npm package discovery and stats viewer.

Discover Tips

  • General search

    [free text search, go nuts!]

  • Package details

    pkg:[package-name]

  • User packages

    @[username]

Sponsor

Optimize Toolset

I’ve always been into building performant and accessible sites, but lately I’ve been taking it extremely seriously. So much so that I’ve been building a tool to help me optimize and monitor the sites that I build to make sure that I’m making an attempt to offer the best experience to those who visit them. If you’re into performant, accessible and SEO friendly sites, you might like it too! You can check it out at Optimize Toolset.

About

Hi, 👋, I’m Ryan Hefner  and I built this site for me, and you! The goal of this site was to provide an easy way for me to check the stats on my npm packages, both for prioritizing issues and updates, and to give me a little kick in the pants to keep up on stuff.

As I was building it, I realized that I was actually using the tool to build the tool, and figured I might as well put this out there and hopefully others will find it to be a fast and useful way to search and browse npm packages as I have.

If you’re interested in other things I’m working on, follow me on Twitter or check out the open source projects I’ve been publishing on GitHub.

I am also working on a Twitter bot for this site to tweet the most popular, newest, random packages from npm. Please follow that account now and it will start sending out packages soon–ish.

Open Software & Tools

This site wouldn’t be possible without the immense generosity and tireless efforts from the people who make contributions to the world and share their work via open source initiatives. Thank you 🙏

© 2024 – Pkg Stats / Ryan Hefner

owop-js

v2.1.5

Published

The OWOP (ourworldofpixels) API.

Downloads

23

Readme

OWOP.js / OJS - v2

Node.js library for OWOP. Support Discord server - discord.gg/k4u7ddk.

Installing: npm i owop-js.
REQUIRES NODE.JS 12.0+!

Nodejs

You can also use browser version in OPM. In OPM version there is simpleChunks option for using OWOP internal chunks, renderCaptcha for captcha rendering, and there is no agent, origin, controller, and other node.js only options.

OPM Example

const OJS = OPM.require("owop-js");
const Client = new OJS.Client({
    reconnect: true
});

Client.on("join", () => {
    Client.chat.send("Hello from browser OJS!");
});

Node.js Example

const OJS = require("owop-js");
const Client = new OJS.Client({
    reconnect: true,
    controller: true
});

Client.on("join", () => {
    Client.chat.send("Hello, OWOP from OJS!");
});

Events

open - Opened WebSocket connection.
close - Closed WebSocket connection.
join - Joined to world [world name].
id - Got id [id].
rawMessage - Any message from WebSocket server. (It can be object or string) [data].
update - Player in world updates [player object].
pixel - New pixel in world [x, y, [r, g, b]].
disconnect - Someone in world disconnected [player object].
connect - Someone in world connected [id].
teleport - got 'teleport' opcode. Very rare. [x, y].
rank - Got new rank. [rank].
captcha - Captcha state. [gcaptcha id].
chunkProtect - Chunk (un)protected. [x, y, newState].
pquota - New PQuota. [rate, per].
destroy - Socket was destroyed and won't reconnect anymore.
chunk - New chunk. [x, y, chunk, protected].
message - New message in chat. [msg].

Options

ws - Websocket server address. (default - wss://ourworldofpixels.com)
origin - Origin header (default - https://ourworldofpixels.com).
id - ID for logging. If not set, OWOP ID will be used.
agent - Proxy Agent.
world - World name. (default - main).
noLog - No logging.
reconnect - Reconnect if disconnected.
adminlogin - Admin login.
modlogin - Mod login.
pass - Pass for world.
captchapass - Captcha pass.
teleport - Teleport on 'teleport' opcode.
controller - Enable controller for this bot. (Use only once!).
reconnectTime - Reconnect time (ms) after disconnect (default - 5000).
unsafe - Use methods that are supposed to be only for admin or moderator.

Module

When you require lib, you get object with:

Client - main OJS Client class (requires options object).
Bucket - Bucket class for quota.
ChunkSystem - Class for chunks, pixels management.
Chunks - instance of ChunkSystem, all bots that will request chunks will give chunk info to this instance.

API

Client

Client API is similar to OWOP, and some methods have same 'path'.

<\static>Client.RANK

Object with all ranks - ADMIN, MODERATOR, USER and NONE.

<\static> Client.options

Object with OWOP options. Check code to see them.

Client.clientOptions

Options that you passed in options argument.

Client.chat

Client.chat.send(msg)

Send message in chat.

Client.chat.local(msg)

Local message in console.

Client.chat.sendModifier

Function for modifying and getting messages that you gonna send.

Client.chat.recvModifier

Function for modifying and getting messages that you're getting from server.

Client.chat.messages

All messages that you got. Keep in mind that it can only hold maximum of Client.options.maxChatBuffer messages in it (default - 256).

Client.world

Client.world.join(name)

Function to join world. Should not be used, only for internal use! For connections to new worlds you should use new Client with world option in it.

Client.world.leave()

Leave world. If there's reconnect option enabled, client will try to reconnect after options.reconnectTime (default - 5000ms) seconds.

Client.world.destroy()

Leave world and don't reconnect anymore.

Client.world.move(x = 0, y = 0)

Move bot to X, Y.

Client.world.setPixel(x = player.x, y = player.y, color = player.color, sneaky)

Move and set pixel. If sneaky option is set to true, bot will return to old location.

Client.world.setTool(id = 0)

Set tool that bot has eqquiped.

Client.world.setColor(color = [0, 0, 0])

Set color of bot.

Client.world.protectChunk(x = player.x, y = player.y, newState = 1)

Protect chunk. You need to be admin to use this but you can ignore this if you'll use unsafe option.

Client.world.clearChunk(x = player.x, y = player.y, rgb = player.color)

Clear chunk. You need to be admin to use this but you can ignore this if you'll use unsafe option.

await Client.world.requestChunk(x = player.x, y = player.y, innacurate)

Request chunk, it'll be loaded to ChunkSystem. If inaccurate argument is passed, it'll transform x and y to chunkX and chunkY, so you can use normal coords to request chunks. Returns raw chunk.

if(inaccurate) {
	x = Math.floor(x/OJS.options.chunkSize);
	y = Math.floor(y/OJS.options.chunkSize);
};

await Client.world.getPixel(x = player.x, y = player.y)

Request chunk and get pixel.

Client.player

  • Client.player.x
  • Client.player.y
  • Client.player.worldX - x*16
  • Client.player.worldY - y*16
  • Client.player.tool
  • Client.player.rank
  • Client.player.id
  • Client.player.color

Client.players

List of players. Every player is object with properties:

  • x
  • y
  • id
  • color
  • tool

Example: Client.players[15035].

Client.net

  • Client.net.isWebsocketConnected - is connected to server.
  • Client.net.isWorldConnected - is connected to world.
  • Client.net.destroyed - is Client destroyed.
  • Client.net.bucket - instance of Bucket for PQuota.
  • Client.net.dataHandler - data handler, I don't think you'll ever need to change something here.
  • Client.net.messageHandler - message handler.

Client.util

  • Client.util.log - console log with Client.player.id or option.id if option.noLog is enabled.
  • Client.util.decompress - Chunk decompressor. Vars :(

Client also has primitive EventEmitter - on, once, emit, off.

ChunkSystem

This class is created just for Chunks, I don't think you'll ever need to use it.

Chunks

All chunks and pixels stuff goes here.

  • Chunks.chunks - array with chunks. In this array chunks are saved like this: Chunks.chunks[x][y].
  • Chunks.chunkProtected - same thing as chunks but only for protected chunks.

Keep in mind, that you'll usually only need Chunks.getPixel from all this stuff here.

Chunks.setChunk(x, y, data)

Set chunk data.

Chunks.getChunk(x, y, raw)

Get chunk data. Usually it tries to get chunks by normal coords, but if you'll set raw arg, you can use your own chunk coords.

Chunks.removeChunk(x, y)

Remove chunk.

Chunks.setPixel(x, y, rgb)

Set pixel in chunk.

Chunk.getPixel(x, y)

Get pixel from chunk.

Chunk.protectChunk(x, y)

Protect chunk.

Chunk.unProtectChunk(x, y)

Unprotect chunk.

Chunk.isProtected(x, y)

Is chunk protected.

License & Author

License - MIT.
Created by dimden.