A utility library to streamline the development process for Minecraft Bedrock's Script API, providing essential tools for vector operations, polyfills, and time measurements.
- Vec3 Class: Simplify and enhance vector operations.
- playerPolyfill: Implements unsupported functions in Player class. Currently supports:
applyImpulse
: Apply an impulse to a player.clearVelocity
: Clears the velocity of a player.
- consolePolyfill: Enhance
console.log
to display messages in the chat as well. - Timings Class: Granular time measurement made easy. Functions include:
begin(operation:string)
: Begin a timing operation.end()
: Conclude the timing operation.
- Logging: Log messages with different levels and filters:
- Adds a way to filter messages by tags (e.g.
player
,entity
,block
). - Adds a way to filter messages by levels (e.g.
info
,warn
,error
).
- Adds a way to filter messages by tags (e.g.
- ChatColor Class: Simplifies chat color formatting.
- ColorJSON Class: JSON formatter for usage in chat messages. Simply use
ColorJSON.DEFAULT.stringify
function to convert any value to a JSON string with color formatting. - PulseScheduler: A simple scheduler, that processes all items once in a set period of time to avoid load spikes.
npm install @bedrock-oss/bedrock-boost
import { Vec3 } from "@bedrock-oss/bedrock-boost";
import { world } from "@minecraft/server";
world.beforeEvents.itemUse.subscribe((event) => {
event.source.applyImpulse(Vec3.from(event.source.getViewDirection()).setY(0).normalize().multiply(2));
})
import { Logger } from "@bedrock-oss/bedrock-boost"
const log = Logger.getLogger("main", "tag1", "tag2");
log.info("Hello, Minecraft World!");
It also includes 2 commands to control the logging system:
scriptevent logging:level <level either as string or as a number>
# or
scriptevent log:level <level either as string or as a number>
scriptevent logging:filter <comma separated tags>
# or
scriptevent log:filter <comma separated tags>
import { Logger } from "@bedrock-oss/bedrock-boost"
const log = Logger.getLogger("main", "tag1", "tag2");
log.info("Hello, Minecraft World!");
import { Direction, world } from "@minecraft/server";
import { Vec3 } from "@bedrock-oss/bedrock-boost";
import { Polyfill } from "@bedrock-oss/bedrock-boost"
Polyfill.installPlayer();
world.getAllPlayers().forEach(player => {
// Apply an impulse to the player
player.applyImpulse(Vec3.from(Direction.Up).multiply(2));
});
import { Polyfill } from "@bedrock-oss/bedrock-boost"
Polyfill.installConsole();
// Log messages in the game world
console.log("Hello, Minecraft World!");
import { Timings } from "@bedrock-oss/bedrock-boost"
Timings.begin("big operation 1");
// Some operations...
// Beginning another operation will automatically end the previous one
Timings.begin("big operation 2");
// Some operations...
Timings.end();
import { PulseScheduler } from "@bedrock-oss/bedrock-boost"
// Define a processor function to apply an effect to an entity
const applyEffect = (entity) => {
// Example function applying an effect to the entity
console.log(`Applying effect to entity: ${entity}`);
};
// Create a PulseScheduler with a 100-tick interval
const entityEffectScheduler = new PulseScheduler(applyEffect, 100);
// Add entities to the scheduler
entityEffectScheduler.add("Entity1");
entityEffectScheduler.add("Entity2");
// Start the scheduler to begin processing entities
entityEffectScheduler.start();
Feel free to raise an issue or submit a pull request if you have any improvements or features to suggest.
This project is licensed under the MIT License.