Live Demos • Installation • Usage • Termonologies • Parts List • Contributing
- Rapid Prototyping of simulated
Contraptions
withParts
- Opt-in Realism - Tailor the level of realism to fit your project's needs
- Granualar configurations with reasonable default conventions
- Event-driven architecture allowing for seamless integration with external systems
- Headless Simulations
A growing list of Parts are available, and we aim to support all commonly known items. YCraft.js is an ideal tool for implementing JavaScript crafting systems in game development and educational projects.
<script src="https://yantra.gg/ycraft.js"></script>
<script>
document.addEventListener('DOMContentLoaded', (event) => {
let contraption = new YC.YCraft();
let button = new YC.Button();
let wire = new YC.Wire();
let ledLight = new YC.LEDLight();
// Connect button to wire, and wire to LED light
button.connect(wire);
wire.connect(ledLight);
// Add parts to YCraft system
contraption.addPart(button);
contraption.addPart(wire);
contraption.addPart(ledLight);
contraption.onAny((event, data) => {
console.log(event, data);
});
// Simulate pressing the button
button.press();
});
</script>
npm install ycraft
See: ./examples/
folder for node.js example code.
YCraft.js itself has no knowledge of graphics or user-interaction. Contraptions are rendered however you wish using outside system that can communicate with JavaScript functions.
Here are live demos of rendering contraptions using Mantra.js. You can click on Parts
to toggle them.
Rendering contraptions with Mantra.js is one-liner from the CDN and will render Contraptions in the browser using either: CSSGraphics
, Babylon.js
, or Phaser 3
To run these same demos locally without having to install or depend on anything, open the html file found in this
repository: see: ./examples/browser/index.html
If you'd like to see an additional Part added, please feel free to open a pull request.
see: ./lib/parts
- Wire
- Power Supply
- Relay
- Amplifier
- LED Light
- Button
- Latch
- Pressure Sensor
- Motion Detector
- Actuator
- Rover
- Cart
- Track
- Transistor
- Impact Sensor
- Conveyor Belt
- Switch
- Dispenser
- Lever
- Mirror
- Tamper Sensor
- Capacitor
- Laser Sensor
- Photodetector
- Rotary Switch
- Clock
see: ./lib/parts/logic
- And Gate
- Nor Gate
- Or Gate
- Xnor Gate
- Nand Gate
- Not Gate
- Xor Gate
- Counter
- Memory Register
see: ./lib/signals
- Electrical Signal
- Light Signal
Striking a balance between realism and dynamic simulation is essential to crafting a simulation that suits your needs. Depending on your requirements, you can configure YCraft simulations to varying degrees of realism.
Consider a Light Switch
contraption. In the following four examples, we demonstrate ascending levels of simulated realism.
In this basic example, we create a light switch without any wires or power source, and all parts will default to position (0, 0, 0)
.
import { YCraft, Button, LEDLight } from 'ycraft';
let contraption = new YCraft();
let button = new Button();
let ledLight = new LEDLight();
// Connect button directly to LED light
button.connect(ledLight);
// Add parts to YCraft system
contraption.addPart(button);
contraption.addPart(ledLight);
// Simulate pressing the button
button.press();
In this most basic example the entire contraption sits at the (0, 0, 0)
position with no power source. Parts are connected directly to each other without the use of Wires. Triggering the button press event will toggle the light since the two parts are directly connected.
- no wires used
- no power source required
- no spatial awareness ( coordinates ) of parts
In this example we create the same contraption, however we apply spatial positioning so each part is laid out on the grid instead of being stacked on top of each other at starting position. Using this configuration, physical contact is not required between parts in order for Signal
to transmit.
import { YCraft, Button, LEDLight } from 'ycraft';
let contraption = new YCraft();
let button = new Button(0, 0, 0);
let ledLight = new LEDLight(100, 50, 0);
// Connect button directly to LED light
button.connect(ledLight);
// Add parts to YCraft system
contraption.addPart(button);
contraption.addPart(ledLight);
// Simulate pressing the button
button.press();
[] - Has spatial position [] - no wires used [] - no power source required
Instead of directly connecting the parts together, we can uses Wires
to connect parts. A wire has inputs
, outputs
, carries Signal
, has a dynamic length based on it's connections, and may optionally have eletrical resistance or binary data encoding applied to the Signal
as it pases through.
import { YCraft, Button, LEDLight, Wire } from 'ycraft';
let contraption = new YCraft();
let button = new Button(0, 0, 0);
let wire = new Wire();
let ledLight = new LEDLight(100, 50, 0);
// Connect button to wire, and wire to LED light
button.connect(wire);
wire.connect(ledLight);
// Add parts to YCraft system
contraption.addPart(button);
contraption.addPart(wire);
contraption.addPart(ledLight);
// Simulate pressing the button
button.press();
[]- Has spatial position [] - wires used [] - no power source required
All our previous examples assumed infinite free power was available. By changing the powerRequired
setting we can enable power requirements for the contraption. This means we now need to power our contraption with a power source or it will not work.
import { YCraft, Button, LEDLight, Wire, PowerSupply } from 'ycraft';
let contraption = new YCraft({ powerRequired: true });
let button = new Button(0, 0, 0);
let wire = new Wire(); // TODO: wire settings
let ledLight = new LEDLight(100, 50, 0); // TOOD: power watter
let powerSupply = new PowerSupply(200, 0, 0); // Adding a power supply // TODO: power settings
// Connect power supply to wire, and wire to other components
powerSupply.connect(wire);
button.connect(wire);
wire.connect(ledLight);
// Add parts to YCraft system
contraption.addPart(powerSupply);
contraption.addPart(button);
contraption.addPart(wire);
contraption.addPart(ledLight);
// Simulate pressing the button
button.press();
[] - Has spatial position [] - wires used [] - power source used
As you can see, YCraft's opt-in realism design allows for wide range of simulations.
A Part
is a piece of a Contraption
such as 'Button', 'LED Light', 'Wire', or 'Power Supply'. Parts are independent units that may be connected to other parts. Parts receive and send Signals
. Parts will emit events relevant to their specific functionality, which you can optionally listen for.
A Contraption
is a collection of parts that have been connected in order to process a Signal.
For example, a Light Switch
contraption could contain a Button
, Wire
, and LED Light
.
Signals
are used to communicate information between Parts
.
Electrical signals can also be encoded to data formats like USB through setting values like dPlusVoltage and dMinusVoltage
voltage = 5, // Volts
current = 1, // Amps
resistance = 0, // Ohms
capacitance = 0, // Farads
inductance = 0, // Henrys
frequency = 0, // Hertz (important for AC)
phaseAngle = 0, // Degrees (important for AC)
powerFactor = 1 // Unitless (important for AC)
Light signals are used for optics like LED Light
or Laser
.
intensity = 1, // Light intensity (arbitrary units)
wavelength = 550, // Wavelength in nanometers (visible light spectrum)
direction = 0 // Direction of light in degrees
If you have any issues using YCraft.js or wish to improve the YCraft.js please feel free to Open An Issue or Open A Pull Request. YCraft.js intends to support hundreds, if not thousands of parts. Let's do this!
Discord Link
npm run test
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