ItsHelper Scripting Reference

website·Indexed 30 days ago

https://itshelper.vercel.app/

Technical documentation for the ItsHelper scripting API, featuring a comprehensive reference of classes including VoxelPhysics, VoxelGenerator, SUI components (SUIButton, SUIImage, SUIJoystick), and core types like Vector2 and Vector3.

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What's inside ItsHelper

  1. Overview of ITs Magic Game Engine

    ITs Magic is a mobile-first 2D and 3D game engine specifically designed for creating games on mobile devices for mobile platforms. It provides a streamlined editor and toolchain tailored for handheld devices, offering a workflow intended for indie developers and beginners that is comparable in capability to larger game engines.
  2. Retrieve Matcap inspector and metadata

    The Matcap class provides several methods to retrieve inspector objects for different data types (standard, arrays, and lists) and metadata about the current instance.
    const fullName = matcap.getFullName();
    const simpleName = matcap.getSimpleName(userPointer);
    const isRestorable = matcap.isRestorable();
    
    // Get inspector for a specific field
    const inspector = matcap.getInspector(context, constructor, name, userPointer);
    
    // Get inspector for array elements
    const arrayInspector = matcap.getInspectorForArray(context, array, index, object, name, setterListener, userPointer);
    
    // Get inspector for list elements
    const listInspector = matcap.getInspectorForList(context, ghostList, index, object, name, setterListener, userPointer);
  3. Understand the role of Scenes in ITs Magic Engine

    In the ITs Magic Engine, a Scene acts as a container for all objects within a specific part of an application. It is used to represent distinct areas such as a game level, a menu screen, or any other isolated section of the application.
  4. Extend Docusaurus layouts using React

    Docusaurus is powered by React, allowing developers to extend or customize the website layout. Customizations can be implemented while maintaining the existing header and footer components.
  5. Learn the ITs Magic Engine via the Beginner Roadmap

    For users new to the ITs Magic Engine, the recommended learning path follows a step-by-step roadmap to move from beginner to advanced usage:

    1. Home Page (Projects Overview): Engine structure, creating and opening projects.
    2. Editor View: Workspace layout, gestures, tools, and navigation.
    3. Coding Panel: Scripting, attaching scripts, and testing logic.
    4. Object Panel: Managing, adding, removing, and arranging nodes/objects.
    5. Properties Panel: Configuring transforms, components, materials, and physics.
    6. File Manager: Organizing textures, scripts, audio, and scenes.
    7. Scenes & Prefabs: Structuring and reusing scene files.
  6. Initialize a NurbsPath2D instance

    The NurbsPath2D class can be instantiated using three different constructor overloads depending on the initial data and continuity requirements:
    // Create with a list of points
    new NurbsPath2D(List<Vector2>);
    
    // Create with a list of points and a continuity boolean
    new NurbsPath2D(List<Vector2>, boolean);
    
    // Create with only a continuity boolean
    new NurbsPath2D(boolean);
  7. Get started with Docusaurus documentation

    Docusaurus is designed for quick installation and setup. To begin building your website, place your documentation files into the docs directory.
  8. Create and initialize a Quaternion

    The Quaternion class provides several ways to instantiate or initialize a rotation. You can create a new instance using four float components (w, x, y, z) or set an existing instance to an identity rotation.
    // Create a new Quaternion
    const q = new Quaternion(w, x, y, z);
    
    // Reset to identity
    q.setIdentity();
  9. Convert Euler angles to Quaternion

    You can create or set a Quaternion based on Euler angles using either a Vector3 or three individual float values (x, y, z).
    // Create from Vector3
    const q1 = Quaternion.createFromEuler(vector3);
    
    // Create from individual floats
    const q2 = Quaternion.createFromEuler(x, y, z);
    
    // Update existing instance
    q.setFromEuler(x, y, z);