It's TypeScript, but for people who dig up rocks, e.g., miners. A limited-dependency, wildly unstable and paper thin but very sugary wrapper around the JS scripting API for Minecraft: Bedrock Edition. Could not have been made without AtomicBlom's extensive work in generating some initial types from the documentation available at the Minecraft wiki.
Obviously not recommended for "production" use. If the idea of frequent API breakage is offensive to your sensibilities, I would avoid this like the plague for at least six months.
npm i tsrock
Systems made simple! Write methods like you normally would, decorate your event handlers, store data on the class... all with the type-safety of TypeScript. Never misspell an event name ever again! Hooray!
import { Client, Events, on } from 'tsrock';
import { CustomEvents } from './events';
// extend client system
class MyClient extends Client {
@on(Events.CLIENT_ENTERED_WORLD)
public onClientEnteredWorld(e: IClientEnteredWorldEvent) {
this.events.broadcast(CustomEvents.ON_CLIENT_JOINED, e.player);
this.log('🎉');
}
}
// boom, instantiated!
const mc = new MyClient();
Easily fetch, add, remove and update components on entities.
Registering new components is also a snap.
import { Components, Server, on } from 'tsrock';
import { CustomEvents } from './events';
import { CustomComponents } from './components';
enum Feelings {
CONTENT,
AWESOME
}
class MyServer extends Server {
@on(CustomEvents.ON_CLIENT_JOINED)
public onClientJoined(e: IEntityObject) {
const client = this.entities.from(e);
client.components.add({
[CustomComponents.MY_COMPONENT]: { feeling: Feelings.AWESOME }
[Components.POSITION]: { x: 1, y: 15, z: 1 },
[Components.NAME]: { name: 'I am falling!' }
});
}
public initialize() {
this.register.component(CustomComponents.MY_COMPONENT, { feeling: Feelings.CONTENT });
}
}
const ms = new MyServer();
Listening for events is as easy as adding the on()
decorator to any of your system's class
methods, or, for environments without decorators, wrapping a function property with that import.
import { Components, Server, on } from 'tsrock';
import { CustomEvents, IBeforeWaveEvent, IFinishWaveEvent } from './events';
enum States {
IDLE,
BEFORE_GAME,
BEFORE_WAVE,
DURING_WAVE,
FINISH_WAVE,
FINISH_GAME
}
interface IServerData {
wave: number;
state: States
}
class MyServer extends Server {
public data: IServerData = {
wave: 1,
state: States.IDLE
};
// ugly, but functional!
public onFinishWave = on(CustomEvents.ON_FINISH_WAVE, (e: IFinishWaveEvent) => {
this.log(`Finished wave #${e.wave}`);
// do stuff!
});
// aw yeah, decorators! aw shucks, I'll need to rewrite these in six months!
@on(CustomEvents.ON_BEFORE_WAVE)
public onBeforeWave(e: IBeforeWaveEvent) {
this.log(`Setting up wave #${e.wave}!`);
// do stuff!
}
public update() {
switch (this.data.state) {
case States.BEFORE_WAVE:
this.events.broadcast(CustomEvents.ON_BEFORE_WAVE, { wave: this.data.wave++; });
return;
case States.FINISH_WAVE:
this.events.broadcast(CustomEvents.ON_FINISH_WAVE, { wave: this.data.wave });
return;
case GameState.IDLE:
default:
// no-op
return;
}
}
}
const ms = new MyServer();