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Showing content from https://github.com/srfoster/CodeSpells below:

srfoster/codespells: The new CodeSpells, see codespells.org for details

A very early-stage release of CodeSpells. Features are, as yet, minimal (compared to what you may have seen on the YouTube channel and blog). Only works on Windows, for now.

Make a directory of your choice. I call mine CodeSpellsWorkspace.

Put the following in a file called main.rkt.

#lang codespells

(once-upon-a-time
  #:world  (demo-world)
  #:aether (demo-aether))

Run: racket main.rkt

This should download the demo world, unzip it, run it, and start the spell server.

If it works, you should be able to run around on a small platform. Pressing C should open a spellcrafting surface where you can write one spell: (teleport)

If all that works, either:

Suppose we want a mod called my-mod

raco codespells my-mod

Now open my-mod/main.rkt in DrRacket or an editor of your choice. You'll see that the following code was generated for you:

#lang codespells

(define-classic-rune (hello)
  #:background "blue"
  #:foreground (circle 40 'solid 'blue)
  (spawn-this-mod-blueprint "HelloWorld"))

(define-classic-rune-lang my-mod-lang
  (hello))

(module+ main
  (codespells-workspace ;TODO: Change this to your local workspace if different
   (build-path (current-directory) ".." "CodeSpellsWorkspace"))

  (once-upon-a-time
   #:world (demo-world)
   #:aether (demo-aether
             #:lang (my-mod-lang #:with-paren-runes? #t))))

This is some minimal code that takes care of some of the details of setting up a mod for you:

  1. Defines and provides a function called hello
  2. Defines a Rune that compiles to hello
  3. Creates a Rune language containing the hello Rune, and provides it
  4. Configures the Rune language to look for the definition of hello in this file
  5. Gives you some (module+ main ...) code so you can test your mod prior to releasing it.
  6. Gives you a place to change the appearance or behavior of the hello Rune.

It defaults to being a Rune that spawns an Unreal Blueprint called HelloWorld packaged with this mod.

All you need to do now is:

Now run main.rkt and you should get a demo world with a modded Aether containing you Rune. Casting the spell (hello) should spawn your HelloWorld blueprint!

You should be able to push your mod to github for others to install.

Installing a Mod is as simple as requiring a Racket package and altering your Aether prior to launching the game:

https://github.com/srfoster/codespells/wiki/Mod-Installation-and-Mod-Basics

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