content library

Game content on package:voxel_engine/core.dart: block and item registries by string id, tags, mining times, inventories, crafting recipes, loot tables, status effects, what eating, wearing, pouring, gliding or shooting with an item does, and what an item looks like.

Classes

Armor
Armour: worn in one slot, it turns aside points of every blow.
BlockRegistry<T extends BlockType>
A game's blocks, numbered in the order given. The number is the save contract: a chunk stores one byte per cell, so blocks are appended, never reordered or removed. Entry 0 is air.
BlockType
One block of a game, named by string. The engine sees it through the VoxelBlockTable a BlockRegistry projects; everything else here is the game's (hardness, tools, drops, tags).
Bucket
What a bucket does with a liquid. An empty one scoops a liquid's source, leaving air, and becomes the full item fills names for that liquid; a full one pours its liquid where it is aimed and becomes its empties.
CustomItemShape
A game's own shape: boxes of voxels, each filled from its first corner to its second (inclusive) in a 0xRRGGBB colour, a later box painting over an earlier one; held by the voxel hold as grip says, each voxel scale metres. A flat piece is drawn in the XY plane, standing up +Y from hold.
EffectEvent
What one tick of an effect did; the owner decides how it shows.
EffectRow
One active effect: seconds left and power.
EffectType
One timed buff or debuff. With a period it ticks: every period seconds it deals damage and heals heal, times its power. Its stats bend named stats while it lasts.
Facing
The variants of a block that turns to face the way it was placed: stairs that climb away from the player, a door across the way they walk. Each variant is a block of its own, named here by id.
Food
What eating or drinking an item does: hunger it fills, health it gives back, an effect it starts, and an item it leaves in the hand (a bowl, a bottle).
Glider
What an item that glides does: carried in the bag, held glide in the air caps the fall at fall and carries the body toward the look at speed, steering at steer (a hang glider, wings).
Growth
How a crop grows: after seconds lit by at least minLight (sky or block light, 0..15) it becomes the block into, its next stage. The last stage has no growth.
Inventory
Slots of ItemStacks, the first hotbarSize of them the hotbar. How many of an item fit a slot and how long it lasts are the game's, asked through stackSize and maxDurability.
ItemModel
An item's look, built: the voxels its ItemShape paints in its colours, the point it is held by (origin), how (grip) and the metres of a voxel (scale). Built once a look (of): two items that look alike are one model, so whatever is made from it (a mesh, an icon) is made once for both.
ItemRegistry<T extends ItemType>
A game's items by id.
ItemShape
What an item looks like wherever it is drawn: in the hand, held by a body, lying on the ground, in a slot. One of the StockItemShapes painted in the item's colours, or a CustomItemShape of the game's own voxels.
ItemStack
One inventory slot's worth: an item, how many, and what is particular to this stack (its wear, a rolled bonus).
ItemType
One item of a game. A block's item names that block in block; one that is eaten says what it does in food, one that is worn in armor, one that carries a liquid in bucket, one that glides in glider, one that shoots in launcher, one that lights the way in hand in light. What it looks like is its shape.
Launcher
What an item that shoots does: a press of attack with it in hand looses one shot, spending one ammo from the bag, at most once every cooldown seconds. A bow shoots arrows; a game's staff, shooting bolts that cost no item, has no ammo.
LootEntry
One row of a LootTable: chance to appear at all, then min..max of item.
LootTable
What a chest, a mob or a fishing line gives: every entry rolled once, in order, or one of them (LootTable.oneOf).
MiningRules
How long blocks take to break: a block's hardness, divided by the speed of the right tool's tier.
Recipe
One recipe: ingredients (item id to count) make count of result at station ('' by hand). Shapeless: only the counts matter.
RecipeBook
A game's recipes.
StatModifier
How an effect bends one stat, per point of its power.
StatusEffects
The effects on one body. Ticking damage and healing come back from tick as events, so the owner applies and shows them.
Storage
What a block that stores things holds (a chest): its slots, and the loot a generated one is found with. One a player places starts empty.
Support
What a block must lean on to stay: a torch on the floor, a wall torch or a ladder on a wall, a crop on farmland. Once that neighbour is gone the block breaks and drops, and a player cannot place it where it would not stand.

Enums

ItemGrip
How an item is held, and so how its icon is turned to the eye.
StockItemShape
The kit's shapes, painted in the item's colours. Reach them through ItemShape's constants (ItemShape.pickaxe).