bondage-college-mirr/Drawing.js
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2022-01-06 14:59:17 -05:00

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JavaScript

// The main game canvas where everything will be drawn
var MainCanvas;
// A bank of all the cached images
var CacheImage = {};
// Icons bank and paths
var Icons = new function () {
this.Path = GetPath("Icons");
this.Fight = new function (parent) {
this.Path = GetPath("C999_Common", "Fights", "Icons");
this.Punch = GetIconPath(this.Path, "Punch");
this.Rope = GetIconPath(this.Path, "Rope");
this.TennisBall = GetIconPath(this.Path, "TennisBall");
}(this);
this.Race = new function (parent) {
this.Path = GetPath("C999_Common", "Races", "Icons");
this.ElbowBound = GetIconPath(this.Path, "ElbowBound");
this.KneeBound = GetIconPath(this.Path, "KneeBound");
}(this);
this.Navigation = new function (parent) {
this.Path = GetPath("Icons", "Navigation");
this.ArrowLeftActive = GetIconPath(this.Path, "ArrowLeftActive");
this.ArrowRightActive = GetIconPath(this.Path, "ArrowRightActive");
this.ArrowUpActive = GetIconPath(this.Path, "ArrowUpActive");
this.ArrowDownActive = GetIconPath(this.Path, "ArrowDownActive");
this.ArrowLeftInactive = GetIconPath(this.Path, "ArrowLeftInactive");
this.ArrowRightInactive = GetIconPath(this.Path, "ArrowRightInactive");
this.ArrowUpInactive = GetIconPath(this.Path, "ArrowUpInactive");
this.ArrowDownInactive = GetIconPath(this.Path, "ArrowDownInactive");
}(this);
}();
// Returns the image file or build it from the source
function DrawGetImage(Source) {
// Search in the cache to find the image
if (!CacheImage[Source]) {
var img = new Image;
img.src = Source;
CacheImage[Source] = img;
}
// returns the final image
return CacheImage[Source];
}
// Draw a zoomed image from a source to the canvas
function DrawImageZoom(Source, SX, SY, SWidth, SHeight, X, Y, Width, Height) {
MainCanvas.drawImage(DrawGetImage(Source), SX, SY, Math.round(SWidth), Math.round(SHeight), X, Y, Width, Height);
}
// Draw a zoomed image from a source to the canvas and mirrors it from left to right
function DrawImageZoomMirror(Source, SX, SY, SWidth, SHeight, X, Y, Width, Height) {
MainCanvas.save();
MainCanvas.scale(-1, 1);
MainCanvas.drawImage(DrawGetImage(Source), X * -1, Y, Width * -1, Height);
MainCanvas.restore();
}
// Draw an image from a source to the canvas
function DrawImage(Source, X, Y) {
MainCanvas.drawImage(DrawGetImage(Source), X, Y);
}
// Draw an image from a source to the canvas
function DrawImageMirror(Source, X, Y) {
MainCanvas.save();
MainCanvas.scale(-1, 1);
MainCanvas.drawImage(DrawGetImage(Source), X * -1, Y);
MainCanvas.restore();
}
// Draw a text in the canvas
function DrawText(Text, X, Y, Color) {
// Replace the COMMON_PLAYERNAME keyword with the player name
Text = Text.replace("COMMON_PLAYERNAME", Common_PlayerName);
// Replace the COMMON_NUMBER keyword with a number generated while playing the game
Text = Text.replace("COMMON_NUMBER", Common_Number);
// Remove the timing tag if present
if (Text.indexOf("ADD_MINUTES:") >= 0)
Text = Text.substring(0, Text.indexOf("ADD_MINUTES:"));
// Font is fixed for now, color can be set
MainCanvas.font = "24px Arial";
MainCanvas.fillStyle = Color;
MainCanvas.textAlign = "center";
MainCanvas.textBaseline = "middle";
// Split the text on two lines if there's a |
if (Text.indexOf("|") == -1)
MainCanvas.fillText(Text, X, Y);
else {
MainCanvas.fillText(Text.substring(0, Text.indexOf("|")), X, Y - 19);
MainCanvas.fillText(Text.substring(Text.indexOf("|") + 1, 1000), X, Y + 19);
}
}
// Draw a button
function DrawButton(Left, Top, Width, Height, Label) {
// Draw the button rectangle
MainCanvas.beginPath();
MainCanvas.rect(Left, Top, Width, Height);
MainCanvas.fillStyle = 'white';
MainCanvas.fillRect(Left, Top, Width, Height);
MainCanvas.fill();
MainCanvas.lineWidth = '2';
MainCanvas.strokeStyle = 'black';
MainCanvas.stroke();
MainCanvas.closePath();
// Draw the text
DrawText(Label, Left + Width / 2, Top + Height / 2, "black");
}
// Draw a basic rectangle
function DrawRect(Left, Top, Width, Height, Color) {
MainCanvas.beginPath();
MainCanvas.rect(Left, Top, Width, Height);
MainCanvas.fillStyle = Color;
MainCanvas.fillRect(Left, Top, Width, Height);
MainCanvas.fill();
MainCanvas.closePath();
}
// Draw a basic circle
function DrawCircle(CenterX, CenterY, Radius, LineWidth, LineColor) {
MainCanvas.beginPath();
MainCanvas.arc(CenterX, CenterY, Radius, 0, 2 * Math.PI, false);
MainCanvas.lineWidth = LineWidth;
MainCanvas.strokeStyle = LineColor;
MainCanvas.stroke();
}
// Draw --- if zero, +value in green if positive, -value in red if negative
function DrawPosNegValue(Value, X, Y) {
if (Value == 0) DrawText("---", X, Y, "black");
if (Value > 0) DrawText("+" + Value.toString(), X, Y, "#00BB00");
if (Value < 0) DrawText(Value.toString(), X, Y, "#BB0000");
}
// Draw the current actor stats toward the player
function DrawActorStats(Left, Top) {
// Draw the actor name and icon
DrawText(ActorGetDisplayName(), Left - 200, Top + 17, "black");
if (CurrentActor == Common_PlayerLover) DrawImage("Icons/Lover.png", Left - 110, Top);
else DrawImage("Icons/Heart.png", Left - 110, Top);
if (ActorGetValue(ActorOwner) == "Player") DrawImage("Icons/Collared.png", Left - 10, Top);
else if (CurrentActor == Common_PlayerOwner) DrawImage("Icons/Owner.png", Left - 10, Top);
else DrawImage("Icons/Submission.png", Left - 10, Top);
DrawImage("Icons/Orgasm.png", Left + 90, Top);
DrawImage("Icons/Bondage.png", Left + 190, Top);
DrawPosNegValue(ActorGetValue(ActorLove), Left - 50, Top + 17);
DrawPosNegValue(ActorGetValue(ActorSubmission), Left + 50, Top + 17);
DrawText(ActorGetValue(ActorOrgasmCount).toString(), Left + 150, Top + 17, "black");
DrawText(ActorGetValue(ActorBondageCount).toString(), Left + 250, Top + 17, "black");
}
// Draw the intro box
function DrawIntro(Intro, CurrentStagePosition, LoveLevel, SubLevel) {
// Draw the top box and stats
DrawRect(0, 0, 599, 150, "White");
if (CurrentActor != "") {
DrawRect(30, 60, 539, 1, "Black");
DrawActorStats(300, 15);
}
// Find the correct intro text
var ShowText = "";
if (OverridenIntroText != "")
ShowText = OverridenIntroText
else
for (var I = 0; I < Intro.length; I++)
if (Intro[I][IntroStage] == CurrentStagePosition)
if (ActorInteractionAvailable(Intro[I][IntroLoveReq], Intro[I][IntroSubReq], Intro[I][IntroVarReq], Intro[I][IntroText], true))
ShowText = Intro[I][IntroText];
// Draw the intro
if (CurrentActor != "") DrawText(ShowText, 300, 105, "black");
else DrawText(ShowText, 300, 75, "black");
}
// Draw a selectable option on the screen
function DrawOption(OptionText, Left, Top) {
// Draw the rectangle and text
if (OptionText.substr(0, 1) == "@") OptionText = OptionText.substr(1);
DrawRect(Left, Top, 299, 89, "White");
if ((MouseX >= Left) && (MouseX <= Left + 299) && (MouseY >= Top) && (MouseY <= Top + 89) && !IsMobile) DrawText(OptionText, Left + 150, Top + 45, "#00BB00");
else DrawText(OptionText, Left + 150, Top + 45, "#BB0000");
}
// Draw all the possible interactions
function DrawInteraction(Stage, CurrentStagePosition, LoveLevel, SubLevel) {
// Find all the correct interactions for the current stage
var Pos = 0;
for (var S = 0; S < Stage.length; S++)
if (Stage[S][StageNumber] == CurrentStagePosition)
if (ActorInteractionAvailable(Stage[S][StageLoveReq], Stage[S][StageSubReq], Stage[S][StageVarReq], Stage[S][StageInteractionText], false)) {
// Draw the box and interaction
DrawOption(Stage[S][StageInteractionText], (Pos % 2) * 300, 151 + (Math.round((Pos - 1) / 2) * 90));
Pos = Pos + 1;
}
}
// Find the current image file
function FindImage(Intro, CurrentStagePosition) {
// The image file is a column in the intro CSV file
var ImageName = "";
if (OverridenIntroImage != "")
ImageName = OverridenIntroImage;
else
for (var I = 0; I < Intro.length; I++)
if (Intro[I][IntroStage] == CurrentStagePosition)
if (ActorInteractionAvailable(Intro[I][IntroLoveReq], Intro[I][IntroSubReq], Intro[I][IntroVarReq], Intro[I][IntroText], true))
ImageName = Intro[I][IntroImage];
return ImageName;
}
// Build the full character / object interaction screen
function BuildInteraction(CurrentStagePosition) {
// Make sure the CSV files for interactions are loaded
if ((CurrentIntro != null) && (CurrentStage != null)) {
// Paints the background image depending on the current stage
var ImageName = FindImage(CurrentIntro, CurrentStagePosition);
if ((ImageName !== undefined) && (ImageName.trim() != "")) DrawImage(CurrentChapter + "/" + CurrentScreen + "/" + ImageName, 600, 0);
// Build all the options for interaction
DrawRect(0, 0, 600, 600, "Black");
DrawIntro(CurrentIntro, CurrentStagePosition, 0, 0);
DrawInteraction(CurrentStage, CurrentStagePosition, 0, 0);
}
}
// Get the player image file name
function GetPlayerIconImage() {
// The file name changes if the player is gagged or blinks at specified intervals
var Image = "Player";
var seconds = new Date().getTime();
if (PlayerHasLockedInventory("BallGag") == true) Image = Image + "_BallGag";
if (PlayerHasLockedInventory("TapeGag") == true) Image = Image + "_TapeGag";
if (PlayerHasLockedInventory("ClothGag") == true) Image = Image + "_ClothGag";
if (PlayerHasLockedInventory("DoubleOpenGag") == true) Image = Image + "_DoubleOpenGag";
if (PlayerHasLockedInventory("Blindfold") == true) Image = Image + "_Blindfold";
if (Math.round(seconds / 500) % 15 == 0) Image = Image + "_Blink";
return Image;
}
// Draw all the inventory icons
function DrawInventory() {
// Draw the player icon
if (((MouseX >= 1) && (MouseX <= 74) && (MouseY >= 601) && (MouseY <= 674)) || (IsMobile))
DrawImage("Icons/" + GetPlayerIconImage() + "_Active.png", 0, 601);
else
DrawImage("Icons/" + GetPlayerIconImage() + "_Inactive.png", 0, 601);
// Draw an arrow over the player head if there's a skill level up
if (PlayerSkillShowLevelUp > 0) DrawImage("Icons/SkillLevelUp.png", 0, 601);
// Scroll in the full inventory to draw the icons and quantity, draw a padlock over the item if it's locked
var Pos = 1;
for (var I = 0; I < PlayerInventory.length; I++) {
// First inventory tab
if (PlayerInventoryTab == 0) {
// 11 positions for the items
if (Pos <= 11) {
var ImgState = "Inactive";
if (((MouseX >= 1 + Pos * 75) && (MouseX <= 74 + Pos * 75) && (MouseY >= 601) && (MouseY <= 674)) || (IsMobile)) ImgState = "Active";
DrawImage("Icons/" + PlayerInventory[I][PlayerInventoryName] + "_" + ImgState + ".png", 1 + Pos * 75, 601);
DrawText(PlayerInventory[I][PlayerInventoryQuantity].toString(), Pos * 75 + 64, 661, "#000000");
if (PlayerHasLockedInventory(PlayerInventory[I][PlayerInventoryName]))
DrawImage("Icons/Lock_" + ImgState + ".png", Pos * 75, 600)
}
// the last position is for the next tab
if (Pos == 12) {
var ImgState = "Inactive";
if (((MouseX >= 1 + Pos * 75) && (MouseX <= 74 + Pos * 75) && (MouseY >= 601) && (MouseY <= 674)) || (IsMobile)) ImgState = "Active";
DrawImage("Icons/SecondInventoryTab_" + ImgState + ".png", 1 + Pos * 75, 601);
}
};
// Second inventory tab
if ((Pos >= 12) && (PlayerInventoryTab == 1)) {
var ImgState = "Inactive";
if (((MouseX >= 1 + (Pos - 11) * 75) && (MouseX <= 74 + (Pos - 11) * 75) && (MouseY >= 601) && (MouseY <= 674)) || (IsMobile)) ImgState = "Active";
DrawImage("Icons/" + PlayerInventory[I][PlayerInventoryName] + "_" + ImgState + ".png", 1 + (Pos - 11) * 75, 601);
DrawText(PlayerInventory[I][PlayerInventoryQuantity].toString(), (Pos - 11) * 75 + 64, 661, "#000000");
if (PlayerHasLockedInventory(PlayerInventory[I][PlayerInventoryName]))
DrawImage("Icons/Lock_" + ImgState + ".png", (Pos - 11) * 75, 600)
};
// Jumps to the next position
Pos = Pos + 1;
}
// Scroll in the locked inventory also to find items that were not loaded
for (var I = 0; I < PlayerLockedInventory.length; I++)
if (!PlayerHasInventory(PlayerLockedInventory[I])) {
// First inventory tab
if (PlayerInventoryTab == 0) {
// 11 positions for the items
if (Pos <= 11) {
if (((MouseX >= 1 + Pos * 75) && (MouseX <= 74 + Pos * 75) && (MouseY >= 601) && (MouseY <= 674)) || (IsMobile)) {
DrawImage("Icons/" + PlayerLockedInventory[I] + "_Active.png", 1 + Pos * 75, 601);
DrawImage("Icons/Lock_Active.png", Pos * 75, 600);
}
else {
DrawImage("Icons/" + PlayerLockedInventory[I] + "_Inactive.png", 1 + Pos * 75, 601);
DrawImage("Icons/Lock_Inactive.png", Pos * 75, 600);
}
}
// the last position is for the next tab
if (Pos == 12) {
var ImgState = "Inactive";
if (((MouseX >= 1 + Pos * 75) && (MouseX <= 74 + Pos * 75) && (MouseY >= 601) && (MouseY <= 674)) || (IsMobile)) ImgState = "Active";
DrawImage("Icons/SecondInventoryTab_" + ImgState + ".png", 1 + Pos * 75, 601);
}
}
// Second inventory tab
if ((Pos >= 12) && (PlayerInventoryTab == 1)) {
if (((MouseX >= 1 + (Pos - 11) * 75) && (MouseX <= 74 + (Pos - 11) * 75) && (MouseY >= 601) && (MouseY <= 674)) || (IsMobile)) {
DrawImage("Icons/" + PlayerLockedInventory[I] + "_Active.png", 1 + (Pos - 11) * 75, 601);
DrawImage("Icons/Lock_Active.png", (Pos - 11) * 75, 600);
}
else {
DrawImage("Icons/" + PlayerLockedInventory[I] + "_Inactive.png", 1 + (Pos - 11) * 75, 601);
DrawImage("Icons/Lock_Inactive.png", (Pos - 11) * 75, 600);
}
};
// Jumps to the next position
Pos = Pos + 1;
};
// On the second tab, we put an arrow to go back to the first tab
if ((Pos >= 12) && (PlayerInventoryTab == 1)) {
var ImgState = "Inactive";
if (((MouseX >= 1 + (Pos - 11) * 75) && (MouseX <= 74 + (Pos - 11) * 75) && (MouseY >= 601) && (MouseY <= 674)) || (IsMobile)) ImgState = "Active";
DrawImage("Icons/FirstInventoryTab_" + ImgState + ".png", 1 + (Pos - 11) * 75, 601);
}
}
// Build the bottom bar menu
function BuildBottomBar() {
// Paints the background depending on the current stage
DrawRect(0, 600, 1200, 1, "black");
DrawRect(0, 601, 1200, 74, "white");
DrawRect(975, 600, 1, 675, "black");
DrawInventory();
// Draw the leave icon and clock
if (LeaveIcon != "") {
DrawImage("Icons/Clock.png", 985, 621);
DrawText(msToTime(CurrentTime), 1073, 637, "black");
if (((MouseX >= 1125) && (MouseX <= 1200) && (MouseY >= 600) && (MouseY <= 675)) || (IsMobile)) DrawImage("Icons/" + LeaveIcon + "_Active.png", 1125, 600);
else DrawImage("Icons/" + LeaveIcon + "_Inactive.png", 1125, 600);
} else {
DrawImage("Icons/Clock.png", 1010, 621);
DrawText(msToTime(CurrentTime), 1110, 637, "black");
}
}
// Returns the name of the image file to use to draw the player
function DrawGetPlayerImageName(IncludePose) {
// Get the first part of the image
var ImageCloth = "Clothed";
if (Common_PlayerUnderwear) ImageCloth = "Underwear";
if (Common_PlayerNaked) ImageCloth = "Naked";
if ((Common_PlayerUnderwear || Common_PlayerNaked) && PlayerHasLockedInventory("ChastityBelt")) ImageCloth = "ChastityBelt";
if (Common_PlayerCostume != "") ImageCloth = Common_PlayerCostume
// Second part is the type of bondage
var ImageBondage = "_NoBondage";
if (PlayerHasLockedInventory("Cuffs") == true) ImageBondage = "_Cuffs";
if (PlayerHasLockedInventory("Rope") == true) ImageBondage = "_Rope";
if (PlayerHasLockedInventory("Armbinder") == true) ImageBondage = "_Armbinder";
// Third part is the collar, which only shows for certain clothes
var ImageCollar = "";
if ((ImageCloth == "Underwear") || (ImageCloth == "Naked") || (ImageCloth == "ChastityBelt") || (ImageCloth == "Damsel") || (ImageCloth == "Tennis") || (ImageCloth == "Judo") || (ImageCloth == "RedBikini")) {
if (PlayerHasLockedInventory("Collar")) ImageCollar = "_Collar";
else ImageCollar = "_NoCollar";
}
// Fourth part is the gag
var ImageGag = "_NoGag";
if (PlayerHasLockedInventory("BallGag") == true) ImageGag = "_BallGag";
if (PlayerHasLockedInventory("TapeGag") == true) ImageGag = "_TapeGag";
if (PlayerHasLockedInventory("ClothGag") == true) ImageGag = "_ClothGag";
if (PlayerHasLockedInventory("DoubleOpenGag") == true) ImageGag = "_DoubleOpenGag";
// Fifth part is the blindfold
var ImageBlindfold = "";
if (PlayerHasLockedInventory("Blindfold") == true) ImageBlindfold = "_Blindfold";
// Sixth part is the pose
var ImagePose = "";
if ((Common_PlayerPose != "") && IncludePose) ImagePose = "_" + Common_PlayerPose;
// Return the constructed name
return ImageCloth + ImageBondage + ImageCollar + ImageGag + ImageBlindfold + ImagePose;
}
// Draw the regular player image (600x600) (can zoom if an X and Y are provided)
function DrawPlayerImage(X, Y) {
if ((Common_PlayerCostume == "Tennis") || (Common_PlayerCostume == "Judo") || (Common_PlayerCostume == "Teacher") || (Common_PlayerCostume == "BlackDress") || (Common_PlayerCostume == "WhiteLingerie") || (Common_PlayerCostume == "RedBikini")) {
DrawRect(600, 0, 1200, 600, "White");
DrawTransparentPlayerImage(600, 0, 1);
} else {
if ((X == 0) && (Y == 0)) DrawImage("C999_Common/Player/" + DrawGetPlayerImageName(false) + ".jpg", 600, 0);
else DrawImageZoom("C999_Common/Player/" + DrawGetPlayerImageName(false) + ".jpg", X, Y, 600, 600, 600, 0, 1200, 1200);
}
}
// Draw the transparent player image (600x900) with a zoom if required
function DrawTransparentPlayerImage(X, Y, Zoom) {
DrawImageZoom("Actors/Player/" + DrawGetPlayerImageName(true) + ".png", 0, 0, 600, 900, X, Y, 600 * Zoom, 900 * Zoom);
}
// Draw the transparent actor over the current background
function DrawActor(ActorToDraw, X, Y, Zoom) {
// Validate first if we must draw the transparent player image
if (ActorToDraw == "Player") {
DrawTransparentPlayerImage(X, Y, Zoom);
} else {
// First, we retrieve the current clothes
var ImageCloth = ActorSpecificGetValue(ActorToDraw, ActorCloth);
if (ImageCloth == "") ImageCloth = "Clothed";
if (((ImageCloth == "Underwear") || (ImageCloth == "Naked")) && ActorSpecificHasInventory(ActorToDraw, "ChastityBelt")) ImageCloth = "ChastityBelt";
// Second part is the type of bondage
var ImageBondage = "_NoBondage";
if (ActorSpecificHasInventory(ActorToDraw, "Cuffs")) ImageBondage = "_Cuffs";
if (ActorSpecificHasInventory(ActorToDraw, "Rope")) ImageBondage = "_Rope";
if (ActorSpecificHasInventory(ActorToDraw, "TwoRopes")) ImageBondage = "_TwoRopes";
if (ActorSpecificHasInventory(ActorToDraw, "ThreeRopes")) ImageBondage = "_ThreeRopes";
if (ActorSpecificHasInventory(ActorToDraw, "Armbinder")) ImageBondage = "_Armbinder";
// Third part is the collar, which only shows for certain clothes
var ImageCollar = "";
if ((ImageCloth == "Underwear") || (ImageCloth == "Naked") || (ImageCloth == "ChastityBelt") || (ImageCloth == "Damsel") || (ImageCloth == "Shorts") || (ImageCloth == "Swimsuit") || (ImageCloth == "Tennis") || (ImageCloth == "BrownDress")) {
if (ActorSpecificHasInventory(ActorToDraw, "Collar")) ImageCollar = "_Collar";
}
// Fourth part is the gag
var ImageGag = "_NoGag";
if (ActorSpecificHasInventory(ActorToDraw, "BallGag")) ImageGag = "_BallGag";
if (ActorSpecificHasInventory(ActorToDraw, "TapeGag")) ImageGag = "_TapeGag";
if (ActorSpecificHasInventory(ActorToDraw, "ClothGag")) ImageGag = "_ClothGag";
// Fifth part is the blindfold
var ImageBlindfold = "";
if (ActorSpecificHasInventory(ActorToDraw, "Blindfold")) ImageBlindfold = "_Blindfold";
// Fourth part is the pose
var ImagePose = "";
if (ActorSpecificGetValue(ActorToDraw, ActorPose) != "") ImagePose = "_" + ActorSpecificGetValue(ActorToDraw, ActorPose);
// Draw the full image from all parts
DrawImageZoom("Actors/" + ActorToDraw + "/" + ImageCloth + ImageBondage + ImageCollar + ImageGag + ImageBlindfold + ImagePose + ".png", 0, 0, 600, 900, X, Y, 600 * Zoom, 900 * Zoom);
}
}
// Draw the current interaction actor (if there's no actor, we draw the player)
function DrawInteractionActor() {
if (CurrentActor == "") {
DrawTransparentPlayerImage(600, 0, 1);
} else {
if (ActorHasInventory("TwoRopes") || ActorHasInventory("ThreeRopes")) DrawActor(CurrentActor, 600, -250, 1);
else DrawActor(CurrentActor, 600, 0, 1);
}
}
// Draw a ramdom image of the player as transition from chapter to chapter
function DrawPlayerTransition() {
var ImgRnd = (Math.round(new Date().getTime() / 5000) % 8) + 1;
DrawImage("Actors/PlayerTransition/Player0" + ImgRnd.toString() + ".png", 900, 0);
}
// Returns a the path to a icon. IconName can be preceeded by additional paths.
function GetIconPath(IconName) {
return GetPath.apply(undefined, arguments) + ".png";
}
// Returns a the path to an icon for the current screen. IconName can be preceeded by additional paths.
function GetIconScreenPath(IconName) {
return GetIconPath(GetPath.apply(undefined, [CurrentChapter, CurrentScreen].concat(Array.from(arguments))));
}