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@osbjs/tiny-osbjs

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a declarative osu! storyboard library

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# tiny-osbjs A declarative osu! storyboard library with zero dependencies and zero configurations. ## Install ```bash npm i @osbjs/tiny-osbjs@latest ``` ## Bootstrap your project using `create-tiny-sb` The recommended way to create a storyboard project is using `create-tiny-sb`: ```bash npm create tiny-sb ``` It also comes with some prebuilt components! ## Setup your project manually It's strongly recommended to use `TypeScript` and a text editor/IDE with good `TypeScript` support like `VSCode` for better developing experience. ```bash npm install -D typescript ``` Install `tsx` as a global package so you can use it anywhere (you will only need to do this once), or as an devDependency. `tsx` is a CLI command (alternative to node) that allows you to run TypeScript/JavaScript right in the terminal. It also watches for file changes to speed up your development. ```bash npm i -g tsx ``` or ```bash npm i -D tsx ``` Then add this script to your package.json: ```js //... "scripts": { "start": "tsx watch index.js" // or if you are using TypeScript "start": "tsx watch index.ts" } ``` `index.js` (`index.ts`) is the entry point to your storyboard. This way when you run `npm start` it will automatically rebuild your storyboard when you change your code. ## Usage >Note: The example below will be written in TypeScript/ES Module syntax. Before you do anything, you have to create a storyboard context and tell the library to use it. This context is shared accross the whole project. ```ts import { createContext, useContext } from '@osbjs/tiny-osbjs' const context = createContext() useContext(context) ``` Then you can start creating storyboard objects. ```ts import { createSprite, Layer, Origin } from 'tiny-osbjs' createSprite('test.png', Layer.Background, Origin.Centre, [320, 240], () => {}) ``` If you want to create a storyboard for each difficulty, you must specify the context at the entry point of each storyboard. ```ts // difficulty1.ts import { createContext, useContext } from '@osbjs/tiny-osbjs' export default function difficulty1Storyboard() { const context = createContext() useContext(context) // createSprite... } // difficulty2.ts import { createContext, useContext } from '@osbjs/tiny-osbjs' export default function Difficulty2() { const context = createContext() useContext(context) // createSprite... } // index.ts import Difficulty1 from './difficulty1' import Difficulty2 from './difficulty2' difficulty1Storyboard() difficulty2Storyboard() ``` Most of the commands will have their syntax looking like this (except for a few special commands): ```ts commandName([startTime, endTime], startValue, endValue, easing) // commands that change overtime commandName([startTime, endTime], value) // commands that are only effective in a specific duration commandName(time, value) // commands that only need to be set once ``` The killer-feature of `tiny-osbjs` is that you can specify the commands in a declarative way and the library will know which objects they are refering to. ```ts import { createSprite, Layer, Origin, fade, loop } from '@osbjs/tiny-osbjs' createSprite('test.png', Layer.Background, Origin.Centre, [320, 240], () => { fade([0, 1000], 0, 1, Easing.Out) // refers to sprite loop(3000, 5, () => { fade([0, 1000], 0, 1, Easing.Out) // refers to loop }) }) ``` You can pass osu timestamp to the start time/end time of the command and the library will try to parse it. ```ts import { createSprite, Layer, Origin, fade, loop } from '@osbjs/tiny-osbjs' createSprite('test.png', Layer.Background, Origin.Centre, [320, 240], () => { fade([0, "00:00:015"], 0, 1) // this works }) ``` Even though it isn't enforced, you should split your storyboard into multiple *components*. ```ts // components/Background.ts import { createSprite, fade, Layer, Origin } from '@osbjs/tiny-osbjs' export default function Background(startTime: number, endTime: number) { createSprite('bg.jpg', Layer.Background, Origin.Centre, [320, 240], () => { fade([startTime, endTime], 1) }) } // index.ts import Background from './components/Background' Background(0, 30000) ``` Finally, you can generate the osb string of the storyboard. You can use that string to write to your osb file. ```ts import { generateStoryboardOsb } from '@osbjs/tiny-osbjs' import fs from 'fs' fs.writeFileSync('Artist - Song (Creator).osb', generateStoryboardOsb(), 'utf8') ``` Your final storyboard will look like this: ```js // components/Background.ts import { createSprite, fade, Layer, Origin } from '@osbjs/tiny-osbjs' export default function Background(startTime: number, endTime: number) { createSprite('bg.jpg', Layer.Background, Origin.Centre, [320, 240], () => { fade([startTime, endTime], 1) }) } // index.ts import { createContext, generateStoryboardOsb, useContext } from '@osbjs/tiny-osbjs' import fs from 'fs' import Background from './components/Background' const context = createContext() useContext(context) Background(0, 30000) fs.writeFileSync('Artist - Song (Creator).osb', generateStoryboardOsb(), 'utf8') ``` If you ran into any issues or need help, contact `Nanachi#1381` on discord. ## API documentation ### Common types ```ts // [r, g, b] respectively type Color = [number, number, number] // [x, y] respectively type Vector2 = [number, number] // ex: 01:29:345 type Timestamp = `${number}:${number}:${number}` type Time = Timestamp | number // represent start time/end time type TimeRange = [Time, Time] // osu storyboard layer enum Layer { Background = 'Background', Foreground = 'Foreground', Fail = 'Fail', Pass = 'Pass', Overlay = 'Overlay', } // origin of the sprite/animation enum Origin { TopLeft = 'TopLeft', TopCentre = 'TopCentre', TopRight = 'TopRight', CentreRight = 'CentreRight', Centre = 'Centre', CentreLeft = 'CentreLeft', BottomLeft = 'BottomLeft', BottomCentre = 'BottomCentre', BottomRight = 'BottomRight', } // see https://easings.net/en enum Easing { Linear, Out, In, InQuad, OutQuad, InOutQuad, InCubic, OutCubic, InOutCubic, InQuart, OutQuart, InOutQuart, InQuint, OutQuint, InOutQuint, InSine, OutSine, InOutSine, InExpo, OutExpo, InOutExpo, InCirc, OutCirc, InOutCirc, InElastic, OutElastic, OutElasticHalf, OutElasticQuarter, InOutElastic, InBack, OutBack, InOutBack, InBounce, OutBounce, InOutBounce, } ``` ### createContext ```typescript function createContext(): Context ``` Create a new context. ### useContext ```typescript function useContext(context: Context) ``` Specify the context of the storyboard. ### createBackground ```typescript function createBackground(path: string) ``` Create a new Background image. You should only use this if you are generating a storyboard for a specific osu difficulty. ### createVideo ```typescript function createVideo(path: string, offset: number) ``` Create a new Video. You should only use this if you are generating a storyboard for a specific osu difficulty. ### createSample ```typescript function createSample( startTime: number, layer: SampleLayer, path: AudioPath, volume: number ) type AudioPath = `${string}.mp3` | `${string}.ogg` | `${string}.wav` enum SampleLayer { Background, Fail, Pass, Foreground, } ``` Create a new Sample. ### createSprite ```typescript function createSprite( path: string, layer: Layer, origin: Origin, initialPosition: Vector2, invokeFunction: () => void ) ``` Create a new Sprite. All commands must be called inside the invoke function. ### createAnimation ```typescript function createAnimation( path: string, layer: Layer, origin: Origin, initialPosition: Vector2, frameCount: number, frameDelay: number, loopType: LoopType, invokeFunction: () => void ) enum LoopType { Forever = 'LoopForever', Once = 'LoopOnce', } ``` Create a new Animation. All commands must be called inside the invoke function. ### generateStoryboardOsb ```typescript function generateStoryboardOsb(): string ``` Generate string that can be used to create .osb file. ### replaceOsuEvents ```typescript function replaceOsuEvents(parsedOsuDifficulty: string): string ``` Returns .osu file after replacing \[Events\] section with events generated from storyboard. ### color ```typescript function color(time: Time | TimeRange, startColor: Color, endColor: Color = startColor, easing?: Easing) ``` The virtual light source colour on the object. The colours of the pixels on the object are determined subtractively. ### fade ```typescript function fade(time: Time | TimeRange, startOpacity: number, endOpacity: number = startOpacity, easing?: Easing) ``` Change the opacity of the object. ### move ```typescript function move(time: Time | TimeRange, startPosition: Vector2, endPosition: Vector2 = startPosition, easing?: Easing) ``` Change the location of the object in the play area. ### moveX ```typescript function moveX(time: Time | TimeRange, startX: number, endX: number = startX, easing?: Easing) ``` Change the x coordinate of the object. ### moveY ```typescript function moveY(time: Time | TimeRange, startY: number, endY: number = startY, easing?: Easing) ``` Change the y coordinate of the object. ### rotate ```typescript function rotate(time: Time | TimeRange, startAngle: number, endAngle: number = startAngle, easing?: Easing) ``` Change the amount an object is rotated from its original image, in radians, clockwise. ### scale ```typescript function scale(time: Time | TimeRange, startScaleFactor: number, endScaleFactor: number = startScaleFactor, easing?: Easing) ``` Change the size of the object relative to its original size. ### scaleVec ```typescript function scaleVec(time: Time | TimeRange, startScaleVector: Vector2, endScaleVector: Vector2 = startScaleVector, easing?: Easing) ``` Change the size of the object relative to its original size, but X and Y scale separately. ### flipHorizontal ```typescript function flipHorizontal(time: TimeRange) ``` Flip the image horizontally. ### flipVertical ```ts function flipVertical(time: TimeRange) ``` Flip the image vertically. ### additiveBlending ```ts function additiveBlending(time: TimeRange) ``` Use additive-colour blending instead of alpha-blending ### loop ```typescript function loop(startTime: Time, count: number, invokeFunction: () => void) ``` Create a loop group. Loops can be defined to repeat a set of events constantly for a set number of iterations. Note that events inside a loop should be timed with a zero-base. This means that you should start from 0ms for the inner event's timing and work up from there. The loop event's start time will be added to this value at game runtime. ### trigger ```typescript function trigger(time: TimeRange, triggerType: TriggerType, invokeFunction: () => void) type TriggerType = `HitSound${SampleSet}${SampleSet}${Addition}${number | ''}` enum SampleSet { None = '', All = 'All', Normal = 'Normal', Soft = 'Soft', Drum = 'Drum', } enum Addition { None = '', Whistle = 'Whistle', Finish = 'Finish', Clap = 'Clap', } ``` Create a trigger group. Trigger loops can be used to trigger animations based on play-time events. Although called loops, trigger loops only execute once when triggered.Trigger loops are zero-based similar to normal loops. If two overlap, the first will be halted and replaced by a new loop from the beginning. If they overlap any existing storyboarded events, they will not trigger until those transformations are no in effect. ### makeTriggerType ```ts function makeTriggerType(sampleSet: SampleSet, additionsSampleSet: SampleSet, addition: Addition, customSampleSet?: number): TriggerType ``` Helper to create `TriggerType` ### Angle conversion ```typescript function degToRad(deg: number): number ``` Convert degrees to radians. ```typescript function radToDeg(rad: number): number ``` Convert radians to degrees. ### Random ```ts function randInt(min: number, max: number, seed?: number | string) ``` Random integer in the interval [min, max]. ```ts function randFloat(min: number, max: number, seed?: number | string) ``` Random float in the interval [min, max]. Note that the same seed will always return the same value. Leaving it empty will result in a true random value. ### Vector math ```ts function addVec(v1: Vector2, v2: Vector2): Vector2 ``` Adds 2 vectors and returns a new vector. ```ts function subVec(v1: Vector2, v2: Vector2): Vector2 ``` Subtracts 2nd vector from 1st vector and returns a new vector. ```ts function mulVec(v1: Vector2, v2: Vector2): Vector2 ``` Multiplies 2 vectors and returns a new vector. ```ts function mulVecScalar(v: Vector2, s: number): Vector2 ``` Multiplies both x and y with a specified scalar and returns a new vector. ```ts function addVecScalar(v: Vector2, s: number): Vector2 ``` Adds a scalar to both x and y and returns a new vector. ```ts function dotVec(v1: Vector2, v2: Vector2): number ``` Returns the dot product of 2 vectors. ```ts function crossVec(v1: Vector2, v2: Vector2): number ``` Returns the cross product of 2 vectors. ```ts function lengthSqrVec(v: Vector2): number ``` Returns the length squared of the vector. ```ts function lengthVec(v: Vector2): number ``` Returns the length of the vector. ```ts function areEqualVecs(v1: Vector2, v2: Vector2): boolean ``` Check if 2 vectors are equals. ```ts function normalizeVec(v: Vector2): Vector2 ``` Return a vector with the same direction but its length equals 1. ```ts function cloneVec(v: Vector2): Vector2 ``` Return a new Vector with the same x and y with the specified vector. ```ts function interpolateVec(v1: Vector2, v2: Vector2, alpha: number): Vector2 ``` Performs a linear interpolation between two vectors based on the given weighting, alpha = 0 will be v1 and alpha = 1 will be v2. ### reportBuildTime ```ts function reportBuildTime(sb: (end: () => void) => void) ``` Print to console how long it takes to generate the storyboard. Call `end()` once you have done everything. ### interpolate ```ts function interpolate(input: number, inputRange: [number, number], outputRange: [number, number], easing: Easing = Easing.Linear): number ``` Map a value from an input range to an output range. This will clamp the result if the input is outside of the input range. ### hexToRgb ```ts function hexToRgb(hex: string): Color ``` Convert hex color code to RGB color. ### Default pallete You can use the `DefaultPallete` constant to access the predefined colors if you are not sure which colors to use. All colors are picked up from [here](https://www.w3.org/TR/css-color-3/#svg-color). ```ts const DefaultPallete: { [key: string]: Color } ``` ### HideBg ```ts function HideBg(path: string) ``` Hide the background image. This is a *component* so you need to call this after you have specified the storyboard context with `useContext`. ### Dimensions ```ts const WIDTH = 854 const HEIGHT = 480 const LEGACY_WIDTH = 640 const MIN_X = -107 const MAX_X = 747 const MIN_Y = 0 const MAX_Y = 480 ``` A few constants you can use to get the storyboard dimensions quickly. ## Official plugins - [@osbjs/spectrum-tiny-osbjs](https://github.com/osbjs/spectrum-tiny-osbjs) - Get spectrum data used to create spectrum effect. - [@osbjs/hitobjects-tiny-osbjs](https://github.com/osbjs/hitobjects-tiny-osbjs) - Get hit objects position used to create highlight effect. - [@osbjs/txtgen-tiny-osbjs](https://github.com/osbjs/txtgen-tiny-osbjs) - Generate text images, commonly used for creating lyrics.