assets

GLOBALS

Info

This module does not expose any global variables

CLASSES

Info

This module does not expose any classes

FUNCTIONS

assets.getAtli(modId: string, textureScaling: int) -> table

This function gets the atli (plural of atlas) required to inject into G.ASSET_ATLAS and G.ANIMATION_ATLAS

Atli are loaded from images placed in the mods/${modId}/assets/textures/${textureScaling}x/ folder. Each image in that folder will be its own atlas, with the atlas key being ${modId}_${fileName} (without the extension)

Each file should contain a single image, whether it’s a joker, a tarot card, or other asset. Each asset should be named according to its center ID. Asset type is determined by the prefix of the file, here is a list of the supported prefixes:

  • b: Card back (deck)
  • v: Voucher
  • j: Joker
  • e: Edition
  • c: Consumable
  • p: Booster
  • m: Enhancer
  • t: Tag
  • card: Card (Playing card)
  • chip: Chip
  • blind: Blind
  • sticker: Sticker

For now, only assets of type Blind are animated, with 21 frames of animation.

Example:

...
└─mods/            
  └─your_mod_id/   
    ├─assets/
    │ └─textures/
    │   └─1x/
    │     └─j_cool_joker.png
    ├─main.lua     
    └─manifest.json