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Starblast Modding

Starblast Modding interface can be found here: https://starblast.io/modding.html (ECP required)

Starblast Modding interface allows you to create custom mods for Starblast. The interface is made of a code editor window, on the left, and a console window, on the right. The code editor is where you type the JavaScript code for your mod. The console is where you can type commands to start your mod, stop it or interact with it while it is running.

Creating your first mod

In the Mod Code window, type the code for your first mod:

this.options = {
  root_mode: "survival",
  map_size: 30
};

this.tick = function(game) {
};

this.options is a data structure where you can set options for your custom, modded game. These options are used for initializing the game when you start your mod. Changing them while the mod is running does not affect the game. See "Options reference" later in the document.

this.tick is a JavaScript function which is called 60 times per second. In this function’s body, you will be able to code specific actions that your mod needs to take automatically while the game is running. This function can be modified while the modded game is running and the changes will apply automagically.

Running and testing a mod

Once your mod code is ready, in the console, start by selecting your preferred region for modding (example: Europe):

> region Europe
Region set to Europe
> █

Currently modding is only available in these 3 zones: Europe, America, Asia.

Then to start running your mod, type command “start”:

> start
Mod started
https://starblast.io#1234@12.34.56.78:3000
Use 'test' to open game frame for testing
> █

As instructed by the console, you may want to open a test window to join your modded game with a Starblast client. Type "test":

> test
> █

You can stop your mod anytime by using command "stop". Note that this will kill the game and disconnect all connected players:

> stop
Mod stopped
> █

Custom ships and custom tree

You can import ships made with Starblast Ship Editor. In the Ship Editor, use "Mod Export" feature to export a JavaScript code snippet for the modding interface. Then paste this snipped in the coding window and add this:

var myship_101 = "{ … … <this is your exported ship code> …";

var ships = [myship_101]; // add your ship to an array of ship

this.options = {
  root_mode: "survival",
  ships: ships,         // specifying a list of ships to complement / replace existing ships
  reset_tree: true,     // set to true if you want to remove the original ship tree, false if you just want to replace some of the ships
  map_size: 30
};

this.tick = function(game) {
};

Then run your mod. If your ship is set to level=1 model=1, your ship will replace the Fly. You can replace other ships in the tree in a similar way, using reset_tree: false. Or you can remove the original ship tree completely and provide a whole new one using reset_tree: true.

Asteroids

You can access to the list of moving asteroids through the array game.asteroids

To create an asteroid, use game.addAsteroid({ options })

Accepted options:

option value
x X coordinate
y Y coordinate
vx Velocity vector X component
vy Velocity vector Y component
size Size of the asteroid in the range [1,100]

A new Asteroid object is immediately added to game.asteroids ; however it cannot be used before it has been assigned an id (positive integer) by the server.

Once an asteroid is live and has an assigned id, you can set options to it. Example:

> game.asteroids[0].set({size:100});
> █

Will move the first alien in the list to the center of the map Accepted options when using alien.set:

option value
x X coordinate
y Y coordinate
vx Velocity vector X component
vy Velocity vector Y component
size Asteroid size in the range [1,100] ; note that changing asteroid size resets its life points
kill Set kill: true to destroy the asteroid

Aliens

You can access to the list of aliens through the array game.aliens

To create an alien, use game.addAlien({ options })

Accepted options:

option value
x X coordinate
y Y coordinate
vx Velocity vector X component
vy Velocity vector Y component
code Type of alien, integer in range [10-20]
level Level of the alien, in range [0-X] where X depends of the alien type
points The number of points you earn when you kill this alien
crystal_drop The crystal amount to be dropped when this alien is killed
weapon_drop The code of a collectible weapon to be dropped by this alien when killed

Here is the list of supported codes:

code description
10 Chicken
11 Crab
12 Fortress
13 Some weird new thingy
14 Candlestick
15 Hirsute
16 Piranha
17 Pointu
18 Fork
19 Saucer
20 FinalBoss

A new Alien object is immediately added to game.aliens; however it cannot be used before it has been assigned an id (positive integer) by the server.

Once an alien is live and has an assigned id, you can set options to it. Example:

> game.aliens[0].set({x:0,y:0});
> █

Will move the first alien in the list to the center of the map Accepted options when using alien.set:

option value
x X coordinate
y Y coordinate
vx Velocity vector X component
vy Velocity vector Y component
shield Shield
regen Shield regen
damage Laser damage
laser_speed Laser speed
rate Firing rate
kill Set kill: true to destroy the alien

Ships

You can access to the list of ships (players) through the array game.ships You have read access to the ship’s main fields and options:

field value
ship.x X coordinate
ship.y Y coordinate
ship.vx Velocity vector X component
ship.vy Velocity vector Y component
ship.r Rotation angle of the ship
ship.name player's name
ship.alive Whether the ship is alive or destroyed
ship.type Ship type code (e.g. 101)
ship.stats Ship current stats upgrades, compiled into a single integer. Example: 10012301 means the 8 stats upgrade levels are 1,0,0,1,2,3,0 and 1
ship.idle tells if the ship is in idle status or not
ship.team the id of the team this ship is in
ship.score player's score
ship.shield current shield value
ship.generator current generator value
ship.crystals current crystals value
ship.healing whether the ship's lasers are in healing mode or not

You can set different options on the ships. Example:

> game.ships[0].set({x:0,y:0});
> █

Will move the first ship in the list to the center of the map Accepted options when using ship.set:

option value
x X coordinate
y Y coordinate
vx Velocity vector X component
vy Velocity vector Y component
invulnerable Use to set the ship invulnerable for X ticks (e.g. 60 for one second invulnerability)
type changes the type of ship (use the ship code, e.g. {type:403} )
angle changes the direction the ship is facing
score sets player's score
idle set to true to force the ship to stay idle (and false to revert)
generator sets the value of the generator
healing sets ship's lasers mode to healing (true or false)
stats sets the stats upgrades of the ship
kill Set kill: true to destroy the ship

You can send the ship to intermission (a screen with results, offering to respawn). This screen allows you to display custom results information:

> game.ships[0].intermission({"Best Achievement":"Managed to run the mod","Score":1234});
> █

You can also trigger the gameover screen for any given ship. Here again, you can pass results information to pass on to the player:

> game.ships[0].gameover({"Rating":"Can do better","Score":1234});
> █

Custom asteroids maps

You can create a custom map of asteroids. This allows creating a maze for example. The custom map you provide is actually a JavaScript character string which is used to "paint" the map.

Example:

var map =
"999999999999999999999999999999\n"+
"99                          99\n"+
"99                          99\n"+
"99                          99\n"+
"99                          99\n"+
"99                          99\n"+
"99                          99\n"+
"99                          99\n"+
"99                          99\n"+
"99                          99\n"+
"99                          99\n"+
"99                          99\n"+
"99                          99\n"+
"99                          99\n"+
"99                          99\n"+
"99                          99\n"+
"99                          99\n"+
"99                          99\n"+
"99                          99\n"+
"99                          99\n"+
"99                          99\n"+
"99                          99\n"+
"99                          99\n"+
"99                          99\n"+
"99                          99\n"+
"99                          99\n"+
"99                          99\n"+
"99                          99\n"+
"99                          99\n"+
"999999999999999999999999999999" ;


this.options = {
  custom_map: map,
  map_size: 30
}

In the example above, 9 sets the biggest size of asteroid. You can use smaller values for adding smaller asteroids to the grid. Any value other than a digit will be interpreted as no asteroid. If your map_size is set to 30, make sure to create 30 lines and 30 columns, or you may get unpredictable results.

Collectibles

You can spawn collectible weapons in the playfield. Here is an example:

game.addCollectible({code:10,x:0,y:0});

This will add a new collectible pack of rockets to coordinates 0,0 Here is the list of supported codes:

code description
10 4 rockets pack
11 2 missiles pack
12 torpedo
20 8 light mines pack
21 4 heavy mines pack
40 Mining pod
41 Attack pod
42 Defense pod
90 Energy refill
91 Shield refill

You can check the number of collectibles still available to collect in the playfield by using: game.collectibles.length

Instructor

You can have the flight instructor send instructions to the player. For this find the players’s ship and use:

> ship.instructorSays("Hello!")
> █

You can hide the instructor window using:

> ship.hideInstructor()
> █

You can later show it again using:

> ship.showInstructor()
> █

A second, optional parameter allows you to choose which one of the instructor characters will talk to the player. Example:

> ship.instructorSays("Here is your report, Commander","Maria")
> █

Available characters

Lucina Klaus Maria Kan Zoltar
Lucina Klaus Maria Kan Zoltar

Custom UI components

The mod can create custom UI components that will show up on the player’s screen. This is done by calling setUIComponent on the ship, passing in a component descriptor.

Example:

> ship.setUIComponent({
  id:"myid",
  position:[0,0,25,25],
  clickable: true,
  shortcut: "X",
  visible: true,
  components: [
    { type:"box",position:[0,0,100,100],fill:"#456",stroke:"#CDE",width:2},
    { type: "text",position: [0,0,100,50],color: "#FFF",value: "My Text"},
    { type: "player",id: 1, position: [0,0,50,50],color: "#FFF"},
  ]
})
> █
option value
id a unique identifier for this component, mandatory
position expressed in percentage of the main screen, the position of the component [x,y,width,height]. Example: [45,45,10,10] creates a component in the center of the screen, which width and height are 10% of the screen width and height.
clickable Whether this component can be clicked or not
shortcut When the component is clickable, a keyboard shortcut allowing to trigger the click event
visible Whether the component is visible or not. Resend the same data with visible set to false to hide the component
components gives a list of graphical features to render within the component. Positions of these subcomponents are meant within the main component coordinates.
type currently supported: "round", "text", "box" or "player" (in case of the latter, add the id of the player (ship) which name must be displayed)

The example below creates a warp button for every player, which can be clicked and results in the ship warping to another random location, also adding 3 seconds invulnerability to it:

Full example: https://github.com/pmgl/starblast-modding/blob/master/examples/warp_button.js

var warp_button = {
  id: "warp",
  position: [2,50,8,14],
  clickable: true,
  shortcut: "W",
  visible: true,
  components: [
    { type:"round",position:[0,0,100,100],fill:"#456",stroke:"#CDE",width:2},
    { type: "text",position:[10,35,80,30],value:"WARP",color:"#CDE"},
    { type: "text",position:[20,70,60,20],value:"[W]",color:"#CDE"}
    ]
};

var warpShip = function(ship) {
  x = (Math.random()-.5) * ship.game.options.map_size*10 ;
  y = (Math.random()-.5) * ship.game.options.map_size*10 ;
  ship.set({x:x,y:y,vx:0,vy:0,invulnerable:180}) ;
} ;

this.tick = function(game) {
  if (game.step%60==0) // ensure this is done only once per second
  {
    for (var i=0;i<game.ships.length;i++)
    {
      var ship = game.ships[i] ;
      if (!ship.custom.warp_button_installed)
      {
        ship.custom.warp_button_installed = true; // use ship.custom to store custom values
        ship.setUIComponent(warp_button);
      }
    }
  }
} ;

this.event = function(event,game) {
  switch (event.name)
  {
    case "ui_component_clicked":
      var ship = event.ship ;
      var component = event.id ;
      if (component == "warp") // check that this is our component "warp"
      {
        warpShip(ship);
      }
      break ;
  }
} ;

Customizing the scoreboard

The built-in scoreboard can be replaced by your own custom scoreboard component. As soon as an UI component with id "scoreboard" is created, you will be responsible for updating the scoreboard. Your scoreboard component does not have to include a position because it will automatically fill the area already reserved for the scoreboard.

Customizing the emote-chat system

The vocabulary used for the emote-chat system can be customized by setting the field vocabulary in the game option as follows:

var vocabulary = [
      { text: "Hello", icon:"\u0045", key:"O" },
      { text: "Bye", icon:"\u0046", key:"B" },
      { text: "Yes", icon:"\u004c", key:"Y" },
      { text: "No", icon:"\u004d", key:"N" },

      { text: "Flower", icon:"\u{1F33B}", key:"F" },
      { text: "Snowman", icon:"\u26c4", key:"M" },
      { text: "Shark", icon:"\u{1F988}", key:"S" },
      { text: "Ghost", icon:"\u{1F47B}", key:"G" }
    ] ;

this.options = {
  vocabulary: vocabulary,
  (...)
};

This allows using Starblast built-in emote icons, which are listed here for reference: https://starblast.io/glyphs.html

You can also use unicode icons, here is a good source for reference: https://unicode.org/emoji/charts/full-emoji-list.html

Note that wide unicode characters (using more than 2 bytes) require a specific Javascript syntax as shown in the example above (example: \u{1F47B})

Add 3D objects to the scenery

The mod can create custom, textured 3D objects and add them to the scenery. These objects have no physics for now (physics is planned in a near future).

Example:

var cube = {
  id: "cube",
  obj: "https://raw.githubusercontent.com/pmgl/starblast-modding/master/objects/cube/cube.obj",
  diffuse: "https://raw.githubusercontent.com/pmgl/starblast-modding/master/objects/cube/diffuse.jpg"
} ;

game.setObject({
  id: "cube",
  type: cube,
  position: {x:0,y:0,z:0},
  rotation: {x:0,y:0,z:0},
  scale: {x:1,y:1,z:1}
}) ;

Object type options

option value
id a unique identifier for this object type, mandatory
obj a URL (HTTPS) to the OBJ file
diffuse a URL (HTTPS) to a diffuse texture file (optional)
emissive a URL (HTTPS) to an emissive texture file (optional)
specular a URL (HTTPS) to a specularity texture file (optional)
bump a URL (HTTPS) to a bump texture map (optional)
diffuseColor diffuse color of the object, e.g. 0xFF0000 (for red)
emissiveColor emissive color of the object, e.g. 0x00FFFF (for cyan)
specularColor specular color of the object
transparent whether the object's texture has transparency or not
bumpScale scale for bump mapping (default: 0.1)

Object instance options

option value
id a unique identifier for this object instance (mandatory, allows changing the object afterwards)
type the object type definition
position coordinates for placing the object
scale allows to scale the object
rotation allows to rotate the object

changing or moving an object

Use game.setObject again with the same object instance id.

removing an object

game.removeObject(id) removes the object with given id. You can omit the id parameter, which will remove all custom objects in the scene.

Working example, adding cube objects to the scenery: https://github.com/pmgl/starblast-modding/blob/master/examples/adding_cube.js

Events

Your mod can receive events through the function this.events.

this.event = function(event,game) {
  switch (event.name)
  {
    case "ship_spawned":
      if (event.ship != null)
      {
        shipJustSpawned(event.ship) ;
      }
      break ;
  }
} ;

Available events

event.name description additional event fields
ship_spawned A ship just spawned in game or respawned event.ship
ship_destroyed A ship was just destroyed event.ship, event.killer
alien_destroyed An alien was just killed event.alien, event.killer
asteroid_destroyed An asteroid was just destroyed event.asteroid, event.killer
collectible_picked A ship just picked a collectible item event.collectible, event.ship

Options reference

Most of the options are inherited from the usual custom games. A few more options have been added, specifically for modding (top of the list):

option description
root_mode The mod to inherit from: "survival", "team", "invasion", "deathmatch", "battleroyale" (or unspecified)
reset_tree Set to true to remove the original ship tree
ships An array of ships to add to the tree
map_size Size of the map, range from 20 to 200
soundtrack "procedurality.mp3", "argon.mp3" or "crystals.mp3"
max_players From 1 to 120
crystal_value Float, from 0 to 5
lives Number of lives, from 1 to 5
max_level Max level you can reach, from 1 to 7
friendly_colors Serves to define teams; how many teams (or 0)
map_name Name of the map
survival_time When to trigger survival mode; 0 or a value in minutes (only for survival-based games)
survival_level Level which triggers survival mode
1 to 7 (only for survival-based games) 8 for no trigger
starting_ship Enter desired ship code: 101, 201, 404...
starting_ship_maxed true or false
asteroids_strength 0 to 10
friction_ratio 0 to 2
speed_mod 0 to 2
rcs_toggle true or false
map_id Number in the range 0-9999
weapon_drop 0 to 1 (probability that an asteroid will drop a weapon)
mines_self_destroy true or false
mines_destroy_delay In minutes
healing_enabled true or false
healing_ratio 0 to 2
shield_regen_factor 0 to 2
power_regen_factor 0 to 2
custom_map Set to [] will create an empty map (no fixed asteroids)
weapons_store Set to false to remove access to the weapon store
radar_zoom Set value to 1, 2 or 4
auto_refill When set to true, collecting an energy or shield pill immediately refills energy or shield ; the collected pill is not added to the active weapons
projectile_speed Affects the speed of rockets, missiles and torpedoes; use 1 for default speed
choose_ship e.g. setting to [301,302,303] will let player choose a ship from these 3 ships before entering the game (only works when no root_mode has been specified)

Team mode specific options

option description
station_regeneration factor to apply to station shield regen, default value 1
station_size size of the stations; integer from 1 to 5
station_crystal_capacity factor to apply to the station crystal capacity, range [0.1,10]
station_repair_threshold part of the station crystal capacity that must be refilled to repair a module. In the range [0,1]

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