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maartene/InkSwift
Swift wrapper for the Ink narrative scripting language. Based on InkJS. Requires JavaScriptCore (so no Linux support).
.package(url: "https://github.com/maartene/InkSwift.git", from: "0.0.4")

InkSwift

Swift wrapper for the Ink narrative scripting language. Based on InkJS. Requires JavaScriptCore (so for now no Linux support).

Supported features

  • Loading Ink stories loadStory(json: String);
  • Basic flow: continue story continueStory() and choices chooseChoiceIndex(_ index: Int);
  • Moving to knots/stitches moveToKnitStitch(_ knot: String, stitch: String? = nil);
  • Tag support. Read currentTags variable;
  • Setting and getting variable values (supports strings, 32-bit integers and doubles);
  • Loading and saving state stateToJSON() and loadState(_ jsonDataString: String);
  • Combine integration (subscribe to state changes, observe variables).

Limitations

  • InkSwift uses JavascriptCore. This means that only Apple platforms are supported. I'm working on Linux support using SwiftJS, but there is a bug that makes it unusable at this time.

Getting started

Regular XCode project

Use 'File' -> 'Swift Packages' -> 'Add Package Dependency...' to add the package to your project.

Using SwiftPM

Add InkSwift as a dependency to Package.swift:

let package = Package(
    name: "test_swiftpm",   // choose your own name
    platforms: [
        .macOS(.v10_15),    
    ],
    dependencies: [
        // Dependencies declare other packages that this package depends on.
        // .package(url: /* package url */, from: "1.0.0"),
        .package(url: "https://github.com/maartene/InkSwift.git", from: "0.0.2")
    ],
    targets: [
        // Targets are the basic building blocks of a package. A target can define a module or a test suite.
        // Targets can depend on other targets in this package, and on products in packages this package depends on.
        .target(
            name: "test_swiftpm",
            dependencies: ["InkSwift"]),
        .testTarget(
            name: "test_swiftpmTests",
            dependencies: ["test_swiftpm"]),
    ]
)

Usage

Start by creating a InkStory

let story = InkStory()

Then load a story from a Ink JSON (you can use Inklecate or Inky to convert an .ink file to a .json file.):

let storyJSON = ... //
story.loadStory(json: storyJSON)

You can create a very basic command line 'player' using just a few lines of code:

// As long as the story can continue (either because there is more text or there are options you can choose)), keep the loop going
while story.canContinue || story.options.count > 0 {
    // Print the current text to the console/terminal
    print(story.currentText)
    
    // If you can continue the story, we wait for input before continuing.
    if story.canContinue {
        print("Press 'enter' to continue")
        _ = readLine()
        story.continueStory()
    }
    // If there are options, show the options and wait for player to choose
    else if story.options.count > 0 {
        // print every option
        for option in story.options {
            print("\(option.index). \(option.text)")
        }
        print("What is your choice?")
        
        // wait for input from player
        if let choice = readLine() {
            // try and convert input to an index.
            if let index = Int(String(choice.first ?? "a")) {
                // choose the selected option index
                story.chooseChoiceIndex(index)
            }
        }
    }
}
// no more content, story is done.
print("Story done!")

Using Combine/SwiftUI

InkStory conforms to the ObservableObject protocol. This makes using it in Combine possible and SwiftUI very easy. A simple example SwiftUI view that can play an Ink story would contain:

Import the SwiftInk package

Add

import SwiftInk

to ContentView.swift

The ink story as a @StateObject

Add the following property to your ContentView: @StateObject var story = InkStory()

Add a function that loads the Ink story:

Note: change the filename to load to your own JSON file. Don't forget to add it to the project.

func loadStory() {
guard let url = Bundle.main.url(forResource: "test.ink", withExtension: "json") else {
    fatalError("Could not find ink story file.")
}

guard let storyJSON = try? String(contentsOf: url) else {
    fatalError("Could not load story file.")
}

story.loadStory(json: storyJSON)
}

Create the body property

var body: some View {
    VStack {
        Text(story.currentText)
        if story.canContinue {
            Button("Continue") {
                story.continueStory()
            }
        }
        ForEach(story.options, id: \.index) { option in
            Button(option.text) {
                story.chooseChoiceIndex(option.index)
            }
        }
    }.padding()
    .onAppear {
        loadStory()
    }
}

Licenced content

  • The Ink runtime uses the official Ink Javascript port InkJS

GitHub

link
Stars: 0
Last commit: 2 weeks ago

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iOS Software Engineer @ Perry Street Software
Perry Street Software is Jack’d and SCRUFF. We are two of the world’s largest gay, bi, trans and queer social dating apps on iOS and Android. Our brands reach more than 20 million members worldwide so members can connect, meet and express themselves on a platform that prioritizes privacy and security. We invest heavily into SwiftUI and using Swift Packages to modularize the codebase.

Release Notes

bug fix
2 weeks ago

Observed Variables now trigger correctly when variable values are set from Swift (using setVariable(_ variable: String, to value: Double))

Swiftpack is being maintained by Petr Pavlik | @ptrpavlik | @swiftpackco | API