to it - 50)
(print: $player's hp) <!-- 100 -->
(print: $partyMember's hp) <!-- 50 -->
As you can see, Harlowe creates a deep copy/clone of its non-primitive data types each time they're modified.
In SugarCube, both variables would still point to the same underlying object—at least initially (see below):
<<set $player to { hp : 100, mp : 50 }>>
<<set $partyMember to $player>>
<<set $partyMember.hp -= 50>>
$player.hp /* 50 */
$partyMember.hp /* 50 */
SugarCube does eventually clone its non-primitive data types as well, but does at the start of passage navigation, rather than each time they're modified.
v2.2.0: Introduced.In test mode, SugarCube will wrap all macros, and some non-macro markup—e.g., link & image markup—within additional HTML elements, called "debug views" ("views" for short). Views make their associated code visible, thus providing onscreen feedback—they may also be hovered over which, generally, exposes additional information about the underlying code.
Warning: Because of the additional HTML elements added by the debug views, some nested markup and selectors may be broken. This only affects test mode.
Tip: In versions of SugarCube ≥v2.23.0, the debugging interface offers additional tools, namely variable watches and arbitrary history navigation.
To enable test mode, use the test option (-t, --test).
To enable test mode from the Stories screen, click on the story's gear menu and select the Test Story menu item.
To enable test mode from the story editor/map screen, click on the Test menu item (right side of the bottom bar).
To enable test mode from the story editor/map screen while starting at a specific passage, hover over a passage and select the menu item.
To enable test mode from the Stories screen, click on the story's gear menu and select the Test Play menu item.
To enable test mode from the story editor/map screen, click on the Test menu item (right side of the bottom bar).
To enable test mode from the story editor/map screen while starting at a specific passage, hover over a passage and select the menu item.
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.
Note:
Unfortunately, due to limitations in the current release of Twine 1, the Build menu's Test Play menu item is not able to trigger test mode. You may, however, simply use the Test Play From Here context menu item on the Start passage to achieve the same result.
You may forcibly enable test mode manually by setting the Config object's debug property to true. For example:
Config.debug = true; // forcibly enable test mode
See:
The Config.debug setting for more information.
The debug bar (bottom right corner of the page) allows you to: watch the values of story and temporary variables, toggle the debug views, and jump to any moment/turn within the history.
The variable watch panel may be toggled via the Watch button. To add a watch for a variable, type its name into the Add field and then either press enter/return or click the button—n.b. depending on the age of your browser, you may also see a list of all current variables when interacting with the Add field. To delete a watch, click the button next to its name in the watch panel. To add watches for all current variables, click the button. To delete all current watches, click the button.
The debug views may be toggled via the Views button.
To jump to any moment/turn within the available history, select the moment/turn from the Turn select field.
The debug views themselves may be toggled on and off (default: on) via the Debug View button (top of the UI bar).
If you've removed/hidden the UI bar, a construct like the following will allow you to toggle the views on and off:
<<button "Toggle Debug Views">><<script>>DebugView.toggle()<</script>><</button>>
Note: That will only toggles the views, test mode must still be enabled first.
TypeScript bindings for SugarCube APIs can found as the Definitely Typed package: @types/twine-sugarcube.
To install the package via NPM, use the following command:
npm install --save-dev @types/twine-sugarcube
This is a reference on how to install SugarCube in Tweego, Twine 2, and Twine 1/Twee.
Note (Twine 2): Newer versions of Twine 2 come bundled with a version of SugarCube v2, so you only need to read these instructions if you want to install a newer version of SugarCube v2 than is bundled or a non-standard release.
See Tweego's documentation for more information.
There are two primary branches of Twine 2 as far as SugarCube is concerned:
Regardless of the version of Twine 2 you're using, follow these instructions to install a local copy of SugarCube v2:
Formats link in the Twine 2 sidebar.Add a New Format tab.format.js file, based upon the path from step #2, into the textbox and click the +Add button (see below for examples).Note: If constructing the file URL from a shell path, ensure that either it does not contain escapes or you properly convert them into the correct URL percent-encoded form.
If the full path to the contents of the archive is something like:
/home/soandso/Twine/StoryFormats/SugarCube-2/format.js
Then the file URL to it would be:
file:///home/soandso/Twine/StoryFormats/SugarCube-2/format.js
If the full path to the contents of the archive is something like:
C:\Users\soandso\Documents\Twine\StoryFormats\SugarCube-2\format.js
Then the file URL to it would be (note the changed slashes):
file:///C:/Users/soandso/Documents/Twine/StoryFormats/SugarCube-2/format.js
The online SugarCube install, delivered by the jsDelivr CDN, supports only versions of Twine 2 ≥2.1.
Copy the following URL and paste it into the Add a New Format tab of the Formats menu, from Twine 2's sidebar.
URL: https://cdn.jsdelivr.net/gh/tmedwards/sugarcube-2/dist/format.js
Follow these instructions to install a local copy of SugarCube v2:
targets directory within.targets directory and extract it, included directory and all.If you followed the steps correctly, within Twine 1/Twee's targets directory you should now have a sugarcube-2 directory, which contains several files—e.g., header.html, sugarcube-2.py, etc.
Due to a flaw in the current release of Twine 1/Twee (v1.4.2), if you rename the directory included in the archive (or simply copy its contents to your current SugarCube v2 install), then you must ensure that the file with the extension .py (the story format's custom Twine 1 Header class file) within is named the same as the directory—i.e., the name of the directory and .py file must match.
For example, if the name of SugarCube's directory is sugarcube, then the name of the .py file within must be sugarcube.py. Similarly, if the directory is sugarcube-2, then the name of the .py file within must be sugarcube-2.py. Etc.
The directory and .py file names within the archive available for download are already properly matched—as sugarcube-2 and sugarcube-2.py—and to avoid issues it recommended that you simply do not rename them.
This is a reference on how to update existing SugarCube code to work with newer versions of SugarCube.
Note: The majority of newer SugarCube versions do not have any changes that would require an update. For those versions that do, the updates are normally completely elective and may be addressed at your leisure, or not at all. Sometimes there are breaking changes, however, and these must be addressed immediately.
All changes within this version are elective changes that you may address at your leisure.
Config API| Property | Changes |
|---|---|
Config.saves.autosave |
This setting property has been updated to accept function values and its acceptance of string values has been deprecated. String values will still be accepted for further releases of v2, however, switching to an array is recommended—e.g., the string value "autosave" would become the array ["autosave"]. See the Config.saves.autosave property for more information. |
All changes within this version are elective changes that you may address at your leisure.
Dialog API| Method | Changes |
|---|---|
Dialog.addClickHandler() |
This method has been deprecated and should no longer be used. The core of what it does is simply to wrap a call to Dialog.open() within a call to <jQuery>.ariaClick(), which can be done directly and with greater flexibility. |
| Macro | Changes |
|---|---|
<<track>> (of: <<createplaylist>>) |
The <<createplaylist>> macro's <<track>> child macro has had its copy keyword deprecated in favor of own. See the <<createplaylist>> macro for more information. |
<<forget>> |
The <<forget>> macro has been deprecated in favor of the forget() function. |
<<remember>> |
The <<remember>> macro has been deprecated in favor of the memorize() and recall() functions. |
| Method | Changes |
|---|---|
<Array>.flatten() |
This method has been deprecated in favor of the <Array>.flat() method. |
State API| Method | Changes |
|---|---|
State.initPRNG() |
This method has been deprecated in favor of the State.prng.init() method. |
All changes within this version are elective changes that you may address at your leisure.
| Macro | Changes |
|---|---|
<<cacheaudio>> |
The <<cacheaudio>> macro's original optional format specifier syntax, format:formatId;…, has been deprecated in favor of the new syntax, formatId|….. |
All changes within this version are elective changes that you may address at your leisure.
| Method | Changes |
|---|---|
Array.random() |
This method has been deprecated and should no longer be used. In general, look to the <Array>.random() method instead. If you need a random member from an array-like object or iterable, use the Array.from() method to convert it to an array, then use <Array>.random()—e.g., Array.from(something).random(). |
All changes within this version are elective changes that you may address at your leisure.
| Macro | Changes |
|---|---|
<<display>> |
The <<display>> macro has been deprecated in favor of the <<include>> macro. |
All changes within this version are elective changes that you may address at your leisure.
| Method | Changes |
|---|---|
<Array>.contains() |
The <Array>.contains() method has been deprecated in favor of the <Array>.includes() method.
|
<Array>.containsAll() |
The <Array>.containsAll() method has been deprecated in favor of the <Array>.includesAll() method.
|
<Array>.containsAny() |
The <Array>.containsAny() method has been deprecated in favor of the <Array>.includesAny() method.
|
strings objectThe strings API object has been replaced by the l10nStrings object. See the Localization guide for more information.
All changes within this version are elective changes that you may address at your leisure.
| Macro | Changes |
|---|---|
<<click>> |
The <<click>> macro has been deprecated in favor of the <<link>> macro. |
<<playlist>> |
The <<playlist>> macro has had its argument list changed, for compatibility with <<createplaylist>>. See the <<playlist>> macro for more information. |
<<setplaylist>> |
The <<setplaylist>> macro has been deprecated in favor of the <<createplaylist>> macro. |
<<stopallaudio>> |
The <<stopallaudio>> macro has been deprecated in favor of <<audio ":all" stop>>. See the <<audio>> macro for more information. |
All changes within this version are elective changes that you may address at your leisure.
config APIThe config API has been renamed Config for better consistency with the other APIs.
State APISeveral State API methods have moved to the new Engine API. See the Engine API docs for more information.
Old State method |
New Engine method |
|---|---|
State.backward() |
Engine.backward() |
State.display() |
Engine.display()1 |
State.forward() |
Engine.forward() |
State.play() |
Engine.play() |
State.restart() |
Engine.restart() |
State.show() |
Engine.show() |
Engine.display() static methods exists, it, like State.display() before it, is deprecated. See the Engine.play() static method for the replacement. NOTE: Their parameters differ, so read the description of Engine.play() carefully.UI APISeveral UI API methods have moved to the new Dialog API. See the Dialog API docs for more information.
Old UI method |
New Dialog method |
|---|---|
UI.addClickHandler() |
Dialog.addClickHandler() |
UI.body() |
Dialog.body() |
UI.close() |
Dialog.close() |
UI.isOpen() |
Dialog.isOpen() |
UI.open() |
Dialog.open() |
UI.setup() |
Dialog.setup() |
Warning: All changes within this version are breaking changes that you must address immediately.
The HTML & CSS have undergone significant changes. See the HTML and CSS docs for more information.
| Passage | Changes |
|---|---|
MenuOptions |
The MenuOptions special passage has been removed. See the Options system section for more information. |
MenuShare |
The MenuShare special passage has been removed. Instead, use the StoryShare special passage. |
MenuStory |
The MenuStory special passage has been removed. Instead, use the StoryMenu special passage. |
config objectThe config object has been renamed to Config and some of its properties have also changed. See the Config API docs for more information.
| Property | Changes |
|---|---|
config.altPassageDescription |
Changed the config.altPassageDescription property to Config.passages.descriptions. |
config.disableHistoryControls |
Changed the config.disableHistoryControls property to Config.history.controls. This change also inverted the meaning of the property, so take note of that. |
config.disableHistoryTracking |
Replaced the config.disableHistoryTracking property with Config.history.maxStates. The new property works differently, so take note of that. |
config.displayPassageTitles |
Changed the config.displayPassageTitles property to Config.passages.displayTitles. |
config.historyMode |
Removed the config.historyMode property. It's unnecessary since there's now only one history mode in the engine. |
config.macros.disableIfAssignmentError |
Changed the config.macros.disableIfAssignmentError property to Config.macros.ifAssignmentError. This change also inverted the meaning of the property, so take note of that. |
config.passageTransitionOut |
Changed the config.passageTransitionOut property to Config.passages.transitionOut. Additionally, it no longer accepts a boolean value, which has been replaced by the name of the animating property (necessitated by changes to browser handling of transition animations). |
config.startPassage |
Changed the config.startPassage property to Config.passages.start. |
config.updatePageElements |
Changed the config.updatePageElements property to Config.ui.updateStoryElements. |
state)The History API object has been renamed to State and some of its methods have also changed. Furthermore, it is no longer instantiated into the legacy state object—which still exists, so legacy code will continue to work. See the State API docs for more information.
The State.display() method—formerly state.display()—is no longer overridable, meaning it cannot be wrapped—e.g., the "StoryRegions" 3rd-party add-ons do this. Instead, use Navigation Events or Tasks.
Calling the State.prng.init() method—formerly History.initPRNG()—outside of story initialization will now throw an error. It has always been required that the call happen during story initialization, the only change is the throwing of the error.
Math.random() is no longer replaced by the integrated seedable PRNG when State.prng.init() is called. Instead, use either the built-in functions random() & randomFloat() or the State.random() method, if you need direct access to the PRNG—since it returns a call to either Math.random() or the seedable PRNG, as appropriate.
The Macros API object has been renamed to Macro and several of its methods have also changed, for better consistency with the other APIs. Furthermore, it is no longer instantiated into the legacy macros object—which still exists, so SugarCube-compatible legacy macros will continue to work. See the Macro API docs for more information.
| Macro | Changes |
|---|---|
<<back>> & <<return>> |
Replaced the ungainly link text syntax—<<back::linktext "…">>/<<return::linktext "…">>—with l10nStrings object properties—l10nStrings.macroBackText and l10nStrings.macroReturnText. |
<<if>> & <<elseif>> |
The <<if>> macro will now, optionally, return an error if the JavaScript = assignment operator is used (default: enabled). Configured via the Config.macros.ifAssignmentError config property. |
| Options macros | The various Options macros have been removed. See the Options system section for more information. |
The entire Options system—MenuOptions special passage, options special variable, and associated macros—has been scrapped for numerous reasons—it was always a hack, required copious amounts of boilerplate code to be useful, etc. It is replaced by the Setting API and settings special variable. See the Setting API docs for more information.
The SaveSystem API object has been renamed to Save and several of its methods have also changed, for better consistency with the other APIs. See the Save API docs for more information.
The UISystem API object has been split into two APIs Dialog and UI, and some of its methods have also changed. In particular, the parameter list for the Dialog.setup() method has changed. See the Dialog API and UI API docs for more information.
This is a reference for localizing SugarCube's default UI text, in general, and its l10nStrings object specifically.
Note: If you're simply looking to download ready-to-use localizations, see SugarCube's website (under Downloads > Localizations).
v2.0.0: Introduced.v2.10.0: Added l10nStrings object. Deprecated strings object.strings vs. l10nStringsPrior to SugarCube v2.10.0, the strings localization object was named strings. The new l10nStrings object has a simpler, flatter, set of properties and better support for replacement strings. Unfortunately, this means that the two objects are incompatible.
To ensure backwards compatibility of existing strings objects, if one exists within a project's scripts, the older object is mapped to the new l10nStrings object.
The capitalization and punctuation used within the default replacement strings is deliberate, especially within the error and warning strings. You would do well to keep your translations similar when possible.
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 used—these instances will be commented.
By convention, properties starting with an underscore—e.g., _warningIntroLacking—are used as templates, only being included within other localized strings. Feel free to add your own if that makes localization easier—e.g., for gender, plurals, and whatnot. As an example, the default replacement strings make use of this to handle various warning intros and outros.
In use, replacement patterns are replaced recursively, so replacement strings may contain patterns whose replacements contain other patterns. Because replacement is recursive, care must be taken to ensure infinite loops are not created—the system will detect an infinite loop and throw an error.
Properties on the strings localization object (l10nStrings) should be set within your project's JavaScript section (Twine 2: the Story JavaScript; Twine 1/Twee: a script-tagged passage) to override the defaults.
For the template that should be used as the basis of localizations, see the locale/l10n-template.js file @github.com.
// Changing the project's reported identity to "story"
l10nStrings.identity = "story";
// Changing the text of all dialog OK buttons to "Eeyup"
l10nStrings.ok = "Eeyup";
// Localizing the title of the Restart dialog (n.b. machine translations, for example only)
l10nStrings.restartTitle = "Neustart"; // German (de)
l10nStrings.restartTitle = "Reiniciar"; // Spanish (es)