Jenga
CritterClimb Modding api
A fork of cardboard this mod lets people create mods for critter climb using the event handlers in the jenga object If you decide to install this by its self without a mod that uses it, this mod also exposes a game variable that lets you mess about with things similar to the world object in the main game
A fork of Cardboard for creating mods of CritterClimb
modding api
if jenga is required:
// @run-at document-start
// @require https://github.com/SArpnt/joinFunction/raw/master/script.js
// @require https://github.com/SArpnt/EventHandler/raw/master/script.js
// @require https://github.com/tumble/jenga/raw/master/script.user.js
const MOD_DATA = jenga.register(MOD_NAME, /*optional*/ {data});
if jenga isn’t required:
// @run-at document-start
let MOD_DATA = {data}; // can be replaced with undefined
const cRegister = _ => jenga.register(MOD_NAME, MOD_DATA, false, GM_info);
if (window.jenga)
cRegister();
else
window.addEventListener('jengaLoaded', cRegister);
creates variable jenga containing useful things.
jenga.version stores version of jenga
jenga.mods stores mods and mod data
use allModsRegistered event to check when all mods that require jenga have registered
use modRegistered to check when a new mod registers
use unrequiredModRegistered to check when a new mod that doesn’t require jenga registers
jenga contains an EventHandler
events:
- modRegistered(mod, data, jenga.mods)
- unrequiredModRegistered(mod, data, jenga.mods)
- requiredModRegistered(mod, data, jenga.mods)
- allModsRegistered(jenga.mods)
- loadScripts
- runScripts
- loadScript(scriptname, script tag)
- runScript(scriptname, script tag)
- loadScript[scriptname](script tag)
- runScript[scriptname](script tag)
- Seedrandom
- Createjs
- Critterclimb
- gameCreated(game)
- booterCreated(booter)
- assetsLoaded(booter,images,spriteSheets,sounds)
- titleScreenShown(booter, titleScreen)
- gameScreenShown(booter, gameScreenShown)
- leaderboardShown(booter, leaderboard)