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https://github.com/arlojay/cosmic-reach-dynamic-asset-generator

Asset generator for Cosmic Reach written in TypeScript
https://github.com/arlojay/cosmic-reach-dynamic-asset-generator

asset-generator cosmic-reach cosmicreach game-mod-tool game-modding game-modification game-mods library npm-module npm-package typescript

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Asset generator for Cosmic Reach written in TypeScript

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# Cosmic Reach Dynamic Asset Generator
### The second generation of the "Cosmic Reach Modding API" for modern Cosmic Reach

[Cosmic Reach](https://finalforeach.itch.io/cosmic-reach) is a game developed by FinalForEach. I do not own any rights to assets in the game.

## Installation
If you want to quickly set up a new mod, [use this template](https://github.com/arlojay/cosmic-reach-dag-mod-template) (cosmic-reach-dag-mod-template on GitHub)

## Demo mod
Adds a stone breaker which runs on an interaction (only breaks stone)
```js
import { Texture, Mod, Writer, Directions, RunTriggerAction, BlockEventPredicate } from "cosmic-reach-dag";

main();

async function main() {
// Create the mod
const mod = new Mod("test");

// Our custom stone breaker block
await createStoneBreaker(mod);

// Compiles and writes the mod to a directory
// (creates ./mod-demo/test/ for the mod content)
const writer = new Writer(mod);
writer.write("./mod-demo/");
}

async function createStoneBreaker(mod) {
// Create and register our block with the mod
const block = mod.createBlock("stone_breaker");

/*
# Add a state to the block
The state ID can be a string, map, or object.
In this case, we just want to make a single state.

When a block has only a single state, calling it
"default" is Cosmic Reach's convention.
*/
const state = block.createState("default");

/*
# Create the state's model
A state requires a block model. Without it, the game
can't load the block.

Block states do not come with a block model by
default, so we would have to write our own.

Thankfully, however, Cosmic Reach comes with a default
block model which we can reference in a parent.
*/
const model = state.createBlockModel();
model.setParent("base:models/blocks/cube.json"); // new Identifier("base", "cube") also works here

/*
# Load the textures we want to use
Subfolders are automatically created when the texture
ID has a slash in the name.

The second argument is the location of the file which
will be parsed and eventually copied to the output
directory.

When used on a block, it will automatically put it
in the //textures/blocks/ directory.
Vice versa for items.
*/
const side = await Texture.loadFromFile("stone_breaker/side", "assets/stone-breaker-side.png");
const end = await Texture.loadFromFile("stone_breaker/end", "assets/stone-breaker-end.png");

/*
# Set the texture overrides
Block models have "texture slots" that tell the game
which face should use which texture.

When setting a parent, it's possible (and often
required) to override its texture slots to get the
look we want.
*/
model.addTextureOverride(side, "side");
model.addTextureOverride(end, "top");
model.addTextureOverride(end, "bottom");

/*
# Creating the block events
The name "trigger sheet" (an alias for block events)
comes from the first version of this library.

Triggers can be added here with sheet.addTrigger().

Similarly to models, the game comes with default block
events. If not specified, the block can't be placed.

For sheets that override the default events (onBreak,
and onPlace), use the library's boilerplate method
`addDefaultEvents(triggerSheet)` to add back the
defaults.
*/
const triggerSheet = state.createTriggerSheet();
triggerSheet.setParent("base:block_events_default");

// Directions.cardinals is a list of NESW, up, and down `Direction`s
// This will add a trigger for all six primary directions
for(const direction of Directions.cardinals) {
// Create the action (base:run_trigger)
const action = new RunTriggerAction({
xOff: direction.x,
yOff: direction.y,
zOff: direction.z,
triggerId: "onBreak"
});

// Add an `if` block (checks if a block in the current direction is ore_replaceable)
action.if(
new BlockEventPredicate({
block_at: {
xOff: direction.x,
yOff: direction.y,
zOff: direction.z,
has_tag: "ore_replaceable"
}
})
);

// When the block is interacted with, run the action
triggerSheet.addTrigger("onInteract", action);
}
}
```